this post was submitted on 22 Jul 2023
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Diablo
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The way Dungeon Siege does this: A separate multiplayer map that you can play after finishing the story.
The way Elder Scrolls Online does it: Some enemies remain, some turn neutral. For example, you fix a curse that affects ghosts in a zone, the ghost enemies are no longer hostile unless you attack them (according to the quest they are stuck in this world but they no longer see you as a threat). There are some other enemies still in the zone that have nothing to do with that quest that you can still farm.
The way Grim Dawn does it: Way lesser mobs will spawn in the zone. Some still spawn because they are remnants of the enemy. You can still farm there.
I am sure there are more options out there.
Definitely debatable about whether those are "better". I'd prefer development resources not going to a solution for something that's barely a problem in the first place.