Wouldn't we all just be dieing to find out? He would be so heavily camped that he'd be KOSed within 2 seconds of him spawning until he was resurrected on his ghetto 7 day spawn timer.
My point is this: The combat system, as it is now, inspires no sense of heroism. There are several reasons for this, the primary one is that there is no motivation to mission/hunt other than greed. Furthermore there is no incentive to do anything other than be greedy. Many of these things could be changed with some work and redesign. I have 2 major suggestions that would be basically game changing, but what the hell, I'll toss them out.
1. Put a story behind mobs. Why do people go to the ace camp in EFP to camp kill the innocent neutral inhabitants? Because there are no other mobs? Yes that's part of it, but another part of it is because there is no motivation to do something good. If say there was an NPC that spoke of a camp of tough criminals and bandits out in EFP that had PKed his only son and held hostage his wife then going to the aces is no longer Thug Nation on line but there now shines through a small light of heroism. This can be done with many of the new boss camps, if there is a medusas boss, a half entrained omni soldier can tell a story of how his platoon, on patrol in DAV was attacked by a mysterious group of Aliens, all appearing "female" and how his squad was subdued by their strange song, and how he somehow escaped with his life. He could also tell of how some very important item they were transporting has fallen into the hands of this mob and offer a reward for it's return.
2. This is the biggie. Rework the whole PVM system. First make mobs about as tough as players in terms of HP, and enhance their offensive abilities making their damage and use of nanos a bit less predictable. Now make 5 times as many of them and reduce their exp reward by 50% per mob since they will start dropping very fast. Think about the combat system in Diablo II. Even if the quest behind the story inspires the greatest sense of heroism, the fact that you "fight against the odds" is also another major force behind that sense.
As of now, 6 people run through someone's office building or a cave that is strangely inhabited by OT/Clan officials and go on a killing spree from cave/office/closet to cave/office/closet, murdering everything and power clicking to steal the boots from their feet while their co-workers fellow cubical dwellers cave squatters watch listlessly from the next room. Many people may want to role play muggers and murderers, but I don't really want to. Greed should be a secondary objective not the primary. In missions this could be solved in 2 ways, first make the objectives heroic, second, make the mobs again more like the players, and third when they here gun shots make them come running from everywhere in the if they can hear, los the party/fight. Make them gangs of terrorists holding offices hostage, or saboteurs taking over a mine, put innocents and hostages in there that may be killed, and will run for the exit once the mob that holds them hostage is killed. Make the environment somewhat plausible.
You could even have a good/evil slider on the mission terminal for those that want to be evil, a full evil mission may yeild somehing like "Marci Davis just had a new born baby at the bottom of some cave. I don't like Marci because she thumbed her nose and me at the academy. Please go and eat her baby in front of her before she can insure it for 600k cr and 300k exp." I guess the good side will be pretty easy to figure out.