I didn't understand the targeting system question. Took it!
Targeting system works like this -you pick a fight in the goblin city, everyone that can see you will attack you without being near the fight. Breaking immersion in my opinion but that doesn’t matter. I want strictly to share the community opinion (mine can be biased)
Thank you!
Actually you formed it bad here. If they see you attacking someone then it makes sense for them to join the fight. You mean situation where they join fight only because they share location in general, but by logic shouldn't as they have no information what is happening.
For me it seems to be bug to be honest and needs fixing. I played with it quite a lot and inside the temple most fights work properly with exception to main hall and hobgoblin Boss (everyone just becomes instantly hostile when he dies no matter what. When stealth killing Drow isn't problem at all). Most times only small group which was taking part in action joins fight and then they try to start the alarm, so they run to the nearest drums. I had no problems with stealth killing 2 goblins that try to push guy into spiders nest without alarm, same for Spike and Shaman. Sometimes it even goes nice like in case of goblin that talk about Wyll and ways to kill him, the ones in next room will join the fight if by chance they will notice it mostly by coming too close to hole in the wall and seeing the fight.
To put it another way, because I don't know if we are disagreeing - If you attack 5 goblins in the courtyard and another 5 are drunk 150 feet away 50 feet above you, the goblins you just attacked would yell out "we're under attack!" on their turn and perception rolls would be made by the other group that doesn't have LOS to the melee yet to see if they heard it. If they did hear it, the enter initiative as surprise round, and the ones that didnt hear it, enter in the round after. The drums would summon interior goblins, etc. The stealthing thing is OP no matter where you do it as you can shoot the same person 5 times in a row until they die and combat never starts, so I wouldn't use it as a measure of threat scope mechanics as you never generate threat that way.
What you are talking about for the interior is correct, they were largely isolated events. The gnoll fight, outside goblin camp, and interior of dungeon had some issues with a mass initiative from people who wouldn't probably join in for at least a round. The threat scope just needs some tweaking for LOS and hearing range and what it means exactly. a fireball going off 100 feet away from the throne room should probably be picked up, regardless of LOS. They don't do patrol work and threat detection very well beyond stealth or not and then a defined group that will enter into combat per area.
But, I don't want to clog this thread down with it, should probably make a new one about the issue to go more into it. I just wasn't quite sure initially whether or not the 1-10 was saying it was working like it should or not.
What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?