The game lacks mechanics that would encourage "fun" ways of playing the game. And discourage “unfun” ways of playing.
The game lacks proper ways of encouraging the right type of play, if newbie juvie enters someone’s territory then the optimal choice for the “defender” is to fight them.
In that case the mechanics encourage “unfun” play. because the newbie feel like they died for seemingly no reason.
A territory marking system could help this. And if we add some type of stacking buff for staying within your area, that would also discourage clans from chasing potential hostiles for miles. While not actually making it harder to do so.
We could also use a way of communicating easier. Like a call that shows your nameplate and your clan. (this could give you a defense/offense boost against those who haven’t done the call recently, encouraging players to announce themselves through mechanics, while also not hurting attempts at stealth) And if the nameplate signals if you've hurt another dragon recently, it can also "prove your innocence" if someone nearby attacked a clan-member.
And if we continue with this idea, we could have a "peace" emote. Target a player, do the emote, and if they do it back, you both get reduced damage against each other, so when you encounter a potential enemy, do the emote, and attack if they don't reciprocate.
Also if there was more PVP "opt in" type activities, then those who enjoy pvp won't go around looking for a fight with newbies and neutrals, but rather will do content that will pit them against other players who want to do the same. like more areas with timed resources.
Another example of this could be something like an arena where losing your health will stun you, but dying requires someone to do a “death strike” by button prompt (encouraging players to participate in pvp with no gain and low-ish stakes, so newbies get experience in fighting, and experienced players can do duels with friends/rivals)