This is an interesting thread, particularly the responses from Loftar and Jorb. I agree that JTG has done a service by pointing out limitations of the game mechanisms. The problem from my POV is that those limitations are not being fixed.
The game still has the following major playability bug: a person who wishes to focus on upsetting others cannot be effectively combated. Sure, folks who are offended can kill his/her alt of the moment, assuming we can find it online. But it can exploit game limitations to make itself unsummonable -the same limitations it uses to effectively destroy other people's property. (I.e. the behind-a-house problem.) And even if it were not able to exploit those limitations, the basic problem is that the player does not care about the character being killed. At the very worst, it needs to regain 5000 points for vandalism, and/or 4000 for theft, and go out and do the same thing again. And it can gain those points doing what its player loves best - trashing other people's creations and resources - since it's not reasonable or possible for a farmer to claim all his/her fields or a hunter to claim whole forests. (It's also very easy to get your 5 * 24 hours of game time for full tradition without really playing for 30 hours; explanation to devs by private message on request, in case it isn't obvious how to do it.)
Meanwhile, all we have to combat this behaviour are other bugs. In particular we have the combination of impassable hearth fires and indestructable objects. All anyone can retain is what's on their body (if not killed) and what's in a vault of some kind. I at least am finding this to be a severe limitation. As my stats increase, I'm having trouble even stockpiling all the food for my next food event - while still preserving basic tools and a small supply of working materials.
With ambitions thus limited, people aren't much interested in building - so they are out killing things. From that, it's an easy step to killing each other - as we see happening in other threads. Net result - a reduction of the atmosphere that made the game attractive in the first place.
To make matters worse, steps taken to limit the vandalism problem make things worse for innocent players. I have an overly large claim, creating a nuisance for passing hunters - just to make things slightly more difficult for wandering griefers. And this prevents or discourages legitimate behaviour I wish to allow. I want to let wandering strangers harvest my crops (small quantities, or replanting) and use my tools. I benefited as a new player form neighbours who followed this policy. But now those who still follow this policy generally have no tools left - just a collection of empty baskets and maybe some remaining crops.
This, Jorb and Loftar, is a major _bug_. It's not a coding error or a missing feature - it's an overall design issue. I don't think you can fix it with yet another game mechanism bolted onto the side. You've made a decision to allow PVP of various kinds, and not thought through the effect of throw-away characters, particularly in combination with a player made goal of disrupting and hurting others.
If JTG were a thief, he wouldn't be a problem, because he'd run out of things worth stealing. A farmer could make double quantities of food, knowing the thief would become "overstuffed" just as readily as the farmer. (It would be much like supporting a newbie, or a non-farming miner, except non-consensual.) A miner might wind up making double charcoal, maybe even losing some ore - but bulk materials aren't really worth stealing. Metal and other consumables would be the only thing worth repeatedly stealing. (How many sausage makers does any one player need?) And those small quantities could be kept in inventory or similar - except for big producers who see cast iron much the same way I see wheat seeds
So at the moment I'm playing primarily for social reasons - to chat with folks I know and like here. I suspect that's becoming more and more common - among those still playing. Others are developing itchy trigger fingers, and running around killing people; I find the idea tempting myself, except that this just isn't the game i came here to play. There are lots of games devoted to combat free-for-alls, possibly with a bit of development on the side - and they generally do it better than Haven and Hearth. They also have players who wish to play that game, not a building game.
I'm also exploiting every game limitation and misfeature I can find, and that really does not make me happy - but I feel pretty much stuck doing so. The real trouble is now that I've begun - for anti-griefer defence - I'm seeing other ways to use the same (mis)features - and using them. And not being a cracker by temperament, this is sure to reduce my enjoyment of the game - in part by leaving me feeling guilty.
*sigh* This is a lovely game overall. But - everyone I know seems to be leaving, moving, or considering both of these, thanks to either griefers (most commonly) or escalating pvp conflicts. What a waste.