I've used this response in a number of threads, and every time I do, I realize it was deserving as a critique all it's own. Now this may not be a critique of the developers themselves (I hold high hopes for their vision on this game), but perhaps for those who argue about what does, and does not, need to happen in development. I hear "Hey, the developers need to realize this game is sessional." I hear "There's nothing to do but quality grind" when you hit the "End Game."
Therein lies your problem. You're thinking about the "End Game", you're proposing there should be an End Game(tm) scenario.
To do so undermines the entire purpose and intent of what I see the developers working to build here. Admittedly, this is also one man's opinion.
The Problem With The "End Game" Solution
The problem with the End Game solution is it speaks of a goal you intend to reach, some pre-programmed set of Victory Conditions. Haven and Hearth (And truth be told, most Wilderness Survival Games) do not have these, they are not an intended goal or consequence. The creation of stat caps and skills caps further emphasize there is no "End Game". There will come a time when the weakest of us can be as strong as the greatest of us, without the use of botting or any form of underhanded warfare. Simple, straightforward effort will eventually make even a hermit able to hold his own against a single raider. (The fact that raiders never come in ones is a different issue worthy of discussion elsewhere).
So this creates the question... What is the End Game? If you've reached your stat cap and skill cap and have all the best gear and even advancing it another 20/30/40/50Q isn't going to make much of a difference. You're done, log out, you've beaten the game. That's not very 'survivaly' and it's certainly not the sort of thing that speaks of the goals of Haven and Hearth as professed by it's creators.
Villages, Kingdoms, Civilizations, Exploration throughout the world and challenges to face. These cannot exist in the shadow of the "End Game". Kill all the trolls you want, line your Triple-Brick Walled, all Great Hall villages with them and travel the world on your extensive underground network of mined out caves. Occasionally stomp on a newbie who got too big, or squish a hermit because you don't understand why they play. After all, to play alone is to be relegated to being powerless, and what's the point of that?
So.. End-Gamers, what is your obsession with power anyway?
So What's The Alternative?
There are a *lot* of alternatives, some of them are game mechanic based, and some of them are personal goals you can set for yourself, some of them are even bigger.
The World Everchanging (Mechanical)
The first part requires that things are always in flux, that equipment decays, food rots, seasons change, and characters die. There can be no such thing as true safety, no point you reach where you're assured that with the slightest bit of vigilance your place in the world is secured.
Raging storms in winter, beasts that attack towns, plagues on crops, floods, forest fires, and more that can affect even the most securely protected town. Rats get into your food stores and the rains don't fall on your fields. This is the first key to removing the idea of an "End Game".
And So Cultures Grew (Cultural)
Through all of this we're responsible for injecting more than a number grind into the game. If we make every day about survival, then we miss what being even moderately secure as a community means. Organized celebrations, sporting events (Horse races through an obstacle course anyone?), musical competitions, poetry competitions, organize art festivals to demonstrate your creative nature.
Get your community to work together to build great civic works that are obviously the result of a group so secure in their food and power source that they can risk hours and days building long expansive roads in glorious colors lined with flowers and trees. The mark of culture is infrastructure, and we have the ability to make some beautiful works to reach these goals. But we've yet to see anyone spend their idle time building bragging rights. You aren't missing an End Game, you lack ambition.
And new children were born(Meta-Cultural)
We each of us have the ability to stretch out into the world through our friends and family, through visiting gaming sites teeming with players who've never heard of this wonder we play. Rather than hunting newbies we can nurture them and help them grow and build our player-base and create a justification for great sprawling worlds where we aren't packed in like sardines. Reach out and help the game you love so much, create new challenges by nurturing new players, and pass onto them the desire and values to do the same.
This doesn't mean we have to be nice to each other, it just means we get new people to kill once they're worth thinking about. (If you must take the barbaric approach).
So stop thinking about the 'End Game'. The world shouldn't end, and neither should we. We always need new horizons to explore (so broaden the map as time goes on), and new players to play with to keep our game flowing and fresh, and new things to wonder at and new ideas to see grow. It's our excitement (and $$) that keeps our developers developing, and it's new faces and an interesting world that keep some of us playing.
Make your own "End Game" if you must call it that, just make sure that it's finding a way to make it a new beginning without a world reset.