Lately I've been talking to a lot of players about the current world, and many complained about the insane amount of abandoned stuff around. While a new would would temporarily fix the problem, I believe there is something much more important to do to avoid getting here again: improve the decay system.
How did we end up in this situation? The world has been running for a year and a half, and with it lots of player have enjoyed their time and then quit, leaving behind everything they had. That meant a lot of claims and villages abandoned for weeks or months, spammed across the entire map. But what's the big deal if there are abandoned places? Scavenging is fun, isn't it? Well...
1st. Lots of these places are, of course, in great places to settle. You could take over but, especially for lonely players or small parties, often it takes a lot more work to fix up a place than it would to build it from scratch.
2nd. The amount of mid-high quality items in it kinda ruins the game. While at first it's awesome to find all those tools and items, in a couple of days you'll realise you don't have (and probably never will) the skills to properly use it or even improve it over time. What's the point of making a tanning tub q20, when the nearby ruins have 10 tubs of q200?
3rd. The amount of fields make finding seeds unchallenging. When you first start, finding the seeds you lack is kinda like a scavenger hunt! Will I finally get that wheat, or will it be pumpkins again? Now you just walk around 10 minutes, and find every crop in existence (except for leek, nobody likes leek) of such high quality that your new farmer alt will never achieve.
4th. The underground has become a highway, more than a mine. You finally start digging your minehole, and end up in an infinite series of tunnels that go straight for so long that even your horse gets tired of walking them.
5th. And if you give up and decide to take over that village, hope the idol Is still there: if it's not, you'll have to take down all those banners yourself!
Those are just the first points that come to mind, but I could go on. The idea is that abandoned places don't just trash the map, they ruin the fresh start experience so many of us enjoy.
So what could be done? Here's a few ideas:
1st. Claims (private and village) should decay much faster. If the player is inactive for a week, we don't want them to lose everything. But for a month? That means he's not playing at all, get out of here! No more study tables filled with poppyflowers to keep that claim active a couple more months.
2nd. Once the claim decays, allowing anyone to act inside, there should be a short delay (let's say 15 days tops) before the items (including the claim stake) will start decaying too. No more places abandoned 10 months ago, still there only filled with empty cupboards and drying racks.
3rd. Crops should decay, at least in dead claims and wilderness. Not sure why they won't, but again field plants shouldn't stay there forever.
4th. Mine supports outside claims should decay, and cause cave-in. It could take more for a stone or metal one to decay, and less for a wooden one, but all should disappear after a while. Give them a month of life, if they are not repaired, they collapse and (by chance) could cause cave-ins. Let's refresh those caves! Also, those cave-ins should be removable, and actually "spawn" cave walls, not just those boulders we are used to.
5th. As per point number 1, village idols and banners should decay after a while if the village is out of authority. Banners could decay within a few days, statues in maybe a week, the idol maybe a 3 weeks later. If the idol is destroyed, the process should start immediately. Again, no more ruined villages staying there forever!
In the end, while right now a fresh world would fix the problem for now, stuff like this would prevent this problem from coming back. Both new players and old ones could have a fresh start finding plenty of wilderness, still having some scavenging opportunity, without getting frustrated that nothing they can craft will ever reach that quality level, making crafting and improving skills tedious rather than fun (no more feelings like "Cool, I upgraded my anvil to q40!").
Think about it.