My proposed solution: bɪvrɒst (bifrost), or some other form of bridge dimension.
Okay, I know it sounds ridiculous, but please bear through my explanation; You can read through the wikipedia page for bifrost here to help understand what I'm thinking: https://en.wikipedia.org/wiki/Bifr%C3%B6st
Now, I am no stranger to full loot PVP style MMOs. Another game that I frequent, Albion online, seems to have struggled with some of the same problems that Haven and Hearth has. The major issue that I'm mostly referring to is, "how do you encourage actual player-player trade in a massive player based economy, without diminishing PVP?". Every item in the game is crafted by players, much like in Haven and Hearth, and needs to find its way into the public market somehow. The best method for this is to introduce easier ways to travel from point A to point B, without allowing players to abuse the system and also make it less boring. How did they solve this? They created a sort of interdimensional highway, called avalon roads, which connected all cities together in an easily traversable fashion. How is that less boring than travelling the overworld normally? Bandits. Essentially, giving players a main artery to get from point A to point B created a lot of interesting scenarios where players must decide whether the convenience is worth the risk, which it usually was. I think adding something similar to this would enrich the Haven and Hearth economy, making it easier for players to travel between cities but also give raiders and bandits an easier way to find players to rob. It encourages a high-risk, high-reward playstyle, but also isn't necessary to use for players who would rather take it easy and use sea routes.
How would it work?
The bifrost would be a seperate "map", much like cave systems, which would consist of long stretches of interconnected roads with inactive portals on both sides. There would be no forageables, and construction would be forbidden inside this realm. Occasionally, there could even be unique dungeons scattered around the roadside which could give a little bit more end-game challenge for those with nothing to do. In the dead center of it all would be a portal to the already existing Valhalla; Maybe for visitors to see the dead, or better yet, to retire your character early without remorse.
I think, personally, sublime porticoes could be re-implemented into the game with a different function. They're really fucking cool. Upon building a sublime portico, a player would be able to access these bifrost roads, but with no method to return back. In order to get back home, one must attune a portico (more on that in a second), teleport to their hearthfire, or enter a different portico than the one they came through. If a player collects 10 beautiful dreams, they would be able to craft a "fleeting moment", or some other esoteric thing. Fleeting moments will only last for, well, a fleeting moment, and cannot be stored for long periods of time in order to prevent abuse. If the portico is right-clicked with a fleeting moment, the fleeting moment will remember that portico, and is thusly "attuned". After entering into bifrost, using the attuned fleeting moment on a portal will make it active for 8 hours, or maybe longer or shorter depending on balance, for use by any and all players who wish to do so. Entering the portal will teleport the player to the portico from which it is attuned. A portal that is red means that the portico which it is attuned to is on an inaccessible claim, and travelling to it will require the use of criminal acts. A blue portal would lead to a portico on a claim which the player has permissions, or an unclaimed area, and a green portal would lead to a village claim which strangers are allowed to visit. I guess if it is a village portal, it could also display the name of the village above it.
I think this method of travel would be a great addition, not only for ease of communication, travel, and trade, but also to separate the sort of nonsensical blend of realm politics from fast travel. I'm not exactly calling for the removal of thingwalls for fast travel, but just a different method of fast-er travel that fits the theme nicely and doesn't leave much room for abuse. Also not dead set on suggesting just a long stretch of rainbow road, but rather multiple roads that branch off of each other in a labyrinthian fashion. Players should be able to find each other pretty easily. They don't even have to be rainbow.
Thanks for reading this far. here, have a picture:
