http://pastebin.com/CyFEabyS
(12:16:35) <loftar> Mind you, Haven needs so much updating on the backend that we're rather considering a rewrite than an update.
They have also said that they do not yet know exactly what it is that they wish to do. What I would like to do here then is make a suggestion for an element of such a redesign. Please note that I'm not claiming this suggestion is entirely original, in fact I'm fairly sure something similar has been stated elsewhere. Still I think it's worth putting it out there as I envision it and chewing it over a bit.

Roads
- Hearth fires are removed. Your character simply remains in game in sleeping form when you are logged off. If you are sleeping in a bed or on a rucksack you can only be harmed if summoned via scent, as per the old hearth fire summoning mechanic, but simply logging off leaves your character still in the game and vulnerable (for how long, and in what way is a matter for debate of course, nobody wants to die because of a phone call).
- Milestones as they exist must be used to connect crossroads. In order to port between locations it is necessary to have an unbroken link. This would mean fords/bridges are nec. A minimum distance could be imposed along with a new gate system to replace porting as a way of entering/leaving your base.
- The speed to port between crossroads is not instant, but a function of distance and mode of transport. For example, traveling by wagon is faster than traveling by foot.
- A highwayman skill enables a new option at a milestone: 'Stand and Deliver'. This will pull people out of fast transport. They cannot resume fast transport for a cool down period, which enables combat to take place, or just simple robbing.
Why?
So distance and location take on a different meaning. If you can only move fast via roads, then roads have a reason to exist. But further more, towns become more than just outposts, they are places that exist on the way to somewhere else. If a settlement wishes to have access to trade goods, they need to be connected to the outside world. Other people might decide to sever this connection, which means that you cannot be indifferent to the political realities of who has power over the surrounding area.
Furthermore, as long as people can commit a crime and then port nearly instantly to the inside of a bwall compound on the other side of the world, real civilization doesn't have a chance. There needs to be a real necessity binding people together geographically, and that necessity is the bounds of time and space. Banditry should ideally be happening to people who are living near the fringes of civilization, where it is possible to hide in the wilderness. Oh yes, and the wilderness could stand to be a bit more wild. In world one we had mordor, with beasts becoming stronger the further away you were from civilization. Roads could become a new radiating point for civilization, with its power to keep the wild at bay dependent on how frequently it is used. Arterial roads are hence pretty much free of bears, etc, meaning that hunters need to go further out and risk running into other unsavory types.
With a basic change like this, you also see the emergence of other interesting possibilities. This would have to be in concert with other fundamental changes to how the game works, but a world with meaningful roads and distance could also be a world in which we see things like...
- actual towns that outsiders can come inside of while on their journeys, without it being a security nightmare
- inns that people stay at
- warehouses where goods are stored before and after transit, or on a leg of transit
and so on...
Please Note: A foundational change like this would need to take place in concert with other changes to how the game works, which is why I'm not quite sure I get where people are coming from with some of their comments. I'm not talking about a situation where everything currently works the way it does now, but with roads. Rather, we start with an idea of what kind of way we would like to see the game work, and proceed from there to provide the supporting mechanics that enable that. Roads as suggested would only be one of those mechanics. I mentioned crossroads and milestones because it helps to visualise what I'm talking about, but they needn't be anything much like the milestones and crossroads that we know now except or even including appearance.
OTHER IDEAS
Hobbit Door - viewtopic.php?f=5&t=30731
Tree Hollow Storage - viewtopic.php?f=5&t=30843