This is being discussed everywhere, so, in the spirit of that, I'm making a completely new post on the topic instead of replying to a relevant thread. When in Rome. Here are some extended thoughts on Crime & Punishment in Haven & Hearth.
Currently held beliefs:
1) The last security update, walls, improved game balance. Thieves now have to build their character's strength in order to knock down walls, which requires them to expend a fairly sizable investment into their characters before being able to cause trouble, which, in turn, means that they actually stand to lose something when they commit crimes.
2) Implementing a (significant) fatigue effect (not talking about simple stamina fatigue, obviously) on scent producing activities would make thieves steal a few eggs instead of the entire hen house.
3) Trained alts are not a problem. If a thief player loses an alt with black skills + high str, he has lost a significant value, and things are as they should be. The entry bar for thievery could relatively easily be raised by requiring thieves to hold certain personal beliefs (Considering high "Night"), and/or by requiring certain stats before allowing the purchase of black skills (Say, 10 stealth for trespassing, 20 for theft, 35 for vandalism and 50 for murder).
4) Spam-alts are a problem. Alts engaging in behavior which is ugly, rather than criminal, are hard to get to. It requires very little energy to create a character that digs swastikas out of clay for lulz.
5) Spam-alts are not a problem for the established towns. The time spent trekking out to the settlements, in combination with the fact that digging/building/messing with/ claimed land requires investment in vandalism, means the lulz come with a high prize tag.
6) Spam-alt problems could be reduced by reducing reliance on the RoB as a central spawning point, as the high player concentration at the RoB, in combination with the easy access to it, is what makes the lulz seem "worth it" there and not, for example, in Bottleneck.
7) Player retribution by and large works fine. Players are not afraid to exact justice, they feel safe behind their walls, and are not afraid to leave murder scents outside of them. Leaving a murder scent is often something you get away with. Rangers go to work with some sense of personal security intact, and this sense is not illusory.
8) 7 does not mean that law abiding players lose developed characters left and right. It happens, there have been some unjustified murders, but by and large this is not a problem.
9) Thieves have no personal motivation to develop characters, because it is nigh on impossible to get away with theft without "cheating". Ranging is too easy. Thief scents must decay in inventories.
10) Players with high public/forum profiles get hit. Casual players are left alone 99 times out of a hundred. The thief problem is overstated due to the newsworthiness of thief incidents. Normal play time is severely underreported in the forums.
11) Alt stashing of valuables is a problem for thieves as well as for rangers.
12) All alt stashing could come to a quick halt if I decided that logged out goods suffer a high rate of decay.
13) It should be possible to keep indefinitely a small amount of goods that you cannot lose without consent.
14) Wall ins are no longer a significant problem.
15) Crime is not as big a deterrent from playing H&H as are: Poor UI, the (relatively) high system requirements for the game client, the relatively small amount of (especially late and early game) content, and the lack of proper introductions and tutorials.
16) High stakes and tough brakes, open PvP and permanent death, and the general ability to affect other people, for good or for bad, is what makes Haven & Hearth more interesting than Habbo Hotel. The prospect of death, more than anything else, makes your character seem alive and meaningful. No one really wants these aspects gone.
Feel free to opine. I am especially interested in hearing from people who actually try to engage in criminal activities. How hard is it? Is it profitable? How goes the alt farming? Etc. etc.