The following are ideas for more long term goals in development. These are not suppose to be simple things that can be added in a patch, but over a period of time and/or may need a new world to be fully added. The purpose of these ideas are to help give the game a solid direction to go in the future.
Character Skill Trees/Specializations
This would be the easiest of the ideas to add. Essentially, give characters a skill tree with options that are unlocked AND cut off based on previous decisions. With this you would not be able to unlock every skill in the game, but would have to pick and choose what to specialize in.
An example, when you learn blacksmithing, it would unlock several other skills. Weapon, Armor, Tool and Jewelry specialization, each with their own unique craftable items and such. You can pick one of these and when you do, the others are locked away from you, without making a new character (or even new account), you wouldn't be able to pick the other options. If you pick weapon specialization, you can further advance this into sword, axe or spear specialization, again you can only pick one of these. Each of these may also unlock more specializations, which also unlock more and so on.
The end result being you have a unique build that very few other people in the game would have (if any) with your own range of craftable items with their own unique properties.
The upside to this is, every character would be truly unique, and without making 500 alts (which I wouldn't put past people here) would allow you to offer villages things they didn't have before if you join them, or things to trade. The downside is it would require massively increasing the amount of content in the game. Whereas now there is 3 swords, with this new system, the game might need 30 swords.
Culture
This would be taking the above, and applying it to a village. Basically, a village would have it's own skill tree, and gain LP like players do. As the village ages and gains more LP, the leaders could spend LP to develop a culture for the village. This culture would effect what the village as a whole specializes in and give them access to new buildings, tools and so on.
As an example, if you build your village near a lake, you could turn it into a fishing village. Once this is done you cannot revert the change but gain access to various new village skills that let you do things like make fishing related buildings, bigger boats, new fishing tools (like nets and harpoons) and so on that would allow you to catch both more fish and a larger variety and to create various fish related goods like food and curios.
Another example in the opposite direction would be a village of raiders. This might let a village learn new combat techniques, make new weapons, armor, combat related items and so on, and maybe eventually let them make new siege engines and even make them quicker.
This again has the upside of making villages somewhat more unique, and would increase the need to trade and world related politics. It would also give players a long term goal outside of just grind quality. Once again, the downside is that it would require a massive amount of new content be added to the game.
World Generation/Localized Resources
As it stands right now, the world generator used in HnH isn't that great. It does the job but it's one of the underlying problems with why a lot of issues exist in the game (such as lack of trade and politics). My proposal is to simply redesign it entirely, specifically to generate worlds in such a way that the world would have unique regions and biomes, and not the small random blots they are right now, but actual regions such as the top part of the map being a desert, while the bottom part is tundra, and over there is swamp land and so on. Maybe it could even be huge islands separated by seas that require larger ships to cross. The point is, each area of the world would be unique and not just randomly placed biomes.
To add to this, each region would have it's own unique resources. Not just localized resources like we have right now, a desert might grow cactus and have unique animals like scorpions and snakes, while the tundra has it's own unique trees, foragables and animals, meanwhile the swamp has alligators and so on.
Again, the upside of this is pretty obvious. Based on where you decide to live, you end up with unique resources and it opens up trade options and politics. The downside is that again, it requires a huge amount of new content to be added, but would also require the world to be reset.
Metagaming
I wasn't sure of what to call this. I was debating on "Assholes who want to ruin everyone elses fun". But the problem is simple, people using outside tools, or abusing various mechanics to gain ingame advantages. I know this is hard to track, and some of these things exist for a good reason (such as the default client lacking a lot of options and in general being not that great), but there is a certain point when you just wonder why are people allowed to get away with using those kind of things? Who needs 200 fucking alts (altitis has gotten so bad people have fucking forum alts to back themselves up and shit post against other people)? Why are people allowed to bot? Why do custom clients have night vision xray scopes that can pin point and highlight every little detail in the world?
Like I said, I know this stuff is hard to stamp out, but when half the game is basically bots, it does not make the game attractive for lots of people to play. But I also know if you just say botting is outright banned and start handing out bans for it, you'll piss off just as many people.
The ideal fix is simply to make the game less tedious and less passive to play. For most people, once they get set up, they essentially play the game very little. They login, do their assigned task, then log out. Whether this is the tedious like harvesting and replanting a thousand crops, of the passive like adding fuel to the crucibles. The result is the same, people who're not really playing anymore so just get a bot to do it for them so they're still making progress. Changes need to be made to the game that dissuade this kind of play, and make the overall experience more involving while harder to make functional bots for. Likewise, features in custom clients that increase functionality or make the game easier to play, need to be implemented in the game in such as way as it's part of the actual game. I shouldn't have a radar that shows me where every animal in my vicinity is, I should be able to catch their scent on the wind, or see their foot prints.
I know these kind of things would take a lot of thought to even come up with the ideas, and implementing them would be even harder, but it's not fun to know there are some assholes in the game who're always out to ruin it for everyone else by exploiting these kind of things. There is a point where you need to start taking steps to reign these kinds of players in, and that point was years ago.
As I said, I know these ideas are not things that can be implemented overnight, and a lot of them sound like dreams, but they're the kind of long term design goals I feel the game needs. Things that will actually address the core issues with the game and not act as bandaid patches. If I think of anything else, I'll add it, but the game has to start going somewhere at some point, otherwise in a month or two we're going to have 20 players who're just complaining they've got nothing to do and are asking for another world reset which has been a problem with pretty much every iteration of the game.