Greetings hearthlings,
I did a quick search and didn't see anything arguing quite what I have in mind, but if I missed a thread please forgive me. It is my opinion that in a few areas current game should be modified to be more realistic. The areas I would like to modify are, in my opinion, interrelated and so an alteration of one would invariably break the others. For that reason I have combined them into a single post. All of these suggestions will make the world a little more dangerous, and so will not be received well by many hearthlings, but I believe they are in the spirit of the game.
Teleportation:
I have come to the conclusion that teleportation methods are actually devaluing the size of the world and making resource gathering artificially easier than it should be. Due to the ability to teleport people do not use gates unless absolutely necessary and boats are the best means of overland material transport; both of these are significant problems in my estimation. The use of teleportation for transporting goods renders existing game features like carts and wagons less effective except under very specific circumstances, and completely bypasses the need for gates in most situations which makes leaving your fortress safer by a huge margin, which I also think is a problem. I propose the elimination of the ability to teleport entirely. This will make claiming a distant resource less useful because you will have to travel both to and from that resource to access it, and in a conflict situation one party will not be able to teleport away so the distance from home and potential allies becomes more meaningful. There will be a login issue associated with this, as the log-in at your hearth fire option must necessarily be disabled. I think this can be resolved by allowing your character to move to the nearest open location in order to log in, and it will also allow the creation of jail cells for punishment purposes (something that I feel would expand the lawmaking capability of hearthlings).
Alts:
I believe the existence and use of alts is an issue because it allows you to make several conflicting choices simultaneously. The most common of these (as far as I know) is the nature vs industry slider and the safety of your walls vs going outside. It is my opinion that a player should either not specialize despite the efficiency benefits, or should join a group of other people who have specialized in order to divide labor effectively. I also think that leaving the house with your keys is an essential truth of daily life that should be dealt with. As such I believe that the use of alts for any purposes should be eliminated if at all possible. This one is difficult to get around because multiple accounts can be hard to stop. At the very least the game client could be limited to one instance per IP address, or some other method of preventing one from playing two characters at a time, and accounts should only have one character at maximum, and one account per email address. (These are not perfect solutions, but I believe you get my drift as far as the direction of this suggestion) As a result of not being able to teleport and not having an alt, players will be forced to either carry their keys on their person, hide their keys, or work with another person for safety. This is an issue if a key means permanent access to a walled fortress, so there should be a way to change the lock on gates in case of incident. (This is an acceptable solution to me because before that can happen a foe will be able to enter and loot the base, as it should be, and the especially paranoid hearthlings can reset the locks periodically to ensure safety) By removing alts the life of a character will become more important because it is the one and only character available, and that life will be more greatly endangered by venturing far from the safety of your walls unless measures are taken to make the safer through in-game political means.
Inheritance and spawning:
If characters must walk from place to place and also carry keys to enter and exit their safe home it will be much more likely that combat will occur in the field and your character will die. The meaningfulness of death is one of the most valuable parts of this game, and I think the inheritance system makes it less meaningful. I enjoy the ancestor element, and the ability to spawn at your ancestor's hearth fire, but I think the new character should start from scratch completely. This will eliminate the need for huge LP bank claims and allow one to kill an enemy without that enemy being able to spawn a relatively powerful character right away to come back and fight. This will make recovering from the loss of death more difficult, and also make the intentional act of murder more potent. When combined with the ability to imprison a hearthling the options and results of lawmaking process have more potential. With that in mind, a new character should not be able to spawn in a location based on hearth secret, and only be able to spawn by another hearth fire if that character was the descendant of a previous character, and hearth fires should be much more difficult to destroy. (they also should not have a collision box to prevent their use as a wall or gate).
I know this is a lot of suggestions for one thread, but they are aiming at a common goal of making the game a little more realistic, and a little more threatening. Whether realism should be sought is an argument for another post, but I look forward to your thoughts on these suggestions.
Again, I apologize if this has already been discussed in depth.