I suspect that if people pay attention to who posts what, I'm getting quite a reputation for wanting a zero risk game. That's not really true - I'm just in react mode an awful lot, plus inclined to oppose anything JTG favours almost by reflex, as almost certainly designed to make the maximum number of people as unhappy as possible.
The question though is how much risk is appropriate. A game with no risk is a sand box - kind of fun if you like building, but ultimately boring. I still haven't run out of interest in H&H as a sandbox, and wish all these risks wouldn't keep interfering with me playing with it in sandbox mode. Yet in the long run - new features won't come fast enough to keep my interest, once I've tried all that already exist, without something else. Now that something else can be gaining levels, resources etc. - except that doesn't work too well if it's just predictable grinding. At some point even I will want some risk - for an appropriate reward of course.
And therein lies the problem. Perma-kill animals in the Ring of Brodgar merely add risk. The same applies e.g. to players looking to gain LP by player killing. Add to this crash-risk, theft-risk, and object decay - and I've got all the risks I need, thank you so much. Moreover I've left out a few - like the risk of having all neighbouring forests repeatedly clear cut, leaving me without lumber no matter how much replanting I do.
What is needed is risk that comes with rewards. Thus, for example, the best LP should come from the most dangerous animals. And living near those hunting grounds should come complete with aggressive animals wandering through your camp. (J&L got that right.) However, it should be possible to reduce both risk and reward - and that's where the problems come in. To reduce human risk, move to Mordor. To reduce animal risk, stay near the Ring. At least I get LP rewards from dangerous animals - and don't presently have risk of being perma-killed by them. That's just a bit backwards, but it's the way this game is developing.
So my challenge for those advocating increased risks is to find (a) a source of rewards to balance those risks and (b) a way for people to opt out of both. Otherwise all your new idea will do is forced increased risk on people who'd rather not deal with it. (And don't bother talking about "excitement" as a benefit; I play this kind of game to relax.)
So, how do we allow someone risk averse - or new - to stay in relatively safe territory, with little or no chance of losing most of their LP for (e.g.) exploring their way onto the wrong person's territory, getting themselves lost , choosing a conflict-prone settlement, or simply having a trouble-maker randomly target them? And how do we allow JTG and Raephire to take lots of risks, and get some large rewards from them - if they don't get perma-killed instead. (Are there any animals that really challenge you in the current map, Raephire? or are you just grinding bears?)