JohnCarver wrote:'Localized' things are not going to be a providence thing. I'm also not convinced on all these benefits of 'neighbors'.
You want to meet strangers, you go to town, you want to make friends, you form a town with them. I don't understand or support this demand for 'friends' who are not good enough to invite to your town, but are somehow cool enough to leave in your backyard, that are somehow more interesting than somebody you simply meet in Providence.
It's pretty obvious that people in your backyard are more interesting than someone you meet in Providence - for starters they can inflict harm unto you and your property (and you to them and theirs). Thus the current optimal strategy being eradication of all neighbours. But IMO it'd be a lot more interesting if in addition to these downsides there would be upsides as well. Balancing the costs and the benefits of letting neighbours stick around would add a great deal of strategy to the game. Having your neighbours sell forage to you is a good thing, but having them deplete the local lime pits isn't. Even worse, they might go and claim those lime pits. So obviously you need to set down some law, and where's law there's people not satisfied with it. Some of those might develop enough to challenge your supremacy over the area. You could launch pre-emptive attacks to wipe out people who are getting too developed, but that'd wreck your PR and cut the influx of the newbies you want there to collect those chestnuts for you. So diplomacy would be the first choice, and in the name of keeping peace concessions would have to be made which could leave resentment on both sides. So when and if diplomacy fails and the whole thing boils over there's a whole lot of delicious drama to be had, because the involved parties have a lot of history together, and because they're right next to each other the conflict is guaranteed to be bloody. There's nothing wrong with the classic HoB stories where the attackers strike out of the blue to get loot and tears, but I think the neighbourhood drama could be on a whole new level. Of course, to get it, we need neighbourhoods, and thus a strong enough incentive to players to form them.
Then there is also the effect on retention of social players. Having nearby homesteads to look at is more interesting than just the wilderness, as they're more dynamic. You can watch them develop and compare them with yourself, so you get that whole keeping up with the Joneses effect. Running into neighbours while foraging or hunting would make the world seem more alive. You can make small talk about whatever either of you are currently doing, which isn't a good conversation piece in Providence because people there are mostly just standing around. Or you can gossip about the other neighbours, trying to deduce who might be trouble.
Anyway, I don't think that we need any new teleport options for this, since the idea is to encourage people to settle closer to each other. What would be nice, though, is a wilderness port option that takes you to an area that's open to settlers. Maybe something like a special building, an inn or something. You pick an inn from the list, and the wilderness guide sets it to be your homestead. The inn should of course be destructible. As for the stands themselves, I think it goes without saying that they should be destructible. But we have braziers to protect them, and if they have limited range for trade so you can put them behind a wall I think they'd be good enough to see regular use.
What I'd really like to see is people's making mini-Providences, gathering places with all the hustle and bustle of a trade centre, but no perfect safety like in Providence. It should be possible to get a good enough degree of safety with just braziers and characters.