Seeing those nifty farming spots under development right now, I wonder... will villagers have a sense of property not limited only to "inventory" elements? I mean, if we are given certain capabilities in adventurer mode to create structures, someone has to get angry if you build an annex building next to an owned building. As for that matter, building on someone's private property or destroying part of it should also cause some effect.So, will world entities have the capability to claim ownership over a structure or territory, and use that information to identify trespassers or have a sense of "home" which they can defend or use as a trading good?
I am not asking for realistic property laws and stuff, but more if the world population has or will have a sense of housing and territory property? Will it be forbidden to build around temples, graveyards (will they actually exist) if they have a living owner?
Such a system would allow stuff like a game entity recognizing and acting against trespassers or someone building a gateway to HFS on their lawn...which can come in handy for thievery and stuff. (and bring in farmer/villager disputes about territory? now that'd be realism)
Also related to this.Would it be possible to find isolated huts or cabins of some world entity living on its own? Perhaps outcasts, hermits, or sociopaths who refuse living in populated areas?
The reasoning about this is that such characters are actually very common in fantasy lore, who live isolated for whatever social or spiritual reason.
This can also lead to possible differing town mechanics. Instead of getting inside any home at random to find no resistance, find people more intolerant to trespassers, perhaps to the point of getting aggressive if they return and find you there (which would require thievery to very more organized, observing the patters of the person to ensure they are not at home when you want to steal some goods). Also that same mechanic can allow guards to perform their duty on their master's territory. The policies and behaviors involved can be the very same used to determinate the entity's personality: less social types would be more lenient to a "no trespassers (or we release the hounds)" policy, while the more open ones would not care much and differ little from the current mechanics.
Also with that we can find more locked doors and stuff to make adventuring as a thief more interesting.
The isolated entities might have importance as having better knowledge to share about the area, what kind of entities roam the area...and might be referenced by a person from the same group such as "the old man living in the mountains might have some information on that", or be extraordinary blacksmiths, teachers... perhaps the lonely old widow living in the forest might be referenced as a witch...that kind of stuff.