We have not received permission from neuroguy to share the quoted post.
I am completely confident that no example I give will change your mind, but I want to express it without insulting/drawing conclusions about you, so gimme a bit to talk way too much again.
I don't know anyone that would be bothered by the above fully, because they are 'node Minded'. They are a community who want to achieve group goals, not specific individual ones.
In my gaming communities, not just my group, none of that NORMALLY happens.
1. I want to upgrade my freehold, my Mayor will know.
2. I need 50 trees to upgrade my freehold, my Mayor will know and will have told others about this.
3. I therefore don't log in with that plan. For me to LOG IN with 'the plan of upgrading my freehold' someone would have to know OR I would 'accept that because I told no one, I don't necessarily have that freedom'. (the same thing would happen if all the trees simply hadn't respawned yet, kinda)
4. If the above did happen and others knew, I would ask Bob 'hey are you cutting down trees for a specific purpose?' and then have a discussion with Bob to... find out if Bob is acting in good faith or not.
5. If the node is consistently over-harvested relative to its Tree density EITHER Intrepid needs to tweak something, or someone needs to change their flow.
So I perceive that this gameplay is promoted by this system FOR players who are very individualistic and for whom none of the above applies.
I just also perceive that Steven is trying to make a game where it works closer to what I'm used to. Communication, teamwork, and resolution of friction based on that.
I like that loop.
I like 'that I need to tell the rest of the Node that I need a ton of trees to upgrade my Freehold and that we will decide who harvests them (or I can tell them that I plan to log in and harvest them myself so could everyone else just not do that for a bit).
I like 'that the story doesn't allow me to just log in with my own plans having consulted with no one'.
I like that I have to talk to Bob to figure out what's up with his harvesting. If we don't want the world to be full of NPCs, in my OPINION we should accept 'this sort of thing as a replacement', otherwise the game becomes just another 'single player push-for-my-stuff game'. Even many 'social' games are much more 'I'll interact with people when it helps me get what I want'. Whereas this is 'I'll interact with people so we can coordinate relative to each other's goals'.
I get that this isn't necessarily the MMO experience everyone wants, and I'll leave it to you to confirm if it is what you want or not, but to me, this is a positive to the point of being a draw to play more, not a concern at all.