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Did AA have food buff or anything of the sort? And what was its value, if any. I might be wildly wrong in my assumption here, but I was imagining smth like "you gotta find the seeds for the plant; grow the plant properly; harvest the plant properly; use it properly - and you have yourself a top lvl food buff item that sells for a ton". Outside of maybe the lest step, all that stuff gotta be done outside (well, excluding flowers or something else that can be grown indoors).
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Except it would be for a professional harvester. That's their whole gameplay, not the transportation of good. If players can completely prevent you from participating in your preferred gameplay - that's bad, in the context of Intrepid trying to appease some casuals (which they said they want to do).
The freehold owner can just ask for help with the transportation when they need it, because it's a one time thing, rather than a potentially prolonged process of whatever the freehold-based professions entail.
Now, obviously there's a chance that nothing you can do on your freehold takes you a long time and the solution to my problem could be solved the same way I mentioned, but then I'd assume Ashes will lose its casual audience even faster than it already will. The pvp on your freehold would probably speed that up a bit, but at that point it wouldn't matter on the big scale.
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But there were non-pvp farming zones, right? Maybe Steven's planning to have the in-node housing to serve as that, if you can do all the same stuff there as you can on your freehold.
I feel like AA's separation between housing and the farm is also important, because there you saw them as two entities with different mechanics, while Ashes will have freehold that serves as your main hub, so to me it seems weird to have a separation of mechanics for a single thing.