Had to snip, post was over the character limit
I completely understand and agree with what you're saying here. Honestly, I'm all for completely opening up the Hinterlands to absolute lawlessness. I remember the Outlands and remember that it worked well because it served as a nooblet buffer in and of itself: new people would build close to spawn, thinking they'd be protected because they didn't read the rules or pay attention to the helpful veterans; the dedicated ones would quickly realize that was not the case and build farther away or move to Minetopia. The only difference is here, you can starve to death, and PvP is on, which I believe could be a major attractant to the kind of players T9k used to welcome if implemented in its original concept; the raider factions that used to take over other servers (which I was a part of, along with DutchCheese, Feone, and ThaProfessor, among many others), for example. However, this IS a community-based server; and as such, I consider my opinion to be the same value, if not less than other players; and those that communicate with me the most have forced me to consider that perhaps the Hinterlands as I envision them to not be what the community wants. The recent chest locking in the Hinterlands is a result of this; I am completely against it, but a large number of players requested it be added, and so it was. I have a theory about why we have a split like this, and part of it is the Hinterlands filling a dual-role, one of which it wasn't designed to fill. I'll get to that in a bit.
One of the biggest things about this server that sets it apart from previous T9k Official servers is that we have four
very active administrators, one of which I know personally checks the forums every half hour if he isn't online or asleep (*waves* yeah, I have no life...). This also creates a problem, though, as players communicate directly with us instead of voicing opinions on the forums so that other players can contribute to the discussion and make counter-arguments known. This is the other reason for the chest-locking issue - there was never really a discussion on it until after the change. This is something we will strive to address in the future, in fact, starting with this post.
Now, the Hinterlands, as I'm sure you're all aware, fills two roles: It's a riskier building area for players that either don't want the structure that tends to form in the Cities (a dominant faction ends up taking over road-building and moderation of other players), or just don't want to deal with others altogether. It ALSO, somewhat intentionally, has become a mob-farming and mining world. I believe that most of the complaints about chests not being protected in the Hinterlands came from City-dwellers who were forced to leave the city to go farm mobs or mine - and in my own opinion, they can deal with having to haul their shit all the way back to the city or face the potential consequences.
Obviously, for reasons previously stated, we won't be putting ores back into the Cities. We could, however, lower the difficulty and allow mobs to spawn; I don't believe this is a good idea as players would just build unsightly mob farms in the Cities.
I think the best option I can come up with is to WorldGuard a small region around the cities to both prevent PvP in the areas immediately surrounding the cities, and prevent grief and theft by non-greylisted members (for the administrators glaring at me right now, it's actually pretty easy to set up region inheritance, so you'll still only have to add people to the main city region); AND simultaneously shift our mindset to completely abandoning hope, all ye who enter the Hinterlands. We will, of course, still deal with obnoxious assholes who spawn-camp and dig pitfalls on commonly-traveled paths, etc. There is also the option of both preventing new players from PvP-ing, and preventing them from being attacked; yet another reason for people to make the trip to the Tower of Ozy if that's what they're into (no, we're not allowing some non-nooblets to PvP and others not be attacked in a land with no grief protection, that's just stupid).
As for landmarks: we already have one, JerzeyLegend's newbie shack. It's grief-protected above-ground. He built it with no intention of it being protected, but since so many new players use it to get a good start on the trip out West, I decided it is worthy of landmark status. This is one of the ways to get a build protected. The other is to build something amazing and then ask us to come protect it; if we agree that it's amazing, we will do so.
Again, I'm completely on your side in this from a personal point of view. But I'm also non-elected staff of a server that is essentially run by the community. I may be part of an appointed collective of dictators, but the current dictators believe in democratic policy, as does the majority of the community, and I'm not interested in being ousted by a coup. So, if someone wants to come up with a solution that satisfies the overwhelming majority of the community, we are willing to do everything in our power to implement it.