You are completely right I am making some assumptions and have only seen about a month of play so far.
But, in fairness many of the discussions throughout the forum and even in your recent reply to me are complete assumptions as well. There is no real world data until we actually are live and using the “planned system and method” and people run through the sequence of events and we check in at 3 month and then 6 months to look at the plot sprawl.
There is no likelihood or any way we can say what will happen because there are too many variables. We have no guarantee world or player counts or if the system is even followed by players once live.
From where I stand, “intention” and “planned end state” are not of importance in the current state of experience we are having with the game. It is live now and it should be looked as such. Too many people use “alpha, beta, etc…” as an excuse for problems and incomplete system and models. I paid real money for the game and am spending time I will never get back on it.
So, honestly, the intended state the developers “want” is not very important to me in regards to my game play in this moment. I respect the game is in development and give allowances for that as well as do my duty to comment on the game and raise bug issues. The developers should be clearly aware that the gap between where they are and where they “want to be” is very large. The question should be is the end state more important to them over keeping the current state as fun and functional as possible.
In my perspective from all my years in technology and programming, I always believe it is more important to make the current live game play as functional as possible over a future end state. The reality is there is no way to guarantee that future end state will even happen. And if the current game play has lots of friction in the playing of it, you cause a negative feedback loop because you lose people. Resulting in less information, data, feature requests, bug notifications, etc. Staying focused on create a positive feedback loop is critical in ensuring success.
In any event, I am basically fine with the beacon model as it stands but felt I should share my experiences so the developers can be reminded of how important bringing full functionality to beacons is. Also without any way to truly know when a beacon timer ends it creates even more perception of a cluttered in-active world. Lowering my game play “fun and satisfaction” experience cause I don’t even know if that person with the crappy front yard will be moving out of the neighborhood soon!