Right now, the materials to produce a material make it impossible to establish a base on a (MMO setting, 1-3 multiplier) server without GM intervention if the server has decay on. 40 prepared herbs requires significant investment of time into that skill line. If the server is populated, it may also be hard to obtain the 100 bones. All the work and materials collected by your group during that time can be lost to decay if they are dropped on the ground or structures built during the time you took to build a monument.
The group is extremely vulnerable to raiding without a monument and is most likely to be driven off the servers without protection by rules & enforcement by GMs. (If you're a GM, who has 24 hours a day to police this crap honestly?)
So, one alternative is to turn off decay. But then you just get a massive building up crap, abandoned settlements that take too long to disappear, etc. Server gets laggy. Not good. (
So the third alternative is to have no decay but for a couple of hours, turn on decay at a med-high setting, clear up the objects and disable it again. It requires bringing down the server twice and can be upsetting for players doing forging, etc if you have to restart the server all the time. You run the risk of destroying a new players settlement that didn't put a monument up (because they didnt know they can ask a GM for materials or whatever the reason is)
Fourth, you can have a low decay setting. The risk is that the growth and proliferation of objects will still be a higher rate than the decay. It also inhibits your ability to create events. If you have a neutral town, trader settlement or public arena that is not on a claim, it will all decay over time and GMs will have to invest heavy time to repair or rebuild it.
No matter what it is, it will be a lot of work for GMs.
Its really hard to find a good balance of settings the way it is. Has anyone found a perfect balance?
Also trees: Tree removal scripts work for awhile, in the early server lifecycle. As time goes on, players plant massive tree farms and don't remove stumps or use the logs. Other trees aren't cut down and left to grow into massive oak tree forests of quality 80+ that act as a barrier to horses or people trying to get around the map.
There needs to be natural mechanisms to regulate these trees. Infections, wildfires, storms, etc.
You can't just go and run a query to delete all Q80 trees because people with legitimate tree farms they are using will be pissed. So, GMs are stuck cutting down trees manually. It's bullshit
There needs to be more self-regulating / cleanup mechanisms in this game.