It feels to me like a major source of discontent in the Nexus is where there is a gap between expected safety of a situation and actual death rate; one of the potential biggest places where that shows up is sitting inside a downed stronghold. Below I've put my guesses as to how often I would expect to die in various circumstances so there is a sensible shared calibration of roughly how "safe" various activities are. Times to death are a very estimated average based on my vague experiences over the breath and trying to filter out most of what happened in the high density world of Freeport (though I'm sure my estimates are still a bit coloured by that).
| Activity | Expected time to next death |
| Staying Dead | Unlimited |
| Invisible and hiding in the back end of purgatorio as a transcend | Until Invis needs a restock |
| Invisible on a font/gem harvest spot | 14 days |
| In a stronghold | 7 days |
| Hiding in a low traffic area | 5 days |
| Hiding whilst leaving a corpse trail | 2 days |
| Hiding in a resource building | 1 day |
| Unhidden inside a lit building | 12 hours |
| Unhidden outside | 2 hours |
The major problem I run into is this:
- Stronghold locations are, according to game rules, supposed to be secret.
- I am not going to maintain, update, and constantly reference, a full per character list of what SHs each character knows about. Other than wandering way marks I let that information go in one ear and out the other (actively digging through discord logs if I need to assist with target picking for a raid).
- When hunting using tools that would be adequate to catch someone hiding in a low traffic area (Angel Hunter/EoD) I will sometimes find people in a fallen SH that until I got there I hadn't realised was a fallen stronghold until I stepped inside (and occasionally not even then). I have already expended the resources on hunting them that would have caught them if they were invisible, should I now be backing away?
- A fallen stronghold isn't actually supposed to be safe. Anti-vulturing should be applied to anyone in the raiding faction and lots of people should be blocked from attacking via the don't act on alt knowledge proviso but if you find a bunch of enemy targets through random hunting you have found a pile of enemy targets. They are exactly as protected as their glyphs and petmasters can make them. The consequences for the raiding faction breaking it are only people will probably do it back to them. If things go this way there could want to be some freshly set stronghold additional defence/immunity to prevent easy captures before people have actually made their way back, could just be social but would want to be marked on the faction page that they were freshly reset.
- A fallen stronghold gives some actual mechanical protection. Given the existence of the emergency bunker upgrade this should probably be tied to that. Long range hunting skills should also report the targets as being in a bunker to avoid the deep annoyance of "I followed your corpse trail half way across the straits and I get here and find out you're in a bunker". If things go this way it should possibly have an outside map icon and at least a tiny bit of faction ward that starts off down.
- A fallen stronghold gives official social protection. Any flag capture should be announced to the whole Nexus with the location of the destroyed stronghold (in a mutable way for characters that know they don't do any hunting) or long term claimed strongholds should be listed in such a way as they are marked on an official map (the latter probably still catches me out as angel hunter wanders don't tend to involve me checking the big map very much). This one feels a bit weird to me but is the obvious other way of fixing it. Presumably that gets a lot of fallen strongholds attacked by factionless targets against whom there is no equivalent reprisal, possibly the announcement could be limited to factioned targets but almost every player will be informed of almost every capture whatever filter you put on that.
- A fallen stronghold is genuinely sacrosanct. The emergency bunker is free for everyone rather than being an upgrade and gives an indestructible ward that forms when the first faction member returns.