Merged into here, as the ideas are similar and have similar results. We do not have any plans for a system where decay would actually destroy buildings completely as it is known from other games, though. That could be an option of this system, but would not be enabled by default.
Dennis Scholz Yes a Decay-Timer for building-Blogs based on material and maybe surrounding blocks? (like +500% decay for every side a wooden block is touching dirt?) could lessen the housing value or even 'Tier Number', which would also disable workbenches to work over time with more decay. A new Tool like 'Maintenance Kit: Lumber" could be made to make implementation of wood/material costs adjustable (like needing only 1/10 of wood-planks per 10% of decay - or using up 1% of 'maintenance tool' per 10% of block-repair - and the tool costing 10 lumber + 30 dowels + 20 nails etc), and the math of decay could then be done with the 'refressh timer' as server has for status updates.
I love the idea of giving peopel more things to do, but I am worried for this to not become too tedious to deal with. An idea that came to mind would be to have the building "decay" over a few days and as it decays, the housing value goes down, but the crafting table continue to work. If you have multiple tenants, then the rate at which the structure would decay would be faster to account for the fact that it's being used by more people. Maybe how often player are in this area could also slightly affect this?
Eric Abdo: There is separate issues for vehicles, objects and clothes.
Dennis Scholz: Furthermore, all vehicles need maintenance. Boat might need a new rudder, wagon needs a new wheel. Roads need repairing. Furniture needs to be replaced. If there's 20 people on a server, then they'll only ever need to make 20 beds. Professions like carpenters and masons need to be able to be more relevant in the late game.
I actually like that idea but in the different way, instead of destroying the builing blocks they will stop working similar to fireplace/torches when they run out of fuel. change the claim stake as that is the necessary piece of every plot to something like maintenance stake. and it will require building materials wood, rock, hewn logs, mortared stones, bricks.... as its fuel (simulating the maintaining of the structures). more building blocks there is in a building more "fuel consumtion" there should be. is should be also able to stuck multiple times the material, as 20 bricks would be burned by a big factory very fast and would need constant attention and no one wants that. So to summary building like fireplace taking the bonus level of a building, fuel is the material when it run out you gen a penalty. (it can be its separate item and not claim stake thinking about it, you will just get reduction from the start for not maintainig) You can have even multiple tiers, which will reduce the consumtion rate of the Fuel