That’s why I said only if the player aggros the boss by getting too close or attacking, then he/she would attack structures owned by the player as a secondary target such as the existing behavior of bosses in purges. Otherwise, bosses would ignore player structures like they do now. In other words, player owned structures would not aggro a boss by themselves but only when the player was close enough to make the boss hostile. Then, purge AI kicks in, and the boss’s roaming limits stay the same. So, they wouldn’t track down and destroy your base somewhere on the map unless you built it within their normal roaming area and you also aggro-ed them.
But then some players might want bosses to attack anything owned by the player that’s in the boss’s territory.
Be that as it may, I’d rather them just put it back the way it was before because some world bosses ‘now’ like Rhino Kings are not worth killing in SP. It takes hours and hours to kill them in SP with legendary weapons and armor, and the clipping still glitches. You get stuck inside of them, and it’s just too frustrating and annoying to deal with. In addition, palisades have become nothing more than decorative items that you can hardly place anywhere.
I’m not a fan of the idea of forcing the player to always jump through the same hoops to accomplish a task. This only appeals to a minority of players who want everyone to march in step, and if they grind things out in a traditional way, then everyone should do the same. But this kills innovation, imo. If you consider another survival game like Minecraft, there’s no limit to the ways you can farm resources or kill bosses. To come up with weird and insane ways to farm and kill NPCs is part of the fun, imo.