Apologies if these potential solutions have been stated before, I tried searching and I only came up with debates about the pros and cons of prison. I feel, as do many, that a prison system isn’t going to work for many reasons, so I thought of a couple of solutions that may solve some of the worries surrounding crime and its consequences.
Problem: Corpse camping or permanent incapacitation
I think the current solution is to respawn a certain distance away, but this would still be in the vicinity and could lead to multiple deaths.
I think a nicer solution could be countered by giving a revive option that allows for returning to the corpse or a friendly nearby graveyard, both would still be accessed via spirit walk. Graveyards could be town features and a preferred graveyard could be set by players. This allows for a get out if people are being camped at the expense of losing their equipment. If permanent incapacitation is possible then players should have the option of suicide to activate the death system. If there is the possibility of abuse of this system for fast travel then limitations on distance could be implemented or closest friendly graveyard is automatically selected, an additional sickness debuff could also be included. I think this solution also helps players who find themselves lost in the wilds, the punishment of equipment and spirit loss is more than enough to trade to be guided back home.
Problem: Banditry
The wilds are not safe and banditry should be a viable profession however it should not be easy.
I think the solution here is for settlements to be able to blacklist entry to players who are known criminals to their town. A blacklist option could be a feature of walls and gates, it could be linked to the npc knowledge system with a list of names of known criminals selectable, wanted posters could be automatically generated from this system. This would also allow preemptive blacklisting, if a bandit gains notoriety for acts in a nearby town the npc’s in your town may hear about it and their name becomes selectable.
Someone who is blacklisted would be unable to gain entry to a walled town through the gate and be unable to gain benefit from the tavern or other areas providing positive effects.
A blacklisted character could still gain entry by destroying the gates, climbing or disguise but each method should require some skill.
By being able to limit places for the bandits to resupply, sell stolen goods or find a good place to rest it means that to be a good bandit would require organisation and a proper base, this in turn means it is much like fighting another town rather than someone who is benefiting from your community whilst simultaneously acting against you from within.
Problem: Destroying Buildings
If buildings can be destroyed by someone with a sword there will be problems. If buildings can only be destroyed with siege equipment, then that means more organisation is required to move the equipment in and keep it safe from attack. This lessons the likelihood of people destroying buildings for fun and little in game benefit.
Problem: Destroying Crops
Farms are likely to be outside town walls so are going to be the softest targets for people mindlessly destroying other peoples property.
Destroying crops should be similar in method as harvesting crops. Farmers should be able to list people who can harvest and other players doing so would be stealing and treated as such. It should be possible for bandit groups to steal crops with the right organisation if they get flagged as thieves and the towns can ban them after doing so.
These solutions should make it difficult (but not impossible) for people to be bandits but it would ensure those people doing this are organised and working as much as those building settlements and running businesses.