This is a long one but please read if you are interested in my analysis of player griefing and murdering and how to stop it ------
What makes player controlled people kill ? The thrill , the ease , the convienance of being able to kill that incredibly gullible , innocent looking farmer you live next to is what makes us wanna kill other players , not to mention the loot .
It's easy and it's fun , no matter how shallow it is even the best of us in real life will take a video game persona to extreme for simple fun . I see it like this : don't add a bunch of restrictions that make this game less of a sandbox , we should be able to assassinate in towns , if it's easy well getting away shouldn't be so easy unless the kingdom is literally blind, this sounds counter productive but trust me it's not . We should be able to kill randomly when we don't have much time to do anything else , especially if we are a bandit living in a forest near a trade route - it's just another way of making money - it's a JOB . BUT ----
Let's move onto some realistic ideas to limit this : ideally the people and their kingdoms will Be settled in because of the "no deviant skills" at start of alpha, with that being said I think it already eases the turmoil : we don't all have to race against each other for power , most will already have power , how long it takes for them to become jealous of others is anybody's guess but that will only be more exciting - player created conflict. Now what about the newcomers that come in with nothing and want to kill their way to the top ? They can do that , but unless they are willing to spend a frustrating amount of money on souls then I doubt that they will kill Willy nilly whomever they please , which is the second limiting factor , but not the greatest by far .
I believe that having guards that aren't overpowered is one of two of the last few reasons why pking will be better in this game then In others . OP Guards create this feeling of "oh my god we need these super soldiers or else the bad guys outside will be too strong for us" . If we were to have the guards be strong but not unstoppable it would FORCE the inhabitants of innocent blue towns to arm themselves , hire protection or would convince their kingdoms royalty to do something about the ensuing bad player danger in town and on trade routes outside , this creates REAL SITUATIONS that we can't just run away from. Sure it will be hard at first but if you use your community correctly you will never be griefed out of the game , which brings me to the last reason .
The second part to the last "limiting factor" of random murdering would have to be this : economy. Realism . We won't have all of our life savings on us at all times , and even though people who can't create armor will want to kill someone who has it this game will be set up in such a localized/community way that we won't ever be riding around on a horse solo style with a thousand gold pieces and dozens of armor pieces for sale (unless we're ballsy or desperate), as this game is going for a sort of realistic approach (involving economy , transport , and protection). So I'm guessing a small pack of lightly geared players living out in the woods will hardly ever have the opportunity to successfully jump a merchant / trader full of goods that can't protect himself, as he will have hired guards (real players), friends , or at least a protected caravan that could possibly outrun a bandit on foot . Eventually large groups will raid towns , cities and the like but again we should be prepared for that time period of the game - war is INEVITABLE but griefing IS NOT ! With all these reasons put together KoS will be reduced , who knows by how much but I think it will be a LOT.
Lots of opportunities in this game and I truly believe the last two reasons I mentioned will really create a "think first not later" approach with a lot of bandits and also a sense of taking it into our own hands for those who aren't bandits , players will have whole CAREERS that center around keeping other players safe , and that's something we don't ever see in video games - it's always just take care of your real life friends and no one else , but if we have a realistic economy that promotes real players doing services for other real players , well then we can have a safer, less grief oriented world .