The problem
I have an idea that could serve as a basis for providing a balance between housing security and the feasibility of house burglary/deviant playstyle.
The main concern is how to ensure that players can rely on their private housing as a place of refuge and secure storage while still allowing other players the ability to break in and steal things. There must be a balance struck between housing security and deviant playstyle.
If housing security is not robust enough, the game runs of the risk of having rampant thievery occur, where deviant players, alone or organized, go down the street serially robbing houses. This will break the sense that housing is a private area that players can rely on for security and refuge and hamstring gameplay as players will not trust the security of their own homes. On the other hand, making housing impenetrable to unwelcome visitors and its contents untouchable cuts off a lot of gameplay possibilities from ever being realized.
So, how is a balance achieved?
There are already some aspects of CoE that mitigate the ease house burglary. Settlements will most likely be tight-knit – where everybody knows each other, making burglary a risky crime. NPCs are frequently walking around to witness crime. House traps, guards, and locks will add surmountable barriers. Another limit is carrying capacity, thieves can only take so much.
However, this still doesn’t absolutely prevent a determined group of players from strip-looting a whole street of people’s homes. It’s still possible. And on the fun-ness scale, this is not fun. Nobody wants to log in to find all their hard-earned valuables gone and even the sheets off their very bed taken. I played on some UO custom servers which had an insecure housing mechanic – and this was a real issue. New players would roll thieves and go to town robbing houses. It was a hard mechanic to balance.
I don’t think house burglary makes bad-gameplay. In fact, I think it could be something very cool. Perhaps a would-be burglar is an agent looking to get eyes on secret documents locked away in a noble’s study. Perhaps a collector wants to get his hands on a rare artifact sitting in the vault of a merchant’s warehouse. Or may a local thief gang have heard there’s a stash of jewels in a patrician’s townhouse that needs taking. This type of deviant gameplay, targeted stealing, is a much more desirable, fun type of gameplay that contributes to the storytelling that CoE aims to achieve than just mass looting of random houses. These types of situations, where thieves have a specific target, goal, and challenge to overcome is exciting, immersive, and fun compared to random house looting.
My suggestion
So, how can CoE steer deviant players to this type of “smart” burglary? I have a suggestion.
Consider “secure storage.” Every building gets a certain cap to how many items can be securely “locked down.” These items must all be in the same container(s), which has a certain storage limit. These containers and their contents are untouchable except by the owner and authorized characters. However, any other item in the house is fair game to be stolen.
Certain items, such as relics, documents, cannot be securely stored. There’s a distinct limit to how much currency can be securely stored as well.
This will hopefully have the following results:
Poorer players, who do not own so much, will be able to fit a larger proportion of their wealth into secure storage. This makes them much less prone to losing everything to a thief. Furthermore, the fact that a greater proportion of their wealth is stored securely makes them less likely to be targeted by the burglar. The risk/reward ratio would just not be worth the risk of punishment going after poor farmers or slum-houses. For a few coppers, a would-be burglar would be risking execution if caught – which translates to real money for the spirit-loss taken. Since there is less to protect from theft, the poorer player doesn’t have to invest as much into housing security – such elaborate traps and guards. Perhaps just some good locks will do.
However, richer players who have big houses or commercial buildings can only keep a much smaller proportion of their wealth in secure storage. The concentration of more unsecure wealth makes them a more attractive target for burglars. Therefore, they will have to spend more wealth on housing security, traps, guards, and the like. The combination of higher levels of unsecure wealth and housing security will make a successful burglary more rewarding, yet more difficult. Robbing a bank would be extremely lucrative but require Mission: Impossible levels of complexity. Thieves will have to mark their targets, case the place they want to rob, gather intelligence, plan, and execute a successful break-in and theft. The stakes would be real, failure probably means perma-death in the hang-man’s noose, while success means pulling off a daring plan full of risks. Doesn’t that sound a lot more fun?
A good analogy would be progressive taxation. Poorer people are taxed (or stolen from, hehe) at a smaller rate, because it impacts their total amount of wealth more. Richer people are taxed (or stolen from) higher, because it impacts them less. Using this mechanic could steer burglar-players towards targeting richer players' housing with well-planned, selective burglary due to influencing the combination of potential reward and risk.
Anyways, this is just a theoretical idea. Tell me what you think! Feel free to add additional ideas, criticize, and discuss!