Posted By Viktoriusiii at 11:57 PM - Wed Nov 28 2018
I know that the possibility of breaking laws is appealing to some. And that is the problem.
There is a theory/rule, that you always need to have about 95% law abiding citizens for the system to be stable.
But games are not real-life. There is no possibility of RLdeath as a consequence of your actions. Therefore malicious actions will reward the player more than abiding by the rules (thrill of danger is often reward enough, that's why most teens do stupid stuff)
I think this simplifies the problem a bit too much. Don't get me wrong, criminal activity is one of the make or break points for the game and its reputation. but it's a bit more complicated.
First thing is the effort to reward ratio. To commit a crime, you need the motive, the opportunity and the capacity. The capacity part's what we're looking at. To steal something when nobody's looking is one thing; minimal necessary effort and preparation, easy reward. In most PvP games, opportunity is plentiful, as gatherers and PvPers are generally roaming the maps going about their business. Capacity is a non-factor, because it's either built into the game or it's on a toggle (flagging). You can just walk up and start hitting someone, and may the best geared/fastest reflexes win. In that order, usually, but I digress.
Capacity here's different. To murder somebody, you either need a weapon or a lot of time and the ability to corner them so they can't run. To corner them without getting spotted by guards, you'd need to have/get them somewhere secluded and difficult to see/hear. To get a weapon after exposition's sorted, you'll need currency. If your character's not skilled, it's entirely possible the other player might beat you, so you also need combat experience. If you're set upon by another civilian while you're fighting, you might lose unless you're wearing armour, so you'd need to shell out more still. To make the money for all the gear you need to grief, you'd need to spend time working, stealing, or adventuring. So on, so forth. Stealing said goods is also a possibility, but you face a similar logic pattern with acquiring the goods illegally.
What I'm getting at is that in order to do anything as a deviant that isn't petty crime and isn't massive risk for minimal reward, you need to spend time making yourself capable. That requires entrenching, grinding, and getting ready. And if you mess it up early on, you're back to square 1. Things are a lot milder in modern-day society than they were back in the feudal ages; thieves lost hands, adulterers were hanged (I believe), and in general the ruling lords were a lot harsher about punishment than was necessary. It was barbaric, but it worked, and I imagine you'll see a fair bit of that in CoE as well. When the risk far outweighs the reward, the proportion of stupid teenagers acting on said stupidity adjusts accordingly. You wind up with a lot less impulsive rule-breaking, and a lot more planned activity.
Which is then part of the game.
And as you have said: it is not intended to know every crime.
But that will, in the end, drive the "harmless" players away. Examples are many in gaming history.
I feel like this will lead to disaster, requiring a restart and new methods of protecting the playerbase. But then, it might already be too late.
It may, there's no arguing that. But this issue began, and grew, because nobody in the MMO industry was doing what SbS is doing now; no developer gave us full agency in the resolution of bad player behaviour, and so those of us who were actually interacting with it on a day-to-day basis had next to nothing to do about it. Putting the buck mostly in our hands is the best thing they can do to combat griefing.
The only way anything's going to change is if other developers take up the trend and start allowing more player agency in keeping the gamescape clean of toxic behaviour. This might not be the optimal way to do it, but on paper, it looks good, and there's a lot of people who really, really want the chance to throw a spanner in the works for the griefers for a change, instead of having it happen to them.