LadyGoo wrote:Haba wrote:What kind of a person will kill another player, knowing fully that they will lose their entire progress and most probably quit the game altogether? Is this your core audience you want to attract?
Like... everyone? Even Sodomites (quiet, peaceful, tiny village) went to kill Zox and destroy his stuff, perfectly knowing he would quit afterwards.

Like I said, that is the only option you are left with. If someone threatens you, you kill them. I can admit that I still have enough humanity left that I feel bad about doing it, for a passing moment.
But I don't think any of us haven veterans are really representative of the "normal" player. We've grown accustomed to taking things granted. Just look at what the hermits are doing and what kind of stories they are posting on the forums (before they quit).
jorb wrote:So remove permanent death entirely?
I think it is a problem that you cannot establish law and order presently. If you wish to avoid punishment for a crime you can just vault it up and hide in perfect safety. Is this desirable?
There are no easy solutions here, a radical change would be required, after which the game wouldn't quite be the same. For example, if you want to to focus on the PVP and siege warfare, then the time investments need to be smaller, character stats need caps and bouncing back from death must be easier. Conversely, you'll spend less time on flower arrangement and debating which colour mansions you want in your perfectly designed villages.
Currently sneak attacks, stealth and deception are the smart way to do things. You won't openly announce anything, you'll do your best to remain anonymous and hidden. Because if you reveal yourself, you'll have ten guys waiting for you to teleport to your swamp crossroad to forage.
Diplomacy and established law and order make no sense, since you reveal your position and make yourself vulnerable. Even if you wanted to protect your neighbours from random raiders, you won't do it because that'd just paint a giant target on your forehead. Not to mention the fact that you most probably don't have the muscle to do anything anyway. In old haven there at least was the real risk of a big faction having a brick basher who would breach your vault and kill you if you had scents on.
Maybe the threat of siege can be that muscle, who knows. But I think it should be counterbalanced with systems to support diplomacy and actual non-violent interaction between factions. Truces, white flags, surrender and capitulation. When you overpower an enemy, do you always need to murder them?