Jackard wrote:Erik_the_Blue wrote:Sanctuaries without some sort of "higher power" rationale to back them up don't seem like a good idea.
why? dont use the sandbox excuse, things can still be dynamic without players directly affecting them
Sanctuaries, in the absence of all this "greater authority" stuff, would simply be arbitrary player- and/or dev-created claims that prevent players from performing a certain action. It'd be like a limited but more absolute version of the claims we already have. It doesn't match up with current game mechanics, it's unimaginative, and it's heavy handed. It is minimally sufficient, but through a direct and arbitrary manner. The sandbox excuse still applies. Note I suggested a mundane approach without referring to it as a "sanctuary".
Jackard wrote:for that matter, why do things need to be incredibly complicated all the time? K.I.S.S.
Some of us like complexity. I'll agree that solutions to problems should be simple, though.
Jackard wrote:also note that the original sanctuary suggestion would solve RoB type problems as well
Yes, as would diplomacy. A solution to the tragedy of the commons brought about by the players would be far more interesting than one brought about by the devs.