loftar wrote:burgingham wrote:So far HnH has proven that it is kinda of impossible to impose such "soft" standards on people in an online game, as they do not really need to fear any consequences if they do not follow a certain kind of code.
To be fair, I think there is a case to be made for the sometimes-made argument that other players in one's area is too much of a liability and too little of a benefit to keep around. If there were more real benefits to having Farmville-players around oneself and they presented less of a liability, I think it would be more reasonable to expect at least some of the more combat-oriented people in the area to protect them.
Even if there was incentive to keep them in the area, what methodology do you have to protect them?
Currently, I see no method to protect yourself from others except air-tight insulation.
With New Brodgar, I had All of AD and a splinter cell of top tier PvPers on call to defend, with direct access via cross-roads.
The defense was there, even if the incentive to defend had no particular reward.Even though they could instantly teleport over (which, I hear, yall are trying to reduce in Hafen) it was still extremely simple for two griefers to run into the city, kill one or two farmers, and then run out.
In less than a minute they destroyed the "Farmville" players character that took weeks effort to develop.
Ultimately, it was effectively impossible to punish them for their actions, because they were vaulted.
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There should be some practical way to enter peoples places for retribution that commit murder and other acts. The cost/benefit should not weigh so heavily in favor of randomly murdering everyone you see that is unable to fight back.