Zirikana wrote:
The only real "security" seems to come from the threat of revenge. Outside of having/hiring NPC guards, i don't know what else there is to do about it.... and something about the idea of introducing npcs into this game, I find just plain revolting...
The trouble is right now the threat of revenge is useless. The uber player killers have their hearths securely behind walls only other uber players can get through and if there are any White Hat uber players willing to leave a murder scent in the heart of Black Hat Home Territory they don't seem to be posting in the forum any more. Maybe the character reset will change the dynamics so that this is different in future.
As for the guardsmen NPC's I think you can relax about that. The dev's have stated that they won't introduce NPCs if there is any way humanly to prevent it. (The one and only NPC in the game is now inside a second dimension within one of the dev's magiced cabins. Curiously she was in the retail business originally although now she is only a caryatid.)
It seems to me that our best bet for trade is coming up with a security system that doesn't require 24/7 watchmen or uber players to defend us. Like vaults that were closed using a cart, I am hoping there is a way to do this mechanically, such as by having a lawspeaker take down and replace crossroad signs every day to open and close the market. For example what about if we had a rule where people using the market had to leave a theft scent as security? This would not work since the majority of players didn't invest in theft and so couldn't do this. But you get the kind of ideas I think we should be playing with if we want to figure out a way to do this.