The issue we're coming to is a philosophical limitation on pure sandbox game play. If you truly cannot restrict the action of another player, inevitably the other player has the ability to kick over your castle. And while that form of game play is acceptable to some, ultimately it limits what can feasibly be built in said game. I feel it's a matter of being realistic. In theory, players could construct an open city and patrol it with guards 24/7 to prevent any wrongdoings from happening. In reality, this is utterly impossible. People have jobs and need to sleep. The cost of projecting order, to protect what you've created, in a purely 24/7 pvp environment becomes completely prohibitive.
This in particular applies to our siege system. Right now, the game has almost zero limits on what you can do if you break through the walls. This inability to limit players in any way beyond keeping them out of an area has shaped the game in massive ways. Raiders are used to hunting prey out in the wild, and occasionally gutting a wall shell they manage to find a crack in. We cannot have other interesting forms of banditry and outlaw (such as mugging, thieving, resource sabotage etc) for the same reason. Moving forward does not have to mean "no fun" for these types of players, in fact many interesting dynamics could be implemented with control zones. But in order to move from here to there, the ability to be restricted by the actions of other players is a necessity.
To such an order: I'd like to propose a change of paradigm. I feel if we want to form civilizations instead of little clans, we need to consider the word Sandbox to mean "Players are free to take actions within the world, including the use of reasonable game mechanics that allow them to restrict other player actions within an area of control. Control of an area can be contested and they will be small enough that there is always room to claim new areas somewhere in the world". Ultimately, this fits perfectly with the core values of Sandbox game play. Developers giving the tools for players to interact in meaningful emergent ways. All laws imposed by these control zones can be overturned through control contests, in whatever form they may appear.
I think this is an important discussion to separate from any particular suggested system. If we're going to have opposition to any system, lets get it out here. That way we can hopefully keep comments about suggested systems as pertaining to how good they are, not just arguing over what they're fundamentally attempting to do. As always, feel free to discuss and criticize, but lets keep it civil
