Idea
Enter the time required to loot an item from a knocked-out or killed person (as when harvesting global resources).
*You can make the time required to loot an item depend on its location – longer if equipped and shorter if in a backpack.
**And/or, like the "Take Aim" skill, each subsequent action takes longer.
Reason
If you aren't killed, then after a certain amount of time, the action you selected will occur: appear in the same place, appear at a campfire, ... quit the game? (I don't remember.)
The main thing is that after a certain amount of time, you will be "safe." But this time is enough for a robber to completely fleece you. Especially if he uses a game client with a "take all" feature. In a second, all your items are in his possession – a vacuum cleaner wouldn't even dream of that.
I think this is "unfair" and wrong. The robber takes everything without even looking. A heist should make sense. And be more realistic.
* Try putting someone to bed who's drunk to the point of unconsciousness (or already asleep) and is lying in your hallway fully dressed—hat, jacket, street shoes, etc. It's often easier to just throw them on the bed—they'll undress themselves when they wake up.
And when there's a fight going on around them, there's nothing to say at all.
Benefit:
- It will allow players to learn from negative experiences, rather than encountering a robber for the first time and ending the game.
- This will make the heist more meaningful. It's not just about pressing one button and then throwing everything away.
- The person who's been knocked out and robbed will lose important items, but not everything. Less negativity.
- When someone in full robbery gear strips you of all your nettle clothes and even takes a quality 20 stone axe, the player realizes they're not a robber, but simply a pest. It's one thing when your things are needed, and quite another when they're simply ruining the game for others. By reducing the number of items that can be taken, the amount of negativity will also decrease, due to the understanding that you'll have to play with such players.
- Large group fights will be different. It won't be "killed, stripped in a second, and then run/flee," but "if you want to get the loot, you'll have to fight for it, wasting someone's time."
However, this won't tip the balance toward "good."
Robbers will still be able to take the most valuable items.
Even in the heat of a fight, you'll still be able to snatch something from a dead player.
The game will only become more interesting.