dinox5x wrote:players would be able to break the cage after 10 min of destroying it cos it will be made out of wood?
I think the better questions to answer are: What is the purpose of adding this and what are the consequences.
Adding a system where you can willfully detain someone is a form of punishment for them being weaker than, or less prepared than, you. The benefits to the captor are that you can maintain a form of emasculation against your captive target, control where they are moved to, and prevent them from respawning elsewhere/doing other things. In an RP sense, the emasculation is maintained or intensified in the hopes of breaking someone for whatever purpose, such as keeping them as labor or breaking their spirit from fighting you again.
The argument for it is that you've already beaten them and could have taken their life at any point, so why can't their life permanently be in your hands?
The argument against is that their time is not your property. It is ultimately a restriction on another player's time by holding them captive. They are blocked from playing unless they make a new character or you release/kill them. Even by attaching arbitrary 'You can break free at this time' restrictions a player must sit tight and hope that their captors aren't smart enough to aggro them, KO them before the limit, or seal their hearthfire.
It's not particularly fun sitting in a cage for 6 hours listening to your opponent say 'lol faget lost 1v1 u suk dik i fuk u mom' over and over, waiting for them to fall asleep at 3am so that you can leave and play the game. On the other end of it, it's also pretty pointless to capture someone if every few minutes they can just break out and hearth, so you're forced to cheese them to keep them captured.
Ultimately if you are just kept captive indefinitely then your character is beyond dead. If you just died then you could inherit your stats/lp/property and keep playing. In this way, someone can also ignore the penalties for killing someone. By capturing targets and just blocking them from doing anything ever again you never leave murder scents. You can also just forcibly move them somewhere that you have secured and kill them there to hide the scents. Bring them home and kill them in your cellar where even nosy rangers can't happen upon the stench of murder.
So this begs the question, why not just leave it at murder? Either you kill them or you don't, either way the confrontation ends there and the game continues for you both.