Kiklington wrote:
you dont need to explain it any further for it to be obvious that its a dumb idea.
if i take a bar of metal and add it to the other 9 bars of metal in an anvil, is that anvil marked as stolen?
if i KO someone who KO'd one of my friends and stole their gear, and steal said gear back, are those stolen goods that have been returned to my friend now forfeit in any potential future trades?
if i kill a person, take their corpse, and wait for their body to decompose and thus conveniently drop all their equipment onto the ground where i can then collect it without ever leaving a theft scent, what is then done with my stolen equipment?
go outside. its a video game. larping about muh crimes is insanely weird, antisocial behavior.
if a stolen item falls into the hands of the owner from whom it was stolen, it ceases to be stolen.
if a blacksmith uses stolen ingots, then everything that is produced from them is also stolen, the proportion is not important. The same applies to bread from stolen grain, or cheese from a cow taken from a claim, the mark is always inherited and never disappears.
there are no problems at all if you want to delegate the circulation of stolen goods in the game.
the problem is what is the reward of a killer or a thief. Now in the game the reward of a killer is the fact of murder, the loot and that the killer will be completely forgiven after 7 days.
In my opinion, this reward is excessive and the punishment is disproportionate. Such a system allows a certain group of players to not receive punishment for murder and robbery at all.
The very possibility of killing or robbing a player is already a sufficient reward for the crime, complete forgiveness of sins after a week of play is an excessive reward.
In order to balance the game for those who are engaged in murder and theft, it is necessary to make the status of a killer lifelong, and the status of the stolen permanent.
Perhaps this is not enough to make the game interesting, since players of large factions simply have irrational indicators of strength and damage absorption that leave no chance for single players.