I know I already tossed in my $0.02, but I scrounged around for 2 more.
Much of this is rehashed from my conversations with @MrFlako, @Nekrage, and @Rife, but I'd like feedback from others as well.
As a preface, I've been a staunch advocate for Fractured to implement "hardcore" gameplay mechanics like unit collision and total friendly fire (for alliances, guilds, and yes, even parties) for years. I completely oppose notions like linked gold funds aka the Global Wallet, universal markets aka the Linked Marketplace, and fast travel in any form, including Harbors. I have no interest in many QoL "improvements" like auto-stack, mass select, and most auto-functions.
In sum, I personally want Fractured to be a complex, thoughtful, inconvenient game where effort, logistics, and manpower must carefully considered and allocated, where no action is taken for granted.
In a perfect world, I'd love the notion of an "Anything Goes" game system where players could do whatever they wanted but where player-created and run social systems would create a largely orderly game where excess crime is severely curtailed by player actions as opposed to mechanical systems like prisons, etc.
...But I've never seen that happen.
As I've repeatedly mentioned on these forums and in Discord, it's important to remember that Fractured is a video game. So whereas real life would technically qualify as "full loot PvP," where no invisible wall or magical shield is protecting my neighbor from me breaking open the door, robbing them or worse, general goodwill and the threat of consequences keeps me and the vast majority of others from doing that. Most people in most places are able to operate throughout their lives unmolested by crime or danger. Criminals represent a tiny, infinitesimal fraction of the global population and are only disproportionately active in very few areas at very few times.
^ This doesn't and probably can't exist in a video game, where criminals respawn after character death or can simply log into an alt character. The organic consequences that constrain criminals/griefers/gankers in real life don't exist in a video game. And if those constraints don't and can't organically exist, then they'll need to be mechanically imposed in order to keep Fractured's population content and reasonably high.
So short of things like single character accounts (which I also support) or permadeath (which I don't), we have to get creative to artificially constrain "criminal" behavior on Syndesia so that it doesn't run rampant as it probably will on Tartaros without also making it non-existent as it probably will be on Arboreus.
I support the notion of prisons because I like it conceptually. It makes sense to me. Since you can't permanently kill the player character or keep them from logging into another character, it seems to me that the best way to deter rampant crime is to remove playtime from the offending player if they're caught.
Some, like @MrFlako, @Nekrage, and @Rife suggest that this would cause players to quit the game. Perhaps they're right; but we also know that there's a correlation between unhemmed griefing and dead sandbox MMOs, so just letting criminals do whatever they want without prohibitive consequences is the wrong answer as well.
@Rife suggests just keeping it reduced to a fine/farming for the bail money. I support this if and only if it proves to work as a deterrent: if the bail is prohibitively expensive and keeps the griefing/ganking/"criminal" activity to a relative minimum and puts a healthy level of fear in aspiring criminals on Syndesia, then I'm fine with dispensing from real-time time-outs.
However, I genuinely don't believe the fines will work as an effective deterrent once the game launches. Players will presumably have the 20 Young hours to farm as much gold as possible or link up with powerful, wealthy zerg guilds. Once trading and markets come online, revenue streams and inflation increase and suddenly folks have plenty of ways to get the money needed to bail themselves out or bail out their friends.
But I'm willing to be convinced.
Other things I'd like to reiterate:
- I completely oppose criminals qualifying for a bounty simply by flagging for PvP on Syndesia. This is far too punitive; players should actually have to commit crimes to merit a bounty; simply indicating that you might commit a crime isn't sufficient.
- The bounty mechanic should be as much a challenge for the hunter as it is the hunted. Targets should not blip on every sheriff's radar automatically. Crimes should be local and so should bounties. Victims of those crimes should have to go to the nearest city and submit a bounty form: offender's name and coordinates of the crime. Bounty hunters should have to go to prisons and manually select the contract.
- Sheriffs should not be immediately visible to anyone, nor should criminals... mostly. Sheriffs should never be visible to John Q public. Criminals should be able to unflag until they reach extraordinary high levels of karma. Investigation and effort need to be put into this system.