Quote Originally Posted by Virtus View Post
Here is the plan:

At first all tribal areas will be safe then, at some point down the road, tribal safe zones will be optional.

If your tribe wishes to play more realistically with the chance of being attacked at any point you may do so. However, if you wish to be more of a crafting tribe and not have to look over your shoulder all the time you may keep the safe zone on.
Imo very bad idea. It's an artifical rule that takes away from immersion and sandboxyness while adding nothing to the game. Also, playing "more realistically" means being the only who gets ganked, because you were the only one stupid enough to disable your safe zone.

I don't really like alignment systems either.


Have a look at Salem (by the guys who made Haven & Hearth):
http://pc.ign.com/articles/114/1148989p1.html
http://www.youtube.com/watch?v=Nkn2tipREYk

It features unrestricted PvP with full loot and perma-death. Every crime leaves behind a "crime scene". If a player investigates it, the criminal can be tracked down and dealt with one way or another. You can even lynch criminals while they are offline.

edit:
Just to clarify, I'm not arguing for perma-death, although I wouldn't mind it, either. Anyway, the system just needs some kind of punishment.

Known for its controversial permanent death feature, an essential game mechanic that introduces risk as players progress in the new world, Salem is a fresh twist on the MMO genre giving players control of their towns in the game and introducing frontier justice in the open Player-versus-Player (PvP) environment.
[...]
The concept of revenge and towns policing themselves and even sanctioning hits on griefers is going to be a really compelling aspect. We know we'll see some interesting things when the community finally has a chance to play Salem later this year.