Originally Posted by
mrcalhou
Stuff like that sounds really good in theory, but it doesn't work that well in practice. In real-life there are severe consequences. Like death or years in prison. In-game there aren't those consequences. The Eve-online system of having the NPC police come and destroy the aggressor wouldn't work that well either because this isn't a target-based combat system. So finding a comprimise would be the best solution. PvP-types, like myself, do not need the whole map to PvP because it drives off A LOT of players. I personally wouldn't mind playing a game that has no safe zones--the reason I don't still play Darkfall is because of the lack of depth with finding resources and crafting and because the movement system was awkward as hell for NPCs and players.
But by having safezones for players to play in, then suddenly people become more interested in the game. Call them carebears if you want, but their money is just as good as anyone elses. And by having some safezones and some non-safezones, the game becomes open to many different types of play-styles. And that is never a bad thing for a "sandbox." The PvP players would still have PvP. That would not be taken away.
All the devs would have to do is put some common resources and mobs in the safe areas and then put different stuff in the PvP areas. Now PvP is not only a viable playstyle, but a NEEDED playstyle. The crafters are going to need to trade for those resources, and in some cases they might venture out on their own to look for them.