As archaic as this thread may be... there\'s still seems to be a lack of balance. I wish I\'d read through this threads first.
Yes... the PvP attack this limits all sorts of things in the game.
I suggested in another thread that there should be safe areas. Towns are safe areas. Wilderness areas are not.
You should be able to PK, thief, anything goes style outside of a city. This solves a number of problems.
There\'s no need for local police. People are not as likely to run into each other outside of towns, and when they do, they\'ll likely be riding horses, or running. Since all characters seem to run at the same speed. You\'d have to wait for someone to tire or slack, get involved in combat, or something.
This negates the need for police, for jail... and I still don\'t see the problem with PKing.
DEATH DOESN\'T DO ANYTHING. so you goto the death realm... so what... I\'ve suggested other ideas on ways, and I think the karma idea brought up in here, and other posts is good. I\'ve yet to see a successful game that hasn\'t implemented some sort of alignment checking.
If players don\'t drop their goods when they die, or can\'t be looted, as they\'re transported the death realm. I think you focus on what happens when a character dies. Like a punishment after death... as mentioned in other threads, a harder set of levels in the realm of death... such as having to escape something like Dante\'s inferno. The death realm I think has the potential to create the balance that seems to missing.
There\'s no punishment for death. Or any reason to be worried about dying. I know there\'s going to be some serious changes, but this whole PvP totally negates many pen and paper RPG rules, it\'s not so much that sucks, it just imposes so many limitations. Altering the rules on PvP combat would be far more worth it, to extend Thief skills outside of safe areas. But how do you define a safe area. This is a good thread, one I\'ve been pondering for a long time, and also deserves to be resurrected. And this seems to be closest thing to a balance.