If players are forced to barricade their house in an unrealistic fashion, then that tells me there is an extreme imbalance of murderers and thieves in the game world. This needs to be addressed.RoadKill wrote:
There is a reason you go grey for entering a house you aren't a friend/co/owner of. It allows house owners to take action into their own hand. There was a time when this didn't exist and that's when it was a problem.
As for house security;
Keep your door locked. Keep a row of locked down tables or some other form of barrier. Walk in, close door, detect hidden. Say "I BAN THEE" (even pre-type it if you need to!) Your house is now secure.
You've used the realism card several times, how realistic is barricading your house? If you live in a place where you need to bar your doors, then that tells me there is an extreme crime rate that needs addressing.
And once again, you still haven't told me how intentionally entering a players house and looting from the house without consequence, is not griefing.
I think the obvious answer is that it IS griefing. Therefore it's an evil act and needs an appropriate consequence. Murder is grief, but it's not something you can get away with. Bounties are placed on your head, players will band together to hunt you down, guards will never let you in a city etc. There is even stat loss. Now if that is not enough to stop you, then that is where the mighter powers above need to step in and fix the imbalance. Just as Richard Garriott mentioned in the interview I quoted from.
At this stage, there is no consequences for theft of a locked down chest. You steal from the chest and run off grey. Big deal. In a few hours things are back to normal except we ahve a distressed player and character and a slightly richer theif who now blends into the game world as any good citizen. Even if the victim can't act against it. Heck you could even murder the player and transfer the item to another character.
The problem here is lack of consequence and anonymity.