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Oh boy, you reminded me of the tag teamers where a pick pocket would steal your bag of runes (that you use to teleport to safety), then attack you while you try to fumble a teleport back home, only to find you can't locate your bag of runes.

The defense to this was to carry dozens upon dozens of nested bags, because each bag opening could trip the pick pocket detection.

Also the defense to your home was to literally circle it in tents/buildings creating an empty courtyard that you could only teleport into with a rune you kept safely in your bank box. There were some warping bugs that would allow you into a courtyard though, or even through the front door (circle of visibility bug, as well as floor tile warping).

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Stealing black pearl was great because it prevented recall AND energy bolt!
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These are the words and thoughts that I couldn't organize myself. Thank you for that. Fully agree.
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>The truth is though there was no “bad experience”, it was all just an experience.

I mean there absolutely were bad experiences. Griefing drove lots of players away, which is why they implemented Trammel.

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You approach that from a game design perspective to reduce the reward and set bounds on how much fun a player is allowed to destroy maliciously and what kind of counterplay is available, but if you completely eliminate it the world loses a lot of its drama. Conflict drives narrative.
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I know Raph Koster has spent a lot of time since he designed UO thinking about this problem. I haven't looked at his current project but am curious to what extent he's licked this issue.
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Grief is a natural consequence of player freedom, but it’s not worth giving up that freedom for some safety.
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turns out it is for a lot of players which is why the kind of game is extinct. Just like in the real world, there's a fine line between risk and adventure and walking into something that looks like Liu Cixin's the Dark Forest.

You want enough friction to generate interesting interactions, you don't want so much freedom that the worst exploiters start to crowd out every honest player, because then, just like in a rundown lawless neighborhood, you're getting a lesson in the broken window theory and you're only left with the scammers.

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"bank guards vendor buy"
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