SongRune wrote: » What sorts of contract conditions would you like to see? How should the game detect when they're fulfilled? The main problem with this sort of thing (and which prevents adding more than "craft this for me" sorts of things to the escrow system) is that there's often no reliable way to detect performance of the contract.
Ace1234 wrote: » This may not be quite as organic but it still has organic aspects to it, by simply tracking the broken contracts in real time that player had with other players that you will most likely never be able to hear stories from in person. This would still allow that social aspect of making agreements and breaking them if you choose, but with more reliable and more immediate consequences- through better informing players to be able to weigh their risk/rewards and make decisions in their best interest.
BaSkA13 wrote: » Ace1234 wrote: » This may not be quite as organic but it still has organic aspects to it, by simply tracking the broken contracts in real time that player had with other players that you will most likely never be able to hear stories from in person. This would still allow that social aspect of making agreements and breaking them if you choose, but with more reliable and more immediate consequences- through better informing players to be able to weigh their risk/rewards and make decisions in their best interest. Don't get me wrong, from an utilitarian point of view, I agree with you and would like to have a in-game blacklist Yelp contracts and reputation sort of system. However, from a social and "player driven sandbox game" point of view, I have to disagree. I think that having risks and "forcing" players to make friends (and play with them) is better and more fun for the game overall, even with all the downsides that definitely come with it pointed out by you and which I never disagreed.