The developers have stated that a crime system will be among the first post launch updates for the game. Now I realize its a bit premature to be talking about post-launch, but there's really nothing else to talk about now. Anyway, the earlier we give them feedback on this the better. I'd hate for it to be "too late in development" for things to change.
So here are wants/ideas.
Player Component
This is an MMO, not a single player game. In the single player TES series, it was fine to have all crimes enforced by guards. This game however should embrace its social context and use it to enhance the experience.
There are a few ways this could be done. First, have a report feature. If you witness a player committing a crime, you have an OPTION to report it to the guards. NPCs could also report things, but having a player option just brings that little bit extra.
Second, have a player enforcement feature. Now hold your horses, I'm not asking for full open world PvP or anything. KIlling a chicken or stealing a sweat roll shouldn't flag you for PvP. But maybe they could have a point at which your bounty is so high that players can kill you to collect it. Maybe at like, 1,000 gold, a bulletin gets posted with a warrant for the offending player. The first player to kill them gets the gold.
Third, have a player judgment feature. Arche Age has already announced this for their game. If players commit enough crimes that they have to face trial, put them on trial by other players. Players can decide their guilt and decide how to punish them.
Killable NPCs
Now, there would have to be greater limits in an MMO. In SP TES games, I'm in favor of fully killable NPCs like in Morrowind. The Oblivion/Skyrim "essential" system was unnecessary and unrealistic.
In an MMO, quest givers can't be killed, even if they respawn, for reasons of player griefing. Now, maybe it could be instanced. I know the game already uses heavy phasing, but that isn't necessary.
Just let me kill some NPCs. You could even place random NPCs around town who's only purpose is to populate the world. And be killed of course.
Sound sadistic? Well yes, yes it is. But this is a role playing game. Some of my characters would never dream of killing an innocent. Others are just terrible people.
Real Consequences
Crime shouldn't pay. Really, in the long run, I want crime to be costly. It should take a good deal of skill and stealth to get away with things. Things like locking players out of play or regressing character progression are taking it too far. But the monetary value of fines should always be higher than any potential gain.
So what would you all like to see? Where did I go wrong and what am I missing?