This will probably be my longest post ever. I ask if your going to read this, give it your full attention. Try not to judge, compare or even think if you can while you are reading it until you are done reading it, then you can think about it, judge it and compare it and we can discuss it further from there. Many of us who have been here fore a while and read the forums and discord have read and maybe been part of the discussions between pvp and pve, often repeating many things that have been said before. Would it not be nice if we could find out where they stem from and get rid of the legs that these arguments stand on? So my goal here is to try and do just that. I am going to start off on the pvers perspective and the arguments often used by a person who does not want to pvp at all. I think most often this type of playstyle feels slighted that they cannot get some items that can only be gained from pvp zones, like the white and green dragon heads, some of the dungeon blueprints and recipes and the fall artifacts unless they buy them from someone who is willing to take the risk to get them. So if we give those players access to these items in pve zones, I think that would take the legs away from that argument. There is also the bonus 10% exp gain from being flagged in multiplayer as well, but once up to a certain level of play, you hit attenuation anyways so it really does not matter, and we should give some kind of reward for taking the extra risk of other players being able to kill us and get a ransom. Maybe this is something we can discuss to try and find a solution that most would be ok with about the bonus, IF that is an issue for anyone. Now the pvpers perspective and the arguments often used by a person who wants to stay in the pvp playstyle. I think most often this type of pvp playstyle person often feels slighted that the only pvp zone that compares in exp and loot to UT, LV, the rise and mysterious swamp, maybe even less, despite the extra risk of being flagged and getting killed and looted for a ransom. This one is a tougher to solve problem, especially if we give the white and green dragon heads, some of the dungeon blueprints and recipes and the fall artifacts to pve scenes, making that feeling of unfairness even stronger. So we must replace these items with items that a pvper will want, but a pver will not care if they cannot get them. It has been suggested often on other discussions about pvp items that give bonus damage or defenses vs other players and I think this is a great idea. Making a couple more areas to compare with the exp and loots of UT, LV, the rise and mystswamp would give pvp players incentive to play in the pvp zones where they want to be. This would take the legs away from this argument. We could even have pvp crating tables in a pvp zone or zones that would enchant/masterwork pvp abilities, dungeon blueprints and recipes that could only be used in a pvp dungeon ( although searching a bunch of dungeons for someone to kill would be painstakingly hard, so maybe this is not a good option), special pvp resources in pvp zones to craft pvp items with. Maybe even getting pvp resources for killing other players but only if we could find a way that could not be abused by someone killing an alt for them as antrax pointed out when I spit balled that idea, nice catch. I dont know if that is possible or a ton of work to do, or maybe even not possible at all. Another argument that often comes up from a pvp type playstyle person is we dont get any dev events for pvp stuff, its almost always pve stuff. Having more dev hosted pvp events and trying to balance that out better would take away the legs from that argument, and I THINK list would like some pvp events, he might be our guy for that but of course any devs would be more then welcome for this. If you really look for the root of these arguments, you can see the desire for equality. Equality takes away that feeling of being slighted, and could bring harmony between these 2 playstyles of people. We could have a game would could all enjoy together, as one group, sota gamers. Some interesting effects come from equality, just like the mythbusters episode of comparing many single lines in a grocery store to one single serpentine line, even though the serpentine line did take each person longer, they liked it better because it was fair. You can also see the nations with higher equality have less crime, better education, innovation and technology.