Another concern creped up in my mind, and I can't seem to let go of it. I didn't put this under the disconnects thread I posted in earlier because it is quite different. **************** I'm sure people have thought about how these "Instances" hosted on one of the player's computers might be effected by Network Latency. However there may actually be a competitive advantage for somebody to do this. Also if there is a potential benefit for someone to create lag they can do it by assigning a lower priority to the SotA process tree and run a CPU intensive program instead of using the network. This may be detectable and resolvable. To illustrate my point I will use an example from Ultima4. In combat you gained Valor for fighting, but lost valor for fleeing. Also I believe compassion was elevated by allowing injured creatures to flee combat... (I'm not sure if that was case but I thought so). Now with that in mind that could be an example where lag would be a benifit to an exploiter. If a person discovered he or she were the "Host" they could renice the process tree and run a program to interfere with SotA processes, or they might easily cause network congestion so that all of a sudden the instance could become so slow during PvP combat that it makes the other person elect to flee rather than endure it, or even worse think it is a problem with their connection and disconnect. This would result in a victory for the cheater. ***************** again i'm not sure if this is even relevant but I thought it was worth mentioning in case it proves useful. It's always better to test this stuff out during development than rework something after the release.