Hey folks! I'm proposing a major overhaul to the existing PvP system to make it more immersive and meaningful. The different danger zones would be color coded. I've heard a few versions of this idea now. But, I'd like to share something I've put together that would hopefully make the PvPer, casual PvPers, and non-PvPers all happy. Scaling dangerous zones with an emphasis on risk vs reward. Including factions (semi-permanent pvp flagging based on your faction of choice) All risk is based on zones and factions. Low risk - If you die or are pick pocketed, you lose very little. A town with guards. Where if a criminal activity occurs, the guards can be called (sort of like in UO) Once the guards are called (beef up the Guard NPCs so they're tougher) they rush in to fight off the criminal and either kill them or force them to leave the zone. If the criminal should die, the offended party could loot the dead persons corpse. Note* Some towns would be no risk. A healthy mix would be good for variety. *note *25% less than Normal risk would be what is lost from a pick pocket or kill. Normal risk - A town with very few guards and most zones near towns but guards can still be called for aid in towns. However, they might take a little longer to get there as this is a larger city and thus, there is more land to traverse. (larger towns like Central Brit would be perfect for Normal risk towns.) Normal risk zones would use the existing oracle value system as it is. But, calling the guards would have the same effect as the low risk area, it just make take a little longer for them to arrive and there would be less of them. High Risk - Towns and zones with 1-2 guards, or possibly none. Hired guards will come into these zones but they charge a little extra. If you die or are pick pocketed in these zones from another player, they get 25% more than they would in a Normal risk zone but 25% less than they would in a Extreme risk zone. Extreme risk - Half loot, (Because, let's face it, full loot will never make sense in Sota) no guards in these zones and no hired guards are willing to come to these zones. It's far too dangerous because of the mobs and other hostile players. But, high risk means high reward. The loot would be better in these types of zones and the mobs would be harder. Also, teleporting in and out of these zones would be magically blocked. Keep in mind, All players would have the option of hiring a guard to to follow them on a daily/weekly basis for a fee. They would only help against other aggressive players but not mobs. If a guard is killed by another player, they are gone and so is the fee they charged you. To get another guard, you'd have to go hire a new one. All of the zones would be ranked on risk based on proximity to an NPC city and skull rating of the zone in question. This is easily expanded upon and tweaked to work well with exising systems. Thanks for reading!