A quick note to Moderators and Players: Whether anyone "likes" the idea of regional economies or not is outside the scope of this thread's topic so please don't post to voice your opinion on fast travel or regional economies. Those posts are off-topic. Regional Economy is in fact an intentional mechanic implemented by the devs and this post is only and specifically to point out a few specifc implemented features which are counterproductive to the devs intent. Moderators, please delete those posts as you feel appropriate. @DarkStarr The boats between Ardoris and Hidden Vale, both on the overland map and within the towns, provide instant transportation/access between two independent economic regions without a control point. This provides an advantage over living in all other regions since they do not have a control point seperating them, they need to be subject to the same toll you're forced to pay if you want to instantly bypass the control point that is between all the other economic regions. Also, all boats and lunar rifts need to be checked to ensure they prevent travel in the same way runes and recall/Teleports do, by refusing travel to overweight characters. Finally, the control points (and I've only seen extensive testing in east reach gap) seem to simply spawn continously waves of mobs instead of allowing a guild to "take" a control point allowing free unrestricted trade for a predetermined duration afterward. Eastreach Gap was held by approx 1-2 dozen players for at least 30 minutes and there was never an end to the mob spawns. Does the CP require constant occupation to allow transport of goods or is a switch still missing where the guild "wins" and the CP opens up with zero mob spawn to allow unrestricted trade for a set duration afterward? In other words are CPs currently working as inteded? If it's a constant battle to hold a CP, I think it will be abused by having a few players aggro the first wave of low level mobs and keep them alive/tank them while people transport goods safely. This would prevent the increased difficulty mobs from spawning and mitigate risks which again is not the intended functionality of the CP. I'd recommend increasing the difficulty of wave 1 mobs and removing the aggro table of all ranged mobs in these zones to prevent that abuse. Also please set a timer for all new waves of mobs instead of requiring the first wave be killed off before the next spawns.