Having discovered this game recently I am beginning to see its great potential to be the MMO I have been missing in my life. The gaming experience I am looking for needs to have three things, complex gameplay, a massively multiplayer environment, and the ability for cooperation and conflict. The game has the complexity I am looking for; Deep skill trees, large and varied environments, many hundreds of items, advanced crafting, a player driven economy, questing, guilds, player housing, etc. The game is setup for massive numbers of players through many of those features I just listed. My only concern is the ability for cooperation and conflict through player on player interaction. Having played well over 120 hours I would like to make a few proposals on PVP I feel would be fair to every type of gamer, including those looking for murder and chaos and those wanting little to nothing involving PVP. And let me be clear, when I refer to PVP I mean the ability to kill and steal. I believe my approach will offer sufficient risk and rewards to everyone involved. 1. A functioning guard system. For this to work I would make the PVP protection a temporary thing offered to new players, ending after a period of time. I would make all people after this time PVP enabled. The guards that currently do nothing but walk around would be programmed to kill or arrest criminals committing murder or stealing. Within the sight of guards all murder would be impossible. Any violent action would set off the guards. For stealing any uncloaked attempts would also set off the guards. However, murder and stealing would be possible in locations unpatrolled, such as inside certain buildings and, perhaps, shadier parts of town. A cloaked thief could still steal from anyone, but a target could catch them in the act by pointing and double clicking, alerting the guards. This discourages the overwhelming number of crimes but without outright preventing them. Devs can strategically place guards in locations they want to be relatively safe and people wanting to avoid PVP can do so almost entirely, inside of cities and other story driven locations. 2. Separate instances. One problem with this is that guards cannot realistically be everywhere. You cannot have them littered around every dungeon and forest, so you need more than just guards. I propose that for significant story driven locations, such as dungeons, players are separated into their own instances of the location, unless with friends or party members. This will effectively make these locations off limits to PVP, allowing story focused players to enjoy the story aspects of the game without being murdered or robbed. 3. A mix of PVP enabled and PVP disabled non-story driven locations. Littered all over the map are locations not critical to the story that are not player run towns. These locations include forests, roadways, mines, caves, etc. For these locations I would make some PVP enabled and with greater more valuable loot and locations with PVP disabled with not as good of loot. This will reward people willing and able to take the risk of PVP(being murdered or robbed) but still allow those who wish to avoid it to do so and still be able to find crafting materials, kill enemies, and so on. 4. Five types of player owned towns. I would like to see player towns gains 5 different options for PVP. PVP disabled. Pretty straight forward, no PVP options available. Chaos PVP. These locations would have PVP enabled with no guards or disincentives to mass murder. Lightly protection. These towns would have a minimal number of guards making murder and stealing harder but doable. Medium protection. These towns would be well guarded, but with holes that could be exploited if people are not careful, such as a shadier neighborhood. Heavy protection. These towns would be be at a similar level of protection as major story driven locations. Here people can be relatively safe so long as they do not go hanging out in some random unguarded building. I think this system offers a lot of interesting variety to player towns and the people who run them to reflect their own desires and playstyle. Now let me bring my vision together. PVP would be entirely disabled on the world map, in important quest locations, in some portion of player towns, and roughly half of non-story driven locations(caves, forests, etc.) PVP would be heavily discouraged in large cities and other major locations and in light, medium, and heavy protection player run towns. PVP will be possible but difficult in major cities/towns and guarded and unguarded PVP enabled player towns. PVP will have no restriction in chaos towns and roughly half of the non-story driven locations. I find this to be a fair approach with risks and rewards, safe locations and dangerous locations. Good thieves will be rewarded and bad thieves punished. Observant targets rewarded and unobservant ones punished. Add on top of it all the potential protections guilds can offer and you have a multiplayer game with amazing potential for years to come. I am interested to hear what others think about these proposals and willing to answer any quests people may have.