I love this game. I have come back to it over the years because of how intricate and immersive it can be. I love the grind, the idea that your practice truly makes perfect. That your time and choices mean something. On top of that I do love that there is a sense of danger whenever you are beyond safe areas,. There are contested things like Champ spawns. You can be killed anywhere other than in sight of the guards. This shard does a good job of bringing that danger but I have to ask, once again, as a non-pvp character, where is that risk for the PK? Let me be clear, the risk of running into a PK in a dungeon absolutely adds to the experience for PvM. From the side of someone that has never and will never play a pk (it is just is not in my nature) I get a rush when I juke a PK and I also realize when I have just been caught. My problem has always been with the advantaged side. I might spend 30 minutes grinding mobs just to have a PK come in and wipe me out, take all of my gear and loot, and recall away in less than 2 minutes. I get that they spend time looking for targets however when they do find me, I am at a distinct disadvantage as I am engaged with a monster. I am under the impression that at one time mobs switched aggro to reds (I read that, it does not seem to be the case currently from my experience) but I can get wiped out because I am fighting something which is a challenge itself, only to have a red come in behind and kill me with an immediate advantage. I have to build my template just to fight the mob on this shard, any additional work towards a template or a talisman does not work for PVP so I am stuck between killing the mobs that are at my level and PKs. Clarification, I am playing a melee character, not a tamer. I understand that tamers have more possible insulation against this issue versus melee characters (no pet ball for slayer armor/weapons) I am not pitching a fit, threatening to leave, or any of that melodramatic stuff. I realize that my play style is not for everyone and that is really the beauty of UO along with the risk, that everyone can find a place. My issue has always been risk versus reward. If you have a red and a blue on your account you are basically side-stepping what should be the risk of playing a killer. You should not be allowed in a town, to buy from vendors, and it should be account wide otherwise being a murderer is meaningless. If clicking 2 buttons on login no longer makes you a killer, the designation has no repercussions. I think we can agree that UO is not exactly lifelike but the systems were meant to carry a certain amount of balance for their use. Easier to do when it is linked to a credit card I suppose. Again, I realize that i am not all players and I only speak for myself. I am looking for input. I have spent a few years talking about game theory and UO is always my go-to for good design outside of having multiple characters per person (my design is one character per person, builds a character and an economy if everyone isn't allowed to do everything) So this is some feedback to the dev team and to spur some talk. Trammel killed the game, I think we can all agree on that but my point is that there can be additional balance and repercussions without wrapping everything in bubble wrap. I appreciate any feedback. What would you change? Yarr.