For starters, I’m not a pvp star: I aspire to adequate… well someday. I’ve been playing UO since 1999 on and off and just returned after a couple years hiatus. I’ve been trying to get into faction and I have a couple of ideas for improvement that would be fairly simple (like a million other people). For those of you who have the patience to keep reading, here they are: 1. Faction character should not be allowed to leave Felucca. You join a Faction war, you’re conscripted and not able to live in Trammyville or hang in Luna, etc. Your characters main focus is the battle for Felucca. Theoretically that is what signing up for factions is – you joined a Faction army. You can’t just go AWAL. This will eliminate all the Trammies with Faction Arties and force characters to stay in the relatively deserted Felucca shards. Doing this should not be too hard to implement as there murderer system already does this. 2. Faction points should be per account not per character. Your account is linked to a particular Faction and you should share all Faction Kill points between characters. This way you don’t have to bounce them between characters and people will have a harder time having a point mule. I realize those with multiple accounts will just use a non pvping account to store points but I think it will happen less. So, if you are factions, you risk all your points all the time you play. (assuming we go with the Felucca only concept as well) 3. Account kill points should have a limit, say 1000. After that they are simply wasted. This way it won’t get out of hand with numbers in the millions. Everything else has a limit, why not this. 4. You account kill point pool deteriorates at the rate relative to the number of characters on that account in Factions, i.e., 3 characters in Factions, 3 lost kill points per day. 5. When you kill someone they lose 10% of their total, but you only gain 9% of the total, i.e., they have 100 kill points and die, they lose 10 and the victor gains 9. This way there is a constant deterioration of the amount of kill points, making running sigils necessary to maintain the pool. 6. Pvpers care about…hmm…. Pvping and nothing else. So why capture a town? What’s that got to do with pvp? If capturing a town gave them a temporary advantage they may actually want to do it. For example, if each Faction member gets 5 extra hit points – over and above the normal limit – for each town their Faction controls at character login they could possibly have 40 extra hit points (or shard maintenance or some other predetermined time). All of a sudden, owning towns would matter to people and they may actually fight for them, instead of being oblivious as to their ownership (Faction thieves will care, but no one else will). Haven’t really though this one through as much as some of the others, but I think the idea is good. A real reason for pvpers to fight for a town because the Faction story line isn’t cutting it. Again, I’m sure most of these issues have already been discussed. Just wondering everyone else’s opinions to them.