A fix is a new land. Not any form of new shard. What makes it not fel for PVP? Not one item available to players today exist there, and maybe never ever exist there. It is not SP shardish being everything is new and fresh without established population to play catch-up with. Can only get there naked on foot petless, Bankbox empty & Stables empty. Or create new character of new race that only they can train in a new skill/s. Once you cross over first choice mage or fighter suit option. Mage is 100% LRC basic leathers 2 each regn for your race. Fighter all 55s suit with 2 each regn of your race. Basic caster books NPC offered ( books that need to be filled by scrolls have basic starter spells needed to survive) Gold as a loot item is a rarety. Have to save up if want to insure an item. Land mass is divided by a natural or man made barrier that the main city is on or in. Go WEST and get full on pucker factor adventuring. Go EAST can avoid increased heart rate game play. WEST side gathering doubled for crafting needs. Both side have their dungeons and seas. Some shared and not shared bosses. EAST side shore fishing camp with gypsy NPCs. WEST shore has Pirate cove with garg dock worker NPCs. Only race that could survive staying in biz need to be able to fly away when the natives get restless. Gems are used by the city for selling and buying. Gems can be turned in at bank for NPC credits shared by the whole account. Wish they thought of that. Add in those funky art gems that don't stack with basic gems. Just add some zeros to their value over the basic gems. Can be found as rare loot and are bought and sold with Bank Gem Exchanger. Chance for new mobs and tames. Or just some good old stick and paste fun for the artist over current mobs. Only form of housing is on the WEST side are preplaced plots. They can only be claimed by a guild leader. Guild needs to drop gems on the grounds keeper to cove decay timer. There is a center saferoom that only current controling guild members can be rezed at. Construction of theese plots have a cost and increase the plots HP. Front corners of house has statues of sorts that can be target of damage. Only the safe room is not public on the plot. All Doors, Teleporters and Stairs can be the target of direct damage based on their value. There is a cap on the decay timer stored points. A rare drop from some boss can raise that decay points that player damage goes at first. Damage done to the plot reduces those decay points to zero the plots structure then starts taking damage. Random parts of the building will absorb the damage and their cost for placement is it's HP. Let the artist have fun with decaying images at stages of damage. Damaged structures can be repaired by required crafter using the right materials or combination of. Other option is complete tear down and fresh cost replacement. Only the shards prime time can full damage be done to plots. 1/4 damage on off hours. House sign is a flagpole that lowers with decay/damage. High ranked guild based off secondary flag whos hight is based of boss drop additional points. Secondary points levels over a week old is what ranks the guild homes at end of month. Ranking based off the number of active plots are rewarded for the next month of a guild miner/jacker NPC. They wander off at a random direction collecting. First tree or mountain they run into and return with their load. Theese NPCs all look the same, can be killed/looted and respawn after a time at their home base. Ah that squad of stealth archers following their NPC out the door as bait for highway men protection. Top three guilds have higher front gate option they can place at their material cost. Bring on the horse drawn seige weapons with set up time and HP. "Everyone protect the guys with the reloads, they die and are looted, the cannon is deco." "Combat Crafter fix the weapons. They are firing slowly" A cure for house sitting PVPers. Seige Weapons are bought from the armory outside the gates of the main city. They move through pet commands. Can only be set up and dismanteled (only at full HP) by the owner. DC the weapon and the beast towing vannishes and that is the set lane of fire. Unloaded full HP weapon can have the towing beast resummoned. At death/destruction an icon of ruin can be picked up and sold to the armory. Player housing later on would be through some of that moonstone drop insanity of a random plot deed. Random size and some possible set design new land specials. Also even rarer a plot that is for the spawn free barrier area. This plot drop system is something they can turn on and off without notice. Earned plot deeds can also be sold to an NPC at bank for cold hard uber rare gold coins. Only someone that sold one theese deeds would have the gold coins to cover insurance of a whole suit for 10-12 deaths. Forgot to add in the return to the old lands. Well considering the method to return there would be a need for pet storage that would be unique here. Something like the stalls at Mag but your pets are not for sale and a boarding fee will do away with forever. Item storage would be a land bound kind of boat hold with a storage fee to hold stuff you would want there upon return. Why leave? Unique deco items from the new lands should be the only thing desired in the old lands. Any weapons, armor or pets would just create balance issues that a new land is there to avoid. There would have to be a new area lock keeping any new gear or pets from being able to cross over. Not that any new gear would be desired if it can be looted. Now if the new tames are nothing more then current tames with new names and art. Pet crossing could be allowed and bring on the exporting of Greater White Wyrms. And the Orc ride Worg with the self cross heals with bandies.