I think it is ridiculous that on a server where we don't have insurance things cost more. The low price of most things(such as a 120 mage going for 4m, a 120 everything else for about 1-2 max) The simple fact is Siege does not have duping problems, so money, resources, runics, etc are far less common. I would like to see many things done for the shard, in particular: -Increase replica/SoT drops -Increase Martie/Peerless drops(Crimmys, totems, hotl, etc) -Increase property %'s on items dropped, like has been done with runics. But most of all, I think faction silver needs to be fixed. It seemed like a good idea(to one person) to increase the price of the items 5 fold, because it would make them rarer. In theory maybe a good thing, you don't want someone running around in an artied out suit 24/7. Plus, more silver cost = more time farming, PKers get something out of it too. Unfortunately, the plan back fired in my opinion. Rather than increase the volume of players farming silver we just have a constant stream of player bound items passing between players for gold. Die, pay 500k for suit. Kill, sell suit for 500k. This is the routine that has come about. The increased silver prices forced everyone into some kind of "Siege insurance" Care Bear hand holding phenom. But the problem is these is no loss on Siege anymore. We know we are getting the faction items back. The only time silver prices jump and people are farming it is when 1 of 2 things happens: - Sudden influx of players(as with M D and school restarting) - People throw a hissy fit and start trashing crap So this is my idea, although I am not sure if it has been introduced exactly like this, I know variants of the system have been talked about: -First, drop faction silver prices back to normal. One can get a suit for about 20k silver, give or take. -Second, input a "silver insurance" policy. No I do not mean anything will be blessed, I would want for it to work like this: Bob is wearing a faction suit which costs exactly 20k, so he is well geared. Orny, crystaline, crimmy, the whole shabang. Fred(also a factioner) runs up, and kills Bob. This is where my idea needs some fine tuning, but I think either one could be a success: Idea #1: Fred is given 1/5 of the cost of all items related to factions Bob is carrying. In this case, about 4k(+cost of pots, faction runes, and whatever else). Deposited into his bank just as would be done if one killed someone for insurance money. The deposited into bank thing isn't a deal breaker, I just think it would be easier to code. The faction items disappear upon death. Bob is out 20k silver, but Fred now has 4-5k. Idea #2: Fred kills Bob, and based on the items Bob is carrying, Fred is not given 1/5 of the cost, but a certain amount of silver based on the tier of items. Top tier 500, second 350, pots 50, etc. So long it is well under the amount originally paid. Items all dissipate. The idea is that there is still incentive to fight, but factioners don't get a free ride with everything, just dying, and killing, then trading back or selling back for the exact same amount. It will put people back into farming silver, instead of hoarding items, and I legitimately think it would cut down on griefing.