In light of the promise for a complete overhall for factions, it leads me to ask what left is there to overhall? Wtf? Why dont they just fix the problems so they dont have to!? I mean I will even point some of them out; Problem: New Faction Items - We've all come to realize pvp has become mostly item based and has been for some time. To give an incentive to play factions they gave new shiny items. Not a horrible idea, but the fail here is people getting them and staying in trammel. Fix: Keep the faction items in Fel only. In addition, to make silver useful again for these items, put a decay rate on them. For those who would say I don't have time to farm silver is bull****. If you have time to play UO, you have time to farm silver once in awhile. It's wasnt meant to be a free ride to suit out all your toons in an hour. Note: For faction members who have no other suits I can see this being a complaint, but we all know you've made a trammel char and suit before. You can do it again. And if you haven't, then it shouldn't be a problem anyways. And for those in trammel that will say that's not fair, it's not supposed to be. You earn what you get. Problem: Exponential Point growth. - This was a dumb idea to begin with. What the hell was the point in this? Now you have point farming taking away from factions and contributing to keeping items in trammel. Part of factions was the braggings rights of having points. Now you see stupid **** like a mule having 1 billion points. Fix: Wipe out points, take off the point transfer command, leave the kill cycle alone and make 1 kill worth 1 point. I cant really think of a reason to take 10%. The higher number of points, the faster the decay rate. Pretty simple. Problem: Ranking system - This has been ****ed up pretty much since the beginning of factions. And now with the exponential point growth, it's even more pointless. Fix: Get rid of it and make the ability to wear faction items solely based on obtaining a certain number of points not rank. Let's face it, ranking wasn't going to be fixed anyways. Other Notes: Faction guards need to be updated, and need the ability for a stay command while being able to attack oranges that come up. They shouldnt wander aimlessly off everytime an oranges gets within 2 screens of them unless you tell them to and then killed in a few hits. It's this or set them to rubberband at a shorter distance. (This would also fix the ability to drag them out of guard zone into a base) Factions need the other vendors such as Necro Regs and the controlling faction should have control of NPC Vendor Pricing on all facets. Make other faction traps more feasible in use, or get rid of them. Take away the ability to attack others in the same faction. The griefing really does get old. The reponse will be join another faction, but it happens in all factions and there is no excuse for it. Leave stat loss the way it is. Make war horses unable to bond. Forget the idea of involving crafters and healers in factions. Factions has been ****ed up to bad to even bother implementing this. Besides, Healers? Really? What are you going to do this time? Toss them 10 points for throwing a greater heal? Don't be rediculous, it's a part of factions anyways. Give thieves 1 point per sigil for completing a corruption cycle. Take away the ability to enter a house with a sigil. The idea isn't to steal a sigil and run to the nearest house. I'm sure there's more but at the moment it's all I can think of.