Really CIG? You cut the price of maze in HALF and you advertise this? It's like your marketing department doesn't even talk to the rest of your company. Every opportunity for emergent gameplay keeps getting squashed by odd design choices. JT is a ghost town already due to everyone being rich from inflated RMC prices and allowing exploits to persist through patches. This is a pattern I continue to see repeated to the point that the verse just feels lifeless and dead. The best of times were when there was a bug that caused an unintentional honeypot, such as during the SLAM wars back in 3.18 or 3.19. Every system became a cat an mouse game between pirates and drug smugglers and EVERYONE was getting in on it. You were guaranteed to find action at every outpost and you saw miners and haulers suddenly going all in on the criminal lifestyle. People roleplayed as drug enforcement agents, pirates, smugglers, and security forces. It was amazing. I thought CIG would be taking notes and would perhaps build a mechanic like that into the game. Instead, we got: SPK 2.0 (Used to be a PVP hotspot, no one goes there now because they buffed all the turrets, and the NPCs sometimes spawn infinitely, pitiful payout) Wake of Disaster (Nerfed rewards, not worth the trip, expensive buy-in) Grim Hex (Removed Armistice zone: Good, Added turrets that shoot at red players: WHY) Ghost Hollow (Scaled like a place to bring your org along but then split the money 6 ways, have to deal with NPC respawns) Jumptown 2.1 (More locations, 2 of which no one likes, smaller rewards. Railgun ammo is now obscenely priced) Comm arrays had their turrets upgraded, and you have removed the blind spot that was previously there so now there is no where to park Suggestions: - High-Risk activities should be the highest paying gameplay in the game - Remove turrets from PVP 'hotspots' or make them destructible - Increase the relative threat from Ground AA vehicles - You don't need to build new locations and spend precious development time on massive dynamic events. Just build incentives into the economy, and pay attention to how players create their own gameplay - Massively increase the supply of contraband for traders to purchase - Balance payouts around group size - Every PVP zone doesn't always have to have an NPC element If you don't want bored PvPers ganking people outside seraphim, maybe give them something worthwhile to do in the PU?