Thanks, made my day with your reply. I am still trying to 'screw my mind' around the server design, not been everywhere yet.
I just throw in one simple idea regarding the pk thing - how about making one or more cave floors of each dungeon a safe zone? I suppose quite a few pple would tend to prefer to hunt there and the floor would tend to end up with fewer mobs because of that and at least some of the folks would venture into the other unsafe floors and probably most would, if not all.
It would offer relaxed place for those times when you can't be bothered to be constantly on the lookout, also would be good for the times when you go exploring higher level places to see if you should move up from your regular hunting place, you could try the mobs without worrying about getting pked.
Many dungeons you get teleported to that 'holding cave' where quest npc is and the bottom entrance to caves is the one that 'works', the other on the left is not being used. How about adding one or more floors behind that unused doorway of the same cave floors but perhaps without KR at the end, or whatever, maybe even with the safe zone KR but with much less frequent boss spawn than the current KR?
Lets see what would happen when boss spawned and there would be more folks hanging around, they would all join in and then would still have to compete for drop pickup, the most agile and lucky (if the good item would drop next to you) would get the goodies if any dropped, so there would still be some 'fight'.
Anyway, if you made something like this, it would need teleporting inside 1F (in addition to the doorways) because pple would start blocking the door, also if there was more than one floor, you'd need teleport post to go to 2F for the same reason, so some guild couldn't appropriate whole cave to themselves permanently closing it off for everybody else.
It would be minimum work if you just 'copied' the same dungeon behind that second entrance and just made it all SZ in that copy. That would double the dungeon size but I suppose you might want to cut down on drops or something, I would leave it to you, this is all just throwing in an idea :smilet-digitalpoint
Another idea I just had - we have a system of pk points, how about its mirror system of 'peace' points. If you didn't pk during doing a level, you would gain a peace point and they would accumulate. That way if you start pk @level 20, you could pk 20 times before you would lose all peace points and start accumulating pk points. However in this system, the pk points would be permanent (like permanent yellow, brown, red, and you would get rid of them only by doing levels without pking. These points would determine the chance you got to drop some items, pple with high amount of peace points would almost never drop anything when pked. Perhaps for simplicity, the system could be completely separate from the current pk system, just peace points accumulation with levels which would reduce the chance of you dropping items. But I am sure there are pitfalls and this is more like for files development, not mabye something you might want to do just for your server sice it might be complicated to implement.
All said, I must say that I didn't drop from body in several pking and only once my stone broke (which also is no big deal even if it broke everytime given the drops here). So the server seems to be fairly generous that way. But you drop those ancestor items once and its a much bigger deal, stakes are getting high with higher levels and better items, as we all know.