this was all that was needed in this thread tbh \ I agree. Why isn't this the case? Imo, the best system would be: Something similar to EP, but not at all based on the time you spend in a hotspot. Your EP would go up on a basis of fighting and damage dealt to other players, as well as deaths and kill from other players (any damage/kills/deaths from NPCs do not count). Then, when you do kill someone, you can receive only as much as they were carrying, or less. The amount you receive is proportional to the EP. So the higher EP = the more likely you are to get more money. However, this reward can never go above the opponent's risked wealth. Problems solved: -You can't simply gain EP by skilling or standing around. You have to actually participate in combat. Sure you and a friend could keep attacking each other, but you can't kill each other, because then you'd get less rewards since your EP would go down. So that means you have to keep attacking each other and healing, but even then after 5 minutes anyone can PJ you. Also, since you gain EP by dying or by dealing damage, bolting and low level weapons (like bronze daggers) would not work since you do not get EP by being in combat. You have to deal damage. More damage = faster EP. So in summary: -You can only get EP by dealing damage or by dying -You can only get drops equal to, or less than, what your opponent risked. The higher EP increases your chances of getting greater rewards I think it'll work pretty well. But honestly, I don't know why they didn't add that in the first place (referring to the quote). Y wouldn't two ppl just keep killing each other to gain EP?.....u die u gain EP...u damage u gain EP......