This has actually been a topic for a long time. I remember discussing it with people in 2009 even. The idea is pretty simple, you separate attributes from pve and pvp creating 2 different paths to level your character. This has the potential to do a couple of things really well. You can lower the time to become PVP viable, or remove it entirely if so desired, and create a leveling process for PVE that lasts as long as we please. Since we have open world pvp, and full loot to boot, we felt it was imperative to reach pvp viable in as short a time as possible so players didn't feel like they were getting kicked around for years before having a character able to fight back. The problem is character development diminished and the feeling of making progress on your character disappeared. So what would we do? We duplicate all the characters primary attributes, skill levels, and protections. When a player is leveling they will raise both at the same time. The PVP attributes would level up as fast as ROA and the PVE attributes would level at a rate more like DFO. There would be some quirks like gaining skill access would have to happen on the PVP side, but the levels for each skill in PVE would still be slow like DFO. This also allows us to add in new skills, attributes, and items that are PVE specific. Increased PVE attribute caps (unlimited?). Give weapons and armor different values and different PVE purposes without affecting their use in PVP. It really opens up a nearly endless number of possibilities to extend characters without ever affecting PVP. So what would happen with existing characters? We would calculate the PVE level based on the current PVP level and set everyone appropriately. This is just a starter discussion, but this is something some of us have thought about for a long time and would be eager to get it in asap if there is enough support. We're curious what you all think.