Another week another TGIF and this time we have a lot of tantalizing stuff to share. The Kano office has seen a lot of data this week and we’re excited to share some of it with you in the next week or two. Not a lot of concrete info yet, but lots in the pipe. Before anything else, we just want to say thank you for all your comments and feedback since we restarted the TGIF — we are really appreciating having such an open discussion with you guys about the game and how things are working. Faction War Rewards Changes - another round of changes is coming to the payouts at the end of Faction War events! At the beginning of the month we altered the reward structure to hand out prizes to factions in all 5 divisions, including increasing how much each division won at the top. We were delighted to hear that lower levels are excited about the change, but we made a misstep in reducing how far down the top division prizing went, and you certainly let us know. Forum posts went out yesterday for VC and ZS announcing expanded prizing for Division A & B factions that will apply to this weekend’s wars. New changes to PC and LCN are also now visible in their respective rewards tabs, so check those out and don’t forget to sign up! Hitlist Grace Period in LCN - we’ve talked a lot over the past few weeks about how to protect people who don’t enjoy being chainlisted, without stopping everyone else from enjoying this feature. Our latest revision to this is being announced on Monday, so if you’ve got a stake in this change please drop by the thread next week and give us your input. Pirate Clan Achievements - you may have noticed new achievements rolling out for VC and ZS recently to keep up with the new tiers in LCN. We posted new tiers for Pirate Clan in the forums a little while ago, and those (plus some revisions inspired by you guys) are coming to the game next week. PvP Balance Changes for LCN - this is the biggest announcement so we’ve saved it for last (before the bad joke.) Differences in fight strength between spending and non-spending players has been a major point of discussion over the past year, particularly when it comes to the value of people’s inventories versus how they’ve invested their skill points. We’ve been putting a lot of work into studying this and looking for ways to re-balance the game, and we’re excited to share our results with you next week, including our plan for how to address this. We expect this to be a contentious issue and we’d love to hear your feedback before changes are released, so please check the forums or in-game news mid-next week for more details. I know there’s not a ton to discuss today with these “coming soon” announcements, but I look forward to reading your comments after I finally stop laughing at this terrible joke. Why are there fences around graveyards? Spoiler People are dying to get in!