You guys brought up a lot of points, normally I try to address them all with quotes from the player who brought it up, but honestly It's 5:30 on a Friday, and I've been in the office since 7am, so I'm just going to run through them.
-Increased loot drops in PvP zones: Maybe. We'll look into it. The idea makes me very uncomfortable, but I'm willing to believe I'm wrong. It would, most likely, not be a trivial change. I'll add it to my list and evaluate it in detail next week.
-Economic Unrest turn ins: The idea we have is a little more complicated than straight unrest overtime, but it's basically similar. I don't really want to get to into this topic, because it's possible we'll scrap our idea and just do unrest over time, or go an entirely new direction. Broadly, we want the exact back and forth you describe: nation 1 drops a bunch of econ goods on port X, nation 2 responds by dropping econ goods in the same place. Assuming everyone maxes out their turn ins, the unrest cancels out.
-Economic Unrest turn in for profit: Anything we do in this field has to force the player turning it in to sail from a friendly port to the target port PvP flagged the whole way. The concept is a non-starter without that. There would have to be (many) additional restrictions on these missions to prevent them from simply being a cash farm, but that's the big one. Any size or other restrictions we add are simply going to be worked around with warehouses and runs when the port is not in PvP. If the missions are exploitable, they will be exploited. As I said we have a plan to do this, but it's not easy, and requires non-trivial amounts of work. It will happen, it's a question of when. Obviously this is something you think is important, which pushes it up in my personal priority list, but, as you may have noticed, there are a lot of high priority items right now.
-Finally: The reason many of these changes take time is that they require a lot of thought and testing. Making changes quickly is more likely to result in more problems, not less problems. Believe me, I am more frustrated by the pace that we can roll changes out to you than you are, but it is absolutely 100% critical that these changes receive adequate testing. When you see a change that moves out very quickly it is almost always one of three things: 1) something is horribly, terribly broken, and likely exploitable. 2) The change has been in the works for a very long time, and we had simply held off mentioning it until now. or 3) the change is such that we cannot accurately predict the outcome of the change without exposing it to a live server.
It is incredibly frustrating to me not to be able to get these changes out to you immediately, but there are very good reasons why that doesn't happen.
And with that, I'm off for the weekend. I may try and stop by and answer questions tomorrow, but I might not be back in the office until Monday. Until then, happy gaming.