I understand it was way too easy for me to destroy entire islands before the switch, I get that. I understand that's it's only fair to everyone to have balance so that people don't have to run around combating me just to be able to harvest goods. Cool. However, I really do feel like they pushed it way to far towards another extreme. I was ok with it at first, I can poison two trees every 6 mins which amounts to about 50 planks and 20-25 earth every 6 mins, if I am dedicated to harvesting, however all it takes is one person to drop some antidote on my dying tree that I just spent money and time on and I still have to wait 6 mins before I can start the process over again, leaving empty handed and out of the money 1 jar of poison costs, also my mood has been wiped out. This is obviously not fair. If you don't see the frustration in this I'll make a point of the next test to follow around everyone trying to thin out bean trees and antidote them all, it's really bothersome. I liked Zaphod's idea that poisoner's guilt shouldn't hit you until after a tree has died. I hate to keep bringing this up but my game is based around a lumber company that can't get lumber except by finding the random spots that regenerate and by buying from other players. What's going to happen when large amounts of planks and earth are needed for a project? I'm sure I'm not the only one that feels this way. It should be balanced.