This is not an 'anti-bandit' suggestion, but is rather a suggestion to more realistically represent what happens to the physical objects carried by an individual when they experience life-ending trauma. How many pictures of war casualties or gangland murders have we seen where the victim is missing one or both shoes for no apparent reason...ask any combat veteran what the area surrounding a firefight looks like when it's over, how much broken equipment there is scattered around seemingly at random. The .50 calibre sniper rifles are all classified as 'anti-material' weapons...why don't they have any effect on the material being worn or carried by a player when shot with one? Even a clean headshot makes a nasty mess that could soak a map in blood and gore...not to mention what happens in a close range fight where the combatants fire multiple rounds at center mass, where bullets will penetrate the body and the cans of food in the pack...and why is all that gear in perfect working order when zombies just finished ripping and clubbing me to death and chewing on random parts of my anatomy? Simple suggestion: run a destroyed check against a random % chance for all gear a player is carrying at the time of their death...remove the gear that is destroyed. Complex suggestion: weight the destroyed check by calilber of weapon, location of wounds, and number of rounds or zombies causing death. The genesis of this suggestion is the realization that every player is an automated 'loot filter' for other players, a walking treasure chest of the most desirable survival gear...and that shooting them preserves this gear in perfect condition regardless of the circumstances, which is just nonsensical...I'm not suggesting punishing a particular playstyle...but I am suggesting providing a realistic and practical reason to communicate/share/trade for those who aren't interested in killing other survivors just for the sake of murdering people.