EDIT: This is in response to some discussion a few posts back about the "Humanity" system and whether we should have a way of seeing how "good" or "bad" someone is. I wouldn't mind something in the game to compensate for the real life "meeting someone random" circumstance. Saying that real life is the same as the game for this circumstance isn't true. Yes, in both cases you know nothing about the person, and perhaps, if the person is a psychopath, they may try and act normal (ignoring the crazies that will just go on random spree's and be extremely noticeable). But the difference, is in real life, you have "body language", which the game cannot provide. I can't see a characters face/body and think "he looks pissed off" or "he looks injured/hungry so he'll probably be desperate". The "humanity" mechanic, while not perfect, sort of mirrors this. If it was balance out, I think it would work (I'm fine with dropping the bandit/non-bandit skins). For example, if I come up to a random guy, and he has -1000 humanity, did he have a couple self-defense killings? Was he desperate a couple times? Who knows? So i'll have to be cautious, and decide based on that. Whereas if I come across a guy with +1000 then I know he's *likely* OK, and of course if I come across someone who is -50000 then I know they're bad news. If this flashed next to their player name (up close only) I would still have that split second decision to make. It's not a perfect system, , but as long as it's afun mechanic, roughly mirroring the real world, then it's worth it. Also, on the topic of "punishing good, no consequences for bad", I don't think that's the case. It's merely a case of "this is how it is. Anyone ever seen the movie "Blindness"? The "bad guy" with the gun rules everyone, and other jerks band with him, and they get all the food/water, because they have the best weapon. The only way to take people like that down is to team up, just like in the game. You are forced to team up with others if you want to overcome the bandit with the good weapon. That's just the way things are, it's not particularly by design of the game, it's just what happens when you put everyone in a world with few resources and say "Go".