This is food for thought from the DayZ Mod days, to present. Here it is. Of course there could be thresholds set, caps & limits, more features blah blah, it's just an idea to encourage positive game development, and see if it could be a good system. System: ---------- All characters start at 0 Positive Impacts: Bandaging / Helping other players that are injured Handcuffing/Detaining "negative" players Killing "Negative players" Negative Impacts: Killing neutral/positive players Stealing from dead/wounded players Killing handcuffed/detained players Effects: ---------- The effect for positive reputation: Zombie detection range/alertness decrease Animals detection range/alertness decrease (when added) Chance to have random positive "buffs" IE A thirst reduction of 10% for an hr. The effect for negative reputation: Zombie detection range/alertness increase Animals detection range/alertness increase (when added) Chance to have random negative "debuffs" IE Increased hunger of 10% for an hr Of course negative effects would not kick in until the player drops to very low numbers, as would be the same for positive effects. Of course caps/delays would need to be placed on actions, etc. Eventually a "Bandit" would have to balance their murder lust, on positive actions to keep themselves in a nice "gray" playable area. As well gives positive players the ability to "act out" if they fil the need. This idea is based off the assumption impacts of psychology in regards to harming other human beings, as well as the effects of survival. It is unnatural to be born a murderer, thus, as a murderer "bandit" delves down that road they should be met in game with a "simulation" of effects that they then must learn to balance to prolong their own survival, as would be the same for a positive player. IE A man shoots a handful of people, he then must live with that on his mind, it changes him over time, he can redeem himself, or continue down that road of madness, but with more and more weight on his mind & body. Don't get me wrong here I enjoy my share of KOSing, camping, newb hunting, etc. But for the sake of the Standalone, improving where the mod fell short, and crumbled in many areas, I believe a system like this is needed, less the cycle be repeated eventually the game will become something it was not intended to become, just based on the freedom to allow certain forms of gameplay with no positive/negative game reaction. It is not a survival "sim" if we are not forced to survive ourselves, and our actions.