Honestly, I also think this new change is not a good idea. It removes a main point of the game. There was a downside to killing people - aside from your own "pseudo-moral" (because it's only a game) thoughts. And you were marked for others...an outcast. Now, what should stop players from just shoothing on sight every time? A lot of people wrote: the bandit/survivor system would not work propperly and that you can also be killed by a survivor. First: Yes, a survivor skin is not a guarantee, that someone will not shoot you, but it is less likely than an encounter with a bandit. Also the survivor with intentions to shoot you has to consider that after that he will be marked as bandit and his chance of surviving will decrease due to that. Second: The humanity would not work propperly. Here would be a proposal. - Allow Humanity to increase only if you help a Survivor!! This would inhibit people from giving just a blood transfusion to a fellow bandit. -For Bandits: The only way to increase Humanity again, besides helping survivors (also through e.g. giving them stuff from your inventory) should be TIME. If you do not kill a survivor for a long time, you could finally get back your survivor skin again. What do you think to these ideas? I think some way to divide players in two groups: those I "clearly don't trust" and those I "might trust", is essential for the game. Oh and... to the whole: In the real world you wouldnt be able to distinguish peoples intentions by their clothes. No, you wouldn't. But a game is not the real world. In a real world, people would remember and warn others about a killer going around. This is not possible in this game with changing servers etc. So if it is not possible to implement something in a realistic way, you have to find a good "virtual solution" for it. In a real world you would also not find the food just lying on the floor but you would have to search for it etc... but this doesn't mean, in a game you have to go through all the drawers.