I agree, there needs to be some adjustment to the night time lighting. And please don't give me any "carebear" or "real life" arguments. This game is not designed to be a 100% simulation of real life -morphine doesn't heal broken legs, no one can jog/sprint indefinitely with several hundred pounds of gear, loot doesn't respawn on a continuous basis, no one could eat that many beans without going insane, etc. Long story short, we all accept a variety of conventions that are clearly not realistic but are designed to enable game play elements that otherwise wound not be possible. The game play element most of us are looking to enable is "playing at night". Even if you want to go with the "It's RL, deal with it" argument, the sensible thing most us without NVG's (which is functionally everyone) would do in a pitch black night, with zombies and bandits attracted to light like flies on s*, is find a pile of leaves, crawl under it, and shiver ourselves to sleep while we wait for morning - no one who values their life (and if this is a survival simulation, that should be all of us) would walk anywhere caring a road flare that can be scene from a mile away. As it currently stands, the game is balanced to say "don't do anything at night" - "realistic" perhaps, but downright boring, particularly for those of us that work during the day and whose opportunity to play is mainly at night. DayZ has been jokingly derided as a walking simulator. We certainly don't need to add in a sleeping simulator for 12 hours of the day. This doesn't mean nighttime shouldn't present it's own set of challenges (and opportunities), but right now all it is is an insurmountable challenge. having it a "bit" brighter would still provide a unique gaming experience, give a signification advantage to those with NVG's, require the use of chemlights/road flares at times, but would also allow us to get around without giant red "here I am, come get me" flashing light above our heads 100% of the time.