I'm not so sure this is the case. Today I jumped on the experimental servers (44/50 people - hardcore) for the first time in a while and spawned on the docks of Svetlojarsk (new spawn?). I realize that many of these servers are fully packed to the max and likely do not restart very often, the loot is often very difficult to come by but, I ran into twelve different people within my first hour of playing and in these twelve different encounters, only one person shot at me, missed and then apologized stating that I only scared him... all the rest were friendly people. There was even a group of 10 of us at one point north of Berezino trading food/ammo/supplies with each other and we were able to go our separate ways without a shot fired. People can talk about the lack of zombies or end game, but I really think it comes down to the surplus of supplies around the map currently. You need to think about the psychology of players and understand that the more gear a player has, the more defensive over their life/character they will be within the game, which I believe causes much of the KoS we see in the game currently. In the test servers, you find a new environment which forces players to work together in order to find ammo as well as keep themselves from starving to death which is what ended up happening an hour later to myself. I think a lot of this has to do with the fact that there are so few servers and many people causing the lack of loot around the map, which cannot be prevented currently in stable branch with the surplus in servers, in which there is almost always an empty newly restarted server for you to jump on to gear your character up quickly. I can't quote Dean on this, but I'm sure I read somewhere that, outside of the respawning loot, he wanted a system that changed the loot table based upon how many people populated the server. For example, if there are 5/40 people in the server it would only spawn 12.5% of the total loot within the server...or at least that is how I interpreted it. I think this would go a long way in changing player interaction, especially being that shooting someone, outside of the head, causes much of their gear to be useless to the shooter.