If I may chime in, I think what DayZ needs is a gratification system. As mentioned by several others, there is a lack of accomplishment at end game. Coming from the Mod, there have been many a time, I find myself flying my buddies to and from the airfields solely to horde up ammunition and weapons. Whilst doing occasional sweeps of the major cities.in search of bandits. Always at the back of my mind was the question of; "what exactly are we going to do next? we've pretty much got all the ammo and guns we need, the food to last weeks." Hence I am suggesting a substrate system to allow players to "grow" and build a "portfolio" of themselves. With each passing day, players will earn a credit which can be used to purchase premium attachments or weapons which are otherwise unobtainable through the traditional survive and salvage structure. Creating two distinct paths which players can embark on, either being a hero or bandit. Each with their own benefits and exclusive obtainables only allowed to the aforementioned classes. As players spend these credits, they will have to continue to strive for survival in order to purchase harder to obtain items. Players who perform a certain role such as medics, pilots and riflemen should also be able to buy on special skills or attachments to better aid their roles. Items such as weapons or attachments would be lost with death, whilst items such as hats and costumes would be bound onto the character and persist even after death, preventing looting and usage of those items. An example would be say a L96A1 which would require a player to stay as a hero and survive without dying for a good 10 days. If the player were to be claimed by Chenarus, the counter would be reset and players would have to relive the ordeal. In game currency is a vital component of a game, in order to keep it fresh and worth playing, with a more diverse end game objective. Similar to how TF2 has done with the unique item system, with heirlooms and hats which aim to boost the value of playability. Another aspect worth looking at would be global events as some may have already mentioned. Having objectives which once completed, would reward players with unique and rare items or extra in game credits. Think along the lines of hostage rescue (NPC) or defend the fort with mobs and swarms of zombies. Of course this is just a suggestion, and there is indeed room for improvement and tweaks to said system. Feel free to add onto this if you have any ideas.