I have a few positive and negative things to say regarding the 1.8.1 patch. Some of my concerns have been acknowledged, while some seem to have been ignored, I will include the things that have been addressed for wholeness sake. Positives: I like the blood trail system, new nutrition system, blood groups, weapon attachment system (although I have yet to test it and will address why shortly), along with a lot of the SA-like mechanics that have been implemented. Negatives: The new blood bag system. I will go into detail as to why I believe this current system is flawed. There are standard blood bags, (bloodBagOPOS, bloodBagAPOS, bloodBagBPOS, bloodBagABPOS) as well as the empty blood bags (emptyBloodBag). In order to use the empty blood bags, you must first drain blood from yourself (totaling 4k) to create a whole blood bag of your blood group (wholeBloodBagAPOS, wholeBloodBagBPOS, wholeBloodBagABPOS, wholeBloodBagOPOS) so that you can give yourself 4k blood later. This mechanic works wonderfully. However, the standard blood bags can not be used by yourself, and instead require the assistance of another player. Using one of the blood bags gives you full blood. Both require transfusion kits in order to use. It seems silly that the only bloodbags that are self-consumable require the player to first drain themselves of blood. I am more than happy with 4k per bloodbag when self-applied, as it still gives value to having another player bloodbag you, but enabling one blood bag to be self-consumed and preventing another seems a little silly. I would suggest adding the ability to self-consume a standard bloodbag for only 4k blood, same as a self-applied bloodbag. And I would like to see the ability to have another player apply a whole blood bag, perhaps at only 8k or even 12k. NOTE: This addition has removed the ability for servers to use standard self bloodbag scripts, and makes for more difficult implementation of fixes to attain previous levels of functionality. The melee range of zombies as well as their amount of mobility and sight range (Already addressed as being worked on, will hopefully see it return to a reasonable level or perhaps even be configurable). The removal of loot bias / ability for server admins to modify loot spawns. I consider this highly problematic, as I like to tailor my server's lootspawns for non-standard weapons, as well as non-standard spawning configurations, and the removal of this system without a proper replacement has gimped my server severely. Having AI with infinite ammo which are non-targeted by zombies that hunt players as well as zombies that can see players from an absurd distance makes for a extremely hostile server environment, this mixed with minimal lootspawns, and inability to engage enemy AI without causing significant quantities of zombies to spawn is problematic. I run a private 10 man server, and I tailor the server to best fit with my players. I was really excited to see the amount of improvement implemented in this patch, as well as a lot of nice features being added, however the current state of implementation has caused such blatant issues that I very well may have to revert back to previous patches to maintain functionality. I would really like to see the negatives that I have posted to be addressed, and would be more than willing to explain my perspective further. Simply because you enjoy the playstyle of the current zombies does not mean that other players may be looking for the same gameplay experience. I would prefer that the game keep it's configurable spirit so that servers can exist that allow for players who want different experiences to enjoy themselves regardless. Forcing players to deal with problematic zombies and acting like they should just deal with it comes off as arrogant and ignorant of other's personal preferences. I would like to think that as a community we can agree that different players see different things in DayZ, and that we should be respectful of their personal preferences, not trying to imply that a different gameplay style is somehow inferior. EDIT: removed YT vid.