WARNING: MANY MANY IDEAS Here. One of them is a repeat of an already existing one. Survival: In DayZ surviving isn't all the strenuous or difficult. Gathering food itself is about the right difficulty but the challenge of fighting zombies over that food...easy. Zombies are TOO easy. The game is about Zombies but half of the time it degenerates in to looking for players to kill. That's more or less just playing a re-worked version of ARMA. Instead of looking for players to kill, you should be trying to help others and co-operate to kill the much larger threat: Zombies. The method: First of all everyone in DayZ is unemployed. No I don't mean the players I mean your actual in game character. No one guy has a specific niche or role to fill. I'm suggesting you give player characters specific skills. One guy might have foraging, the other first aid, etc. At the moment DayZ is kind of a one man show and people only get in large groups to mow down other groups. Every character should have stats, and skills. This means every person would do something different and could be a valuable asset to a group. For example: If you find a survivor who has significant first aid training that would be really helpful. If you find a survivor who can forage or track other players well that would be helpful. If you have a survivor who is just a crazy war monger that's helpful too. This would mean that people would be way less antsy to blast each other's brains all over the floor if they brought something useful to the table. At the moment all you do when you recruit another player is add more firepower. But do you really want to risk getting shot in the back just for an extra soldier who may or may not be a good shot? Sidenote: Acquiring skills as you play may not be a bad thing either. That would give a huge incentive to actually stay alive instead of just shooting up randoms and then going out in glorious battle. Now that players have been addressed...Zombies. Zombies are either way too difficult to handle (with just your fists for example), or way too easy(with a hatchet for example). MANY MANY zombies should be a problem. On the flip side 3 zombies should be relatively easy. Seeing as how you're immune to the infection fighting cripples isn't all that hard. Zombies making you bleed is also stupid unless they've hit you A LOT. If you've ever watched a UFC bout you'd know that when a fighter gets hard enough to draw blood it was a solid hit. These are crippled average people though so they aren't going to hit anywhere near that hard (but they're clawing! No, even if someone claws you it rarely draws blood). I would really love a revamp to unarmed combat so that it feels as realistic as the armed combat in DayZ. Even if you just added in some basic blocks and a few strikes you could do with your fists that would make being a bambi a whole lot better. Zombies definitely need to be more abundant and more well hidden. However, I would also love to be able to actually win the game. What do I mean by this? I mean KILL ALL THE ZOMBIES. Possibly make a reserve pool of how many zombies are on a server (probably over 1 million) and each section of the map contains X amount of zombies. If you can kill all of the zombies in an area and the reserve pool then they don't spawn back. This would give a real incentive to players other than just gloating about how long they survived, but more of how USEFUL were you while you were alive. Sanity: With DayZ's community I'm not convinced that the skill system would be enough to deter all of them from shooting people. To make sure only the most heartless of players will be a bandit instead of at least neutral. This would mean instead of everytime you kill someone it just flags you as "hero" or "bandit" you'd stay "Sane" or "Ludicrous about to pull the trigger on his best friend". So what I'm thinking is when you kill someone the amount of people you killed really begins to affect you. Mathematically I'm thinking (let X represent the number of players killed). Take X ^ 4 * 10 and then subtract that number from your Sanity. Sanity starts with completely sane at 1000. X will keep track of how many players you have killed. So if you shoot one guy the game may assume you had a legit reason. If you shoot 3 people however you're going to begin to feel the blood on your hands. When the sanity bar hits a certain point maybe your character begins to see illusions (like a ghost of other players), pulls his gun out to shoot nearby players without any player interaction and you only have a few seconds to press the button otherwise he'll shoot, etc. Thank you all for reading this if you made it this far :) P.S. Before you say skills and progression have already been suggested I completely agree with him but it wasn't the only point in this.