The premise is you spawn players who don't pvp (based on their humanity) on the other side of the map away from pvpers. This gives pvp guys lots of people to fight against (which is what they want). And gives "Good" players a chance to work together and form groups knowing the ppl spawning near them (most likely) aren't homicidal killers. I like this approach because there is no hard coded separation from the players. Nothing (besides and other players and distance) is stopping you from leaving the pvp city and hiking to carebear land to snipe players. Still fully open world. Details..... The best way I see this working would be on a map designed for it, but we can use the current one for testing. When you die, your humanity level dictates what area you spawn. Im thinking 5 spawn areas. Carebear > Good > Starter < Bad < Evil. Your starter humanity lets you go up or down based on you actions. We already lose humanity based on murders. I propose losing humanity amounts based on the victims morality. So you kill a baby eating murder with 10 of 200 humanity, you don't lose any humanity. You kill a player with 200 humanity you lose alot of humanity. This will make running into players much more interesting as you both pause taking into account where on the map you are, wondering if you should shoot or not knowing your next spawn will be affected on your decisions. So I covered losing humanity, how about raising humanity? The only way I can think of is a new game mechanic that basically allows you to thank a player. I know it sounds lame. But this is the most non abuse-able mechanic I can think of. You will be able to click on a player and choose :Thank. This will be completely hidden from all players in game. You will only know if you were thanked when you respawn. This is to prevent helping a new player until you see he has thanked you... then killing him. You will only be able to thank one player per life. So if you want to raise your humanity your going to have to help alot of ppl... Oh did I mention that a thank is based on a players humanity also? So you are not going to get out of the shithole that is evil spawn by getting thanks from other murders... Your going to have to survive your spawn, get to a better city, and somehow convince a player that has more humanity than that you had a change of heart and to ignore your missing fingers and thank you for something. Karma's a bitch. Missing fingers? Yepp. Rocket (blessings upon him) removed the bandit skin as it wasent realistic. We need some visual way to identify evil players, so I propose chopping of some fingers on the left hand to label a bandit like the old days. Its not really obvious, you will have to check them out through a scope or binoc's from a distance. OR run up on someone yelling in your mic "DONT MOVE FKR! LET ME SEE THOSE HANDS!!!" ** insert new animation of holding up left hand, fingers spread here** Now, if your a good player and someone says that, obviously they are good also or you would already be dead. So you would freeze, press the animation button and show your hands.... If your not a good player you better have good reactions..... So do we have "Good" players start near better loot? Do they spawn with more blood? Do they have a better chance of finding items? Or do they only enjoy the benefit of spawning close to other good players? This is what I leave up to you guys, please discuss.