This is a repost from a reddit thread. http://redd.it/vxfln DayZ has successfully captured the physical aspects of a zombie apocalypse with an environment, persistent gameplay and realistic limits of the human body. Although it has forgotten a major aspect of it, humanity, not a stupid change in character model but your character's emotional state. Some would hope that the player would have emotional attachment to their actions in game it simply doesn't happen with a player base that has become detached emotionally from games. Murder needs to stay in DayZ but needs to affect the game character since players have become detached. This came from my idea of wondering how messed up my soldier in Battlefield 3 would be after killing 50 other people. While spec ops forces in real life may be able to kill many people they still have deep emotional consequences, regular soldiers even more. In DayZ our characters are civilians, the soldiers are dead at bases and the spec ops in their helicopters. What I am suggesting is a mental health meter that is effected by the amount of zombies (a large amount 50+) and players you've killed, in addition the amount of isolation you have been in. In real life if you're a axe murderer/sniper alone hunting people in the woods, I'd say your pretty messed up. The effects of being inhuman would be loss of control of your character progressively, perhaps hallucinations and sudden mental breakdowns. I'm not a psychologist but we need a simulation of the human mind. Your mental state would reduce slowly over time if you avoid killing things but thats unacceptable in a zombie apocalypse the fastest way to solve and prevent your mental problems would be human contact. People naturally are drawn together and need each other. The mental consequences of being alone, player and zombie killings would be reduced with larger amount of players you're in proximity to. A group of two players wouldn't be able to handle much but adding more would creates near immunity to mental effects. You would be still crazy if you killed 50 players in a short timespan though. This would stress the need for groups that are a common theme in zombie media like Left 4 Dead and the Walking Dead. An interesting effect would be the adoption of a player in poor mental health since he could accidentally discharge a weapon or lose control in a firefight. This would create a liability and further consequence to being mentally unstable. In conclusion this would force people to cooperate and force PvP ideally into more group vs group fighting. You could still go solo and murder a few players but you risk going back to your group as a liability with decreased player control. Since players don't feel hunger or thirst to DayZ, Rocket made the character have those effects. Since players have shown little remorse to murder and mass zombie killings (they were people once) we need to force the character to have consequences.