Hi, after watching the Rezzed video I got a better understanding of what the dev's are looking for in game. Survival. After playing for half a month, i love the game and love that i hate it so much that I end up playing an hour later after cursing it out lol. What I have gathered is that the hunger/thirst system is great as well as injuries. I also have noticed the temperature system as well but don't feel its implemented to its full extents yet. This is where I figured clothing can play a huge factor as well as affect many aspects of the game itself. First, clothing should have wear and tear to them like in real life. After a few run ins with Zeds, crawling across the ground for hours, your clothes reduce your protection to the elements. As the clothing completely wears down it can turn into rags which players can use as a bandage or even to create other items (Molotov's anyone?) Second, I know there is talk of statistics so maybe when a character is created they are given a random sized character that requires a specific size of clothing. Since this is an apocalyptic setting, a player can always wear whatever size clothing they find, but they'll also find their character slightly hindered by incorrect sizing (reduced movement from clothing too small, reduced accuracy to aim from clothing too large) At the moment with beta, this can be simply tested by creating women's vs men's clothing. Third, proper clothing for proper weather. Players may find their character become too cold at night and require the need for a coat whereas during the afternoon theyll find their character overheating from their jacket after a nice jog with Zeds. With these points across, i feel this may help develop a barter system amongst friendly players to help share clothes for food or ammo, etc. It could also make the character feel more individual. This also gives bandits something else to play with, strip a fellow player down to their undies and leave them to die :) With this in motion I would expect the devs to make ghillie suits difficult to attain. My suggestion (in a finalized version) would be to implement either a huge building structure filled with Zeds that would be almost impossible to infiltrate solo, and in effect create an end game / party system to infiltrate these structures (i.e. underground military base / giant sports stadium that was taken over by military before virus took over the land) Bandits of course could always creep behind a party or join then sabotage the party if they'd like to try attain high end items and ghillie suits on their own A system that I would try to implement to prevent a player of logging off and going to another server to reloot this type of structure would be to somehow create an Invisible flame (so other players wont be able to see them) attached to the character for a limited time (30 secs maybe?) that would attract Zeds to the player within a ~0.5 mile radius. This would encourage players to log off in a safe area out in the wilderness and wont penalize people playing by the rules. Please let me know what you think or can build off of with this! :D