How about we stop looking for deterrents to playstyles we don't agree with? How about making adjustments to the engine that encourage these wildly different attitudes? My suggestion is this; a flexible class system that makes survivors better at surviving and bandits better at banditry (this isn't exhaustive, of course, and would include whatever major role you could think of). A player who focused on survival would be able to last longer without food or water, could more efficiently strip a carcass (and thus acquire more delicious steaks) and would be able to carry more survival-oriented gear, in lieu of being tooled up with a beefy weapon like most players after their first week or so. The Survivor would be encouraged to pursue their chosen playstyle because they wouldn't be able to carry tons of ammo, and wouldn't be as effective in PVP (mechanically) as a seasoned bandito, but it would be easier for a Survivor class to...well...survive out in the sticks, living off of the land. Players who focused on banditry would become better at shooting, gaining a tighter crosshair and a steadier hand, and perhaps the ability to reload more quickly and efficiently than a Survivor. They would have a knack for finding ammunition and would be able to carry more of it than a Survivor, and could perhaps even craft their own cartridges from discarded materials. As a tradeoff, the Bandit would not be able to carry as many survival-oriented tools as the Survivor, perhaps trading an easily-accessible hatchet for a shoulder holster or a sling for his primary weapon. He also perhaps would not be as adept at carving edible meat from the bones of animals that he kills. The Bandit would be encouraged to pursue his chosen playstyle because playing as a Bandit would entail that you have to steal from others to account for all of your needs. You would not necessarily have to kill to achieve your ends, and in some cases already this can be disadvantageous, but lacking the Survivor's self-sufficiency would oblige you to banditry. As regards skins, I would personally go for a wide range of fully-cosmetic skins selectable at spawn, with more in the way of the clothing we already have. You shouldn't immediately be able to tell that someone is a bandit and likely to kill you, but with this system you would be able to take a glance at their gear and make a value judgment on whether or not they are a threat. Just some thoughts. I know these are far from perfect, but I had this smidgeroon of an idea in my head and thought I would share it. ;)