Right, I'm coming straight out and saying that I have yet to play this game. That said, I have read a lot about it while I wait for it to download on Steam, and have a couple of suggestions for making the rampant PvP more manageable. 1.) The humanity system. I don't know if this is in place still or exactly how it works, but perhaps a good way to model this is to think about why people would (we're all assuming) be much less likely to cap someone over a can of beans in real life than in-game, given the same lawless, post-apocalyptic circumstances. Basically, it comes down to, MOST people would not do it because it would make them feel awful about themselves if they knew it was unprovoked and unnecessary. They would have a crisis of conscience and morality, it would affect their mood and mind and I think, and make them feel incredibly guilty. I'm not talking about the 50:50 chances where you run into someone who you know has murdered and would do again, or if you surprise a sniper in a nest where you know that he can't be after zombies, or if you simply return fire on someone who has fired first, but cold blooded murder - perhaps sniping someone who has not seen you, or is most obviously unarmed. I propose that the morality system be used to make a player show signs of guilt and personal crisis the more murders he commits. This could include phantom sounds (gunshots, zombies, footsteps), and hallucinations (zombies, fake player models etc). The more guilt the worse these effects become. Also, the worse the crime the quicker the effect. It would be quite simple to code 'bad crimes', eg shooting an unarmed player, killing a player when the game 'detects' that the killer fired first. The punishment for killing an armed player or one who shot at you first is much less. The only way to alleviate your state is to help other players occasionally - give them supplies, transfusions etc. Essentially, the same way the game forces you to behave in a shocked and jumpy manner during/after combat, no matter what you think you might do IRL, the game should force some form of guilt and paranoia on you. 2.) Stats and rankings I know nothing about how the game handles these, so feel free to shoot this down in flames, but if no player stats are visible to anyone else, no survival times, rankings etc,, it becomes far more of an RPG rather than a 'top the table by any means necessary' fest. Perhaps the only stat available to players should be time currently spent alive. If players want to boast about their 'skillz' they have to do so on forums like these where they spend more time around the community and can hopefully learn a bit more actual humanity by engaging with other people in a way that isn't pulling the trigger from 800m away. EDITED to avoid emotive terminology.