I like where your post is going. I'm interested in ideas that address the replayability issue. You said you are in favor of banditry but believe the game has larger potential. I treat that thought as two separate assertions that I think are valid. First, survivors love banditry as much as bandits do. Lets be honest, no one plays the game solely to kill zombies and pickup food cans. That's boredom. The game compels you by the constant threat of death while killing zombies and picking up food cans. To think of it this way, this is the best survivor game ever made because the enemy, usually AI, is in this case other human players, and effing sharpshooters the whole lot of 'em it seems, damn bandits. I don't fire on other players, but I wouldn't enjoy the game if other players weren't firing on me. My prediction about this mod, organized survivor resistance leading to massive factional warfare, is an outcome for the mod that I'd find satisfying, seeing how it is just an experiment anyway. I think that outcome is the sort of 'camaraderie' that is naturally taking shape and of which you desire. We're seeing as many anti-bandit clan recruitment as bandit recruitment now. War is coming (or was before the hackers ruined it all). The other point here is this: Despite how much I love the hardcore nature of this game, the whole kill or be killed does get tiring after a while and I do have this other desire to do some questing, some inconsequential play time. The game already does a great job with questing. You quest to find and fix up a car. You quest to set up a base camp with tents and barb wire and whatever else you bandits put in your 'camps'. Maybe that's the point. The game currently offers some bandit questing, but not much in the way of survivor questing.