No thank you. I like the idea of actions or in-actions of players and not game cues to guide player interaction. * That being said, if there needs to be something implemented to identify players that are more likely going to kill you, then sure, I guess this sounds like a decent way to do it. It is subtle and seems to be something that can be scaled up or back. ** Rick new they were bad (or at least the fat one) because 45 secs. before the clip Rocket showed, the fat guy said they should just kill them and take their shit. *** There are always going to be players sitting outside Elektro with their sniper rifles and NVGs taking shots at people, but what I would like to see more of is, less shoot first ask questions later and more incentives to not escalate situations when encountered with other players. A possible solution to cut back on player killing, or increase player interaction (I guess it depends on how you look at it) would be to make death more permanent. I think having a delay between re-spawns is a possible solution. Not sure how well that would work as I see it adding to the satisfaction of killing someone and making them sit out 5/10/15 minutes or whatever it would be. What would be neat to see is after a player death, spawn them as a zombie for a certain amount of time. It would be neat if a player controlled zombie (possibly with a small zombie group) could be spawned near survivors. Even better, spawn them near players that are out in the middle of no where.