I'm pretty sure this is already a thing planned but I wanted to make a post explicitly about it. I'm suggesting a Morality system to work in tandem with the Mentality State system. From what I have read, the Mental State system is not very nuanced and is vulnerable to subversion from people who are dedicated to trying to get around it. I'm talking about working in groups to stagger PvP kills, kill each other in order to fresh respawn, abuse the mental state recovery through eating hot foods, etc. My suggestion is to create a Morality system that some of you might recognize from games like Unturned. At the basic level, If you repeatedly kill players then your Morality will go from good/neutral into a more villainous level. This would be easily reflected next to the player's name. Another important aspect is that this Morality system would persist through death, so forcing respawns would not absolve a player. SO WHAT DOES IT ACTUALLY DO? If somebody kills a player with a bad morality level, then it would do less damage to the killer's mental state. This makes sense because the player is killing a bandit, and typically the people raiding houses are going to be the ones with a low morality level. It still wouldn't be totally without a mental state hit, since we don't want these bandits to reach a point where they can never reform. The Morality system could recover, although the mechanics for this recovery is beyond the scope of this post. Just a few suggestions though would be: killing zombies, killing other bandits, very slow recovery over time, perhaps some NPC at the prison or church (such as a pardoner) What do you guys think of a system to add more nuance to the Mental State system? Do you think my Idea might lead to larger issues? perhaps my suggestion is even more abusable? I'd hate to create a situation where somebody gets so low on morality that they are constantly hunted down like animals and they can't play on a server since they are constantly being killed or raided for free.