Maaaaaan, please consider making a hardcore mode. Death is death; Single player only, you take 50% less damage from landmines and 75% less damage from all zombie/creature attacks. It's harder to die, but the moment you do die, your save is entirely deleted. Or just respawn your survivor and refresh the world back to default with all constructions/deconstructions undone. Falls can deal the same amount of damage as always. I just feel like dying is too beneficial in the current build... You can kill yourself to cure infection, stave off starvation and dehydration, even to fast travel back to your base. It just seems like the game should be called "7 days to exploit death", and I think a hardcore mode would really rock. Just make it a little harder to die, but make it so death is a final deal. Also, have you guys at TFP noticed that sometimes, dropped zombie loot bags disappear when you try to loot them? Maybe it's because I have my loot abundance set to 25%, but it happens literally all the time. I love the game but it just feels like it's kinda between places right now, alas, I understand that's the point of it being in alpha stages still. You guys are working things out. I think it would also help if there wasn't an aiming reticle for melee weapons, instead, the weapons could have an arc when swung that damaged anything within range, as long as they were within the arc. It just feels like I miss the head a lot of times when I really shouldn't, just because my reticle isn't directly on the head at the time the swing connects. The melee weapon makes contact, but the reticle being a centimeter to the right or left prevents it from registering as a hit. I just feel like a sledge hammer should be able to hit a couple zombies with one swing sometimes, it's just a peeve of mine. Lastly, I don't know how I feel about certain weapons being constrained to certain attributes. It would be nice if weapon specialization and perk specialization were two completely different things; For example, I'd like to have things such as Living off the Land and Animal Tracking, while also being specialized in the combat perks associated with bladed weapons. As it is now, you have to choose between the weapon you like and the survival-based perks you like, and that just feels kind of off. Just think of how cool it would be if you were granted 2 perk points per level up, and you could choose between several survival attributes, OR several combat attributes with how you spent your perks. Say you get 10 perk points for completing the introductory basics of survival quest, you could do one of three things: Amplify a weapon proficiency right off the bat, amplify your survival aspects right off the bat, or do a balance of both. As it is now it's like you have to sacrifice one to have the other; I feel like having 5 combat attribute lists and 5 survival attribute lists would not only allow for a longer immersion-investment time frame, but also would make players feel like they had more of a sense of personal specialization, rather than feeling like they were being locked into one specialization and locked out of others for the first 20 hours of their experience.