It's really hard to find out what behavior should be the majority in FOnline, we see it very well reading at our differents opinions. Mechanics aren't sufficient today to decide on that, that's why it's about mindset for now, as already said. I looked a bit about The War Z, which has free-pk feature like FOnline, and today they're having exactly the same problem as we have since the beginning.
I'm talking about instances where you meet single players in unsafe areas, not about tc and gangs. You can't deny that when meeting a random wastelander there's a higher risk that he does something harmful than good inside the meeting instance.
I can't really reply to that now, as I didn't play enough lasts sessions for my argument to be still valid. Tell me if my following point is still true or not.
Back in the days, in this case of instance, I firstly tried to socialize (aka say "Hello") to see how the player would react. From here, 4 possibilities : he ran away, he replied back and a conversation starts, he replied back and shoots first, or he just shot (before or after my "Hello", but that's irrelevant). Why did I do that ? Because I knew very well my character by experience, as I played mainly with the same one, Awareness didn't shown HP/gear when passing mouse over someone (I was always in combat leather jacket when not TCing btw), and I knew that majority of players couldn't build a good char. So in the case that he shot me, I killed him 99% of the time... So I pretty much never taken any risks by trying to socialize, I don't say it didn't happen, but it was so tiny, and the results of a successfull socialization were 10 times better than a stupid butchery.
All that boring story to say, well experienced players should be an example, you don't have anything to loose of you're on a good team, it's all about ego...
So far no matter how much stuff even big gang members have, they always loot their victims. If they just wanted to kill them out of spite, they would leave the stuff.
Hmm it's true, and it's a really interesting point to analyze. Why taking the stuff when you don't need it ? I would like to know if majority of players come back directly where they died or don't because they don't want to be chainkilled by a dude who camps his loot, I think this would be really relevant.
Besides if the players have so much stuff that they no longer care about it, it's about lacking mechanics that should keep players on their toes all the time. For example trading and taking care of good customers is basically non-existent in this game, you can get everything yourself and then do whatever you want.
100% of agreement, economy plays a BIG role in all these problems.