As relationship experts often say, don't "test" your love for your significant other. As the police often say, don't "tempt" the potential criminals. People get influenced, a LOT, throw a bunch of people in a primitive world and within a few month 80% of them will have no trouble cutting down people for food. The design of the game will influence the mindset of the people, it's not just a one-way interaction. If the game seems to encourage unfriendly play, people will catch on and make the best out of it. Shouldn't be a surprise, I mean, we're at the top of the food chain for a reason --- we adapt well. In other words, there's no "finding out about a person". Well, yes there is, through this system you can probably notice the top 10% of people that you will like. But what about the 90%? You say they have flawed personality, I say they don't have to. Those same people in a open tagging system might be perfectly fine, they'll cooperate, and by doing so repeatedly gradually become more community minded and there will be very little problem later on. It's hard to be mean in an environment where everyone is helpful and you're not being denied anything. And if you're talking about "capability", I really wish you're not testing human nature, I mean even Hollywood knows that. There are two factions to this game. It's easy to find out more about a person, if that's what you like. Whether if this person is aggressive, stubborn, truly wise, all can be found by going into world PvP with him. If he camps enemy newbies, that means something. If he gets angry often, that means something. If he goes off and get pew pew kills instead of trying to capture a point, that means something. I'm just saying we don't need to introduce bitterness everywhere by setting up competition amongst supposed allies.