I’m forwarding this from steam. I’m forwarding lots of stuff from steam. I don’t really like how steam works, and I really like how the SDG forums are setup. Plus, SDG forums is the ultra place for Unturned related content and stretches between all versions of Unturned, so being here is a lot more fitting for me.
Me and lots of friends decided to throw a list together or things we personally thought were missing from 3.0 (just in general) that should be re-worked or added to 4.0
And no, I don’t expect nelson to read this. If he does, I don’t expect him to add any of this
Add to the list in the comments if you want. Additions that are controversial / game-breaking / too OP / too debatable will not be added.
Here it goes for fun. Link to original post - https://steamcommunity.com/app/304930/discussions/5/1692659135905937822/
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Hopefully Procedurably Generated Maps
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Extremely more make-shift crafting aspects / make crafting your items worthwhile
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Make snipers actual snipers cough cough, 350m only?
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Make make-shift and crafted tools a core function
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Make more resources than just multiple varients of wood and metal scrap
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Somehow optimize RAM usage for the client and server because servers shouldn’t take over a GB of RAM to run (sometimes)
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Heavily work on server hosting and add things like Permission Groups and a Plugin Workshop (basically the only reasons people use Rocket)
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Collaberate less with other members of the community. Keep the game nelson-styled. Even if that means slower development.
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Add an extreme amount of modding potential so there can be more than just maps, items, guns and vehicles
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NPC editor for easy NPC editing
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Though I believe only people dedicated enough to learn how to create and run a server should be running servers, make a button to create the server files and have a nice GUI. Lots of the negative reviews for Unturned are the kids crying about how it’s too hard to make a server.
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If you have BattlEye, you don’t really need authoratative physics. Remove auth phys or give hosters the option to enable Epic mode (like you promised in 3.0) in 4.0 so car physics and a multitude of player movements are more fluid and realistic.
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Nerf the car lock function, or just don’t have locking at all. Honestly, putting a car in a garage was and should have stayed the way to go for protecting your vehicles from theft
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Make shotguns actually unique and more shotgun-like. Things like bigger spray-cone with much, much longer ranges would be nice to see.
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Add make-shift ammo varients
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Add time for crafting things
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Add different ammo calibers (or not, meh)
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Add different ammo types (tracer and fragmentation is stupid. I mean real different ammo types, like slugs for shotguns, etc)
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Buff the ghillie visually
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Add PEI as the first legitimate map to 4.0 (I will be very upset if it isn’t PEI)
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Remove horde beacons entirely from 4.0
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Maybe instead of bases decaying magically out of nowhere you could have a more rust-oriented system, whereas resources are put into a central crate to prevent the base from wearing / tearing down over time
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Raiding tools should be the bang of the buck. The most hardest things to obtain ten fold
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Make playing in groups a more ideal playstyle (I guess buffing snipers to oneshot would kinda do that)
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Somehow address the server-to-client zombie attacks. I can run straight through crowds of zombies without a single hit, while in singeplayer (with no lag) that is virtually impossible.
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Instead of adding sci-fi zombies (mega zomie seems pretty k though) work on zombie mechanics further. Zombies that are smart enough to side-step you (like the invisable one) seem cool, just don’t make them invisable maybe? The spitter zombies were also kinda alright
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Have a centralized and moderated serverlist so that nelson (or people in power) may blacklist unfair / P2W (or other reasons) servers from the list. Such servers must be connected to via IP/Port (seems far fetched though)
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Completely remove the rep system. It’s impossible to make it accurate, leading to false total rep of a player - so just dont add it
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Free to play forever. Gold DLC transfers from 3.0Nelson has said he will host official servers with the money generated by 4.0 gold sales, so I suppose it’s fine not to transfer. -
Manual / Automatic car transmission. High-end civilian vehicles or etc could have automatic while older vehicles including trucks has stick shift
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Actual weather / dynamic weather
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(more of a suggestion from myself) I’d like to see a type of “shoe” mechanic being added. IE having no shoes would give you a speed debuff especially in mud. Normal shoes give no debuff. Running shoes increase running speed by a certain %. Boots increase the speed in mud. Military boots completely remove reduced speed in mud.
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More detail into food growing, crops need light to grow, etc.
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Larger official maps
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Expand on falling mechanics. IE falling off a crane would kill you, you increase in speed the longer you fall, minimal movement forwards backwards left and right while falling
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Better collision amongst entities (players, zombies, animals). shouldn’t be able to just run through hordes of zombies
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Don’t add horde beacons. They don’t fit with a survival game and don’t make much sense
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Make grand, glorious, extensive, extremely large maps in 4.0 and make few of them. In 3.0 there are just so many dang maps that the players are so divided. We have a current 13 (correct me) maps designed for multiplayer that are apart of the official 3.0 branch.
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Nelson should share information about how servers are created before 4.0 is released so everyone can be ready for 4.0’s arrival - including server hosters
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Scope zoom rendering should be HEAVILY improved upon. It takes a considerably large amount of resources to use a scope on Ultra settings, and it makes no sense as to why. Hopefully this can be a thing of the past in Unreal
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The melee system should be heavily improved to a more realistic system, where swinging a sword or bat shouldn’t hit whatevers in the middle of the screen, it should sweep across the screen, hitting wherever it lands. This in itself should also get rid of the “range” of melee’s, and instead replace it with physical interaction between the melee model and the target.