P.S: at 41 minutes to make this clocks in at one of the longest replies I have ever made in the SDG Forums.
TL;DR:
Procgen - Dear god no
Expanded crafting - Agree, very likely
Realistic firearm range - Depends on how big the maps will be
Server optimization - Confirmed
Improved vanilla server capability - Confirmed
Less community influence - Disagree
Better modding - Confirmed
NPC editor - Depends. Current way works fine
Instant local server hosting - Confirmed
Auth physics being removed - Very likely (if not confirmed)
Nerf locking cars - Depends, give better alternatives
Makeshift ammo - Confirmed
Crafting times - Depends. If this dictates game pace, it’s bad
Different calibers - Confirmed
Ammo variety - Confirmed (though not how you said it)
Ghillie buff - Doesn’t matter
Make PEI the first map - Disagree
Remove horde beacons - Very likely/confirmed
Base upkeep (a la Rust) - Disagree
Make raiding tools rarer - it’s balanced because it’s rare
Buff groups - Strongly disagree, groups are already OP
Server-to-client zombie attacks - This problem doesn’t exist, except with really laggy servers
Better zombie variety - Agree
Moderated server browser - Agree…kinda
Remove rep - Agree, if we’re not considering NPCs
Vehicle transmission - Confirmed
Dynamic weather/environment - Confirmed
Footwear having profound effects - Confirmed
More realistic agriculture - Confirmed
Bigger maps - Very likely
Realistic falling - Very likely/confirmed
Nelson should release info about servers - Agree strongly
Realistic melee - Confirmed
Repeats were not included, e.g. horde beacons which were mentioned twice
I am a huge critic of procedural generation. It’s sloppy, uncreative, and simply worse in quality to a traditionally made map. No matter how well you can pull off procgen, you will always end up with tons of bugs and other polish-lacking things to fix (for an example, look at any procgen game out there).
I presume that due to the increase in immersion and the shift towards survival-centricism, this is already bound to happen.
The maps in Unturned are too small to facilitate real world firearm ranges. Hopefully this will change in Unturned II - however I’d like damage dropoff to be a thing (alongside other ballistic mechanics) to make getting a 500m kill with an AR incredibly hard.
Optimization being a main focus, I think we can expect servers to be a lot more streamlined.
Actually, the main reason people use Rocket is because of the vastly expanded administration capability, which is being worked on as we speak with stuff like RCON. I’m not entirely sure how this actually works in UII, but it’s safe to say that the days of installing Rocket for all your basic needs are over.
The community is part of what makes the game great; however I do agree that listening far too much to the vocal community is really bad. Rust is a prime example of this.
Modding support will be available off the bat for UII. This is a given, especially taking into account the new modularity of item code and stuff like that.
Not exactly necessary but a welcome change nonetheless.
Already implemented, LAN servers can be created with the click of a button.
Safe to say auth physics will not return to UII. They were put in during a very dark era when hackers were everywhere.
Locking cars should still be the norm, but there should be good alternatives such as hotwiring one.
Unspecific…could you specifiy on that?
I’m on the fence about this one. “Realism for the sake of realism is bad.”
Confirmed and/or implemented.
I’d like to instead see EFT’s system where ammunition is loaded in bullet-wise. Would actually make tracers and frags useful and allow for other ammunition to take the stage as well.
No amount of ghillie visuals will counter a player with a good eye, and shadows enabled.
There’s a huge amount of disagreement over this. PEI is getting stale for many, and definitely should not be the first map if there are others that have more to offer. This is potentially the worst way to do it, rather than making a strong first impression with a fresh idea.
Horde mode will be a thing when UII releases. Horde beacons are likely fully obsolete.
I really don’t like Rust’s system - it turns the game into a monotonous thing you have to babysit and forces players to build a Tool Cupboard (or counterpart) in order to even consider the architecture mechanic.
it’s balanced because it’s rare intensifies
Rarity alone is not the way to go.
It already is the vastly preferred playstyle. If anything solo players need a huge buff. Isn’t teammate ESP and disabled friendly fire enough?
This is because zombies in singleplayer have vastly buffed hit range to boot…
I agree with this one - having individual variation in the zombies would be sweet. A post of mine is actually in the works for this (stay tuned boyos)
Just keeping the existing server browser but being able to blacklist servers should be good enough. Moderation is a bit much, though we don’t want a repeat of the notorious anime hentai incident from a while back.
Fair enough - for immersion I doubt rep would even be a thing anyways, at least without considering NPCs.
Transmission is very likely at this point. I’d say it’s confirmed, but that would be jumping the gun.
Also very likely, blah blah blah survival-centric
Indirectly confirmed. Footwear exists and clothing can give direct and passive stat modifiers.
Very likely - it is confirmed crops will also need irrigation.
Larger maps are also likely seeing as everything has been upscaled. Pineridge itself resembles Berlin more closely than Devtest_1.
Partially implemented, and confirmed. Controlling yourself mid-air is virtually impossible at this point.
Collision would be nice.
I agree.
This is partially confirmed - swipe attacks instead of point attacks.