Amount of Content for First Open Beta

[Note] As most of this is subjective and debatable, there’s a lot of text arguing for why the game needs some “fluff” in content for its first public beta release.

Some of it is also just there to think on, and does not immediately represent how I’d handle it (until you near the very end).


How much content should Unturned II start with by the first open beta?

Obviously, Unturned II is about quality over quantity. The goal isn’t to pump out a ton of unnecessary content, especially so early on in the game’s development where it’d just become clutter.

However, it’s important to have content so that players can actually test out features and mechanics. Of course, content also keeps players hanging around longer too.

As an example, let’s say the open beta only has one of each item type. How are players meant to experience things like the expanded attachment system? How would players have interactions with other players if they all look the same?

Fortunately, this is already partly resolved by the variation system. There are two types of item variation: reticle variation (holographic sights) and textile variation (clothing). These are then further broken up into color states and reticle/pattern states.

Immediately, this helps players differentiate themselves during typical player interaction. It helps fill in for the initial lack of a group system. It doesn’t, however, fully show off ability stats and the attachment system.

  • Although clothing can have ability stats, and players can feel the difference as they equip more clothing items, without multiple unique items to choose from, of the same item type, it does not demonstrate how players can gear up to fit their own preferred playstyle.

The expanded attachment system is meant to be a big highlight, in my opinion. This includes the heavy focus on calibers and rail systems, too. Player choice is a huge part of this system, just like it is with clothing. In order to fully show it off, it’d realistically need to have more than just a second item for each item type. It’d need items with different rail systems and calibers, too.


Only just a little bit more than what already exists.

Obviously, at some point it just won’t be worth it. Showing off the systems isn’t going to be that fun if the content gets in the way of updates. It’s not worth even wanting to acknowledge balance patches on so many items, not this early into the game’s development.

The expanded clothing system (seventeen slots!) will most definitely be a highlight, and there’s still so many more things Nelson wants to do with clothing that it’s just not worth the time to make a variety of unique clothing items. Not yet.

  • Further down the line, after Nelson experiments with sectional inventory slots, and using nested storage to potentially facilitate things like armor plating or ballistic glass face shields, then it’d be more fitting.

Expanded attachment system (plus other gunplay stuff) is harder to consider. There’s a lot of highlights, and being able to mess around with variations on the new systems would be incredibly cool.

  • I don’t think the open beta should start with a second caliber fully fleshed out. If Nelson decides to finish dual-wielding and the G18 by then, great. If not, fine.

  • I don’t think the first open beta should have a second rail system. It should definitely become a focus when starting to delve into some more gunplay-related updates again, but probably not until then.

  • We really don’t need more front sight, rear right, optic attachments. Front and rear sights will become a thing on their own, over time, without the need to forcefully shove some in. Reticle variation helps facilitate player choice, without the need to add multiple holographic sights right off the bat.

    • Scopes? Maybe. I’d personally be fine if it came with a later gunplay update though. Just like with clothing, there’s a fair amount of stuff that can still be done (even if just conceptually at the moment).
  • Rail attachments should be fine. However, I would like to see the variation system affect the “Tactical Laser,” if it doesn’t already.

  • Modular components is questionable. This is a notable part of the expanded system, considering how much more customization is now available to the player. Unlike with the previous examples, you can’t really just “take stuff off” or “equip more items” to feel the difference when the gun will likely just not work. There’s also the assumption that most of the time guns will be spawning with a fair amount of their modular components already attached anyways, so having a gun without them is just “for the memes.”

    • I’d be fine with some variety in modular components. Probably not a second barrel component, but we could see a second stock component (possibly one that could later be updated and allow for collapsing), and possibly a second handguard component that’s just an extended top rail and not much else.
  • A second bullet type would make a lot of sense, given how the game already has systems in place that basically require it. Why would anyone mess with the “load order” feature for magazines if there’s only one bullet type?

    • Tracer ammunition would make the most sense, if not already secretly implemented. Alternatively, we could explore bullet penetration more by having FMJ ammunition. I think I prefer the tracer ammunition, however, and then bullet penetration could be explored via crafted ammunition, whenever crafting is implemented.

Thoughts?

Did I miss something? What do you think should be added content-wise before the first, fully-public, open beta?

Maybe there’s something unrelated to clothing and gunplay you think should most definitely be added (content-wise though, this isn’t directly about new features that should be added)?

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I hope to see the Turned, though I would expect the enemies to appear in the 2nd beta as it requires vast amounts of planning and concept designs since they’ll be reimagined from the current game according to the Trello entry

Unless that’s the final design. I don’t mind dummy enemies if they’re added

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Yeah, I forgot about considering the Turned.

Imho I don’t think we’ll see any “abnormal”-looking monster-turned until a second “major” open beta patch comes out. I do think it’d be good if Nelson kept the open beta patches down to a reduced amount for a while, so people could take the time to develop their own stuff and all that. Maybe push through minor patches here and there.

But back to the Turned, I think it’d probably end up just being a “greenish player” to start out. Focus on the AI for a bit. Continue to conceptualize, maybe even pay for some concept art or get some from the community (after fleshing out his own ideas for the Turned).

Gonna reject the uh… “game is ugly” and “add pirates too” comments, however. :slight_smile:

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tbh, I would like to see zombies like 3.0, plus mutated ones. so yeah.

just dont make players load every asset at the start up plz. also, i would like to see AI actors in action

For the love of god include TL;DR please

Already done. Was done many months ago.

the zombies in 3.0 are easy

Personally I’ll like to see the melee fleshed out, in particular the hitpaths, blocking, and several weapons to show it off.

If we could get a spear (which pretty much simulates classic hitscan), a knife (close quarters combat), a bat (highlight swings), and a dummy (which molton mentioned).

And then a movement test/course for us.

I would like a basic, washed-down version of my post

with only the most basic of methods, such as boiling and purification tablets.

I’d also like to see certain things from Medicine [Long Post], On Preserving Food, Gasifiers and Stills, Wildlife, Hunting, Fishing, and Foraging [Long Post], as well as Hydration Packs and Mirrors and Periscopes

I’m not sure if melee will be a thing when Unturned II has its first open beta, but it’d be nice if it did. Not sure if Nelson has fully thought out all the stuff he’d like to do for it yet.

Probably won’t get a “movement test/course,” but iirc there are plans for some small test levels that show off all the props, and have a shooting range.

I wouldn’t be surprised if the first open beta didn’t have hunger/thirst/crafting/etc. at all.

I meant look wise, not how easy they are.

I wouldn’t mind say 5 weapons to be included so we get a basic feel for different attachments and calibers.

It’d be nice to see some of the conversion things Nelson talked about, such as putting NATO sights on Russian guns.

Maybe we could get an AK and an SMG of some sort alongside the G18 and the Eaglefire, and then a basic melee?

Basic AI enemies would be nice for placeholder testing but probably aren’t super needed.

It’s probably gona be just like devtest for 3.0: weapons, a healing item, basic food and water, period.
Not a great fan of this way of showcasing a new game even if it’s jus a beta, but it’s not my call so
¯\ _ (ツ) _ /¯

In the past I’ve considered something similar to this, but the main thing would’ve been five different weapon types. Get an early start on fleshing out things like handguns, shotguns, automatic rifles, machine guns, and bolt action rifles.

I don’t think that’ll happen, but I wouldn’t be surprised if at least a shotgun was implemented alongside the Eaglefire and G18. We’ve already seen a new UI that included shotgun shells, so I wouldn’t be surprised. (We also have a circular crosshair for shotguns to use.)

I would like to see those types of things fleshed out, however. Machine guns should be reimagined entirely, and I’d support weapon accuracy increasing during sustained fire. I’m not sure how practical they’ll be, though.

Marksman rifles would be particularly interesting too, as things like scopes are added with it. There’s a lot of stuff that Nelson has considered for scopes—such as realistic scope indicators, zeroing scopes, and zooming in/out via the scroll wheel.

I wouldn’t be surprised if a placeholder healing item was added, just so people can heal themselves after combat. Food and water would still be surprising imo, since the vitamins/calories/etc. systems are still very conceptual.

You don’t mention these, but I think health and stamina would both be “fully implemented” for sure, and then stamina would be tweaked based on how players feel about the locomotion and their movement options.

Maybe immunity too, if the first Turned is added before the first open beta comes out. However, I’m unsure if Nelson wants to make that system more in-depth with “diseases” and “improved medication” like some people have suggested.

If the open beta doesn’t have Turned available upon its release, it’ll still be pretty close around the corner. Unturned 3 didn’t initially have zombies for about a month.

Good point. I’d love to see how 4.0 handles shotguns right from the get go.

No more tube fed shotguns acting like they take a magazine!

Is this the state the game is in now, or the state the game is planned to be when the beta drops (december?)

You’re going to have to clarify on what “this” refers to.

The beta can drop at any time. I personally wouldn’t expect the public beta until December, but it could come sooner if Nelson chose to exclude things like Replays and Turned, potentially.

Sorry, I meant the lack of zombies, food, and melee. Are they unfinished or still just concepts?

Food, melee, and Turned are not in Unturned II right now. They likely won’t be implemented for several more months, as it seems like Nelson will be focusing on server tools in the near future.

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