Yeah. Actually. I don’t really see a problem with the way mags are refilled in 3.0, atleast conceptionally. It’s not exactly easy to do under pressure anyway. Go ahead, try to sift through your inventory to refill mags during a firefight, you’ll probably die. I’ll tell you from experience.
I didn’t know that mags being refilled instantly was a point of contention.
It promotes pvp, which is not something we want to happen constantly in 4.0.
People hate the fact that 3.0 is a pvp fest here, not sure if you knew that yet or not (Since Im pretty sure you’re new here), but yeah
Edit: eh, you’ve been here a couple months… though I dont think many people really have talked about how mucht hey dislike 3.0s pvp fest in the past couple of months anyways
The very foundation of the game promotes pvp. Adding minor annoyances to the mix isn’t going to stop people from shooting each other. If the aim is to bring the focus away from pvp, then flesh out the survival mechanics some. People will have less time to try and hollow out eachother’s gourd because they’ll have to tend to their needs. And as a side-effect it will make the pvp that does happen scarier and higher stakes.
(ex. Bigger maps, better food system, rarer loot, need to manage gun parts possibly, seasons effecting how hard it is to survive, ect.)
I cant recall everything rn, but unturned was meant to be a survival game, not a pvp game.(It became a pvp game because nelson was trying to add most of the stuff that was suggested on steam) Nelson is trying to make it more based on survival.
Crafting timers should exist for all items, and be applied even if you’re only selecting to craft them one at a time. Crafting timers would exist not just as a way to make crafting more difficult, but also as a way to give players an opportunity to cancel crafting, which would be important if the ability to choose to craft batches of items were quickly, easily, and obviously available in Unturned II. The amount of time per item crafted should reflect the amount of frustration there would be in accidentally creating one that you don’t need. No one’s going to be upset about accidentally crafting one more nail than they need, but they might be more than a bit peeved by turning all of their scrap metal into 2000 nails, so the crafting time per nail should probably be less than a second, and only build up to a noticeable delay if you’re crafting many of them. A makeshift car or boat, however would waste many resources and can’t be used for many different purposes, so even a single one in the crafting queue should offer an appreciable window of time to cancel. You may wonder why I would insist that crafting timers be applied, even if they’re short enough that they might be finished before you can leave the crafting interface, and the reason is that applying crafting times inconsistently would create weird and pointless incentives to crafting items individually or in multiple small batches or a singular large batch.