He was referring to survival-centricism (relative to the PvP-centricism of 3.0) as opposed to the mere task of survival.
It’s actually very easy for me, since survival-centric suggestions are the bulk of my contributions here.
Some major examples:
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my Skill System Overhaul which includes several heavily complex mechanics working in tandem
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Sectionalized Clothing, which encourages properly establishing a shelter rather than carrying craptons of gear everywhere you go, as well as rebalancing clothing as a whole (not just making them statistically worse)
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adding a proper calorie intake and consumption system instead of percent bars, to accurately reflect the struggle in real-world survival situations to maintain calorie reserves (which promotes conservation of calories like real survival too. See also: The Long Dark)
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more in-depth medical system including various illnesses and afflictions, as well as both ambient and body temperature (most prominent zombie survival games have this down better than Unturned, even DayZ)
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general immersive details such as being unable to properly identify wild flora without the necessary botanical knowledge (imagine accidentally eating a toxic mushroom that looks identical to an edible one), or being unable to identify unlabeled medication (both of these a la NEO Scavenger)
While these can be seen as penalties technically, they actually serve a purpose outside of just being annoying. Not only are these survival-centric in their entirety, but they actually properly provide the aforementioned “incentives” as well as enhancing immersion and the overall gameplay experience. Some of these can even be seen as beneficial (for example, stocking up on high calorie diets instead of being restrained to a bar with a hard limit)