Hey you! Yeah, I know this post’s kinda long but it might actually be worth reading. The paragraphs below aren’t really talking about a suggestion but rather my perspective of things and how I saw it, compared to how I see it now.
I think I get it now. Why Unturned 2.0 was different to 3.0. It’s not because 3.0 was more focused on PVP. No, it’s not that at all. I think the real reason for this is that someone can survive on their own and become insanely overpowered. Essentially, become a self sustained killing machine. Let’s face it. Unturned has an end game. Practically this occurs when you get full military and a maplestrike with a drum and barrel, +chainsaw. Zombies become a joke, players are easy to kill for the most part, and you end up killing everyone unless someone more OP than you engages you in combat. (Talking about regular players I’ve met, not some op beast that has insane skills, P9nda cough)
So why was this different in 2.0? Just because of one simple concept. The feeling that you can’t survive on your own. The feeling of insecurity… the feeling that told you that you need to group up to survive and build a base. Every concept in that game complimented that, from the weight system preventing you from carrying 20 Medkits and literally every firearm that exists, to the zombies being INSANELY hard to kill. The game was just… dunno… the best game ever! Literally every one of my friends said that. “Dude this is like the best game ever!” That’s what I thought at first, when I saw that on a twitch streamer’s stream a long time ago. So yeah, that’s what I think was different. I recently saw a guy named paulsoaresjr’s series on Unturned 2.0 with some other guy, and damn the nostalgia started kicking in. So yeah. I think that 2.0 has a much better “Mutual Benefit” system rather than 3.0, and I wish for this to change in 4.0.
How should this be fixed in 4.0 so it doesn’t veer off on such a tangent? Well, first off, Imagine yourself playing 4.0 in the future, in a PvP situation. So… how do you imagine it? You standing on a roof killing players that pass through the city and then looting them in third person? Probably not, but this is how an average PVP game would hold up. I think that something NECESSARY is the removal of the cursor in third person, and possibly in first person. Second, add gunshots that can be heard from further away, similar to real life. This way, it would be way more stress-inducing unloading a magazine into the air in the middle of a town, just because now everyone is coming to get you! This would encourage accuracy over spraying, making the game much more fun, in my opinion. And last, reduce spawns of auto weapons and encourage using weapons such as bolt action or semi rifles, just to be realistic. I mean honestly, you don’t usually get that many auto rifles in real life without having to get to the most secure of vaults do you?
So yeah. That’s all. If you didn’t read it all, I’ll just tl;dr summarize it for you:
Unturned 2.0 relies on the fact that you can’t be OP and take care of everything yourself. Unturned 3.0 allows the player to be OP and literally carry 20 medkits in their inventory at any time. Unturned 4 should be nerfed, removing crosshairs in 3rd person and altering the spawn rates so that more slow firing weapons can be found in contrast to auto.
Please do indeed write your experiences and thoughts on why the games were so different. Also, I don’t really know where to categorize this, in the 3.0, 2.0 or 4.0 section. It seems like this is a general comparison of the playstiles in the three games.