My primary annoyance with 3.0 is the predictability.
You know what’s inside a base, there’s no strategy to killing zombies, and there’s wide imbalance
Guns: they should be a frame and several individual parts, similar to the customization screen. Barrels might have a temperature, which is increased by firing without delays. Each shot damages the barrel more at high temperatures. Barrel warping is a bit too in depth, but accuracy could go down sharply at high barrel degradation points. The majority of guns should spawn only usable for parts. High level guns should attract far more zombies than low level guns do, to scale the risk.
That brings us to my next point: Zombies.
They should not target players outside the navmesh, but you shouldn’t be able to escape them simply by stepping outside the city. Hordes sound like a good idea, but in that case they should be separate from city zombies and there should be dedicated anti-zombie defenses for bases. Zombies should also take strategy to kill, like the special zombies do now, by taking advantage of the place they spawn in. A place with a lot of blind corners should have zombies that fight well in that environment.
Bases: Again, they should make even high level players stop and think. Bases should strike fear into the hearts of players. I suggest to accomplish this by making them unpredictable. A high level player who just walks up and attacks might get doused in hot oil, and then fall into my zombie mosh pit. Raiders should have to “case the joint”. This also incentivizes online raiding, as the traps will be disabled by the owner while they’re inside. I would like a way to quickly throw down a base as well. The current way is too slow to be very useful. Also, stacking should be enabled for a few types of resources.
PvP: Running and gunning in a city with high damage guns should bring the wrath of the zombies down upon you. Firing a minigun (possibly accounting for gear as well, though again that’s a bit in depth) should attract pretty much every zombie in the city and boost spawn rates, but this should be survivable if the player prepared for zombies. If they came for easy kills, they will die most likely.
Crafting: Stripping guns for parts should require a certain level of skill, and a work table. This incentivizes building a base before you can have a good gun. Crafting should be a scrap fest, with most items being broken and only useful for parts. Too many workbenches ruin a game, but a couple types would fit well imo.
The game should not go completely PvE cooperative, as that adds quite a bit to the game, but it should heavily incentivize working with other players for the most part.
I would prefer that melee combat become more hack and slash, it would be fun to charge a group of zombies and actually slice themselves up, with limbs flopping around by themselves, instead of simply being point at the zombie and get just close enough to hit at the last moment. Maybe when the game comes to the stage where updates are mostly polish this could be added.
Skills shouldn’t be completely removed, I think a way to improve your character, not just your gear, is good.
How in depth should vehicle mechanics be?
I like building on vehicles to make them into a nomad base, but currently it’s way over the top.
What play styles should be accommodated?
What are your suggestions for unpredictable base defenses that can easily be implemented by Nelson?
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