The major problem of unturned 3 and what Nelson should do with 4/II (+about weight system)

Okay, this is my first thread. And i will explain what is the major problem with 3 and the solutions for 4. Also notes that English is not my language, so yeah, if there is a mistake or something, just tell me about it.

The first thing we are all already know that unturned 3 didn’t work as a survival game. yes it is a pvp sandbox game and roleplay game, but still good as a pvp game. And why didn’t it work as a survival game? Maybe this lists will solve how unturned 4 to be a good survival game.

  1. there are no threats from the zombies.
    People like to search something that move (the zombies are not moving from the beginning, nelson should make the zombies have the moving route), threatening and challenging. Because of this problem, when we meet a random player they will shoot us. Why is this happened? The zombies are too easy to kill, so the only threats are just from players. Even when we were attacked by so many zombies, the other player that just met us in that situation still killing is us rather than helping us. If you watch this vid from OrdinaryPanda you will see (0:15-018) Honest Trailer.
    The point is if we want to cooperate we have to got a common enemy. And there is the other reason why they like to kill other players. It will be explained on point 2.

  2. when we playing it we don’t really need other people to keep surviving.
    From what i see, the problem are from the weak zombies, no weight system, and every player can craft everything. The weak zombies are very clear, no need to explain it more. The weight system actually is one of the most important thing in the survival game. This will make us need allies to carry our important stuff like the gun, medicine, metal or log, chainsaw and more heavy equipment that we need. Also this will make us not too afraid when we confront other player because we will know that they are not carry too many gun so the battle is just about skill and strategy. And the player shouldn’t be able to craft every item. for example just doctor who can craft and uses high tech medicine like vaccine to cure his self or his patient. So we have to choose our role first and think about the benefit about the roles. This will make every player want to cooperate not to kill each other.

  • This is how weight system does :
    There are five types material uses in unturned. They are paper and the equivalent like cotton, plastic, wood, metal, and stone. Each block (one rectangle) has different weight in their type. And if we carry too many stuff the accuracy of shooting, the power of puching and the stamina will be decreased. The running also will get slowly.
  1. there is no main target/no idea what to do
    When we play the vanilla survival, all we do is just more raiding/pvp than surviving. Actually it is good if nelson makes bandit and zombie AI that can raid/attack our bases and there are zombie or bandit boss that hard to kill (have to got full gear, good weapon and more people to kill them) and they are hiding in someplace with his troops. And if the zombie and bandit boss have not killed yet, the regular zombs and bandits still more strong but if they are killed the regulars will be less stronger. And if all of those thing get defeated by us, there will be like a small report in the game and also we will have that in our steam profile from what we did in the game because we’ve just completed the main mission (eliminated all zombies and bandits). and after that the server will restarts again and we have to join our self to the server. for example the slot is for 200 player, and we join to the server, so the remain slot become 199. but in the gameplay, there are only 50 player that can be playing in server. so if there are total 200 different player who has joined to the server, then the player no 201 cannot join the server even in the server there are only 20 player are playing in that map/server and have to wait until the bandit/zombies get defeated or defeat all of players (each player must die min 20x to get defeated in the map). And i have a good idea about it if we want to change our map that we play in the server, for example PEI to Washington in Froshington server , we have to find the way out from the map if we don’t we still have to play it in PEI until the time that we can choose the map again, for example 1 month. Because how the survivor doing are about stay in the place or moving on.
  • This is how the report does :
    1c025ef0
    The benefit of this report is if we collect 5 rank S/A (for example) we can play in the special server (to meet the best of the best from the game)
  1. afraid to lose the loot and weak bases.
    It’s just because of too easy to loot and the rest of our loot too easy to disappear (spawning), so we don’t have a hope to take the remains of our loots. It should be like we need to hold a key [F] until the process done to get a loot from its body and we have to choose what we need to take because we need to weigh up the time before we get shot. And about the weak bases, they cannot destroy our bases except when we are only in the game and still can be raided for 1 hour after the player go out from the server. And we should play this game min 1 hour a week to keep the base not to destroyed. if we don’t play it, the bases can be raided although we are not playing it.

Okay, that’s it. What is your opinion about this? I also want to know people perspective.

  1. I agree with everything you say in this paragraph.

  2. Having a weight system like this punishing, ie needing multiple people to carry crucial gear for you would absolutely cripple solos. Solos would have to go out of their way to find random people to carry necessary gear like meds. This would lead to a ridiculous amount of betrayal, and betrayal would lead to mistrust, which would lead to KOS. On the other hand, clans can have their clan mates carry gear, not hindering them at all.

I assume you mean ammo by gun, and I agree with this, but I would rather the main problem to be rarity of ammo instead of the weight of it.

I would like to see worse makeshift versions, or just being able to reverse engineer a few items in the game to make a makeshift counterpart, to add an actual end game instead of constantly looting the military base over and over again.

Im not sure if classes are planned, they were pretty useless in 3.0, but I would be okay with them making a comeback, as long as they are balanced.

As for your weight system, this is a pretty weird way to do it (im assuming by block you mean inventory tile) I would rather items just have a weight assigned to them. Also Im not to sure about accuracy being effected, I would rather it just be stamina and running so there could be two diffrent “playstyles” one who has lots of gear on them at all times and is heavy, and one that doesn’t and is faster.

  1. I am fine with zombie raids as long as it doesnt happen when you are not in your base. Also I dont want to see ai bandits, it could never be done well, as the amount of work you would have to put in to make an AI that can roam around an entire map and also shoot without being absolute trash and also not an aimbot is very high.

I have no idea what you mean by this or anything below it. Are you saying you want ranked unturned? I never want to see something like that. An entire point about survival games is that you never know who you are up against, they could be complete trash or really good at the game, and you dont know until you try to kill them.

  1. Looting bodies is planned, and I am fine with the no offline raiding portion, my only issue is if people can block exits like they could in 3.0, this would be pretty terrible.

balanced because it’s rare You can’t keep people from spending ammunition by limiting the supply, because in order for a long term multiplayer game to work there almost has to be an infinite supply of all items. Instead the demand needs to be increased, ammunition should have value besides firing it at other players, whether that value comes from the components of the ammunition, it’s usefulness against non-player threats, or it’s use in trading.

You are still reducing the amount of bullets that can be found in a certain time frame, so in general less bullets are being fired in said timeframe, decreasing the suuply. Also yeah I agree with the entire increasing demand portion. What kind of components other than gunpowder can you really get from bullets though? I don’t know much about guns and ammo

no it’s gun. they usually carry more than one type of gun. the rarity of ammo didn’t work, all we need to do to get ammo is just strip the gun, take the ammo and throw the gun away (if we already have one gun)

i’ve fixed my sentences.

It doesnt stop people from stripping ammo from guns though, as people can just drop the gun they have, pick up the one they want to strip and then drop it and pick up their first gun. Also yes people do usually have two guns on them. I would like to see holsters or other things being needed to have two slots to carry weapons, but people usually dont lug around more than 2 guns unless they are raiding, and guns wont be a big part of raiding in 4.0 hopefully.

And for the locked server slots, I dont think its a very good idea because people could play 5 minutes on a server and then be uninterested and leave and never come back. Even if admins could undo the slots it would still annoying and isnt very interesting

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image
Why does the person in that image look suspiciously like MoltonMontro.

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in 3.0 the classes are useless because even we choose firefighter skill we still can be a doctor by collecting xp point and use it in the healing skill

it is from the game Megaman X5, game from ps1

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