Mega-list of expected or necessary features and content for 4.0 remastered grouped into what I personally think are appropriate sections
We did not care if they were already planned. Please do not pester us about it. This doc has been revisited over and over for multiple months, almost over a year, and Nelson has both added and planned many things since then.
Game Mechanics -
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EVERYTHING is extremely modular down to the bone
- Add a hunger system? It shouldn’t be fundamentally in the game, it should be an enable-able and disable-able module
- Modules should also be extremely configurable. No, seriously, like as configurable as the config.json is on servers
- Noting that U4 already has a ton of mechanics that should be modular enough to configure, or at least enable/disable, such as player momentum, gravity, so much more.
- As shown in 3.0 with curated maps, Nelson should know fully well that the more he allows content creators to create, the easier it will be for him in the long-run and increase the fun/longevity of a game.
- With all of that said, we worry that the game is already too far in to make such systems modular, and we assume they’re fundamentally apart of the game.
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Randomly generated maps
- A must have for Unturned. If not officially added, then make Unturned modulated enough for someone to create a plugin - though I would hate that because they’d probably make it paid/monetized
- This would be great for everyone, including server owners who want randomized, fun maps to play without the dull, playing the same map over and over again feeling. It’s really a big reason I can’t stand 3.0 anymore.
- Pre-gen maps would be named “pre gen” or “generated” in the map server title, to make them clearly differentiated from normal map servers. They could also have the map seed included in the server configs/description
- I feel like whatever system is put in place for generating randomized maps should also be easily customizable and fairly simple. Even possible for custom/modded buildings and areas to be added to the generation, with their own % chances, loot drops, or so on
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Crafting system improvements / overhaul
- Crafting system GUI needs a MAJOR fucking fix. Long ass one-column UI is disgusting and difficult.
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Dynamic reloads (And dynamic reload animation)
- Instead of one static reload animation, reloads should be actually realistic and representative of what you have. IE, a gun like a mosin that loads one bullet at a time and is missing 3 bullets should actually load 3 bullets, and so on.
Servers -
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P2P servers
- Easy, simple P2P servers through UPnP or something along those lines
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Server Creation
- Make server creation as easy as an added Steam\Tool package that players can install and use
- It should come with an easy GUI to tweak settings and other content of the server
- Servers should be strictly categorized into non-dedicated (includes P2P) and dedicated servers. “Dedicated” servers would be servers running on the server-version of Unturned, the one with the striped client files.
Content / Module Content -
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Experience System Overhaul
- The Experience/Skill system should be more attuned like one of 7 Days 2 Die. It’s great and features five master skill trees, which you need to level up that skill tree before unlocking more skills and etc.
- Earning experience can be gained through almost any productive action, but killing zombies reward the most.
- In 7D2D, on death instead of losing your skills, you get a debuff on your master skill tree that temporarily removes your skill for a certain period of time. Multiple deaths stack the time, and make you temporarily lose more skills.
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Crafting & Makeshift improvements
- Make crafting items worthwhile.
- In 3.0 they’re hardly preferable, and seemingly are the worst-case scenario items. It’s far easier and more valuable to go out and find guns than crafting them, and so on.
- Add time for crafting things
- Add makeshift ammo variants of most bullets.
- It could be like Rust where you find a bullet, and have to research it - but can only craft makeshift versions of them that jam or don’t shoot as far.
- This can go side-by-side with the 7D2D skill-like system, where a higher crafting skill would craft better versions of learned blueprints - perhaps being able to craft the standard ammo rather than makeshift ammo (while still having the option to, for the sake of cheaper production)
- Add different ammo types (tracer and fragmentation is stupid. I mean real different ammo types, like slugs for shotguns, etc)
- Make crafting items worthwhile.
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Multiple UI designs in the game. If not, one official design, with community-made modules that redesign it.
- This could open up so many new visuals and ideas for Unturned that you can’t even imagine. Take for instance, a visual redesign for a medieval mod, or a futuristic mod. There could also be practical implications, such as translations or modified HUD for the colorblind. HOI4 has (for example) quite a few mods that redesign its HUD, which are very useful and very effective.
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Make shotguns actually unique and more shotgun-like.
- Things like bigger spray-cone
- Much, much longer ranges would be nice to see. No more watching your bullets turn into pixie dust past ~30m
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Make PEI one of the official maps of 4.0
- We discussed this on the forum. It seems like you guys object because Pineridge will apparently be gigantic which will apparently be good for U4 and is already in the works. You guys, however, suggested PEI does make its way back into Unturned after Pineridge - to which we agree.
- Redesigned Melee System
Graphics -
Quality of Life -
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Chopping trees or other such actions should directly give you the materials
- This may or may not be compatible with the whole “grid” system of Unturned, but other games like 7D2D and Rust have a straightforward tree-chopping resource-gathering system. It’s extremely annoying to pick up items off the ground every time. Please fix
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Master building-tool
- Instead of crafting each individual buildable, like in Rust. Yes, we know this is planned.
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Inventory system overhaul
- Being able to find something in your base should be quick and easy. So many games make storing things a nightmare, such as Minecraft or Rust, and many more. I believe that if people want to build a centralized and concentrated base design (like many bases are) then they should have the added benefit of finding items easier, whether this be through electronic methods of controlling and searching the storage (refer to Minecraft storage mods). If people wish to build dispersed and spread-out bases, they will suffer the negative of not having such systems (at the benefit of being more diverse and harder to raid).
- Excellent MC mod https://www.curseforge.com/minecraft/mc-mods/refined-storage
- Such a system (based on this MC mod) would allow factions of players to scale upwards much better. Nelson has liked content before that promotes better scaling and player progression such as this one.
- I would go WAY more into detail about this, because I hate the storage system of most games, but you probably have better ideas that you could throw onto the table.
- Being able to find something in your base should be quick and easy. So many games make storing things a nightmare, such as Minecraft or Rust, and many more. I believe that if people want to build a centralized and concentrated base design (like many bases are) then they should have the added benefit of finding items easier, whether this be through electronic methods of controlling and searching the storage (refer to Minecraft storage mods). If people wish to build dispersed and spread-out bases, they will suffer the negative of not having such systems (at the benefit of being more diverse and harder to raid).
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Redesigned server-list
- Serverlist block filter options / arguments
- Server category dedicated/non-dedicated from earlier
Meta / Steam -
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No P2W DLC
- Nothing about the DLC system should be exploitable to gain an advantage. In reference to 3.0, the advantages were
- Colored skin allowed you to blend in with barns, grass, wheat, zombies
- Multiple characters allowed for unfair unraidable storage/alts
- Nothing about the DLC system should be exploitable to gain an advantage. In reference to 3.0, the advantages were
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Release all previous versions of 3.0 under the steam Properties\Betas tab for fun and nostalgia or what not
- Yes, these versions exist. Yes, you can get to them through extremely complicated methods. But wouldn’t it be so much easier? Plus old versions of the game do not come with the required packages, so really old vers will not load.
- The notable or “important” previous versions of 3.0 such as what we have now (antique, classic, unity-5.5) would be the first on the list, with the versions below them.
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Expand Unturned’s EULA
- Make profiting off of unfair servers non-allowed. We don’t want people flocking to Unturned just to profit off of it and give nothing back to the community, exploiting Nelson by profiting off of his game that he chooses not to be P2W.
- I made a post detailing why and how here
- Make profiting off of unfair servers non-allowed. We don’t want people flocking to Unturned just to profit off of it and give nothing back to the community, exploiting Nelson by profiting off of his game that he chooses not to be P2W.
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Make a Steam Plugin/Module/Game-mode Workshop
- With a plugin/module workshop on steam, it guarantees that Nelson will have control over these things, and prevent the need of going to third-party websites to download and use plugins.
- This would also protect people’s content, as Steam is a much bigger and more professional service than a lone third-party plugin website. This will help content creators with DMCA, enforcing copyright, and much more.
- Steam also has its blacklist/whitelist feature, to ensure only certain servers can run your mod with your permission, or you can do the opposite and stop servers who abuse your content.
- Steam has a policy where mods - and thereby plugins/modules/game-modes can not cost money. If people are obsessed with generating profit, they can go ahead and then use a third-party service.
- This entire idea would provide a better content creation experience, a better experience for the players, and for the server hosters. This would give content creators a bigger, better alternative than the sites we have now. Its overall a good idea.
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Credits/Signed/Reviewed by -
- @RainOfPain125
- @Fierybattlehawk
- @Cryptogram
- @shadowkukoy
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@anon42100029
Other decent suggestions and idea posts by me that you might want to check out. 100% Free
A warning against 'The Paywall'
A warning against 'training' experience over 'base' experience systems
Basic 4.0 shoes / boots / movement concept
Bullet Holes & Ammo Animation
Dynamic Reloading
Friction & Animation suggestion for Vehicles
Lets talk about Aves!
Nelson needs to add an EULA
Player Genetics
Rainbows!
Replays suggestion to combat hackers and save good moments
Something something Apex Legends is a good example of content that should be in II
Suggestion / Discussion regarding civilization / the advancement of player progression
TABG/TABS Physics Touch Attacks vs Range Configs
The Better Together Update
The subtle problem of Abuse - Official Servers
UII Emblems / Clothing Customization Idea
Would official servers promote pay to win?
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I am 100% open to adding more ideas to the post if you guys suggest them. I’m looking for the more obscure ideas, rather than the ones everyone talks about.
- Also, before posting, please remember to stay on-topic, try to refrain from blatantly posting memes
- Please dont come in here screaming “THE DISCUSSION HAS BECOME UNPRODUCTIVE” and proceed to make a poll asking if the thread should be locked.
- Refrain from ad hominem or other garbage
- If you agree with an idea, great, go ahead and hit like and tell me how much you like it.
- If you dont like an idea, dont just bash on it, bash on it then give a better alternative.
- Basically the forum rules