General suggestions that are to short for their own post but I wanted to share them anyway.
I think instead of every weapon having a distinct recoil pattern, they should be more generalized to the weapon type and/or caliber. What I mean is that every assault rifle in the same caliber should have the same recoil pattern, every SMG in 9mm would have the same recoil pattern, but SMGs in .45 ACP would have a different one. On top of that, each recoil pattern should be scalable, so some SMGs in 9mm will have a bigger recoil than others. (Ooh, maybe have some XYZ controllers to scale the recoil vertically and horizontally, while the Z controller would skew it in different directions??)
Maybe you could also separate recoil patterns by country, (so SMGs from Russia will fire differently from SMGs from 'Murica) so that more weapons require skill and have their own feeling.
If a weapon is distinct enough (like the minigun or an automatic railigun) they should probably have their own unique recoil patterns.
I honestly think this should just be ditched entirely. It’s not only a way for more powerful players to be more powerful, but it doesn’t incentivise anything. You shouldn’t grind animals, or trees for XP, and zombies should probably be akin to obstacles more than anything. How many times do we run into a town with a baseball bat, round up all the zombies in a nice horde, and bash their heads in while running in circles? Yeah, I guess it’s sort of fun, but It’s less fun when you die and have to do it again.
Stamina and Melee
I think stamina should also be removed, or at least used for something else than running and jumping, especially now that mantling will be added. This is just a really irritating stat and it’s always the first thing people max out in U3, because constantly running out of stamina is annoying. If advanced melee was to be added, stamina could be used there, and balance it so you can run for a long time, and jumping/mantling doesn’t cost any stamina.
Talking about melee now, this has been discussed a lot, I just want to share my dollar on how I wish ADVANCED combat would work, but only if UII has a greater emphasis on melee than guns, in any other case, melee should be kept super simple, because everyone will pick a gun over a hammer. Depending on how long you hold your mouse button, the arm would do a different attack, let’s focus on hand-to-hand combat. If I click LMB you get a normal punch, If I hold it for a little longer, I get an uppercut, and if it hold for even longer I would do a hook. All the attacks take the same amount of time to finish, take the same amount of stamina, and you can punch with one arm at a time. If you hold LMB and RMB you block, If you click LMB and RMB you do a shove.
While blocking you should be forced into first person, because it obstructs your view, and it should have a very precise hitbox, so that when you have a hook goin’ on you, you better turn to where it’s coming from. If you hold your block for too long, you can get uppercut which basically breaks your block, takes your stamina and “dazes” you for a while so that the opponent can get a hit for free.
Obviously have different types of zombies, but also make zombies generally stronger, as I said, they should be avoided more than attacked. What comes to my mind though is this post.
the model was easy to make, I just scaled the arms and it looks like the tank and the charger from l4d, but special zombies like this are 10x better than ones with fire particles coming out of their bumholes.