What did unturned 2.0 (classic) do better than unturned 3.0?

neither

3 system, however if you EVEN THINK ABOUT MAKING A SMALL CRAFTING BUTTON BEING A GOOD IDEA then both systems are considered the same

the vehicle physics.

2 Likes

As previously mentioned 3.0 has, for the most part, taken everything 2.0 had and done it better. Needless to say, however, not everything was better. Most edges 2.0 had were in the realm of combat:

  • The most prominent mechanic present in 2.0 but absent in 3.0 was a more sensible shotgun ammunition system - being able to load individual shells into shotguns, aka fractional reloading, was one of the things I miss most from that era of Unturned. Fractional reloading also has implications in many other guns, but it is most widely associated with shotguns.

  • Ammunition types felt like they had more of a semblance of realism, even if slightly more confusing, they all more or less corresponded to real ammo calibers. Unlike in 3.0, where a Mosin and a Glock take the same ammunition for arbitrary reasons.

  • 2.0 had a more dark, and arguably immersive atmosphere in general, which 3.0 was and still is lacking in a majority of maps. France is my favourite map, despite how little of it I’ve played, largely because of its uniquely immersive aesthetic. It is one of the few maps I’ve ever seen that have lived up to this standard. That being said, 3.0 has a special charm to it as well, and I don’t want everything to be too dreary and drab.

  • Being able to put optical attachments onto handguns. I always felt like it would have been reasonable for pistols in 3.0 to be able to accept anything that wasn’t an ironsight or a rifle-size scope.

  • 2.0 had a global navmesh, but I’m not worried about this in the slightest because UII seems to have that covered.

  • Blunt weapons in 2.0 felt a lot more powerful, whereas in 3.0 even the former king of blunt weapons, the Sledgehammer, is merely a worse sidegrade to a decent bladed weapon.

  • A weight system. This one is a mixed bag because of the other differences in the inventory system between 2.0 and 3.0, but 2.0’s weight and 3.0’s volume systems can both be combined to get the best of both worlds in UII.

  • It could be argued that the lack of the ability to stun zombies made them much more scary to fight, thus adding to the gameplay experience. An ideal compromise can be made that is neither 2.0 or 3.0’s levels of stuns though.

I’m probably forgetting a lot of other things at the moment, but I feel satisfied that Unturned II is extremely likely to already be addressing most, if not all, of the above points. I believe that Nelson has learned immensely from 2.0, but moreso from 3.0.

I liked this in some senses but I feel it could have been better balanced in 2.0. Having composite construction materials in UII that are a mix of multiple other resources would be very cool though.

P.S: 2.0’s crafting was horrific. I’m sorry.

8 Likes

bran cereal

11 Likes

image

9 Likes

As I had seen in a video from MELIKEBIGBOOM HERE about 2.0 zombies that spotted you would follow you forever until they had hit a barrier like water aswell another thing from that video was that you could equip yourself with high tier loot and transfer it over to another server with that equipment so yeah…

Sorry for the late reply, everyone.

Fair point. The main reason zombies were harder in the first place was because they were not stopped by a magical wall preventing them from following you.

Same. This is the whole reason that dragged me away from liking maps such as washington, pei and hawaii. In a post apocalyptic word, not everything should look bright and alive. Ireland and France maps are quite good examples, you can tell you are in a post apocalyptic world just by looking around as you spawn.

Yes, bran cereal


So i decided to add a couple polls below (also thank you spebby for the crafting system poll:)

Which ones do you prefer? Vote below:

  • 2.x Inventory System
  • 3.x Inventory System
0 voters
  • 2.x Atmosphere
  • 3.x Atmosphere (reply with which maps do you like more)
0 voters
  • 2.x Attachment System
  • 3.x Attachment System
0 voters
  • 2.x Zombies
  • 3.x Zombies
0 voters
  • 2.x Cartography System
  • 3.x Cartography System
0 voters

A little explanation on this one: I’m talking about GPS and Chart navigation items.

  • 2.x Weapons (melee)
  • 3.x Weapons (melee)
0 voters
  • 2.x Weapons (ranged)
  • 3.x Weapons (ranged)
0 voters
  • 2.x Base Building
  • 3.x Base Building
0 voters

Let me know if more polls are needed, or need clarification.

beans 2.x
beans 3.x

5 Likes

Beans Unturned II

2.x’s weapons had more value. Not just ranged, but ALL weapons felt much more valuable than their 3.x counterparts. Even if I had just picked up a knapsack and a butcher knife, I still believed I had a fighting chance against the maybe 4 people who had maplestrikes in the server. This is probably due to the scarcity of weapons in 2.x - melee and ranged.

3 Likes

Thanks to everyone for voting, it really will help a lot.

Inventory system: People clearly like the current inventory system more than the classic’s, weight based inventory system. Of course there’s much more to this (like keybinding) but the weight and inventory slots are the main reason here.

Atmosphere: People mostly like the dark, immersive atmosphere of the classic more than 3.x.

Attachment system: This one surprised me the most. I expected people to love the ability to put scopes on literally everything. Apparently not.

Zombies: People like how zombies can chase them everywhere, and they are much harder because the player isn’t able to stun the zombies. Overall, people prefer the “hardness” of 2.x zombies than 3.x zombies.

Cartography System: In classic, you had to find a map yourself and in order to see where you were, you had to carry the map in your inventory (which, in 2.x, every inventory slot is important to have) and also had to hold it in your hand, so you couldn’t just easily switch between weapons and maps. At some point, to save inventory space, you wouldn’t even carry it with yourself and had to know where you were at all times. Of course, in 2.x, this did not really matter because there was only one map (ignoring monolith) that is PEI. In 3.x, all you have to do is find a chart/gps and press M. People were very indecisive here, looks like.

Melee weapons: I thought people would like 2.x melee weapons more. In 2.x, melee weapons actually mattered. Especially the sledgehammer and the katana. @Doy_Man summed it up well here:

Ranged weapons: People undoubtebly like the variety of ranged weapons in 3.x. Not just that, but ranged combat was also a lot better in 3.x. No need to argue here.

Base Building: Majority of people like how easy it is to build a base in 3.x. In classic, it was really, really time consuming, arguably unneccessarily complicated. This is connected to the crafting in some ways.

Alright, i sorted the results. Please let me know if i am wrong in some parts. Thanks to everyone who voted.

2 Likes

7 posts were split to a new topic: Arizona map

2.x also had better gun sounds imo, they were much more powerful feeling.

There wasnt a lot that was better functionally/gameplay wise. What I do like about some of the older generations, is the environment and the atmosphere. 2.0 had a more dark, more grey and almost an undertone of seriousness, but meanwhile you had cutesey or just weird stuff like this:

2.0 felt so cute, but it didnt look like a 4 year olds toy chest, like modern PEI. You even saw this in the earlier stages of 3.0, honestly i kinda prefer the old look versus the new look.


Im going to be honest, this doesnt look like a survival game.

colors-512x374
This kinda does though. I remember talking with a friend about this picture, and we both agreed: this looks so much better. This picture is from nelsons blog, where he states that the colors with the buildings dont really match, so he made the environment brighter. Itd honestly look better with darker buildings, imo.

I think The atmosphere lead a little bit into the early success of the game, besides the fact that it has a resemblance to minecraft. The color scheme was pretty consistent too. I think nelson has said this a few times before, that 3.0 and its cosmetics deviated from the art style way too much. The same can be said for other games, like TF2. Its a major issue with cosmetics in games, but thats a whole other topic.


Seriously, this is ridiculous

I also miss things like the boarded up houses, and the more militaristic response that you would have seen, but without it being overboard or just kinda awkward. It felt like there was a bit of story there.

Sets of gear like Ghillie suits and the black set (forgot what it was called, thief stuff?) also all came together. You didnt have to have a weird mismatch of gear, if you found a ghillie suit, you found a whole ghillie suit.

Zombies also felt like much more of a threat to me. Maybe this was because of my skill level or the fact that the zombies were near dead silent, or maybe that they would just keep following you.

Also was it me, or did the map seem like it was so much bigger? And did gear seem like it was harder to find? Also, didnt bases seem a lot more accomplishing?

Oh and a little weird, but i liked how bloody unturned 2.0 was.

Edit: also, scopes on pistols. So cool.

11 Likes

They were more dangerous because:

  • You were not able to stun them
  • They would instantly deal damage as you got close to them
  • You couldn’t outrun them easily
  • They actually dealt damage to cars upon being hit with.
  • And, obviously, they followed you everywhere

These made zombies much more threatening, and arguably better.

7 Likes

Honestly, that sounds like more fun and a lot more challenging.

The silliness in 2.0 felt more natural. It all depended on just what you would encounter in a server with a random mix of people and their personalities. In 3.0 the goofyness feels a little forced, but I can’t really provide an explanation for why other than what you already said about the cosemetics

1 Like

i liked unturned 2.0’s atmosphere but 3.0 had better level geometry. i think 4.0 would be more fitting if it followed that sense of art direction. Danaby2’s athens arena really nails the level geometry aspect. I like how minor improvements made the game look so much better. I do think that russia and germany had the most fitting atmosphere. Washington did really good on that aspect aswell.

1 Like

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