Unturned

Unturned

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Unturned 2019
By Toad Squish
Just thoughts on a player that never gave the game a chance before now. Arriving late in it's life, and into toxic community , and general thoughts on the game itself:
   
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Just my thoughts:
My thoughts on Unturned ( latest updated) 2019:

Wow. Ok like most games, I usually discover them late in life of the games themselves. I had tried Unturned before , in the days of
Arma2 mod dayz craze. Honestly, I looked at it, said " this game is ♥♥♥♥" , it was too "minecrafty" for my liking, the controls, inventory
everything wasn't what I had expected. So I didn't give it a chance.
Uninstalled ...

Then one day I watched some streams of Unturned and some videos explaining it more, recently.

So, I'm a novice to it it in 2019.
Not a novice to "survival" or zombie games though. But isn't it odd, as it's lost popularity, one is a "novice" of this game? But it is
what it is.

Like most games it's not "perfect". But for an actual survival game, it's surprisingly decent even though it looks made for a five year old to play. Being "old school" dayz mod player , I know find it entertaining, and actually far superior to that game in many ways.
There are things I like about both , and I think the biggest thing about Unturned that put me off, is the un-realistic weapon damages.
Two head shots, or three? Common, no one, player or zombie could take that much trauma to it's head! But, I suppose that appealed

to more players, than Dayz's more realistic "head-shot-your-dead" play. Possibly made PvP aspects a bit more challenging?
I dunno.

But coming in so late, I've missed out on evolution, and all I see is a Toxic community of those that like vanilla over modded, vrs those that like modded over vanilla. Toxic in , those that don't want KOS , and those that do. Toxic in arguments pro PvP, and Pro PvE.
Stuff like that, kills games.
But it's fixable ... simply play the game how you want, it seems you can make/host servers that cater more to your "style" or desires.

However, I'd like to touch on what truey kills these types of games:
Turning them into a battle royale. Flat out, plain and simple ... when it becomes "majority" of PvP , everyone KOS with no reason , it does in fact destroy these games as far as players and communities go.

Now, before I go on, I will say this: I am NOT "anti-PvP". PvP has it's place.
But Everyone set in automatic "kill all you see, because i'm not imaginative , nor creative" , or " because I can't find any other way to have fun" ... ruins how the game was INTENDED to be played.
Same with base raiders...
Doing these things , have become a "norm" in most "survival games", and look dummies ... they ALL suffer from it! So, who's at fault?

It's not the game developer's fault. It's your own faults , the game loses it's luster.
Your fault, because you walk in with the mindset " I'm gonna do my best to s.c.r.e.w. over other players." THAT right there, what you are calling "fun" is a cheap thrill, on a absolute dead end street.

We see it PROFOUNDLY in Dayz, both standalone and modded Arma2/Arma3.
We see it in Rust, ARK, Conan exiles, Survivor Stories ( was WarZ at one time), and many, many more games of this genre.
ALL have the same common denominator , same downfall of player counts and mixed toxic communities. Games get left behind.

And those that ARE intended for this kind of play, seem to have a much better longer sustaining communities and longevity. PubG, and Fortnight come to mind. Those seeking PvP thrills, in games designed for them, indeed seem to have much better longevity ... not because they are "fun" , but because there is no upfront expectations, it's anything less ,than mindless ,un-creative "combat".

So, if one is truly "unhappy" with the state of the game, everyone only need to look in the mirror at who's fault that is in.

Now back to the game itself.
Wow. I am kicking myself in the butt for not playing this, giving it a chance before. But then again, back then, I didn't have loads of hours or experience in other survival genre games either.
My basis of comparison was tiny back then.

And Free-to-Play??? I generally despise those. Most are ♥♥♥♥♥♥ games, and scammy in the F2P area.
But Unturned is different. You don't -have- to buy anything, and you get the same experience as putting some cash into it. Less flashy, but yeah... it really is free and you can just play, and have a fun time/great experience and not sink any money in it!
Now, I do think , we -should- all at least get a few things here and there. Support the guy making this of course.
But, at LEAST it's not shelling out 30-50 dollars on an "early release" buggy, broken game that never intends to get to Alpha or fully finished before dying off.
That's good at least.

But, I'm finding it mostly a blast to play! I really like you can craft a lot of stuff to gear up shortly after starting out. That's kinda bad ass actually!

But how to fix the game?
That's not "easy" to do, but it -can- be done, given the right shift/mindset of a community.

To be honest, the "RP/Semi-RP" servers have it ALMOST right. The horrid thing about it though, is it becomes all about "jobs", gaining currency, and mods to teleport around maps. But these are more "anti-KOS" , and actually have better "communities" of their own.

Vanilla players, hate it because of the mods/kits/teleport.

But ... wtf did no one do any Vanilla RP? Wtf didn't ANYONE get creative , set up servers to grant the survival experience , and NOT detract from the core of the actual game?
What I mean by RP is, your toon/character has a "story" , is "surviving" along with others ( the handfull of living people left). How they survive, should go far away from KoS and raiding bases. But, at the same time, not completely eliminate those aspects either.
Bandits -should- be a thing , but how you set it up is ... maybe some sort of white-listing, or forum account access, where those wanting

to play on a bandit faction/clan to do those things, have to register before being granted that?
"Survivors" could then "team up" as individuals , try to craft and build their OWN spot of civilizations? Not occupy a town and make it a "trader zone" ... but craft their own little villages, they must maintain, defend, have "laws in place" to be enforced?
Some "survivors"/"loners" might go in these places themselves, but never try to be a part of the active community?
Bandits ... the robbers, murderers, players holding you up, or taking you hostage ... they could also have encampments, forts, small communities of their own too?
They contribute though, maybe someone cooks good? Maybe someone fishes, maybe someone hunts? Someone tries to be sheriff, or constable, peace keepers? They form a loose Militia when under siege or need to defend, or deal out "justice?.

But it's not "easy mode" ... no teleport.
No currency to buy stuff, supplies must be made/crafted or found, looted, or gained ... sometimes things MIGHT be protected, or a fight between factions break out?
There could be more than one group of "bandits" , small gangs ( hopefully players try to use a clothing theme to designate what faction they dedicate too. ) .. they could get more PvP KoS "thrill" by engaging in territory/gang wars?
Or Trying to attack the new "towns" ... go nab some supplies and get out?

Or "occupy" an existing, loot spawn location town, and try to keep everyone out?

Bases could take -some damage- in assaults, break ins, defense ... but all "factions/sides" shouldn't make it their life's work to "ruin" everything, or take everything in unrealistic faction either.
Cause part of the "fun" is letting things go on, start thriving ... with players keeping coming back, to see what the next day brings. Not

rage quitting players, pissed off they lost their loot, and bases are so easy to break in/get destroyed.
Not EVERYONE in KoS mode ALL the time. But more PvP when Situations actually FIT PvP, not done just to kill others for the sake, of killing others.

* tbc *
My thoughts continued:
Make it more " good guys vrs bad guys", and everyone vrs zombies ... at least. More advanced "Bad guys vrs bad guys", could be tossed in.

See, the possibilities are Imaginative, creative, and damn near endless in this type of "set up".

That's sort of my hopes , and possibly someday I'll get a server, and host such a thing. Because, THAT would be fun. Everyone Still needs to survive. everyone still needs to loot, and craft things, or get it done. Supplies need to be found to sustain the "communities" , vehicles need repaired/batteries/fuel , vehicles help navigate around the maps.
Maps should be large enough that it does take effort , and offer "risk vrs" reward.

For now though, I'm just enjoying this game now. Honing my skills, increasing my knowledge , learning things you can and can't do.
For a F2P, this little game is cram-packed with lots of great features! I wish I had played it more before!

I'm even over it looks like minecraft/roblox ... back in the day, that really turned me off, but it's ok. It's not bad really. The actual game play, mechanics, and exploration is fun enough, that detail is the matter that means the least!
Things I'd like to see in it:
Now this specifically doesn't "apply" to Unturned 2 , as it's actually a completely different game, but It -could- apply just the same:

But for regular Unturned ( what ever f-ing version it is now) ... there are some things I'd like to see if Nelson gets froggy, or modders/contributers do some things:

1- Head shots kill, not multiple head-shots. Body/shots/Armor,arms/legs yeah this works pretty good.
But a single bullet to the head, should drop anyone.
For those "arguing" on helmets/armor ... a bullet to the brain bucket protecting it, is as equally liable to snap your neck, as opposed to deflecting damage as it is. So, broken neck, you'd be as good as dead anyways. I'm not pushing you around in a wheel-chair.

2- Crafting packs/bags. Maybe this is in the game, and I just hadn't discovered it yet.

3- Cannibalism. > For fun, flavor.
Eating zombie parts even cooked, lowers immunity , but could get you by.
Eating cooked Human parts, no immune drain , partial percentage food restore.
Eating raw human , as severe as drinking contaminated or dirty water.
Both might give the same weird effect as consuming certain berries for a time afterward, or permanent until certain medicals are used/found.

4- Some form of plot pole that grants a SMALL area to make bases actually secure/safe , or any locked vehicles in this zone safe from destruction. Area could be as small as 2x2 squared.
I think everyone's real " b.i.t.c.h." about unturned base building ,is it's too easy to get raided, without doing certain designs or mega structure builds. I can agree with that.
Like absolutely don't make these huge structures completely "safe" just a small core area. That way it keeps -some things- secure unless just careless.

5- Way to boil dirty/contaminated water in canteens or bottles at a camp fire. ( might be in/have something, I just hadn't discovered it yet myself.)

I'll add more to this, as I discover things and find a "want".
None of these are "needs" , just wants.

----------------------------
Additions : recently-
6- Ways to use the sinks in houses for fresh water, maybe small 10% gains, but something?
7- AI "bandit" spawns , random generate on the map in single player. Give more "danger to environment" other than just zombies. Maybe do them "Epoch" style, like little random mission areas pop up on the map? Small group of AI bandits "guarding" some sort of loot or nice vehicle?

----------------------------

Mod wants : STALKER that's in ENGLISH Please!

---------------
Workshop Want:
Separate the RP subscriptions from non-server exclusive content.
So aggravating to get an addon, for places that don't f-ing exist anymore!!!!
If it doesn't work in Single Player AND multiplayer, or is reliant on server side scripting that's not default with the game, trash can it! PLEASE , it's Unturned, not Gmod!!!
Mod/Addon desires I'd like to have :
Mod Ideas :
1- Wasteland like what we had on Arma2 OA . Not to be confused with the old Wasteland game , Wasteland was a team vrs team objective , light end "survival' mode , that would've been way more popular if Dayz mod hadn't came out.

In wasteland play, you could pick one of 3 factions , that were basically at war with each other.
There was Bluefor -
There was Opfor-,
(These were ALWAYS at war with each other, KOS if you seen them. Good PvP fun , in a game designed to PvP in. )
And Independent - Indies could be loners, form small groups of their own , or mercenary for sides, double cross em... what ever. They weren't really at war with the opposing factions, just caught in the middle, getting by the best they could.

So, unlike an Arena .. which BTW is dumb , Players basically parachuted in to the map by Helio or c-130 HALO drop , ( at first) ... This meant, you landed on the ground, and had to find/locate your team faction if Bluefor or Opfor, Indies ( Greenfor) , or at least find some form a small squad/group ... Otherwise you were in hostile territory , to fend for yourself until you did.

Then it was "survival' now granted , wastelands "survival" aspects was ONLY health, food and water ... which the food and water, didn't run down all that fast.

And Equipment - Finding vehicles and loot spawns. Gearing up. Or collecting gear for your faction.
Guns, ammo, crates to store in, food, water/drinks , medical ... ect. You needed stuff , your team needed stuff.

Non-Invasive base building - Teams and Indies could build "bases" , Most "base parts" were prefab assets in the game already. You could pick up the object, move it ... like say a big H-Barrier , to hide behind. You could carry it anywhere , or "load it in a vehicle" that had enough storage slots for it.
You could collect several of these pre-fabs , and bring them to a good location to set up a base or out-post, or bunker for your team.
Wasn't any "need" to chop trees , farm scrap metal, ect ...
Everything was already built , just randomly spawned and had to be collected.
Was not a "base" that was uber secure like you can craft up in Unturned ... relatively speaking of course. every was "placed, and it locked down for your faction. enemies took time trying to remove "pats" say a sandbag wall, took a long time to deconstruct. It wasn't impossible , as no base should be 100% secure.
Why Bases became "important" ?
It gave anyone respawning in a place to go to, that probably was about the only "safe place" to go, might even have "team communal gear collected'. Of course sometimes others would try to get in, fight in to loot such stashes.
You could lose your way, get separated ( due to deaths, or just bad navigation ) and need a spot to regroup/re-arm.
It was your sides HQ more or less.

Vehicles- Mix of civ and armed vehicles , yes even planes, jets, and chopper, and tanks.
These were part of the wasteland "war" ... but one had to find ammo, not run out of fuel, players had c4, mines, tank traps, and rocket launchers if found too.
Towing/Lift options - Had a vehicle that was good already, but spotted another your team might need, and no drivers? Pffft, Tow it. Go get a chopper and tow lift it.

Assets , weapons, medical, armor, gear, ... spawned randomly around and replenished after a time, same with vehicles blown up ... out of fuel, it sat there until someone refueled. But there was refueling trucks , and pumps at gas stations if driving in, auto fueled.
Same with other "needs" jerry cans, repair kits, food/water/drinks ...

And No Zombies... it was basically a PvP "civil war" with third faction tossed in for flavor.

Teams could "occupy towns" too, as long as they were in a zone , and no enemies around, they " controlled it" and players could respawn right there where thier people were instead of Halo dropping back in.
Not sure if Unturned could do a system like that or not, but would be interesting.
-----------------------

This PvP game mode, was alot of fun, a great break from " zombie survival".





Advantage over DayZ
Just a few thoughts on this, as I'm a long time participant of dayz mod on arma2 ( I even have single player mods for it) ...

Dayz in a nutshell was a FANTASTIC idea, executed very poorly. This covers the Arma 2 & 3 mods, and of course Standalone.
I'm not going into details, where these mods "failed" , or how Standalone simply was a big cash grab, overpriced game , and ruined by devs dragging their feet.

What "ruined" it though , like most these survival games, is it became less "survival" and less cooperation, than it simply became a glorified PvP Battle Royale.
That's on top of the over-all issues, bugs, content stopped being released/made.
Or those that could mod/develop got stingy with what they created.

Player counts plummeted in the genre.

Why?

It wasn't because of any of the above, save for it became "old news", and standalone the way it went, sorta ran players off, or turned them off to the game.
But mostly was ... the game itself simply was a long drawn out process of "rinse and repeat". There wasn't any real "end game", you started out, you looted up, you found vehicles, fixed em up, if lucky you built a base , or hidden camp somewhere. After a while, you figured out the infected weren't a threat ... and the only real challenge came from other players.
That's why.
Now, i'm not saying "survival" should have an "end" persay, but that developers need to fill in from starting out, to longevity play , keep giving content that's fresh, new, exciting ... things to strive for and do.

And that's where Unturned has DayZ licked, even if you got gear, even if you have a big base, ... you have upkeep, you need resources , stacked inside resources.

Plus, Unturned seems to be less a "running simulator" , spending hours going from one side a map to the other seems an enjoyable trip , rather than monotonous hours of running from one town to the next in same time frame on Dayz, to find almost nothing for the effort.

Another huge bonus , i'm discovering over Dayz mods at least, ... the ability to make your own maps. You can truly customize the experience , and thats something I wish was included in the other dayz series. Server content , same maps, could have different configurations, but it was always the same old places ... and got boring.
I remember watching youtubers get excited on Dayz when someone added a few prefab buildings in areas that weren't previously, or a single building got an internal space opened up to explore.
I sat there thinking, a much greater feat, would be the ability that everyone, not just programming experts could customize maps, loot spawns, zombie spawns/behaviors, and even make changes to how the game cold be played.

Before Dayz , Arma 2 had a mission called " Dynamic Zombie sandbox" , which sorta reminds me more of Unturned. In it, the " infected" were hard, a real threat ...
But it lacked a few things:
1- Food/water system ..like survival should.
2- Ability to customize zombie difficulty , you had no walkers ..they all ran a glitchy zig-zag formation.
3- Reliable base building. The infected could walk right through barricades and doors, sometimes fences and buildings too. It got annoying quick.
But, it was so hard, it enforced cooperation by participants. It WAS humanity vrs Infected/PvE.

But Arma is not greatly optimized ... and low end machines suffer a great bit trying to play it on lowest settings possible still yet.

Unturned also trumps ALL Dayz mods and games ... even on xbox1 and PS4 they have dayz on console, it runs like utter cow crap, in this area.

But, I think the thing I like the most in Unturned, is the base building/crafting portions ... and I as a new player, have barely really scratched the surface in this as of yet.
While maybe not "all that" in multiplayer , as it's sorta easy to break in em, ... and not quite as "modular" by default , it at least is a viable thing to do, and gives a good portion of self accomplishment as well.

Dayz vanilla's base system blows goat balls ... in the mods, and in standalone.
Hands down, it was the cruddiest attempt at such, I've ever seen in a survival game.

Epoch was nice for that aspect... and in that was also my favorite part o fit, but Epoch made everything "easy mode" with traders, and money systems coded in ... players didn't have to do much to survive, just start, loot up, sell a few things , and gear up, buy vehicles and boom, no worries.

While I know there are servers that offer this kind of thing to, seems Unturned would be more "balanced" , in how things are simply done even so still.

Over-all, I've had more fun exploring, combating zombies , and crafting bases in my short logged 40 hours in Unturned, than I did in my 2500 hours of Arma2 dayz mods.







Updated, and Responses to those comment so far:
Dis few additions, even in the original pages ...

And you guys asking about servers, joining them, making them ...

I am sorta still puttering around in single player to be honest. I'm honing game play skill , getting knowledge on things, what can and can't be done. I've not yet even attempted to fly a helicopter in Unturned, and i could pilot little birds and hueys fairly well, ( and mozzie which i'd LOVE to be able to craft in Unturned ) in Arma2 mod DayZ.

Not saying No to your guys, i'm just simply not ready to step into the world of multiplayer myself yet.

But I got ideas, i'm formulating things ... and might even take a crack at the editor and make a custom map for the ideas... but will see.

However, if you guys run a server, i'd be happy to show case you guys in this, talk a bit about your server, and point dedicated players to em from this guide.
I'm not the only NEWB - 2019
So it seems i'm not the only noob to unturned , and also surprised to find out there are many, many, many players that play this game in single player like I do.

Some "newbs" , are returning players from years ago before 3.0+ ...

I met one on the forums. was complaining how hard zombies are ... which yeah, they are! It's part of what makes it fun. I understand the frustration there, but keep at it, you'll get the hang of it.
However, I responded sound advice to said person, he carried on complaining. As if I could wave a magic wand and fix the issue for him.
That's sad ... really sad. I should've ignored the post, really. With how the majority of the community is , I really should know better than poking my head up in the public forums.

Single-player ... is good, but not great. I feel i'm missing out on vital elements going alone in the game.
But it's got perks too, I can build lavish bases, and not get raided. I don't have to share loot spots. Or vehicles, for example.

I'm sure thats why others play single player too.

I am a fan of interacting with others, and sharing experiences, I'm not exactly "pro-pvp" , or exactly " against-pvp" , it's not the PvP/PvE I shy away from.
I can see by reading forum post, i'm not the only player, that seems to share that mindset.

Thats nice to be honest.

Next up, my thoughts on 2.0 Unturned ... I'm not getting on the hype train like others, and I will explain why soon.
The Most common "Problems" I see complained about:
I believe the most common issue I see most complain about is that the most servers are very lacking to appeal to those looking for a more pure Unturned experience.

Plugins used like wildfire vrs the vanilla experience.

100x loot. Teleport. Donate for kits. Probably more than that ...

I don't know, I don't play on multplayer yet. Sorta reserving that, for when I finish my own custom map.
But similar experiences from other survival games, yeah i can see it as a valid complaint.

----------------------------------------

Second most common Issue I see is players complaining their friends have left the game.

This has no easy solution , as once players get bored with a game, too frustrated , or the game ages and something newer/shiny comes out , it's gonna happen.

The reasons vary for these complaints ... but most stem from " My friends left because it's all KOS/bad servers".
That can be fixed, but takes work. Friends might not come back, but new friends that would stick around longer could be a thing.

-------------------------------------------

By saying this, i'm NOT saying anything bad about Nelson, or his work ...

But Unturned 2 , will NOT actually "fix" anything by default that's an "issue" right now.

Sure, it'll bring players back to check it out. for sure, for a very short time. However , the same stuff that people complain about right now, will be the same stuff that happens in Unturned2.
This is inevitable.

A Toxic community is more likely to grow and spread , just as it has in every other survival game that's multiplayer out there.
Changing the game engine, and altering mechanics , will NOT change how players treat the game.
Eventually, even if Nelson doesn't include it ... there will be those that make server plug ins, or mods to change the vanilla experience of it too.

---------------------------------------

Here's the only real "solution" and it takes work , effort:

Instead of complaining, start fixing things. Can't find a server you like, make one. Rent one...
Don't like how Server X is ran/does things? Make one and run it.

Let the players that want the 1000x loot/tpa/kits... go to those servers and play, and start weeding them out of YOUR servers.
Announce the server as specifically designed, and desired to cater to the non-toxic communities.

Ban together with others that run the same types of servers, join hands and hold fast as others will try to break the chain down.

But it's really the only way, you gotta remove the "welcome mat" for those you do not want to feel "welcome" to run amuck on your servers.

You can't change how things are done in Unturned. You can't "go back" to "golden days" that have passed.
All you can do is move forward , evolve with how things are, and set right the wrongs you see, for yourself. It will be slow to gain traction, but eventually pays off if given enough effort, and work, and last long enough to become stable.
"Bases are "Broken" -
Swiss Patriots video on "broken bases, what could Unturned2 change?

This was my response to said video. Thank you Swiss Patriot for a well thought out video to help base this idea off of :

"I sort of disagree, not with "stronger bases" , but that bases can be damaged at all.

Ok let me explain: I'll use the exact same argument from Dayz mod Overpoch on Arma 2 , I used back in the day:
It's POINTLESS to raid a base. Period. What could a person or group have, you can't possibly find elsewhere as a loot spawn? There is not one single absolutely unique item or items, that cannot be found, had, or bought by simply going to look for it.
So "base raiding" in my eyes is just an excuse to be problematic towards others playing on a server too.
Since there is nothing to gain , honestly.
Minor example-
Player1 - stores 4 maple strike in his base, gets raided. The raiding party celebrates a raid, gaining 4 maple strikes.
Big deal.
Player 1 simply goes back to the military base, and picks up four more maple strikes.
Or alternatively, the raiders simply could have went and looted the military base, spent less resources, and chances are come out with a better haul than raiding anyways.
Nothing is really "gained" , so it's just a form or trolling/bullying in my eyes.


Eventually in epoch/overpoch we got "plot poles" , and as long as the plot pole was "protected" , no one could build around your base, no one could wreck your vehicles, take tires... but the main flaw was it allowed for far to large of a basic area of such "protection".
What the plot pole did was :
1- made any locked vehicle "indestructible" , nor could anyone rob parts ( batteries, gas, tires) parked in it.
2- Set the structure as more or less indestructible inside a certain radius. This was even if offline, you wouldn't come back to find your base half blasted through.
3- Set "maintenance" of such base. The bigger the base, the more resources/money" it took to "upkeep it". Once a week, you had to pay your upkeep, or parts of your base would in fact "degrade". If neglected all the way for too long ( I think 3 consecutive weeks) , most the base dissipated, your safes unlocked ... it was "fair game" to go be rifled through, and someone could take the plot pole, or simply take over the base.

What that did was, not let structures be built, neglected , or abandoned and just sit there eating up server resources/contributing to lag.

Now, a plot pole made our base "secure" as long as you kept it "secure" , as much as it could be.
The number one thing thing I see people say is " bases should be raidable" > I disagree with that, see my above statements.
BUT a plot pole/indestructable base, didn't guarantee you could NOT be raided still.
First off, you had to build smart still ... locked doors and such did no good, if you left a way for somone to drop on your roof , and get in from the top.
Or , just getting killed at your front door, while it's open/unlocked. so, there was still risk, just not STUPID risk, like going to bed for the night.
I don't know why anyone would want to raid a base ... because as stated above, there's nothing to truly gain from doing so. But, it still could be done, if others insist on it, just takes far more effort.

Second thing i'd disagree with is base sizes.

Megastructures are bad. Bad for servers. One on a map, not too bad. But lets say you have 24 player slots, and any given time you got 10-15 players on in US timezone, and 10-15 on in eupropean time zones. ( this is just a hypothetical example anyways)
So lets low ball that "average" , 20 people a day, build megastructures. Now you got 20 megabases, ... made out of wood, or metal ... thats just floors, walls, doors and windows ( if any windows at all.). That doesn't include, lighting, furniture, crates/lockers, bedrolls.plots, planters, nor plants being grown in them.
so now just one or two of these megabases, start having so much crap and parts, it starts taking the server.
Lag starts , and OMG now there's 18 more mega bases! Full of crap! Soon, the players like yourself, with high end machines, are leaving the server , because lag/desync is so bad it's unplayable. Lower end machine users, done left for the same reason much earlier.

I say, unless "fortifying" a pre-existing place to use as a base ( like a barn loft, or apartment/attic) ...
Bases shouldn't be any larger in foot print than a 3x3 ( 9 squares) wide and long , and no more than two stories tall. Of course you could play with those dimensions for more unique looking bases, just not going over the basic square footage used.
Honestly, a 3x3 two story "base" , is large enough for anyone in unturned. It'd hold proper living quarters, enough room for at least one plot , and ample storage space. Such a place could house 3-4 players comfortably even.
Clans simply would need to think creatively, and build themselves a complex utilizing the limitation of size ... more like a fortified "camp" or fort/outpost if they wanted, just each one only has so much "area" they can build on with a plot pole.

I say all this, because base building is one of my favorite things in unturned. I think of them more as "housing" than bases. I've gotten carried away and made these ridiculous megastructures , needlessly before too.

The fact is though, you don't "need" super-mega-structures ( especially if you don't gotta worry about bases being blown up or shot up) , when a much smaller base will do. (More small bases = less lag, than a few mega-structure bases. )

Because , yes I agree... "bases" are supposed to be MOSTLY secure places. A safe place to store/stash resources you want to save. A safe place to go to to rest, re-arm, re-outfit. Even a nice spot you and your buddies can go hang out, and plan the next loot run, or re-supply trip.
with-out having to fret or worry too much.
That I do agree with. The way it is now, is very "broken".

I'm not really even saying bases shouldn't be raidable , even though I oppose that concept as it stands.
I'm just saying, yes, make it much HARDER to raid a base. As in players need to build securely ( or risk getting raided because of bad design) , or raiders need to be far more patient/wait for others to leave an opening ... like opening thier door , or leaving shutters open, ect ...

Any prat with c4 or high tier rifles being able to mow down the structures, is as dumb as people stealing tires off your car in a safezone."

Of course some of this was combined from other responses posted too.
5 Comments
Tarr Jul 26, 2019 @ 6:20pm 
i seem not to, but please explain Fastesfern
Fastesfern Jul 25, 2019 @ 9:02am 
does anyone remember the good ol days when there was the gold difficulty?
🅱️eans, my 🅱️rother. Jul 23, 2019 @ 1:59pm 
I agree and I hope more people will see this thread/guide. Unturned is now more just killing everyone and I wished it was more like in the old days when this, what you described, was a thing. If you were planning to make a server I would gladly join your server to help build it, and I know a lot of friends who would like to join as well.
Twitch LiamOn144Hz Jul 22, 2019 @ 10:04pm 
i agree
Sasquatch Jul 21, 2019 @ 4:12pm 
I saw this and thought "oh finally an updated id list" but no this is so much more. I've been playing this game almost for 5 years now on and off. I agree with literally everything here, and I have been trying to build a server just like you described, and i had something like it for a week or so before I had admin issues. I've started up another one recently and I would love to get you're opinion on it. So please send me a DM and i'll send you a link to my discord server.