Unturned

Unturned

Arid Reborn
 This topic has been pinned, so it's probably important
makus1me  [developer] Dec 29, 2024 @ 5:22am
Arid Reborn Feedback
Share your feedback on our content balancing. Your feedback will help us make the map even better.
< >
Showing 1-9 of 9 comments
bytemage Dec 29, 2024 @ 3:01pm 
Before you go into balancing, how about you fix actual bugs?
Arcee Dec 30, 2024 @ 9:03am 
So having been playing about 10 hours of Arid Reborn on a full Vanilla first person server, these are my first impressions:

-Time to kill is way too low, there is almost never any fighting back from the player who has been spotted first as they die way too fast and can not flee the fight either. I hope you look into this issue, one of many appeals of Arid was its high ttk and ability of players to flee the fights or try and fight back.

-I love the bigger diversity in weapons!

-Some crafting changes are making things too complicated, too craft a claim generator you need Transmitters which you can only reliably get in ag 18. this leaves your base open to grief for the large part of early game.

-One change that puzzles me is the requirement for purchasing cars. Right now in reborn you need 15 vehicle parts instead of simply buying it for the exp. This change sort of defeats the purpose of the Vehicle npc which was meant to ease travel across the map straight from the safe zone after you die or are just there without vehicle parts.

-Love the new base crafting options, Buak had amazing base crafting and you brought it to arid.

-The new locations are amazing, Very refreshing. The old bunker? 10/10 bravo Havent been everywhere yet but i really like it soo far.

-Quests are not too refreshing which is kind of a shame, doing the quests on P9 every new wipe really feels old by now so i hoped for a change. I may be wrong on this as i m missing every 5th quest and i m not aware if theres more after but so far its the same old.

***Some speculations now***

-I havent yet been able to either fight or play vehicles, but i really like the concept of Vehicle combat. i will write on this in the future when i know what i m talking about.

-This kind of ttk really makes me not want to play servers with third person on, it would be just wall hump and you are dead before you even knew you are about to be shot at.

===Some stuff on me and my general review===
Arcee in game
I hold Arid as a sacred map, I have played for 3000+ active hours on it. Been there on most popular servers and saw all kinds of play from fighting another sweaty team for server domination to just casually building a solo base and playing for the sole sake of progression.

I really like Reborn so far, it is refreshing learning the new tiny bits about the map again. Considering that Arid may not get any more updates i m thankful community is able to make its own. However i do have some balance concerns as i stated above about time to kill, The instadeath doesnt vibe with Arid, which is a very grindy and i dare say survival based map but enjoyed by all because of its depth and large amount of content. Otherwise of course there are oversights in crafting and npc economy ,bugs even that i think you will easily be able to figure out.
Susu Jan 3 @ 7:23am 
The zombie damage of firearms needs to be rebalanced. Some guns of the same caliber have zombie damage that doesn't match their caliber. (Vintar, FN Scailo, MX-8, etc).
Shot Jan 4 @ 6:02am 
when scraping bolts you only get 1 metal fragment but if you turn it into 4 bolt nuts you can scrap those into 1 metal fragments each making one bolts into 4 metal fragments
1 bolts = 1 metal fragments should be 1 bolts = 4 metal fragments
Why is the DMR drum findable on zombies without DMR Drops? why do PMCs drop MP7s instead of knell? Should make the MG-42 Findable in the german bunker
Ribatos Jan 13 @ 4:25pm 
the new, experimental, gun jamming thing, its just way too annoying and there's just no need for it to be there thought, ive had my gun always over 70% just to try to avoid the jamming and it still jams mid combat no matter what, its ridiculously annoying and it just happens way too often. No matter how skilled you can be, you're gun is gonna jam in front of some naked with a CO45 and you're just pretty much done, crazy. :steamthumbsdown:
Arcee Jan 22 @ 10:12am 
Hello again, Arcee here

Decided to make a post about Economy on Vehicles and some Items.


-Vehicles are the Highlight of the Arid Reborn(in my opinion). i wish they were made a bit more accessible. Rubber duckie in the barter for armed HHs could be replaced with perhaps a GPU/Punched card/tank memory module or some combination of high rarity but not Rubber ducky tier rare items. The problem with Rubber duckie is you cant really count on it and as much as it is an amazing memey item it renders the barter for HHs very inaccessible.

On the same point, add more barters for Arid Reborn Vehicles!

-Now i have an appeal for you to consider making basic vehicles avalible for just exp just as in official Arid. Fine keeping Ural and Jeeps for Vehicle parts, but i feel like a lot of functionality has been removed with requiring an item in the inventory rather than just buying a basic car for exp from the get go.

-Orkan Rockets! in comparison to the MG ammo cassette are way WAY harder ammo to recharge

Consider adding a craft for them, or making the mag not hold soo many. even halving it requires you to still find 10 orkan rockets before you could assemble them into a mag. Being able to just craft them(with compound and gunpowder) would be the fix i wish you went for

-Thematically, Thunderbolt should have the best gun out of the vehicles that consume MG ammo cassette and i m okay with that being the case in balance. The gun has way tighter spread than any other Vehicular MG. But not only is it way better, naturally it consumes way less ammunition.

I have tested this extensively, the gun is way cheaper to use than HH or IL guns. Just flying around the map and destroying stationary vehicles, it consumes 2/3 times less ammo per vehicle (compared to HH)

Maybe consider making a thunderbolt use a mag of its own with a more expensive craft or make thunderbolt consume more ammo either way. It would thematically make sense. At the moment it is the most powerful but also the cheapest gun in the sky

-Raiding feels like its in a Healthy spot right now after the recent Buffs to Structure Health and changes to the Charge.

-Few more barters for some of the weapons of Arid Reborn would also come a long way
First of all , the location and weapons are very cool ...As i Wrote in my suggestion , you should charge the requeriments to repair weapon to only 1 ... and increase the durability ... since i only see old bunker weapons ... Whats the point of having so many modern weapons if in a shootout they are already half damaged ...second .. the damage rebalance of the master is necesary (meta always = Zolash and Ar-16 and variants) ... remove the "SWAY" from all weapons , NO IS FUN ...i see that many enjoy comming to test the weapons but as only experts or cheater they control one on this map , and leave ...
Arcee Jan 26 @ 5:27am 
Some feedback on how snowballing and group sizes negatively affect the map on Larger servers:

I m playing solo for the most of the time (95%ish) and there are a few things that are pretty harsh despite already being at a disadvantage as a solo player, namely:

-Large teams are able to abuse rescue saw effectively and raid virtually for no cost other than having to sit there saw the thing for a bit. I think at the moment, rescue saw is the most toxic raiding tool on reborn. i really wish you limit it to be able to only cut wood/clay and not metal and adamantium. It does really create a degenerate gameplay of destroying a structure as a group of x by just holding the left mouse button for 5 minutes.

Motor oil fails to be a raid cost item as it is very cheap, maybe removing a nomad trade for it would be an attempt of fixing the problem, but i would rather rescue saw not be able to damage metal/adamantium and safes all together.

-Fort Knell snowball: Bio Hazard suit is simply too expensive. Dominant teams are able to have unmatched presence in Fort Knell once they snowball few Bio sets they no longer go there at any risk. While it is much harsher on logistics for solo players or smaller teams. It introduces a large gap in high tier resources such as Raiding gear, Fort Knell Vehicles and many other supplies and goodies.

As a backfire effect i have never seen larger AG activity in all my wipes on P9, which now becomes camped by teams who cannot contest Fort Knell.

This all affects the solo play and hinders your options of getting high tier stuff greatly.

My suggestion is significantly reducing the amount of lead needed for bio suit, back to 8 as it is on the official Arid or even 6 as it was back in the day. It would make Fort Knell more contested and more accessible for solos and rats alike, while dispersing the gear disparity of one or two dominant large groups. which is more fair for everyone

***This is all in the context of large servers such as P9 and SoD, I hope you considers these changes, i think they are healthy for the overall playerbase
Last edited by Arcee; Jan 26 @ 5:34am
< >
Showing 1-9 of 9 comments
Per page: 1530 50