A heavy spread penalty when moving does not work in a game designed with instant change in motion. Gunfights end up being close quarters most of the time and the fact tracking ends up being extremely difficult makes it so that moving is still the preferable option. It is simply impossible for the other player to reliably track your head.
As the snappy movement is a fundamental aspect of what made previous games, and hopefully this game, good the only reasonable conclusion is that you shouldn’t be penalized for moving when shooting, especially at short ranges.
This will make going for headshots viable instead of simply spraying and hoping for the best.
Armors, Ammo, guns need to be simplified. All guns of the same type in the same tier (I.e all AK’s in a certain tier, all scars in a certain tier...) should have the exact same stats, regardless of the wear on them.
The same goes for armors.
Changes have to be made to further accommodate aggressive play. The ability to play aggressive without it being extremely punishing is, to me, a big part past games’ appeal. Where other looter shooters encourage you to sit in a building, or lay in a bush previous FRE games made aggressive play feel viable. I.e the games were ‘arcady’.
Having it be that way partially comes down to details imo:
TTK has to be right, around 3-4 headshots should secure a kill with a 2x damage modifier. Currently it only takes 2 headshots, this is too few. The relation between the importance of headshots and player health isn't completely linear.
Shields should stack and place even at steep angles. Cover on the fly is crucial for aggressive play.
Shields could all be wood and thus be easily destroyed to prevent people from building fortresses, so their main purpose will always be allowing people to move from point A to point B without it meaning certain death.
Insta meds should heal for a more reasonable amount. It is the player that pushes that will tank most of the damage and is exposed.
Being able to instantly med will allow player A to survive longer when player B chips away at his health. Simply chipping away at it while still missing 90% of your bullets should not secure the kill, getting successive headshots should.
You should be able to swap guns, place shields and consume meds while sprinting. This will help better the flow when pushing.
Zombies are very plentiful. When going out of your way to play aggressive and make a move on someone you first have to deal with hoards of zombies.
Having a melee weapon that kills zombies with one hit to the head would help significantly, yet it might not be enough.
Having extreme power positions isn’t a good idea in any game. A common misconception in the discord seems to be that ‘people will be looting the city so it doesn’t matter’, it does. Many people are into this game for the PvP, on many occasions the sole reason these people might be playing the game is to engage in PvP. So they flock to the best power position, which currently are the roofs on the office building and billboard building.
Remove access to those roofs, they are simply too strong power positions.
The current map is bland. Everything looks the same and there's too much space between worthwhile POI. Imo the SS map was excellent, put me anywhere on it and I could tell you where I was. It was interesting and had flavour.
Optimization is a huge issue right now.
I run the game on a gtx 1070 and hover around 55 FPS in clearview with frequent dips under 45 FPS.
This is all on low settings 1920*1080.
Visibility in this game is very bad. Some places are too dark, some characters just blend in with their environment too much. I’m colorblind so it could be this issue feels worse to me than others. Either way SS did a great job at visibility, I wish we could have that back.
The current recoil system is random. A spray will currently always be random.
This will lead to situations where player A decides to tap while player B decides to spray. If player B gets lucky he secures the kill for no other reason than him getting lucky on his spray. The same goes for when both players decide to spray.
There's two things that can be done here:
A) Add recoil patterns so people can learn the guns.
B) Change the system entirely and go with bloom like in SS.
Both of these solutions can be managed by the player.
We need timed events like reactor from SS, roadblocks and uplinks would add some much needed flavour to the game too.
Get rid of the revive feature. It only helps campers and large groups.
Further balancing of loot spawns.