- When it comes to the mechanics, rules, and timing of melee combat, you can’t change anything without forcing everyone to relearn the game. Leave Day 1 alone.
- Many systems were a lot more fun on Day 1. Only change what you have to. That includes Perks, Airdrops, Economy, Looting, and more.
- Sometimes small changes have a bigger impact than you expect, so be careful and don’t fix something that isn’t broken.
- The game features lots of highly lethal items, i.e. explosives, firearms, Stun Guns, etc. Finding a balance between high lethality (which can be a lot of fun) and easy accessibility (i.e. Stun Guns in cheap airdrops or Dynamite in Green Crates) is a tough proposition. Careful tuning is key. No dramatic changes.
- On Day 1, the look and feel of the game was more sinister. Let’s get away from the brighter sci-fi look we introduced with The Big House and get back to The Culling.
- The pacing and freedom offered in Day 1 was a lot of fun. Don’t force players to follow a specific path through a match and allow for gameplay creativity.
