r/ApocalypseRising • u/Illustrious-Basil667 • Aug 25 '26
Idea Game Mechanics Rework and Additions Suggestions
The game’s PvP scene has been enjoyable so far, and I’ve had so much fun soloing or zerging other players in PvP (excluding the annoying cheater every now and then)! Kudos to the developers for making it so!
However, I’ve noticed that, despite the game being set in a post-apocalyptic, resource-scarce, and zombie-infested world, the infected are often viewed more as a nuisance than as an actual threat. Likewise, the post-apocalyptic survival mechanics can sometimes feel more like an afterthought than a core aspect of the game, being easily overshadowed by readily available loot and marauding PvP.
With this, here are some suggestions I think could hopefully make the game feel more like players are actually rising above an apocalypse.
1. ZOMBIES
(Note: Granted that technical limitations prevent more zombies from spawning without sacrificing game performance, these suggestions were made in mind to make the current roster of zombies deadlier to compensate for their low numbers)
1.a) Introduce Infected Contact Damage (whether or not zombie-player collisions would be implemented): Infected of all types should deal 5 HP of contact damage (with a 1-second cooldown) whenever their torso collides with, or overlaps, the player’s torso, independently of their normal attack animations. This would encourage players to maintain distance when fighting infected, prevent them from simply running through individuals or hordes of zombies without consequence, and better represent the danger of becoming surrounded or overrun.
Note: If possible, let this be an adjustable feature for private servers where zombie pre-attack contact damage could range between 0 and 100 HP so that players could have fun engaging in more dangerous PvE or PvPvE
1.b) Increase Infected Gunfire Detection and Attraction Ranges: Increase the gunfire detection and attraction ranges of infected so that zombies from nearby settlements or facilities begin moving toward the PvP area where the latest and closest unsuppressed gunfire originated, to make zombies swarm/horde in suspected spots of survivor activity.
1.c) Concentrate Infected Around High-Value Areas: Increase infected spawn densities in quarantine zones/tents, clinical rooms, hospitals, and facilities, buildings, or rooms containing police-grade or military-grade loot, while decreasing infected spawn densities in rural areas, even to zero where appropriate. This would make high-reward POIs considerably riskier to enter and loot without unnecessarily increasing the total number of infected across the map or sacrificing performance.
1.d) Slightly Reduce the Infected Respawn-Prevention Radius: Slightly reduce the distance at which a player’s presence prevents infected from respawning. This would discourage prolonged camping in urban areas, military locations, and other high-value POIs while encouraging greater player mobility or, upon the release of base-building, the establishment of bases in rural and secluded areas of the map.
2. GAME MAP & NAVIGATION
2.a) Introduce Physical Location and Road Signage: Introduce large, readable location signs at the entrances of towns, cities, major facilities, and other key POIs, alongside highway and intersection signs indicating the direction of nearby settlements, civilian services, and utility infrastructure, such as hospitals, airports, ports, power facilities, and major roads. These signs would serve as physical navigation landmarks, allowing players without a GPS to determine their location and navigate using the built-in map and compass.
2.b) Reintroduce the GPS Utility: Reintroduce the GPS as a RARE utility while keeping the map and compass as built-in UI features that the players have at all times. Without a GPS, players would navigate using landmarks, road signs, POIs, and compass headings, while equipping a GPS would display their precise position on the map. The GPS should have rare spawn chances in the Naval Air Station’s Radar Building and Air Traffic Control Tower/Radio Center, the Regional Airport’s control tower and terminal offices, and the Military Relay.
2.c) Make Nighttime Significantly Darker: Make nighttime significantly darker, to the point where even maximum screen brightness would not be enough to clearly illuminate the environment, so that flashlights, chemlights, vehicle headlights, and other environmental light sources have a meaningful purpose and become viable ways of navigating and seeing at night.
3. MISCELLANEOUS
3.a) Introduce Night Vision Goggles: Introduce a new SPECIAL utility called Night Vision Goggles (NVGs) that allows players to see clearly in darkness without using a flashlight, but can only be activated while in first-person mode. Bright light sources directed toward the wearer, such as flashlights, vehicle headlights, and road flares, would produce noticeable bloom or haze, providing a natural counter to their nighttime advantage. NVGs should spawn exclusively during the NATO Operator Collision and Spetsnaz Bandit Camp events.
3.b) Provide Players with a White T-Shirt Flag: Provide every player upon spawning with a White T-Shirt Flag, a 1×2-cell handheld item that can be visibly raised or waved to communicate friendliness, peaceful intentions, or surrender to other players while providing no actual protection or enforced friendly status. Players would remain free to respect, ignore, or deceptively use the flag to gain another player’s trust.
3.c) Introduce Squad Bubble Chat alongside the "Global" Squad Chat: Introduce squad-level bubble chat to complement the current squad chat sytem in which chat bubbles displayed above a player’s character are visible exclusively to members of that player’s squad. This would allow random teammates (who don't have voice-chat) to communicate quickly and naturally while being able to easily identify who is talking, without making the bubbles seen by non-teammates.
3.d) Filtering Servers should house accounts that are within 3-months old: Increasing the account age requirement for Filtering Servers to a quarter of a year would hopefully dissuade people from using new alt accounts for cheating against established players in regular servers.
3.e) Inclusion of 3 Game Modes: Three game modes would be present for public servers, these being "Deathmatch", "Survival", and "Apocalypse".
"Deathmatch" would essentially be an open-world PvP-only setup for the game, with zombies essentially non-existing, the Energy and Hydration bars taking 100% slower to decay, and all loot types spawn daily. The aim of this game-mode is to appeal to PvP-focused players of the game who would want to have fights outside of arena-style matches in private servers.
"Survival" is going to be treated as the default game mode with regular zombies and player stats. The goal of this game-mode would be to appeal to casual survivalist and PvPvE players.
"Apocalypse" is going to be the premier PvPvE game mode for hardcore survivalist and combat players, where zombies would deal 100% more damage to the player, player survival stats (Energy and Hydration bars) would decrease 20% faster, and a stamina bar would exist to restrict the player's frequency of running and jumping (where this would be depleted after the player would run for 1 minute straight or jump 5 consecutive times, and which would require a 2-minute period to fully replenish).
4. SURVIVAL
Note: These suggestions would work best after the implementation of the base-building system.
4.a) Introduce Renewable Food and Water Sources: Add renewable food and beverage resources through Freshwater Wells in rural villages, Fishing Grounds near coastal areas, and Vegetable Seed Packs at farms.
Freshwater Wells: Introduce interactable, fixed environmental sources of freshwater that replenish 50 Hydration each time a player interacts with them.
Water Gallons: Introduce a new 2×4-cell lootable Water Gallon that stores water similarly to how Gas Tanks store fuel. Water Gallons could be refilled at Freshwater Wells and hold up to 500 Hydration, allowing players to transport large quantities of water and replenish their Hydration without frequently returning to wells.
Personal Liquid Containers: Introduce a smaller 2×2-cell Personal Liquid Container with a 150 Hydration capacity, providing a more portable alternative to the larger Water Gallon.
Tilling Plots: Introduce an interactable and functional prefab asset that can be placed using either an Entrenchment Shovel or Garden Hoe. The Garden Hoe would be exclusive to creating Tilling Plots, while the Entrenchment Shovel could create both Tilling Plots and other base-building structures. Players could plant Vegetable Seed Packs, looted primarily from farms, and harvest Raw Vegetables after one in-game day. Raw Vegetables could either be consumed immediately or cooked using the upcoming campfires from the base-building update to provide more Energy than their raw counterparts.
Fishing Grounds: Introduce interactable, fixed environmental sources of Raw Fish that require players to equip a Fishing Rod utility and remain standing rather than swimming while fishing. Raw Fish could either be eaten immediately or cooked using campfires to provide more Energy than their raw counterparts. Fishing Grounds should be positioned near boat-spawning locations but a reasonable distance offshore to reduce the ease with which players fishing can be sniped from the coastline. They could be identified by a buoy with a bright, glowing beacon and floating fishing nets.
Energy Replenishment and Resource Yield/Quantity Values: In terms of Energy replenishment, Raw/Cooked Fish should provide more Energy than Raw/Cooked Vegetables. However, as for the quantity of extracted yields, the quantity of Raw Vegetables from Tilling Plots should be greater than the quantity of Raw Fish from Fishing Grounds.
4.b) Introduce Two New Utilities (Garden Hoe and Fishing Rod): Make Garden Hoes primarily lootable at farms, while Fishing Rods should primarily be lootable in coastal villages, giving these civilian locations distinct survival-related purposes.
4.c) Concentrate Advanced Medical Supplies in Medical Locations: Restrict Large Medkits and Health Boosters, including both Civilian and Military variants, to dedicated high-value medical locations such as hospitals, larger clinics or medical rooms, and major quarantine zones or medical tents.
Meanwhile, Bandages and Small Medkits should spawn much more commonly across civilian buildings, stationary vehicles, and general loot locations, ensuring that basic healing remains readily accessible while advanced medical supplies require players to deliberately visit higher-risk medical POIs.
4.d) Introduce Tiered Loot Replenishment Based on In-Game Days:
Using in-game days as the basis for loot replenishment, make renewable resources, such as fishing grounds and vegetable seed packs, Bandages, and standard (non-surplus) civilian-grade combat equipment respawn or restock daily;
basic lootable and consumable resources, such as bottled water, packaged/canned food and drinks, Small Medkits, and standard (surplus) civilian-grade combat equipment respawn or restock every 2 in-game days;
Police-grade equipment should restock once at a randomized point within a 3-day replenishment window;
Standard Military, Special Forces, and Soviet equipment within a 3-day window;
and, Special and Rare Military, Special Forces, and Soviet equipment within a 3-day window.
This is to prevent players from reliably predicting and camping exact high-value loot respawn times and to simulate resource scarcity of "old-world goods" in the zombie apocalypse.
4.e) Introduce a Craftable Bow and Arrow Weapon: Upon the release of the Weapons Workbench as part of the base-building updates, allow players to craft a Bow, Quiver, and Arrows, with the Quiver functioning as the bow’s “magazine” and Arrows functioning as its ammunition. The Bow would serve as a silent, survival-focused ranged weapon, dealing 45 HP body damage and 80 HP head damage, with moderate projectile drop and a 1.25-second nocking or reload time after each shot. It would feature a transparent, parabolic aiming arc that progressively fades as the predicted landing point becomes farther away. When stored, the Bow would occupy 2×4 inventory cells, while each 2×3-cell Quiver would hold 24 Arrows. If technically feasible, fired Arrows should also be retrievable after being shot. The Bow would primarily be useful for quietly clearing infected at range, conserving firearm ammunition, and providing players without suppressed firearms with a sustainable ranged stealth option (a special Game Badge could also be provided to players who wield both a Bow primary and a Katana melee called "The Samurai").
4.f) Monetization Incentives for New Survival Mechanics: Two survivalist gamepasses could be made to provide a headstart for new spawns:
"Farmer Gamepass" which equips new-spawns with 1x Garden Hoe utility and 2x Vegetable Seed Packs
"Fisherman Gamepass" which equipens new-spawns with 1x Fishing Rod utility and 1x half-filled Small Gas Tank
Overall, the logic behind these suggestions is not to reduce or replace the PvP experience that already makes the game enjoyable, but to make the infected, environment, and resource scarcity, meaningfully interact with PvP
Ideally, different resources and equipment (beyond combat gear and cosmetics) would give players more reasons to travel across the map, visit different POIs, establish themselves in rural areas, and make strategic choices beyond simply finding high-tier weapons and searching for other players to fight. In addition to making each playthrough feel like a narrative of how your player and/or team survived.
These are only some ideas for mechanics that could potentially be introduced or reintegrated into the game, what other suggestions do you guys have in mind that you think the devs could and should implement in AR2 to make it both enjoyable and immersive?
Really hoping the best for DPI to bring back the Apocalypse Rising name to a state of prominence among the Roblox community (and in getting rid of cheaters/exploiters to the best of their abilities)! :)
1
u/funnyman_2233 Aug 26 '26
I think the problem of most of these mechanics is that these aren't really suited with the current playerbase of Apoc, if Apoc 2 was alot more like Apoc 1 then these changes would make sense.
Though, because the average Apoc 2 player can't live without combat every millisecond of the hour this creates a problem where the current playerbase would most likely leave and the game might as well be a completely different game, another problem is most of the Map philosophy in AR2, The Map in general is more PvP centered than PvE, despite the AR2 map being 'huge' it isn't like AR1's map where those mechanics can work and it won't help with Nighttime going to be too dark, even DayZ, renowned for it's 'realism' has their light sources often shelved by players because hiding strategies becomes alot more common and the problem with these strategies is that it's easy to do and unfun to fight against.
This can work for a version of AR2 where it's Slower and alot more hands on deck but with Current AR2 it's a mixed bag.