Transparency and clarity about the game systems. I don't want to ever feel the need to restart after learning how something works. Also, a more renewable world. No matter how badly you screw up, there should always be a way back. While you might technically be able to crawl your way up from 1 injured survivor, most resources looted, no outposts, and dwindling supplies, I think we can agree it isn't very reasonable in SOD1, especially with the simulation further punishing you. Playing should always be preferable to restarting. It seems obvious when you put it like that. That also means no timed story missions. I think the one to save Ed is probably OK because there are cues it may be timed and you get a lot of time, but it must be used very sparingly, if at all. The mission to rescue Jacob and Eli manages to have a sense of urgency without having a timer.