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Build 32 Trait and Profession Discussion


Moose65

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Well, let's ignore the two issues presented earlier in this thread for a second.

Where's the choice loot going to be in this situation? Where people have died. Where is it more likely people are dead? Where there's tons of zombies. So, there's now an incentive to say, go to West Point's hardware store to find that damn trowel, as it doesn't seem to be spawning out in the boonies, where people  could have fled / raided to their hearts' content.

I'm sure the changes to the looting system lately will also result in this mechanic being changed in some way, but I doubt it's going anywhere.

 

 

All I'm saying is that the mechanic is weird in that it actually requires zombies to be present to affect your loot roll (and that it can be abused by dragging zombies around, or having lucky/unlucky players running wildly through areas).

 

To me, it would have seen simpler to set loot rarity by location, and then further enhanced by loot settings, and if they want the zombie thing to affect it, by the amount of zombies set in game.

 

I'm not saying you should find awesome loot in any random house all the time, and your still gonna want to hit those sweet spots (hardware stores, book stores, warehouses, etc etc).

 

Either way, its been fixed for sandbox testing, and it seems to be capped in how it affects it (and potentially a minor bonus at best regardless).

 

Edit: This has gotten really off-track from the main topic though, and it seems mostly because of the weird choice to only spawn electronic magazines in sheds.

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If we rolled the contents of containers when the containers were loaded with the map, we'd have about a gazillion inventory items in memory at once at all times, and add seconds onto the loading of map chunks and a ton more network data. That's why it rolls them when you open the container :P Not a particularly bizarre mechanic and pretty much in line with the sort of mechanic 99% of games use to conserve memory.

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If we rolled the contents of containers when the containers were loaded with the map, we'd have about a gazillion inventory items in memory at once at all times, and add seconds onto the loading of map chunks and a ton more network data. That's why it rolls them when you open the container :P Not a particularly bizarre mechanic and pretty much in line with the sort of mechanic 99% of games use to conserve memory.

 

Well, that directly conflicts with what someone said earlier, so thanks for clearing that up Lemmy.

 

Which leads to the second part........so in essence, if their loaded upon opening, does that mean the game punishes you for clearing out zombies before looting? Having to drag along 8 zombies to your looting spots for optimum loot does make for a bizarre mechanic if that is so.

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Here's a small thought on my part...Why not have it also check for zombie corpses within X distance?  Then, if it get's cleared out prior to looting, the game can check for nearby corpses.  Still could be abused, but would allow "sweep and clear" players to do that, and still get decent loot. 

 

Just an idea.

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Here's a small thought on my part...Why not have it also check for zombie corpses within X distance?  Then, if it get's cleared out prior to looting, the game can check for nearby corpses.  Still could be abused, but would allow "sweep and clear" players to do that, and still get decent loot. 

 

Just an idea.

 

That would be just as bad, cause now your dragging 8 corpses around with you from loot to loot spot, and it still punishes those who lure zombies away from the desired loot spot.

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That's why it rolls them when you open the container :P Not a particularly bizarre mechanic and pretty much in line with the sort of mechanic 99% of games use to conserve memory.

 

Well, that directly conflicts with what someone said earlier, so thanks for clearing that up Lemmy.

Zombie corpses are the only ones that are rolled when they are opened. The rest are opened by a player coming in the vicinity. This can be verified by removing the "--" from this line:

 

--Events.OnFillContainer.Add(debugContainer);

 

...at the bottom of itempicker.lua

This willl print the following in console when containers are filled:

 

    print("room ");
    print(room);
    print("filled container ");
    print(containerType);

 

The old way used to have all containers rolled when opened.

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That's why it rolls them when you open the container :P Not a particularly bizarre mechanic and pretty much in line with the sort of mechanic 99% of games use to conserve memory.

 

Well, that directly conflicts with what someone said earlier, so thanks for clearing that up Lemmy.

Zombie corpses are the only ones that are rolled when they are opened. The rest are opened by a player coming in the vicinity. This can be verified by removing the "--" from this line:

 

--Events.OnFillContainer.Add(debugContainer);

 

...at the bottom of itempicker.lua

 

The old way used to have all containers rolled when opened.

 

 

More confusion on top of confusion...........

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That's why it rolls them when you open the container :P Not a particularly bizarre mechanic and pretty much in line with the sort of mechanic 99% of games use to conserve memory.

 

Well, that directly conflicts with what someone said earlier, so thanks for clearing that up Lemmy.

Zombie corpses are the only ones that are rolled when they are opened. The rest are opened by a player coming in the vicinity. This can be verified by removing the "--" from this line:

 

--Events.OnFillContainer.Add(debugContainer);

 

...at the bottom of itempicker.lua

This willl print the following in console when containers are filled:

 

    print("room ");
    print(room);
    print("filled container ");
    print(containerType);

 

The old way used to have all containers rolled when opened.

 

 

'in the vicinity' because the UI system 'opens' the containers when it updates as they walk by with the lootable containers :D

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Every zombie should have power armor and a laser rifle on them. That's the roll that I want. ;) lol jk

and if there are any Bull sharks in the Ohio River or it's tributaries, the sharks should have fricking lasers on their heads, because every creature deserves a warm meal

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