PC A20 Developer Diary Discussions

Or just fix it to where it resets when the timer goes down no matter how close you get then you don't got to worry about having 100+ signs or trying to go to each sign at each poi or counting on others doing it and can actually play instead of micromanaging it if you can even do that because that counts on everyone doing it on the map.

I personally don't want a bunch of X map. It becomes to much clutter and then it is pointless having places marked because it blends in with everything.  I can't think of anything besides making it to where it just resets no matter what. It set as a timer that counts down from whatever loot respawn is set at. The timer don't start over if someone gets near it or opens it. If items are left in it then it does like it does now and just I guess pauses until item is empty out.


You can't automatically reset POIs in case someone has their base setup there.

The argument may then become don't reset if there's a base inside but then what does that mean? Is there a bedroll present? What if I have a horde base or outpost without a bedroll? There's too many edge cases and subjectivity around the matter imo. The current implementation, while not perfect, is the best option.

It also plays into the survival/ role play aspect to have to manually track progress. Leave some kind of marker outside so you know what's been looted. I use wood frames in the doorway - inexpensive and easy to identify on approach.

 
I honestly wish they wouldn't just drop it and UPDATE IT instead... because I was messing around with the base UMA kit in unity and it actually looks really, really good now.
I agree. There’s several great UMA “zed packs” (all server side safe ones too!) and I personally feel Without this ability to easily mod in different looking zeds using pure XML, the game takes quite a hit for long term enjoyment/replay. I’m all for the vanilla game having nice zed/entity models (and I will forever continue to grump about not having enough vanilla entity variability) but to require the same level of (non UMA type) effort to add new zeds from modders modding in their spare time is really going to hurt the fans of the game IMHO. Leave the UMA in! 
 

I thought I did see some post about TFP making their own UMA (whatever that means).  If it acts/works the same, then great!

 
i identify the looted pois with a painted bullseye at front and back door... no blocks to waste and can be seen from greater distance then a wood frame so you dont need to get close to poi to mess with timer.
Never tried that, but then again my looting strategy is probably significantly different.

Early game I loot houses nearby to build up my items I need to survive or loot buildings as part of quest.  After I am established and move into a more loot for resources to continue to expand phase, I start to loot every building going in a right to left or left to right pattern.  At the end of my looting, I put a X on my map that states Start Here.  Then I remove it when I restart looting to place it at the new location (I also been putting Xs for safes I find early game to come back to).  Sometimes I may need something specific (for example car parts) so I may loot specific locations to find it (like car lots) but then I just make a note (or I check prior to clearing out the location again to see if already looted that location).

My gameplay also puts an emphasis on using what I find, but I don't go out looking for specific POIs to raid (exception - food POIs in early game).

I never felt the need to mark places I already looted.

 
The new UMA skeleton, high defintion skin maps, etc honestly look incredible.

Unity_0BVVQCSmXx.png

That's one I made with just the base UMA clothing, hair and skin. With the artists TFP have, they could make that look a LOT better.

 
You can't automatically reset POIs in case someone has their base setup there.

The argument may then become don't reset if there's a base inside but then what does that mean? Is there a bedroll present? What if I have a horde base or outpost without a bedroll? There's too many edge cases and subjectivity around the matter imo. The current implementation, while not perfect, is the best option.

It also plays into the survival/ role play aspect to have to manually track progress. Leave some kind of marker outside so you know what's been looted. I use wood frames in the doorway - inexpensive and easy to identify on approach.




I think you missed what I was saying. But ok

I said loot resets no matter if you get close or not. What that got to do with a base or bedroll? I said if one desides to set up base then it act no different then it does now. So not sure what you are getting at???

......

Painted blocks, wood frames, signs all that is great for solo sure. Actually solo I know and keep up with no issues. The issues is on multiplayer servers. Painted door, wood frames don't tell me when another player last looted it. Therefore you get to close to something looted 4 days ago by someone else and it supposed to reset on day 5. Well guess what 5 more days with no loot. That is the problem that is being talked about.

 
nah. at low gs the t5 buildings arent too hard and the loot is more abundant, if not a bit better also. and more zds so xp comes quicker.

 
Good points. Also the traders shouldn't have unlimited money to buy all our unlimited loot.

They should have a set amount in my opinion. Just sayin.....feels like an exploit. 
Perhaps but there is already a limit on the number of the same type of item you can sell to the trader.

I think you missed what I was saying. But ok

I said loot resets no matter if you get close or not. What that got to do with a base or bedroll? I said if one desides to set up base then it act no different then it does now. So not sure what you are getting at???

......

Painted blocks, wood frames, signs all that is great for solo sure. Actually solo I know and keep up with no issues. The issues is on multiplayer servers. Painted door, wood frames don't tell me when another player last looted it. Therefore you get to close to something looted 4 days ago by someone else and it supposed to reset on day 5. Well guess what 5 more days with no loot. That is the problem that is being talked about.


So you want the game to magically tell you whether it is okay to go loot a place in a multiplayer server? For PVP this would be horrible.  For coop maybe?  Perhaps one reason people ask for shared maps.

 
nah. at low gs the t5 buildings arent too hard and the loot is more abundant, if not a bit better also. and more zds so xp comes quicker.
 More power to him as it takes more time to do so as well.  Unless he does the ultimate cheese and nerd pole to the top.  😅

 
Don't see why not. It just needs appropriate zombie skins.

Also I remember TFP saying that UMA was too expensive on performance. You can generate and create a UMA in-editor, save it as a prefab (the actual completed UMA, not the recipe) and even export to FBX for fine editing if needed.

 
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Just chiming in that I would be all for traders having limited coin per restock period. Would certainly slow down gameplay, which I like.

The item sell limit is good, but there's too many items that are worth so much that the limit is rarely a problem. 

It would lessen the impact of traders also which is good as they are certainly OP at the moment. And the whole "just don't use them then" argument is silly. They just need to be balanced better. And trader loot being more GS related will help even more, but a limit on their dukes seems like the best move. 

 
i would love for UMA to stay. But, unless sentiments have changed by TFP from last year, UMA will no longer function by alpha 21.

kebab39: If UMA is going away, are we still going to be able to create and use varied archetypes with new system?  Some of us would rather have 30+ variations of zombies than just boring moe, boe, fat momma copied and pasted everywhere. Special modeled zombies should be bosses with unique powers or something, so mixed between not-so-special looking UMA zombies they would invoke "oh @%$# a boss" reaction instead. Or at least give moes and boes etc. randomized clothes, hair and skin colors.
    
madmole: UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.

    




 
Perhaps but there is already a limit on the number of the same type of item you can sell to the trader.

So you want the game to magically tell you whether it is okay to go loot a place in a multiplayer server? For PVP this would be horrible.  For coop maybe?  Perhaps one reason people ask for shared maps.


Shared maps would be great

 
Don't see why not. It just needs appropriate zombie skins.

Also I remember TFP saying that UMA was too expensive on performance. You can generate and create a UMA in-editor, save it as a prefab (the actual completed UMA, not the recipe) and even export to FBX for fine editing if needed.
Do you think UMA could be restored as mod? well honestly they maybe have right about performance but  - small numer of zombie variants is bigger problem and they don't write anything about add new zombie variants. and this would mean a lot of mods will be gone.  Well Madmole made one "mistake" in thought process. Well if you don't want to make zombie looking like something from hl1 you need good tools to make good models. And this tools need often expensive license.

 
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