PLEASE bring back harvesting zombie corpses.

I am a farmer build and I used to gather rotten flesh by killing zombies and harvesting the corpses. This was good and it was realistic and immersing. Now I have to go out and clean up a billion deer skeletons or take up precious storage space to hold a few rotten flesh at a time. Please fun pimps, hear this farmers prayer.

Also thank you for bringing back jars
 
I am a farmer build and I used to gather rotten flesh by killing zombies and harvesting the corpses. This was good and it was realistic and immersing. Now I have to go out and clean up a billion deer skeletons or take up precious storage space to hold a few rotten flesh at a time. Please fun pimps, hear this farmers prayer.

Also thank you for bringing back jars
I agree, the problem is performance, and depending on who you ask, some consider it tedious mechanics, perhaps a middle ground where bodies disappear as new ones accumulate, similar to NPCs in GTA, and that they cannot be looted and the bags remain, I don't know. My thoughts.
 
Just curious, but if the "bag" dropped by zombies were to look like a zombie corpse and bones, brains, and nitrate were added to the contents of those temporary containers, would that be satisfactory?
I don't know how you imagined it, in my head it works like in alpha 15, but the bodies disappear. If new ones accumulate and you can't loot them, you can only harvest them with a knife to get rotten meat, nitrate, and bones. The yellow bags keep falling when a zombie has loot. Whether it makes more sense or not, I don't know, it's just an opinion. Anyway, rotten meat and bones are abundant, so for me it's more aesthetic than anything else.
 
I agree, the problem is performance, and depending on who you ask, some consider it tedious mechanics, perhaps a middle ground where bodies disappear as new ones accumulate, similar to NPCs in GTA, and that they cannot be looted and the bags remain, I don't know. My thoughts.
For this - LOD feature exist! If corpses eat lots of resources - TFP can use lower scale lod model variants to lower load after zombie died!
There already exist lower scale LOD zombie models for a zombies which are far away from Player vision
Problem solving sometimes is not that hard as it looks! In addition: I think the Blood moon zombie lying on the ground timer option toggle could be added because i dont see any "big" performance issues when looting lots of zombie corpses without bloodmoon, on weak PC CPU!
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I am a farmer build and I used to gather rotten flesh by killing zombies and harvesting the corpses. This was good and it was realistic and immersing. Now I have to go out and clean up a billion deer skeletons or take up precious storage space to hold a few rotten flesh at a time. Please fun pimps, hear this farmers prayer.

Also thank you for bringing back jars
Yea, i also want corpse looting to be returned!
 
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So, @zztong with what you posted, if the zombie models that litter the
terrain now were lowered in Quantity volume. It could shift how rotten meat and bones are gotten;
from terrain filler corpses like splatter Zs, to splatter Zs and being a bone collector from
actual action. Loot volume of those items could then be lowered in containers, shifting the
dependency to more interaction. So if a player does not favor looting, their natural resource
for those items would be the moving zombies themselves.

That should reduce reduce chunk load, similar to how trees and bushes have been clustered.

Then could the same full model and not a decimated version be used, upon lootable zombie death.
With an extended timer like what @grz__ mentioned. There are a few models, of humans that
represent both sexes already, partially eviscerated, and the splatter zombies in the streets
and tubs.

Repurposing them as loot containers, you have female and male, to represent female
and male zombies when you kill a zombie. The others could remain in Pois because they
are few per area and interiors are occluded.

Using the same models on horde night, but naming them whatever dot horde, they could
have a different timer. and even a different tinted clothing, the same as the walkers do
now to give a variety of visual death pile.

The only way to get loot, if it is inside a zombie would be to gut the zombies like you do
a chickens and just like we did before. That should address three standard actions in the game,
farming resources, potential dropped loot that is a bag now, and nostalgic triumph while eviscerating
the kill.

If it were set as an option, then it could be either defaulted to as it is now, or retro meaning closer
visually and action to what it was, but keeping with how the game has progressed. The bag drop rate does
not have to change. Since like you pointed out it is just a different model to represent the bag.

As a story addon, they could have names like the traders lost scouts, the people in the posters, the people
named on the POIs, Notes to progress a storyline, the original owners of the treasure maps etc.

I like it. Even if it was just a mod that is one I would use. Your thought doesn't just add it blends.
 
For this - LOD feature exist! If corpses eat lots of resources - TFP can use lower scale lod model variants to lower load after zombie died!
There already exist lower scale LOD zombie models for a zombies which are far away from Player vision
Problem solving sometimes is not that hard as it looks! In addition: I think the Blood moon zombie lying on the ground timer option toggle could be added because i dont see any "big" performance issues when looting lots of zombie corpses without bloodmoon, on weak PC CPU!
There may be ways to solve the performance problem, I don't know, I don't know much about technical stuff.

What would be a problem (visually) for me is if the bodies were stacked strangely on objects, for example on a plasma TV or on a wire fence, with the body appearing to float in the air. That's the only thing I don't like about that mechanic. I don't know if the developers could fix that.
 
What would be a problem (visually) for me is if the bodies were stacked strangely on objects, for example on a plasma TV or on a wire fence, with the body appearing to float in the air.
The reason that had the floating stacks was because they were partial blocks. "GoreBlocks" cubes.
The way to visualize it is if you try to put a ladder or block on a partial block now for
a POI and it floats. You see a half block but it is really still a whole block just half painted,
and the other half and the associated collider is invisible.

One possible way is to just use the entities, not the live ones because of the polycount
but like the sleepers. because they don't have the air collider separation, and they can be preposed.

The way you can visualize that is when you kill a Z now, when they ragdoll and come to rest, they are
on the surfaces. Something like ondestroy but instead using onkill they become one of the
associated lifeless dolls. That may allow the visual you are speaking of.

A similar situation as a reference is if you destroy a garbage bin that still has stuff inside it transforms
into a backpack.
 
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