Faatal
I have a question regarding loot distribution and randomization. Actually it has to do with
randomization in all aspects of the game.
Would it add undue amount of overhead to processing if, there was a database monitor added
for the acquired inventory of each player?
What I mean is if you open inventory you see whats in the backpack, If you open what is in
any storage box either game produced or player placed the inventory there remains the same.
So there is a form of database in play.
The type of monitor I am writing about could be incorporated into or use the difficulty modifier.
Example: there are specific necessities needed for survival, immersion fun-factor, and replay-ability,
Food, water, ammunition, weapons, discovered resources, danger situations.
These are already being monitored now in a sense because otherwise if you stored things in a box they
would just disappear. Can the random algorithm be tied into what a player has, vs what they need, and
use the game difficulty modifier in the setup screen? Using a similar indexing setup that you used to
allow multiple spears to return to their original slot in the tool-belt, apply a weighted value based
on necessity and already attained, append it to the unopened containers potential yield.
Inventory is already grouped, a weighted value "based on current inventory held" could decide if more
or less items of that group would be possible in the unopened container. It could work simply in SP by
the difficulty selection. In MP it would mean the group forager would find better quantity or quality,
than a team mate that invested in hunting.
The possibility is a simplified version of pseudo randomization, creating a customized play-through
each restart, depending on difficulty, and what the player hoards.
Example: SP mode, Heath below 50%, and I'm infected, I have one can of peas that I've stored. I need
food/water and medical, I am going to look for food and antibiotics. At default setting the cabinets would
be bountiful or noobified allowing for introductory play-through. Raising difficulty level would lower
the chance of finding anything usable. Meaning more foraging and greater desperation as my health drains.
It would lower the chance of friendly animals and raise the chance of enemies.
Opposite end of the spectrum, I have enough food acquired to keep me at max health, but no ammunition
I would best be served by finding a munitions depot, and a hospital for potential help. Just random hunting
in cabinets would yield cans bottle unusable garbage.
It is more subtle than bull in china shop, and would contour to each player as they continue. The only thing
that would change is the numeric modifier for potential yield, depending on what the player has acquired.