PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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We been playing with Bandits forever now....My bandits work fine..you just have to Know how to Adjust the Values on the Configs..........i can even get them to protect me (hire them) for a Can of food..but what do i know right :)

I dont have a college degree so i'm a moron according to them.....

This forum amazes me......
???????????

 
It's just a shame that the cost of this is interactionability. New word? I think so. :)
p
I suppose we could always convert the "decorative" blocks to lootcontainers via xml if we wanted to. :)

We prob. Could make the closed container version downgrade to open version after lootinv as well for added immersion. :)

 
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p
I suppose we could always convert the "decorative" blocks to lootcontainers via xml if we wanted to. :)
Yeh, but I'm not happy with a modding solution to what was not a problem in the first place. <shrug>

Next they'll have the containers glow with the color loot that's inside of them?

 
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I suppose we could always convert the "decorative" blocks to lootcontainers via xml if we wanted to. :)

We prob. Could make the closed container version downgrade to open version after lootinv as well for added immersion. :)
Its funny you Say that...i wrote that down after i seen the Open Cupboard view for loot

Closed cupboards>looted open cupboards..then you dont have to Check them again to see if there is loot..they should Auto reset after........"you are on it doggone it"

I did this alot with stuff like Chicken coops and traps etc....

peaking in a window to see if it's looted will help alot...

 
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Even one bandit with a gun would be very challenging for players still in the first few days in the game.
Bandits could only appear in later stages. Bandits could shoot like Elmar Fudd at first. Bandits could be slow and near-sighted at first. Or bandits could be made challenging hurdles for the starting game like dogs, wolfes and bears are.

i can even get them to protect me (hire them) for a Can of food..but what do i know right :)
Bot-User! Cheater! :smile-new:

Next they'll have the containers glow with the color loot that's inside of them?
https://www.shutterstock.com/video/clip-13206494-stock-footage-exclamation-point-or-mark-rotating-green-screen-loop.html

 
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It would be cool and interesting to me if the "closed" and unlooted containers scaled the quantity and quality of loot based on the proportion of nearby "open" and looted containers as a percentage of overall containers nearby.

After all, if 80% of the nearby containers are "open" and looted, there is a generally in the real world the idea the place has been looted of valuables.

If one found a place where 80% of the containers were "closed" and unlooted, it would be more reasonable to expect to find more in those containers as that place has not been looted or moved out of at all. Thus that place would have a better chance of good loot to find.

 
Can the new buff system put items in a Z's loot? Cause then I could add a very short buff that would put arrows/bolts into their loot when hit perhaps with a set percent chance of success to deal with breakage.

I know someone else suggested something similar and I have no doubt TFP are wanting something along those lines, but if the new buff system can do that it opens up a lot of possibilities.

I am VERY happy to see sticky arrows, just in case someone is keeping score, even if we can't pick them up yet.

 
Can the new buff system put items in a Z's loot?
I was told no by Gazz, at least not directly. Mostly because the "container" created by the zombie's death isn't actually created until after you're done killing them and you don't know what's in it until you open it. I'm sure Gazz will shoot me down if I'm wrong but that's the way I remember it. It's an order of operations problem.

Hopefully this is something they're working on for A17 and beyond.

 
I was told no by Gazz, at least not directly. Mostly because the "container" created by the zombie's death isn't actually created until after you're done killing them and you don't know what's in it until you open it. I'm sure Gazz will shoot me down if I'm wrong but that's the way I remember it. It's an order of operations problem.
Hopefully this is something they're working on for A17 and beyond.
yeah...its basically like that

The Entity downgrades to a loot container that looks like a dead Zed or anything you want to make it.......

i always like the Idea of Backpacks because most survivors will be wearing one

Thats why i loved the UMA Zeds and all the Clothing randomization....I made sure almost all my Zeds had backpacks on.

This the same idea as open/closed cupboard (looted and not looted)

which is basically how i plan to impliment it.

 
Did they ever change the way Weapons/bullets/Damage was done?

i haven't looked in a while..but i can assume it's still the same?

Damage is on the weapon?

 
So where do Bandits actually stand in coming into A17? They're really only listed as being affected by Motion Capture. Though not actually listed as being added to A17. Apologies if this has been asked recently or answered previously.

 
So where do Bandits actually stand in coming into A17? They're really only listed as being affected by Motion Capture. Though not actually listed as being added to A17. Apologies if this has been asked recently or answered previously.
Read post #11727

 
Read post #11727
Thanks...

If anyone else is looking... here's the link to it.

DaVega is a geologist. Late feedback about cold happenings from the distant past is exactly the type of thing that excites him. He measures discussions in half-life....
Here is what we know for certain:....
 
What they are talking about is the old lootplaceholders system in loot.xml that triggers when a prefab is spawned.
The only technical A17 change is that you can now spawn an air block and be more flexible about decorating prefabs.

Closed containers will likely always have loot and the (obvious) empties are fillers/decoration.

The loot density is then controlled with a simple % value on the lootplaceholder instead of dealing with the whacky-ish 0-2 count method with extra padding from a junk group.

It's simply far easier to balance without jumping through hoops.

May have to add an "upgrade" property to the empties so people can "fix up the place" if they set their mind to it but that's a rather minor detail and way down the list.
Hmm. I'm just a little surprised to hear that. Are you making art for an open version of every container? If not, the rule will be inconsistent: a closed cabinet always has loot, but a closed oven, dumpster, duffel bag, etc. could go either way.

 
I often wonder when we will be able to PUsh the Entire game from the Dedicated Server side? (like Empyrion can)

Anything and everything you create......Then you wont need a Mod to hand out at all...and Stuff can start to become MOre Custom...

 
I often wonder when we will be able to PUsh the Entire game from the Dedicated Server side? (like Empyrion can)Anything and everything you create......Then you wont need a Mod to hand out at all...and Stuff can start to become MOre Custom...
Soon.

 
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