PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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What i really want is a fluctuating Buff that set the lootabundance 70% of the time to 25%

20% of the time to 100%

and 10% of the time to 200%

Means different to now there would be a chance to loot something nice (like a jackpot) but normally you get only peanuts

Ammo i solved by respawning boulders and cars. And if that is not enough maybe later by bigger amounts you can harvest
I think I see where you're going with this. Can you hook into the time with the updated modding system or perhaps have a countdown timer buff which randomly chooses a buff to apply?

Buff1 = 25%

Buff2 = 100%

Buff3 = 200%

Check which buff is applied once per hour. Apologies, but this is easier to show you in pseudocode.

float randomRoll = Random.Range(0f,100f);

if(randomRoll > 70f){

....<apply Buff3>

}else if (randomRoll > 20f){

....<apply Buff2>

}else{

....<apply Buff1>

}

Not sure how you'd achieve that with the cvars system, or even if it's possible, but that logic should get you the result you're looking for.

I hope that helps.

 
This mod i want for more than just bad luck at rng.Have a look on this here

https://steamcommunity.com/app/251570/discussions/0/1742229167218694607/

And even if fixed. i would like to have a small chance to get rarely a jackpot
You're still missing the fact that unplaced bird nests and cupboards which are generated as empty should still be taken into account for the loot count.

The maths is wrong, read the comment at the bottom of the thread about sample sizes.

 
You're still missing the fact that unplaced bird nests and cupboards which are generated as empty should still be taken into account for the loot count.
The maths is wrong, read the comment at the bottom of the thread about sample sizes.
Then the same question to you, how many empty container i must post until you accept that 200+ empty Toolcrates in a row are broken in my opinion.

Btw its allready listed as known bug. So not much sense to discuss it. All i ask for is

additional to "LootGamestage" and "LootTier" a "Name" for lootabundance i can adress

Or a simply "Not possible" what would be sad, but at least i could stop searching

 
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Then the same question to you, how many empty container i must post until you accept that 200+ empty Toolcrates in a row are broken in my opinion.
Btw its allready listed as known bug. So not much sense to discuss it. All i ask for is

additional to "LootGamestage" and "LootTier" a "Name" for lootabundance i can adress

Or a simply "Not possible" what would be sad, but at least i could stop searching
Given a percentage based variable as well as variables for each type of loot spawned? 10,000 to 100,000. More is better.

 
They do level designer things. ;)
Can't just drop new POI in a patch because that is only going to cause trouble with existing savegames and then players cry unfathomable tears of sadness. (which are yummy but that's beside the point)
Moar Nu pois? SWEET!

Could someone also look at the proportion of the pois we are getting now? Some seem really plentiful (like the small radio stations, junkyards and poopy pants) and others seem like hen's teeth.

With all the new pois you guys added, I would think we would see fewer duplicates really close to each other. I found three junkyards within a street width of each other the other day!

 
unholyjoe the lootabundance rng is simply broken.Set it to 25% and will not get 25% if these nice Tools or Weapons, no you will get exact Zero

The way i want to mod it it would be possible to strecht the game by low loot amounts but you would still get sometimes a really full container

And who dont like this "Yeaaa baby, a full crate of nice loot" moments

But the silence about my question let me believe that there is no way to realize that :(
As loot is based on player level in the loot.xml, make a new variable called Loot level.

My guess would be to generate a rng that would add to player level. So, 1-900 + player level = Loot Level

A lot of work, but there would be some good moments! :)

 
@faatal,

Am I correctly reading things?

Do zombies get a boost to 200% against blocks impeding their path to the player, plus an additional 10% boost for each zombie in a 1.7 meter radius on the Horizontal and a 1.5 radius on the vertical?

Just curious if I got that right or I am being stupid. Thanks.

 
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Then the same question to you, how many empty container i must post until you accept that 200+ empty Toolcrates in a row are broken in my opinion.
Btw its allready listed as known bug. So not much sense to discuss it. All i ask for is

additional to "LootGamestage" and "LootTier" a "Name" for lootabundance i can adress

Or a simply "Not possible" what would be sad, but at least i could stop searching
If it is any consolation it IS broken. So much so that there is a fix for it, if you edit the dll and the assembly file. I know this because someone on my team FIXED it. Now containers give proper loot at 25 percent.

If someone higher up says its fine, then that's all I need to know about the new hires. Your research is correct Royal.

 
You guys thought about adding particle effect blocks, so that prefabbers can set up scenes like this one?
Not sure how good an idea that is. The lag from people overusing them would be WORSE than your argument about irradiated zombie glows on a horde night obliterating frames. Set a horde on fire to see the results of overused particles coupled with POI and sleeper spawning.

Some things are best left untouched, especially in this highly unoptimized game. I mean, look at the trees? AmIRite? Maybe one of the more talented modders can find a way to do this but WITH proper optimization.

 
Given a percentage based variable as well as variables for each type of loot spawned? 10,000 to 100,000. More is better.
Now you are just being obstinate. If "25% Loot Abundance" means you have a 75% chance of each container being empty then the odds of getting 200 empty containers in a row is 1 in 9721814310366126963951628. If "25% Loot Abundance" means 25% of normal and normal is say 50% on containers then your odds of any single container being empty is 87.5%. The odds of getting 200 empty containers in a row is a lot better. It is now 1 in 396633502959. Both of these odds are so low that getting 200 empty containers in a row means something is BROKEN. Hell, lets say there is a 90% chance of a container being empty. The odds of opening 200 empty in a row is 1 in 1417418549. 99% gives you 1 in 7. So at 99% you could reasonably say 200 empties could just be bad luck.

Edit: Just a note. It doesn't matter how you get to the % chance of a container being empty. It could be several variables interacting.If you find the chance of a container being completely empty and do the math 200 is way too many containers in a row being empty to just shrug it off to luck.

 
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If it is any consolation it IS broken. So much so that there is a fix for it, if you edit the dll and the assembly file. I know this because someone on my team FIXED it. Now containers give proper loot at 25 percent.
If someone higher up says its fine, then that's all I need to know about the new hires. Your research is correct Royal.
Could also let TFP know what the fix is exactly, to save time and let everyone benefit from your team's expertise :)

 
Not sure how good an idea that is. The lag from people overusing them would be WORSE than your argument about irradiated zombie glows on a horde night obliterating frames. Set a horde on fire to see the results of overused particles coupled with POI and sleeper spawning.
Some things are best left untouched, especially in this highly unoptimized game. I mean, look at the trees? AmIRite? Maybe one of the more talented modders can find a way to do this but WITH proper optimization.
Those particular particles are cheap. I don't use expensive particles. Besides, I'm not talking about someone overusing them, I'm talking about giving the vanilla world more atmosphere. The vanilla builders would use them judiciously I think. Modders already have access to them, but when I was making that scene for my vehicle mod screenshot, and I was looking from that rooftop, it seemed so BLAND without the particles... three little blocks giving so much more atmosphere.

 
Really enjoying A17.1. I feels like a good balance to me. There are so few things I dislike about this version that I can hardly think of any right now. I wish some of the mods were placeable on other weapons that aren't allowed, but I'm sure there's a mod for that. I know all of the other issues will be addressed so just wanted to give props to the devs. I love the direction you're going in this game and hope all the negative views people spew about this Alpha doesn't mess with your heads. It sucks when people ♥♥♥♥ on a labor of love that you are proud to share.

Also thanks to RNGeezus for hooking me up with the green running shoes before I even made it to the first trader.

Also I just discovered the joy of electric fences. Not sure why I never used them before, but now it's like a swarm of mosquitos beings zapped by a bug zapper and the sound brings a smile to my face.

 
Really enjoying A17.1. I feels like a good balance to me. There are so few things I dislike about this version that I can hardly think of any right now. I wish some of the mods were placeable on other weapons that aren't allowed, but I'm sure there's a mod for that. I know all of the other issues will be addressed so just wanted to give props to the devs. I love the direction you're going in this game and hope all the negative views people spew about this Alpha doesn't mess with your heads. It sucks when people ♥♥♥♥ on a labor of love that you are proud to share.
Also thanks to RNGeezus for hooking me up with the green running shoes before I even made it to the first trader.

Also I just discovered the joy of electric fences. Not sure why I never used them before, but now it's like a swarm of mosquitos beings zapped by a bug zapper and the sound brings a smile to my face.
Once RWG is fixed half the maddie faces will be happy too. The others can use the a16 progression mod changes. Then 80% of everyone NOT happy right now, will be happy like this :D

 
Once RWG is fixed half the maddie faces will be happy too. The others can use the a16 progression mod changes. Then 80% of everyone NOT happy right now, will be happy like this :D
hmmm, steam review of the last 30 days reached lowest rating (only 48% positive). Seem like people have another opinion. I think they $$$$ed the game up with A17.

 
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