PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Because the Discussion is still alive

As first the sequence, for a mod i imagine simply imagine 9 Buffs that activate the next one as soon as they run out (the last one activate the first one = slope) (The buffs are invisible)

1 Second Lootabundance 200%

3 Seconds Lootabundance 25%

2 Seconds Lootabundance 100%

1 Second Lootabundance 200%

7 Seconds Lootabundance 25%

2 Seconds Lootabundance 100%

1 Second Lootabundance 200%

1 Seconds Lootabundance 100%

9 Seconds Lootabundance 25%

For the player there is no way to know what lootabundance is currently active. He would perceive this as random

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About the Lootabundance. Please forget completly these "Openened Containers that are only Deco now" they are 100% not touched by this.

Make a testpoi with 100 Containers in it (Shotgun, Tools, ....)

Copy your savegamefolder

Load savegame and during that set other lootabundances. This works flawless during a running game.

The only question is if it is possible to alternate this value by a XML edit with a sequence like above

 
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I am pretty sure the closed containers are just static blocks and have nothing to do with this. I could be wrong but I just don't see those as being involved in this. How would changing the loot abundance after the game starts work if they are? Once they are open that's it. They will never spawn loot.
Exact this, its simply so that as soon a poi has spawned in the world a "Disabled container" is a disabled container for ever (Except the game respawns the poi, like with a quest). They are like broken workstations. 100% not touched by loot abundance (at least after poi generation, hmm i make a test)

I set loot abundance to 5000% and started a new game.

Still (arround) the same amount of disabled Containers as allways. And even if i only checked one poi, i guarantie that all pois look like this. (50%?) of the Container are disabled (by the complete other other system) during the ultra high loot abundance fill the rest so far up as the lootlist allow it (max items)

6EF4E88B866EDD3FA636D28A9D2AB39E9AE1F878


 
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I had an idea after my last post that maybe if you get too close to a Z they can grab you & you would have to mash A & D to escape their Grasp.

Siiiiiighhh.. arent there enough games with this telltale combat crap already..? Seriously.. let's not promote that kind of cheap AF combat..

Seriously, just a huge Sigh....

 
Siiiiiighhh.. arent there enough games with this telltale combat crap already..? Seriously.. let's not promote that kind of cheap AF combat..
Seriously, just a huge Sigh....
The two games that had the most fun combat vs zombies for me were State of Decay and Dead Island. Curb stomping never gets old!

 
Idea worth sharing with tfp

Loving the game so far

just had a idea i wanted to share with tfp. I was wondering if you guys could make it to where some of the country houses had a hole in one of the walls, and inside would be a den of sleeping animals. I think it would be awesome to go into a country house and wake up a pack of wolves, or flock of vultures that claimed the house!!!

just thought it was a idea worth sharing....keep up the great work tfp

 
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That much I know is incorrect. I started enough Nav maps during the beta phase to test it. :)
If you go to a POI during one Nav map, then start a new Nav map, and go to the same POI, the cabinets (or whatever) that are open in one map can be closed in the other (and vice versa).

It was kind of a PITA for me, since I like to set up shop in the same Nav house, and in my current playthrough the house's fridge is permanently open (where it was closed on previous playthrough). Oh well, c'est la vie.
And that is why I HATE the whole idea of them spawning as "open". They aren't just spawning as open they are spawning as static blocks and therefore never usable. It was a very poor design decision in my opinion. Yes, they made it easier to loot a building(I don't know why they felt the need to make it easier but whatever) but they also dramatically lowered the number of blocks that could be interacted with in any way other than destroy. By definition that made the game less than what it was before. :(

 
Exact this, its simply so that as soon a poi has spawned in the world a "Disabled container" is a disabled container for ever (Except the game respawns the poi, like with a quest). They are like broken workstations. 100% not touched by loot abundance (at least after poi generation, hmm i make a test)
I set loot abundance to 5000% and started a new game.

Still (arround) the same amount of disabled Containers as allways. And even if i only checked one poi, i guarantie that all pois look like this. (50%?) of the Container are disabled (by the complete other other system) during the ultra high loot abundance fill the rest so far up as the lootlist allow it (max items)

6EF4E88B866EDD3FA636D28A9D2AB39E9AE1F878
Oooh. Thanks for testing that. I wanted to last night but was just too lazy. My potato PC just takes too long to build worlds. :(

 
Loving the game so farjust had a idea i wanted to share with tfp. I was wondering if you guys could make it to where some of the country houses had a hole in one of the walls, and inside would be a den of sleeping animals. I think it would be awesome to go into a country house and wake up a pack of wolves, or flock of vultures that claimed the house!!!

just thought it was a idea worth sharing....keep up the great work tfp
There is a POI similar to that near the hospital in Diersville. Maybe not a "country house", specifically, but the idea was the same. There are a couple others were bears made themselves a home as well.

 
And that is why I HATE the whole idea of them spawning as "open". They aren't just spawning as open they are spawning as static blocks and therefore never usable. It was a very poor design decision in my opinion. Yes, they made it easier to loot a building(I don't know why they felt the need to make it easier but whatever) but they also dramatically lowered the number of blocks that could be interacted with in any way other than destroy. By definition that made the game less than what it was before. :(
I like the look that they give, but it might be nice if they started as lootable and some had a chance to change to the "open" state when looted. Regarding gameplay, this would only affect those with loot respawn, but for everybody it would add to the aesthetic without taking away from the looting experience.

There is a POI similar to that near the hospital in Diersville. Maybe not a "country house", specifically, but the idea was the same. There are a couple others were bears made themselves a home as well.
Yup. Gave my friend quite a fright after he fell into the POI and didn't yet know the way out. Meanwhile, I stayed up top and shot arrows down. :)

 
Regarding Loot Abundance... What if this value doesn't apply to a container until there's loot in it?

Closed Cabinet, say it has a chance for 0, 1, or 2 loot categories.

Possible categories are Cabinet1, Cabinet2, CabinetRare, and CabinetUltraRare.

Cabinet1 and Cabinet2 categories have a chance of 0, 1, 2, 3, or 4 items.

CabinetRare has a chance of 0, 1 or 2 items.

CabinetUltraRare has a chance of 0 or 1 items.

Now, open a cabinet:

1) If you hit the 0 for number of loot categories, you get nothing. Nothing * LootAbundance is still nothing.

2) If you get 1 category, but roll 0 items in that category, you get nothing. Nothing * LootAbundance is still nothing.

Etc.

LootAbundance could maybe ONLY apply to items actually found... So if you got a category, and you got 4 items from those categories, then you apply LootAbundance. 4 * 25% = 1 item. 4 * 200% = 8 items. But 0 * LootAbundance will always = 0 items.

Just a thought.

 
And that is why I HATE the whole idea of them spawning as "open". They aren't just spawning as open they are spawning as static blocks and therefore never usable. It was a very poor design decision in my opinion. Yes, they made it easier to loot a building(I don't know why they felt the need to make it easier but whatever) but they also dramatically lowered the number of blocks that could be interacted with in any way other than destroy. By definition that made the game less than what it was before. :(

I believe that is completely moddable. Look in the blockplaceholders.xml file. You can adjust the percentages for open and closed containers.

 
As first the sequence, for a mod i imagine simply imagine 9 Buffs that activate the next one as soon as they run out (the last one activate the first one = slope) (The buffs are invisible)
The problem I see with this method is:

A player will, if he loots a box and find crappy loot, stop looting and wait a while before continuing.

If he instead finds good loot, he will go into a loot frency no piranha could have ever thought possible.

Well, if you like that, go for it. But wouldn't it be better if there just was a small chance to get some phenomenal loot at any time?

For example you could put in lines into each lootgroup with a very low chance but with a minumum of 2 times the maximum the normal would give you. Example:

In the ammo loot group there is the line

<item name="ammo762mmBulletFMJ" count="1,20"/>

Add a first line

<item name="ammo762mmBulletFMJ" count="40,80" prob="0.01"/>

Since this is the first line, every hundreth time you normally would get some small amount of ammo you would get 40-80 bullets of 7.62 instead

 
I've got a request to make... can you PLEASE add rotations to wooden signs so that we can place them diagonally, on the ground and on the ceiling? And if you are really feeling like it, maybe add an electric powered neon sign that works like a wooden sign but lights the letters when on. :)

 
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