This is exactly how we have it in my game. A couple of bones, a couple of nitrate, some rotten flesh from dead zombies, but you gotta get there in 3 minutes or it poofs. Reduced the harvest from roadside "ribs" to compensate.Keep the occasional loot bag drop currently used, and let the core blocks last for like for 1 minute, after which they disappear. Access to bones and rotten meat for the short term and no clean up after horde night or late game. Maybe get rid of the body bags to compensate and remove rotten flesh from the roadside core blocks but keep the bones.
I thought we already determined in this thread that "cleaning up" was not necessary?I felt like a janitor after hordes. Don´t want that back. Just imagine 32 zombie hordnight and you gotta clean that up. No thanks.
I see. Well, I know their rep isn't the best... but don't you think that you should assume that all features are intended to be bug free? If we based our opinions on whether or not a feature should exist because of bugs it had/has/might have in the future, there wouldn't even be a game to play right now.Things started to lag back then when you had too many lying around. And there was a problem with the timer for dissappearing only running when the player was near the corpse. At least that was said when this still was a thing.
That would be bad coding. It would be better to maintain a single array in memory with timestamps like how all survival games with food decay do it. It would already be sorted by timestamp as objects are added to it. Then you just need one single timer for the whole game that is asleep most of the time.That wasn´t a bug. It was just how things worked. Bad wording from me. Making the timer count constantly would need a hell of a machine to run smoothly.
I can assure you it does not. My game's zombie corpses exist for 300 seconds and then poof. If I get to them in time, I can get a couple of bones and flesh from them. If I can't be bothered, they self-clean. Even on horde night, the game does not lag. I play on a 2015-era Asus laptop with a Core i5, 8GB RAM, and a GTX 960M (2GB I think?).That wasn´t a bug. It was just how things worked. Bad wording from me. Making the timer count constantly would need a hell of a machine to run smoothly.
not really. i hated cleaning up after zombies. just like ChicagoI see. Well, I know their rep isn't the best... but don't you think that you should assume that all features are intended to be bug free? If we based our opinions on whether or not a feature should exist because of bugs it had/has/might have in the future, there wouldn't even be a game to play right now.
You are right about the resources... however, the reason why there is enough elsewhere is because they had to do something after removing the corpses... or there wouldn't be enough, obviously. Just as obviously, if this feature ever did come back, they would then balance things and reduce those resources found elsewhere.
Then why did you?not really. i hated cleaning up after zombies. just like Chicago
And it caused massive lag. That´s why. Does´nt matter to me if it is because of bad coding or not. Also you want your base surrounded by corpses all the time? The timer for decay did not run when you were not around.Then why did you?RipClaw states that they disappeared on their own.
I want to believe either one of you, but I can't believe both you. Either they disappeared or they didn't. Either they caused lag for everybody not on a potato or they didn't. Unless someone wants to load up A16.4 and record the issues and can somehow prove that there was no room for improvement, I can only base my thoughts on the subject using the way I imagine it should work.And it caused massive lag. That´s why. Does´nt matter to me if it is because of bad coding or not. Also you want your base surrounded by corpses all the time? The timer for decay did not run when you were not around.