PC No more exploding loot in A17?

ubai

New member
I decided to start a new game the other day and on the first 7 day horde I was reminded of an annoying issue: when you kill a zombie and its "corpse" is on top of another one, the loot falls down and explodes. Since zombies can occupy the same space and tend to clump up, this means that I usually end up with only two or three lootbags at the end of a bloodmoon no matter how many zombies I kill.

I know that there are ways to mitigate this by getting the zeds to follow you around some kind of parapet or whatever, but it bugs me and I am wondering if this will be fixed in A17. Also, if there is a way to turn this off in the XML files I would like to know that too. I don't care if the loot corpse thing is floating in the air, I want my lewts! :p

Thanks,

Matt

 
Zombie loot has been reduced in A17, also corpses will disappear after a few seconds leaving a bag if they do have loot. So I'd say there is definitely less chance of that happening but not seen any dev comment on that specific issue.

 
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Zombie loot has been reduced in A17, also corpses will disappear after a few seconds leaving a bag if they do have loot. So I'd say there is definitely less chance of that happening but not seen any dev comment on that specific issue.
Some will have loot? I got the impression that zombie looting was eliminated completely.

 
Some will have loot? I got the impression that zombie looting was eliminated completely.
From the dev diary:-

Zombies are no longer lootable nor can they be harvested. 8/26/18

Bodies despawn instead of changing to gore blocks. 8/26/18

If zombies have loot they will drop a loot bag. 8/26/18

 
Some will have loot? I got the impression that zombie looting was eliminated completely.
The only way you can get this impression is by not listening to what madmole was actually saying in the video, or by listening to all the other people who didn't bother to listen. SO many are just making assumptions that it's gone entirely, when that was never once stated to be a thing.

 
I've been listening and reading well and still would have preferred if MM actually had SHOWN at least one situation where that supposed loot bag drops. I bet that tiny difference in presentation would have prevented a lot of drama... eh who am I kidding. :D

I hope those drop bags don't despawn too fast and can't be destroyed accidentally (cop explosions and shotgun turrets currently have a chance to do that to player bags, it seems).

 
Afaik he can't demonstrate that because it's not hooked up yet. At least that's the last I heard from ROland, that zombie loot was not enabled at this time.

 
I'm not sure this whole "less loot on zombies" thing is a good idea.

What's the incentive to kill them instead of trap them?

There's buggy ways to keep them running in circles or whatever and since we're getting little to no loot.... why bother killing them?

I dunno.... I'm not sure this is a good idea but I guess we'll see when A17 comes out.

 
In a17 you won't be killing zombies. Killing means they respawn, but since there is a max amount of zombies that are present, its better to trap them. so you will just be building a few deep holes, and fill them with straw-blocks, since you don't want the zombies to get hurt from fall damage.

 
I'm not sure this whole "less loot on zombies" thing is a good idea.
What's the incentive to kill them instead of trap them?

There's buggy ways to keep them running in circles or whatever and since we're getting little to no loot.... why bother killing them?

I dunno.... I'm not sure this is a good idea but I guess we'll see when A17 comes out.
I'm all for it - zombies shouldn't be a loot pinata. They should be something to be avoided where you can, and tackled only where necessary. That's how I'd be rolling if I were in such a situation in real life, and it's never made sense to me that the game would incentivize active farming of what was supposed to be the primary survival threat.

 
the loot will be much less. which is a good thing. the zombie delivery system is finally going down. i have been in my base all the time and have been well supply'd. i only wish the perks on loot will be gone / easily modded away. since A14 looting isn't fun anymore. gated loot is terrible and have made my friends stop playing.

 
and it's never made sense to me that the game would incentivize active farming of what was supposed to be the primary survival threat.
Kill XP has to go as well (especially if you get xp from using weapons/damaging enemies like now), or become as minimal as the rate of experience you gain from other sources (if you don't). If it doesn't go away, people will still be compelled to "grind" zombies (and ironically later complain that the grind is getting boring). The gameloop/"grind" must be centered around survival.

 
It´s just that the survival isn´t actually hard in this game. You are never in danger of dehydration or starving. Keeping your temperature is also not a challenge at all.

Nice idea but we would need an actual challenge in the survival part of the game for that.

And no, playing on super hard settings doesn´t count. The balance for the game needs to be around default.

 
It´s just that the survival isn´t actually hard in this game. You are never in danger of dehydration or starving. Keeping your temperature is also not a challenge at all.
Nice idea but we would need an actual challenge in the survival part of the game for that.

And no, playing on super hard settings doesn´t count. The balance for the game needs to be around default.
Yep.

 
It´s just that the survival isn´t actually hard in this game. You are never in danger of dehydration or starving. Keeping your temperature is also not a challenge at all.
Nice idea but we would need an actual challenge in the survival part of the game for that.

And no, playing on super hard settings doesn´t count. The balance for the game needs to be around default.
"default" is for new players. You are already very experienced and should be using "hard".

But unlike previous alphas A17+ "hard" should not just change damage and HP values of zombies but influence scarcity of loot and food (because an experienced player should know much better where to find specific loot).

In A16.4 you already have the choice to set loot to any percentage, you really should do that if survival seems too easy to you. I always forget to do this as well, it is so easy to overlook. Only in my last restart I remembered to finally adjust this value.

 
In A16.4 you already have the choice to set loot to any percentage, you really should do that if survival seems too easy to you.
In my experience, this setting makes an insubstantial difference. Food gets easily stockpiled even with reduced animal numbers, water was always non-issue, meds are not really needed, some items were a little harder to acquire and that's that. In a parallel universe where the reasons for getting these things matter more/are constant, it could have made a real difference. Not in this one though.

 
In my experience, this setting makes an insubstantial difference. Food gets easily stockpiled even with reduced animal numbers, water was always non-issue, meds are not really needed, some items were a little harder to acquire and that's that. In a parallel universe where the reasons for getting these things matter more/are constant, it could have made a real difference. Not in this one though.
When it comes to food in particular, farming inevitably renders it moot. The nature of geometric progression (and to work, farming has to give at least 2 outputs for each input) means that, sooner or later, no matter what TFP does with the default growth timers and the like, any even halfway dedicated farmer will be literally swimming in food.

 
I'm not sure this whole "less loot on zombies" thing is a good idea.
What's the incentive to kill them instead of trap them?

There's buggy ways to keep them running in circles or whatever and since we're getting little to no loot.... why bother killing them?

I dunno.... I'm not sure this is a good idea but I guess we'll see when A17 comes out.
Umm 2 lvl up duh.

Plus it will be better loot than junk items.

 
When it comes to food in particular, farming inevitably renders it moot. The nature of geometric progression (and to work, farming has to give at least 2 outputs for each input) means that, sooner or later, no matter what TFP does with the default growth timers and the like, any even halfway dedicated farmer will be literally swimming in food.
Of course, why would anyone think that changing the timers would be helpful? A resource sink to grow food like fertilizer (which from my understanding goes away in A17, no more human turds) and spoilage would do the trick just fine.

 
Of course, why would anyone think that changing the timers would be helpful? A resource sink to grow food like fertilizer (which from my understanding goes away in A17, no more human turds) and spoilage would do the trick just fine.
Spoilage won't stop farming invalidating any long term food concerns. All it will do is ensure farming is done only on an "as needed" basis, rather than do to generate giant stockpiles of food.

Don't get me wrong, I'd hate to see farming removed, but so long as it's there, food won't ever be a long term issue (but I'm ok with that, given that I do enjoy the farming from time to time and don't want to see it removed).

 
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