That is not risk/reward. It is just silly. There is no reason that loot despawns before the player can get to it. This is a rather dismissive response to what seems to be a rather justified request. Sure, TFP is under no requirement to take the suggestion to heart and implement it but I do think it is quite valid to state the loot bag that drops should be something that I can recover in a reasonable manner.Except I can’t agree to that because my whole point was that the current persistency is fine. How about we agree that if you’re willing to leave your safety to get the bags before they disappear then you get the loot and if you’re too ascared then you miss out and lose the BM. Risk for rewards makes the rewards much more rewarding which is why I actually want the top speed of enemies in the game to be increased a smidge. Right now it’s a bit too easy to go grab the bags even with enemies still spawning locally.
<!-- Coloured loot-backpacks that drop off of killed zombies -->
<entity_class name="EntityLootContainerRegular">
<property name="Mesh" value="LootContainers/zpackPrefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityLootContainer"/>
<property name="Parent" value="Backpack"/>
<property name="IsEnemyEntity" value="false"/>
<property name="TimeStayAfterDeath" value="300"/>
<property name="LootListOnDeath" value="70"/> <!-- used to determine container X/Y size -->
<property name="Faction" value="none"/>
</entity_class>
<entity_class name="EntityLootContainerStrong">
<property name="Mesh" value="LootContainers/zpackPrefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityLootContainer"/>
<property name="Parent" value="Backpack"/>
<property name="IsEnemyEntity" value="false"/>
<property name="TimeStayAfterDeath" value="300"/>
<property name="LootListOnDeath" value="71"/>
<property name="Faction" value="none"/>
</entity_class>
<entity_class name="EntityLootContainerBoss">
<property name="Mesh" value="LootContainers/zpackPrefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityLootContainer"/>
<property name="Parent" value="Backpack"/>
<property name="IsEnemyEntity" value="false"/>
<property name="TimeStayAfterDeath" value="300"/>
<property name="LootListOnDeath" value="73"/>
<property name="Faction" value="none"/>
</entity_class>
<entity_class name="Backpack">
<property name="Mesh" value="LootContainers/backpack_droppedPrefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityBackpack"/>
<property name="Parent" value="Backpack"/>
<property name="TimeStayAfterDeath" value="3600"/> <!-- player death backpacks will go poof after this many seconds. 0 means 0, not infinite. -->
<property name="IsEnemyEntity" value="false"/>
<property name="LootListOnDeath" value="2"/> <!-- used to determine container X/Y size -->
<property name="Faction" value="none"/>
</entity_class>
1. shoot them and you'll gain levels every horde night. It's your choice to not actively defend your base with guns/arrows/melee.So, we put in the time and effort to build ourselves a nice little base with some turrets for protection and in return we get:1- NO experience
2- NO loot
3- And our base ripped down in record time by wrecking balls disguised as zombies.
How about we just get honest and take building out of the game all together.
Go into the mine and gain levels every day1. shoot them and you'll gain levels every horde night. It's your choice to not actively defend your base with guns/arrows/melee.
Funny. I always thought that hard work should be rewarded and not gambling.2. take a risk and get rewards![]()
The zombies stack themself up in one spot due their pathfinding. With the changes in the AI in 17.2 some zombies randomly bashes on the base which makes them very unpredictable and nothing is worse for a good base design than zombies that behaves unpredictable3. You must have a ♥♥♥♥ty base then, the second pathc of a17 I had a base design that works fool proof with no rampsdont use wood and expect it last. Dont stack them up in one spot
![]()
+ 1 billionFunny. I always thought that hard work should be rewarded and not gambling.
Funny. I always thought that hard work should be rewarded and not gambling.
No, I actually agree about the persistence of loot!What I didn't agree with is the character being able to safely run away.
My point is that the loot bags currently are recoverable in a reasonable manner and I outlined exactly why. Being that we can run faster than the enemies you can go get the loot bags in easily under two minutes.That is not risk/reward. It is just silly. There is no reason that loot despawns before the player can get to it. This is a rather dismissive response to what seems to be a rather justified request. Sure, TFP is under no requirement to take the suggestion to heart and implement it but I do think it is quite valid to state the loot bag that drops should be something that I can recover in a reasonable manner.
Exactly this. The default is 300 seconds. That's 5 minutes. Which is for freaking ever in game time.My point is that the loot bags currently are recoverable in a reasonable manner and I outlined exactly why. Being that we can run faster than the enemies you can go get the loot bags in easily under two minutes.
Sorry but that’s how I see it. I’m just speaking for myself on this one and am not dismissing anyone out of hand. You want to stay 100% safe? Fine. Nobody is forcing you to go get the loot. You want to get 100% of the loot? Fine. Nobody is forcing you to stay where it’s safe.
I happen to think the current status is fun. I hope the guy can change it with xml edits for himself but I don’t see anything that needs fixing in regards to the loot persistence.
Lazy?There is absolutely no reason the developer should change the despawn from 5 minutes just because players are lazy or scared.