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johetv@gmail.com

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About johetv@gmail.com

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  1. johetv@gmail.com

    Experimental Branch: 0.46 Discussion

    Well, this subject is a double-edged sword if I ever saw one. On first glance, we have a massive surplus of lootable items, weapons, food, clothing, what have you, due to abuse of the extremely simple loot respawning. On the other hand, we have locations where no loot spawns at all, due to persistent loot keeping in the trash (rotten fruit, ruined items, bambi gear etc.), This does not encourage any form of cooperative behaviour between strangers, but merely makes every single encounter a loot piñata, or a possible threat to your cycling endeavours. Too lazy to cycle? Let someone else do it and kill people to gain better loot, time and time and time again. No loot spawning/not the right loot spawning? Cycle the life out of the building. The reverse-edge of the sword is the alternative: extremely scarce loot. The competition would kill all player-to-player communication by default, and force the loot piñata syndrome to blow out of proportion. Anti-abuse emechanics would be a bonus, player-based tracking of who looted in the past 15 minutes, despawning player-dropped loot, basically just making the mechanics harder to abuse. But what about military loot? What about the treasure troves? Let them be, let players decide what they wish to do. Possibly, giving server administrators "Game Master"-like properties, being able to set up safezones, NPCs, regulate the server to a large degree based upon the needs and wishes of the server population to promote good gameplay and wellbeing of the server. I have no idea, but the KOS-mentality, the lootless locations, the need to cycle, cycling ruining the loot economy, basically all of this really ticks me off and deducts from the playability and functionality of the game itself.
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