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Dynamic Loot Spawning

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Noticed this in the patch notes, was bit surprised not to see a discussion about it as its one of the bigger points (for me anyways) with this patch. Anyone got any ideas how it works yet...like is it the quadrant system or per building like the mod?

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Maybe this is why I saw a line of trousers and trainers in about 6 neat rows, almost making a perfect square shape in the middle of a street?

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If you're referring to loot respawning...which is only working on Experimental, the evidence seems to point to a "building" based system. As a building is cleared out, new loot respawns there (or near there).

 

I'm basing this mainly on posts on Reddit which showed players clearing out a specific building trying to force the respawn of loot. I'm sure the devs are trying to work out the kinks and eliminate exploits like that still which is why it's not on Stable yet.

 

But I'm interested to know what's behind it too (building versus quadrant). I remember earlier Rocket discussions mentioning the quadrant system, but have heard nothing of it since.

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I heard from a couple of people that there are zones that detect player inactivity to replace loot

 

 

for example

 

If quadrant/zone [x] = vacant for [y time] then loot [blahblahblah]

 

I feel like this is one of the only ways to do respawning loot, and it has to be reliant upon some sort of player detection. Because if it isn't, and is simply based on a timer for vacant loot spawns, then someone could simply do an entire lap through somewhere like berezino or cherno and then start all over once the loot starts to respawn

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I heard from a couple of people that there are zones that detect player inactivity to replace loot

 

 

for example

 

If quadrant/zone [x] = vacant for [y time] then loot [blahblahblah]

 

I feel like this is one of the only ways to do respawning loot, and it has to be reliant upon some sort of player detection. Because if it isn't, and is simply based on a timer for vacant loot spawns, then someone could simply do an entire lap through somewhere like berezino or cherno and then start all over once the loot starts to respawn

 

Agree this is one of the few ways to do it.

 

I would also like it for the loot system to be dynamic in a way that encourages looting in fully populated servers.

 

Empty server = no loot cant even find some rags.

 

Fully populated server = good loot plenty of loot.

 

This could also fix server hopping since people would not be able to jump into empty servers to gear up  + they can make any nearby loot disappear when you server hop into a server.

Edited by gibonez

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How it currently works2014-07-31_00001.jpg

A little broken it seems to though do a check for an area and spawn loot in as removed when no one is there but it seems some spots draw all the loot respawning and the other areas get none or very little. A start hoping next patch smooths it out some though LOL..

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Let's be happy that we have loot respawn that's working and not cause rubberbanding to hell.

But ofcourse this system needs a lot of tweaking to be good.

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If you're referring to loot respawning...which is only working on Experimental, the evidence seems to point to a "building" based system. As a building is cleared out, new loot respawns there (or near there).

 

I'm basing this mainly on posts on Reddit which showed players clearing out a specific building trying to force the respawn of loot. I'm sure the devs are trying to work out the kinks and eliminate exploits like that still which is why it's not on Stable yet.

 

But I'm interested to know what's behind it too (building versus quadrant). I remember earlier Rocket discussions mentioning the quadrant system, but have heard nothing of it since.

 

Its in the patch notes for stable, no (disabled for this update) or anything :(

 

Thanks for the info, I like the building system. When they said it was going to be per quadrant I thought what!?!? that's a huge step backwards from per building. Preferably id like to just see the mods style in there, approach building loot spawns (OFC managed by the global loot economy) then walk away and it despawns :)

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Let's be happy that we have loot respawn that's working and not cause rubberbanding to hell.

But ofcourse this system needs a lot of tweaking to be good.

 

It was never really needed.

 

Loot was already easy to come by before respawning loot yet the easy mode people cried and cried.

 

Some good can come out of respawning loot hopefully the devs use this as a means to stop server hopping and to actually make everything even rarer than before by not being able to let servers abuse restarting servers to populate the loot.

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It was never really needed.

 

Loot was already easy to come by before respawning loot yet the easy mode people cried and cried.

 

Some good can come out of respawning loot hopefully the devs use this as a means to stop server hopping and to actually make everything even rarer than before by not being able to let servers abuse restarting servers to populate the loot.

 

Im hoping the loot system ties into persistence so a restart will mean nothing but a little more server performance. So when its restarted it comes back with loot in exactly the same places as before. That would kill the restart mentality outright. For rairity, its something that cant really be tweaked till they finish populating the tables, add some more junk loot and refine the systems a bit :)

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Im hoping the loot system ties into persistence so a restart will mean nothing but a little more server performance. So when its restarted it comes back with loot in exactly the same places as before. That would kill the restart mentality outright. For rairity, its something that cant really be tweaked till they finish populating the tables, add some more junk loot and refine the systems a bit :)

That side of persistance and dynamic loot spawning is working a restart doesnt change any of the loot that was there if it was a rotten kiwi and a tshirt before restart after restart its still the same rotten kiwi and a tshirt. I have found its made looting a little tougher until you find the mega loot towers..

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In a deerfood-shack (or dont know how its called, that small wooden house in the forest with a chickenladder) i searched for a tent. There was only a chemlight which i havent found yet and took it with me only to notice that right in the moment i grabbed it another item spawned. I grabbed it too, and the next item appeared at once and so on and so on and so on. I pulled out DOZENS of more or less usable items until we finally got two tents and went away. But it was not repeatable at another shack of the same type elsewhere. This really sucks. because i thought the respawn is bound to the types of buildings and that the respawn is maybe 1 or 2 hours and disabled if a player is in a zone within a radius of several hundred meters. This instantly respawning item bug must be eradicated asap because it destroys totally the gameplay.

Edited by BerZerK_SR
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Loot respawns in a new loot spawn within 1km of where the loot was taken. Get on reddit. Saw an explanation there. Pretty much allows you to cycle solo buildings but not bases or cities

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It was never really needed.

 

Loot was already easy to come by before respawning loot yet the easy mode people cried and cried.

 

Some good can come out of respawning loot hopefully the devs use this as a means to stop server hopping and to actually make everything even rarer than before by not being able to let servers abuse restarting servers to populate the loot.

 

I disagree. Loot respawn mechanics was needed, having this tied to server restart is stupid and allows for more effective server hopping.

Now atleast when somebody is loot cycling say Balota, you have chance to shoot that dude.

 

I believe that after some tweaking, like introducing cooldown before stuff respawns, it will be very good.

Let's not forget that balancing was not done at all and will happen once SA gets to Beta phase.

 

TL;DR: Standalone needed respawn mechanic, it just needs to be expanded and polished.

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If you're referring to loot respawning...which is only working on Experimental, the evidence seems to point to a "building" based system. As a building is cleared out, new loot respawns there (or near there).

...

 

It is definitelly in stable and quadrant based. BerTerk_SR already described it, the one deer stand was probably the only loot spawning building in the quadrant. You take an object, an object spawns. Simple, but it obviously needs to be refined. Currently it has nothing to do with someone being near the spawn point, plenty of things spawned with me being less than 10 meters away at tests.

 

Now if it were building based as well, you would could go into the neaf ATC and pick everything up and drop it again - ATC loot would keep spawning, because there is no other ATC near there. Try it. The size of quadrants is about 1km² (if I remember correctly), a closer analysis of the situation was linked somewhere in the experimental discussion.

 

It is really only very basic currently and we get loot with server restarts. I think any spawnable item can spawn when you pick something up. So without loot spawning at restarts, we would soon be left with nothing but rotten fruit and other unusable stuff, because only usable stuff is picked up, but the resulting spawn could be something unusable. The work around would be that ppl pick up everything and dump it somewhere where loot does not spawn (to keep already picked up loot that spawned something new visibly seperated so others don't pick it up again) and triggering loot spawns that way .

 

Currently it is really the most basic form and an invitation for exploiting the mechanics. As it is hardly a secret any more (I tested it myself and the loot orgies prove others have done it too), test it on Green Mountain in the prison. Pick it clean, carry everything outside and look at the freshly spawned loot. At least AKMs and AK101 don't spawn there or it would be completely ridiculous, but everything prison related is there, so...they really need move quadrants with only a few spawn points into other quadrants for a start (or do something else to prevent this). And then they need to tweak, refine and add much more complexity. But it is a succesful start.

Edited by bautschi
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It is definitelly in stable and quadrant based.

Awesome. I was confusing the loot respawning with persistent items and storage. Thanks for the explanation which sounds spot on.

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basically if you pickup loot something else spawns in a 1km range. In certain places like deer stands it means the second you pick something up, something else spawns. Vybor military base is also excellent for this you pick up something in the jail and something spawns elsewhere get 4 guys one working each barracks and the jail and you got infinite spawns.

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basically if you pickup loot something else spawns in a 1km range. In certain places like deer stands it means the second you pick something up, something else spawns. Vybor military base is also excellent for this you pick up something in the jail and something spawns elsewhere get 4 guys one working each barracks and the jail and you got infinite spawns.

 

And I only mentioned Green Mountain to maybe prevent that absolutely everyone is runing around with an AKM or AK101...I hope that is hotfixed soon.

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