Sniper-Wolf 37 Posted November 14, 2014 So we've seen pictures or encountered it ourselves where there are certain buildings where there is a massive amount of loot due to persistence being screwed up. My question is what determines which buildings get bugged amounts of loot? For example at NWAF, there was only one military building (im not going to point it out) with bugged loot whereas all of the other buildings had consistent or low amounts of loot. At a different location, all buildings were bugged. A shed just outside of this area was normal but another shed within the area was glitched with pickaxes, paint, leather sewing kits, etc. Meanwhile in Vybor, nothing was out of the ordinary for any building (that I checked into anyway Police station, random houses, sheds, etc). Also the same buildings seem to be consistent on persistence servers whether they are bugged or not. So what makes one building bugged but not another? Share this post Link to post Share on other sites
Steak and Potatoes 13480 Posted November 14, 2014 (edited) Quote from Eugene on the 12th in regards. Quote Don't get too disheartened if loot goes back and forth and all over the place. This is gonna take a while, we need new tech for item spawning. To implement better type and distribution logic. Don't expect it today. And I`m not sure what you mean by fixing persistence. Its a alpha feature. It fails sometimes. Servers don't lock up anymore. Don't crash as much (70% decrease over 0.49). When it gets corrupted it selfheals. You loose your stashes more to thieves than to corruption itself. Loot does not reset, ever, its persistent so if there is no loot in some place, there wont be after restart. Its how its supposed to be. The problem with distribution of loot is in tech that can implement logic and type based spawn system on area wide spawn point matrix. The loot system has a priority that cannot be overridden atm, so if you live in general area the chance system simply ends up filling certain areas in high quantities. Its not a bug. Its how the system works, its simply a list of areas and spawn points in binary that it goes through like a waterfall and spawns items. Because of how that works with chance based spawn list it simply ends up spawning high amount of items in small amount of areas with no regards to types that need to spawn. (thats why there are high amounts of unusable items). But this system is going to get replaced (second iteration of global economy). The tech isnt available to change it yet. So this is mostly intermittent state that gives us more data. We need new tech for item spawning to fix that. Its chance and priority based and simply will get to this point. No matter how we set it up. So once the new tech is in we can get the full vision of how it should work. First iteration was about being able to set chances/lifetime etc from database and change it in realtime without maintenance. New iterations are at least two months off from now. This months stable is aimed at three features, December might just be some holiday stuff. January is gonna hit another batch of big ones. There is only so much we can do to battle it, so its gonna be better but not by leagues. I expect a January stable release to have type distribution tech. We dont have an economy to speak about. Its mostly a chance based priority distribution system. Edited November 14, 2014 by Steak and Potatoes 3 Share this post Link to post Share on other sites