Karmaterror 982 Posted December 11, 2014 (edited) The question is thought,how are they going to implement it.I see 2 ways this can be possible. 1- Have the loot spawning on every container server calculates everything,no need for a player trigger,persistance is achived if a player "claims" the container,all the unclaimed containers reset and have their loot randomized again upon server restart. 2-Interaction with the container triggers a percentage chance for X item to spawn.Already interacted containers reset at X amount of time,persistance is made possible only if a player "claims" the container. It would make life a lot harder for them if it was to be a persistent storage container with an inv of its own. But because items already persist on there own there would be no need for it to be a persistent container. Itcould be just a more immersive way of having loot spawn. I saw a while ago the idea to grab items (ala fallout/skyrim) and move them around. Now if we had something like that, and say moved a bloodbag to a fridge. there could be a trigger that adds conditions to items within the fridge. Like keeping bloodbags cold, meat fresh for longer ect Bottom line for me is they abandoned this in favour of making every item persistent....so now all we need is a model with interactive door and conditions for items that are within that model :) Edited December 11, 2014 by Karmaterror Share this post Link to post Share on other sites
Private Evans 1303 Posted December 11, 2014 (edited) Collecting apples, woms, twigs, berries stones grass, chicken feathers etc works exactly the same way as loot containers ...so do tents vehicles, backbacks, fishtraps and rabbit snares..so what"s the problem with having for example a rubbish skip as a loot container for empty pet bottles and rotten food ...by looking at it you would get a context menue saying "do you want to dig in the garbage?" then pressing F would start animation and sound ( same way as apple picking) ..after a while you probably get this message "you have found something"...look in your inventory ...voila some rotten kiwis and a damaged empty pet bottle....Some other examples...ammo and weapon crates in miltary bases...or the lockers in the barracks could have a chance of spawning uniforms ...etc etc..the possibilities are endless...This does not mean that there is no loot lying on tables, under beds or simply on the floor....it would make looting just more interesting and also would save a lot of server performance.... As far as it goes for Fallout and The Elder Scrolls...Rocket statet more than one time that they are taking a lot of inspiration from this games.... ;) Edited December 11, 2014 by Private Evans Share this post Link to post Share on other sites
Karmaterror 982 Posted December 11, 2014 (edited) Collecting apples, woms, twigs, berries stones grass, chicken feathers etc works exactly the same way as loot containers ...so do tents vehicles, backbacks, fishtraps and rabbit snares..so what"s the problem with having for example a rubbish skip as a loot container for empty pet bottles and rotten food ...by looking at it you would get a context menue saying "do you want to dig in the garbage?" then pressing F would start animation and sound ( same way as apple picking) ..after a while you probably get this message "you have found something"...look in your inventory ...voila some rotten kiwis and a damaged empty pet bottle....Some other examples...ammo and weapon crates in miltary bases...or the lockers in the barracks could have a chance of spawning uniforms ...etc etc..the possibilities are endless...This does not mean that there is no loot lying on tables, under beds or simply on the floor....it would make looting just more interesting and also would save a lot of server performance.... As far as it goes for Fallout and The Elder Scrolls...Rocket statet more than one time that they are taking a lot of inspiration from this games.... ;) Does it though?When I search for sticks it just spawns them on the ground when I search. There is no container involved. Why do we need persistent containers when every item persists anyway? It seems like over engeneering when we could just physically put the item inside a model and it will persist, not having to have containers everywhere. The only reason containers were planned this way was because they weren't going to make every object persist. PS im for all the ideas of storage containers in your post, but whats wrong with a model on which the lid/door opens and you just dump the already persistent loot inside? Some could be lockable...like...lockers lol. If you have a lockpick you can dump the items inside and lock it up. If someone picks it open they get the items, if they shoot it open they could damage whats inside :) Edited December 11, 2014 by Karmaterror Share this post Link to post Share on other sites
Deathlove 2286 Posted December 11, 2014 (edited) True, but what would be the fun in that?This is a survival game. Its not SUPPOSED to be fun remember? lol Also we need more useless shit to rummage though and find that would essentially show that ppl were not prepared for this disaster prior to it happening. It would feel more real anyways if you ask me. Going through garbage and useless items just to find that possible gem that you can actually use or take advantage of. Edited December 11, 2014 by Deathlove 1 Share this post Link to post Share on other sites
Damnyourdeadman 1045 Posted December 11, 2014 (edited) Why do we need persistent containers when every item persists anyway? It seems like over engeneering when we could just physically put the item inside a model and it will persist, not having to have containers everywhere. The only reason containers were planned this way was because they weren't going to make every object persist. Well,the problem is in defining which containers should items respawn.Item respawn is essential,because Chernarus is in danger of becoming loot-clean.Marking a container for personal use in some way,does not allow further loot respawn,and makes the specific deposited loot persistent upon server restart. Edited December 11, 2014 by Damnyourdeadman Share this post Link to post Share on other sites
Karmaterror 982 Posted December 11, 2014 (edited) Well,the problem is in defining which containers should items respawn.Item respawn is essential,because Chernarus is in danger of becoming loot-clean.Marking a container for personal use in some way,does not allow further loot respawn,and makes the deposited loot persistent.Good pint, maybe some models could be for spawning loot and some are literally just empty all the time and options for adding loot to. The only prob is players will figure out fast what models are player storage options and what are loot spawn models. Maybe f they made sooooooo many models animated and lockable then it could at least be like finding a needle in a haystack. So not really worth opening every single one along the way :) I just don't see any need for them to act like tents ect. In the mod we needed containers because of restarts. Remember the devs saying when they were discussing it and one of them just said "why don't we just make everything persist". I think persistent storage containers in they typical sense were rendered obsolete at that point Edited December 11, 2014 by Karmaterror Share this post Link to post Share on other sites
Etherious 907 Posted December 11, 2014 This is a survival game. Its not SUPPOSED to be fun remember? lol Also we need more useless shit to rummage though and find that would essentially show that ppl were not prepared for this disaster prior to it happening. It would feel more real anyways if you ask me. Going through garbage and useless items just to find that possible gem that you can actually use or take advantage of.:P I mean fun in going through stuff we don't want and trying to find what we want. I like useless items, like those empty cans back in the Mod. :) Share this post Link to post Share on other sites
Private Evans 1303 Posted December 11, 2014 Does it though?When I search for sticks it just spawns them on the ground when I search. There is no container involved. Why do we need persistent containers when every item persists anyway? It seems like over engeneering when we could just physically put the item inside a model and it will persist, not having to have containers everywhere. The only reason containers were planned this way was because they weren't going to make every object persist. PS im for all the ideas of storage containers in your post, but whats wrong with a model on which the lid/door opens and you just dump the already persistent loot inside? Some could be lockable...like...lockers lol. If you have a lockpick you can dump the items inside and lock it up. If someone picks it open they get the items, if they shoot it open they could damage whats inside :) performance...imagine you enter the green wooden farm house...on the right side in the corner beside the open wardrobe you find a pair of wellies..you enter the kitchen ..on the floor you find a bloody kitchen knife...inside the cupboard (loot container) you find a pack of rice and a damaged package of cornflakes..on the oven(loot container) there is a cooking pot and inside the oven a piece of rotten meat, inside the fridge(loot container) two cans of pipsi and a green pepper...you walk upstairs and find a cap and a t shirt lying on the floor, a woolen jacket inside the wardrobe(loot container) and a pen and a map inside the small desk(loot container)...under the bed you finally find a 22mm sporter...you dig through the pile of junk (loot container) outside the building and find an empty pet bottle... loot items found 16 ......items to spawn in the game world 6.....now think of the possibilities and what it means for performance...and diversity :) 2 Share this post Link to post Share on other sites
Damnyourdeadman 1045 Posted December 11, 2014 Good pint, maybe some models could be for spawning loot and some are literally just empty all the time and options for adding loot to. The only prob is players will figure out fast what models are player storage options and what are loot spawn models. Maybe f they made sooooooo many models animated and lockable then it could at least be like finding a needle in a haystack. So not really worth opening every single one along the way :) I just don't see any need for them to act like tents ect. In the mod we needed containers because of restarts. Remember the devs saying when they were discussing it and one of them just said "why don't we just make everything persist". I think persistent storage containers in they typical sense were rendered obsolete at that point It's not that hard,maybe have a padlock item ingame,allowing to lock the container.Upon locking,the container becomes player claimed storage -simple. I believe containers will become more essential in the future along with the upcoming barricading - basebuilding and item degration features. 1 Share this post Link to post Share on other sites
Karmaterror 982 Posted December 11, 2014 performance...imagine you enter the green wooden farm house...on the right side in the corner beside the open wardrobe you find a pair of wellies..you enter the kitchen ..on the floor you find a bloody kitchen knife...inside the cupboard (loot container) you find a pack of rice and a damaged package of cornflakes..on the oven(loot container) there is a cooking pot and inside the oven a piece of rotten meat, inside the fridge(loot container) two cans of pipsi and a green pepper...you walk upstairs and find a cap and a t shirt lying on the floor, a woolen jacket inside the wardrobe(loot container) and a pen and a map inside the small desk(loot container)...under the bed you finally find a 22mm sporter...you dig through the pile of junk (loot container) outside the building and find an empty pet bottle... loot items found 16 ......items to spawn in the game world 6.....now think of the possibilities and what it means for performance...and diversity :) Ahh yes but as chain reactor said on other page atm inventories are very performance hungry. Don't get me wrong its perfectly logical to reduce the item count per building. But it seems the inventories would sap even more performance :) Share this post Link to post Share on other sites
blackberrygoo 1416 Posted December 11, 2014 (edited) It's not that hard,maybe have a padlock item ingame,allowing to lock the container.Upon locking,the container becomes player claimed storage -simple.I believe containers will become more essential in the future along with the upcoming barricading - basebuilding and item degration features.Yes exactly , and even just for realism purposes this should be done , but I'm all for loot on the ground and randomly spawning loot in containers ... As soon as someone "claims" a container with a padlock (fridges , safes , some wardrobes) or some rope (other wardrobes , cabinets and the like) then the container no longer is a spawn point for loot until it is free from any "locks or ropes / claiming objects" for a certain amount of time (just like the loot spawning mechanism works ). This way there's loot on the ground , loot in containers , and people can use the "containers" but as soon as they start to put objects in it the spawn rate of items is cut significantly (or 100% if possible) and also when a lock or rope (aka claiming object) is placed onto the container the loot stops spawning as said before . I couldn't imagine playing a survival game like dayz that's at beta or further and only has loot on the ground , or only has it in containers , it needs both for gameplay and realism/fun purposes ! So here's to hoping the devs already have some plan for this like they usually do :)!Edit : sorry for all the edits , damn mobile forums lol . Edited December 11, 2014 by Grapefruit kush 3 Share this post Link to post Share on other sites
Judopunch 523 Posted December 11, 2014 One of the features i was most hyped about,was world containers. This feature was supposedly planned for implementation in the end of Q2-2014 according to the old DayZ roadmap. It was a WIP but was long forgotten without a trace for some reason.However checking upon the new 2015 roadmap there is no mention of them anywhere.So...i kinda wonder,are they planned for sometime in the future,or was their implementation proved not feasible? Edit:Minor grammar and title changes.Im sure its tied directly into persistence/server performance and they are still ironing out the bugs with that. Share this post Link to post Share on other sites
Damnyourdeadman 1045 Posted December 11, 2014 Im sure its tied directly into persistence/server performance and they are still ironing out the bugs with that. I kinda hope so...it would be awesome if they could take their time for some sort of an announcement in regards to this.There was no mention of it,not even a tiny bit piece of info in the last past months.Even the new roadmap doesn't include it among the other planned features. Share this post Link to post Share on other sites
Weyland Yutani (DayZ) 1159 Posted December 11, 2014 id be suprised if they manage to implement it...as with many of his ideas as soon as they touched the ground they found out its technicaly not feasable.Why would you be surprised and how do you know for sure it isn't technically feasible? They also haven't implemented the stone oven thing (when fireplaces came out) for some unknown reason. Does that necessarily mean they couldn't achieve that as well? I have doubts on that logic. Curious to learn more... Share this post Link to post Share on other sites
jukaga 271 Posted December 11, 2014 They also talked about player made underground bases and I don't see that ever happening. Share this post Link to post Share on other sites
rybec 339 Posted December 11, 2014 with many of his ideas as soon as they touched the ground they found out its technicaly not feasable.That shouldn't be an excuse. I thought the whole idea was "we go make this game on a different engine so we're not limited with the Arma engine". Share this post Link to post Share on other sites
Weyland Yutani (DayZ) 1159 Posted December 12, 2014 They also talked about player made underground bases and I don't see that ever happening.That was addressed during the Rezzed Roadmap. As you can see Q4/2015 is 'Base Building'…who's to say its NOT underground? Share this post Link to post Share on other sites
jukaga 271 Posted December 12, 2014 That was addressed during the Rezzed Roadmap. As you can see Q4/2015 is 'Base Building'…who's to say its NOT underground?Prove me wrong Bohemia! Prove me wrong. 1 Share this post Link to post Share on other sites
Damnyourdeadman 1045 Posted December 12, 2014 They also talked about player made underground bases and I don't see that ever happening. We have yet to see base building being implemented,hell...we haven't even seen extensive barricading eitherDon't you think it's a bit too early asking for underground bases when we haven't gone past even the basic barricading feature? Here's a reason to get your hopes up! :)I'm sure you are aware that in the latest military base addition devs included an underground bunker.That would very much mean,that underground areas could be very plausible in the future. Share this post Link to post Share on other sites
SmashT 10907 Posted December 16, 2014 One of the features i was most hyped about,was world containers. This feature was supposedly planned for implementation in the end of Q2-2014 according to the old DayZ roadmap. It was a WIP but was long forgotten without a trace for some reason.However checking upon the new 2015 roadmap there is no mention of them anywhere.So...i kinda wonder,are they planned for sometime in the future,or was their implementation proved not feasible? Edit:Minor grammar and title changes. Second Quarterhttp://forums.dayzgame.com/index.php?/topic/217120-one-year-of-dayz/ 2 Share this post Link to post Share on other sites
archamedes 238 Posted December 16, 2014 What the hell happened to the stone ovens as well? Share this post Link to post Share on other sites
Damnyourdeadman 1045 Posted December 16, 2014 Second Quarterhttp://forums.dayzgame.com/index.php?/topic/217120-one-year-of-dayz/ Yeah,i saw that too,very exciting news! :DReally can't wait! What the hell happened to the stone ovens as well? I really don't know...After searching google for some time i came up with no explanation whatsoever.One possible assumption is that the light went through the model thus it's implementation was put on hold until the new renderer goes live. Share this post Link to post Share on other sites