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andrestor

Towns should be FULL of junk loot and very few usable loot

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As the title says,

Loot in towns should be mostly junk; say ropes, scraps, clothes and small tools (knives, shovels, axes) with most being damaged or very damaged.

With that in mind, canned meals, ammo, weapons and attachments should be VERY rare.

This would allow players to start from the very beginning getting the required tools to promote farming, hunting, fishing and cooking over weapon farming as well as giving a means to defend oneself from zombies, even though that wouldn't be very helpful against hordes or geared players.

 

What do you think?

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I think you're right but the "majority" thinks there should be a good gun and plenty of food in the first 15 minutes so they can peeveepee.

 

*edit* Nice tie btw.

Edited by BCBasher
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I dont mind shifting towards this, but man they really need to improve their crafting system if this is going to work

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I dont mind shifting towards this, but man they really need to improve their crafting system if this is going to work

Advanced crafting was mentioned in one of devblogs. Those service buildings will be enterable and advanced crafting will be possible there. One of things Im looking forward too. Things like that will create  so much RP options...

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Well game still has a long ways to go in terms of a realistic apocalypse aspect. I agree there needs to be lots of junk you would have to rummage through in order to achieve anything of value. As long as there are still those rare chances of opportunity to get military gear, weapons and ammo from random spots in normal houses, cars, etc to keep ppl exploring new buildings and locations rather than key buildings.

 

Military zones still need to remain of high interest though considering they SHOULD have higher chances to spawn more useful stuff. But they should also be some of the most dangerous places with infected outside of cities. So im hoping the military airport and other forts become something you would dread going to rather than taking a casual stroll through to pick out your favorite AK or AR.

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That is true; However I disagree with the food. High-rises should have a lot of canned food, rice, etc - it's pretty common sense to store this kind of food in russia when you live in apartments. On the other side, village houses should have very few canned food, villagers in russia are self-sufficient and rarely use long-term conserve food, except the self-made ones. But villagers often have a guns to protect themselves, so Sporter and Trumpet should be quite a common village loot, if we go for realism. And you would be surprised how many russian farmers have Izh actually, ofcourse in Dayz Izh should not spawn as much as many people own it IRL, it would break balance. As for food and tools - the village houses should have very few tools and a lot of rotten food. But the sheds in the backyards should have quite a lot farming tools and some melee weapon. An axe/hatchet/farming hoe/skythe should be super common village loot found a lot in sheds, if we go for realism. Of course they should all be rusty (damaged/badly damaged) for the sake of balance.

The thing is I really DO NOT understand is why there is so much god damn cloth and books out there? In Russia books should be rarest loot and cloth shouldn't spawn as often. If there to be an apocalypse, you would probably find a lot of kitchen-related and mechanic-related tools in town, a lot of canned food in high-rises, maybe some cloth in high-rises. Cloth should be quite rare, actually. Also it's a common sense in russia to have a medkit if you live in village. A lot of townsfolk who live in high-rises usually keep some meds too, at least bandages.

 

Overall loot should be really both re-ajusted and re-balanced. Right now it's neither balanced or realistic.

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That is true; However I disagree with the food. High-rises should have a lot of canned food, rice, etc - it's pretty common sense to store this kind of food in russia when you live in apartments. On the other side, village houses should have very few canned food, villagers in russia are self-sufficient and rarely use long-term conserve food, except the self-made ones. But villagers often have a guns to protect themselves, so Sporter and Trumpet should be quite a common village loot, if we go for realism. And you would be surprised how many russian farmers have Izh actually, ofcourse in Dayz Izh should not spawn as much as many people own it IRL, it would break balance. As for food and tools - the village houses should have very few tools and a lot of rotten food. But the sheds in the backyards should have quite a lot farming tools and some melee weapon. An axe/hatchet/farming hoe/skythe should be super common village loot found a lot in sheds, if we go for realism. Of course they should all be rusty (damaged/badly damaged) for the sake of balance.

The thing is I really DO NOT understand is why there is so much god damn cloth and books out there? In Russia books should be rarest loot and cloth shouldn't spawn as often. If there to be an apocalypse, you would probably find a lot of kitchen-related and mechanic-related tools in town, a lot of canned food in high-rises, maybe some cloth in high-rises. Cloth should be quite rare, actually. Also it's a common sense in russia to have a medkit if you live in village. A lot of townsfolk who live in high-rises usually keep some meds too, at least bandages.

 

Overall loot should be really both re-ajusted and re-balanced. Right now it's neither balanced or realistic.

"In Russia books should be rarest loot", are you serious dude?

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"In Russia books should be rarest loot", are you serious dude?

Yes I am. Almost no one keeps the books in our country in small towns and especially in villages. The only places where you can find a book is library, school, university. And almost no one reads anything. Sad but true.

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As the title says,

Loot in towns should be mostly junk; say ropes, scraps, clothes and small tools (knives, shovels, axes) with most being damaged or very damaged.

With that in mind, canned meals, ammo, weapons and attachments should be VERY rare.

This would allow players to start from the very beginning getting the required tools to promote farming, hunting, fishing and cooking over weapon farming as well as giving a means to defend oneself from zombies, even though that wouldn't be very helpful against hordes or geared players.

 

What do you think?

 

the problem is that if you fill the map with junk loot you can't use for anything there's no room for anything else. the same reason why apartment buildings spawn very little loot. just the ones near balota full of loot would take up 90% of the server's loot

 

 

on books, even if nobody collects books in russia there is a school building anyway. 

Edited by Wookieenoob

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Yes I am. Almost no one keeps the books in our country in small towns and especially in villages. The only places where you can find a book is library, school, university. And almost no one reads anything. Sad but true.

 

In Russia, book writes you.

 

Also, this isn't really set in Russia.

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Also, this isn't really set in Russia.

Well it's very damn close. But yeah, even though Chernarus does look like russia a lot, it is a land of fiction so russian habits may or may not apply :)

 

 

the problem is that if you fill the map with junk loot you can't use for anything there's no room for anything else. the same reason why apartment buildings spawn very little loot. just the ones near balota full of loot would take up 90% of the server's loot

I can say that right now there is a big problem with so-called "lootsplosions" when 90% of loot is concentrated in the same place while the towns are empty and lifeless. I think every town should have an item limit - when this limit is reached items will just stop spawning there, this will help to avoid a lootsplosions and will make loot distrubition more fair. Starting towns will still have a fewer loot. Why you ask? Well that's because a total combined item limit of all towns will be higher than overall map item limit. Explanation:

The item limit for the whole map is 100 items (for example).

We have 8 towns which have an item limit of 20 each. Their total item limit is 160. But only 100 items will spawn on map in total!

This means that 3 towns can stay completely empty (*cough*shoreline*cough*), but 5 other towns will have a decent amount of loot, shared evenly among them, because each town can have only 20 items spawned at the time.

So no more lootsplosions when 7 towns are empty and 1 town is over-the-top full of loot.

 

I personally think that item spawn limit should be tied to to item type: so not just "20 item limit per town" but rather "10 junk items, 7 food items, 5 tool items, 4 melee weapons, 2 handguns, and 1 rifle/shotgun per town". The only problem is some items can not be assigned a category right away - is a hatchet a weapon or tool? What about kitchen knife? Shovel?

Edited by SonicSonedit

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In Russia books should be rarest loot 

No one reads books in Russia? I have a hard time believing this one....... XD

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Well game still has a long ways to go in terms of a realistic apocalypse aspect. I agree there needs to be lots of junk you would have to rummage through in order to achieve anything of value. As long as there are still those rare chances of opportunity to get military gear, weapons and ammo from random spots in normal houses, cars, etc to keep ppl exploring new buildings and locations rather than key buildings.

 

Military zones still need to remain of high interest though considering they SHOULD have higher chances to spawn more useful stuff. But they should also be some of the most dangerous places with infected outside of cities. So im hoping the military airport and other forts become something you would dread going to rather than taking a casual stroll through to pick out your favorite AK or AR.

 

Don't worry, the military zones will feature the military loot again as you mention (the system is a bit bugged atm). Disregarding spawn rates of the military items, it should be at the military bases that you would primarily go to in order to source this gear.

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Don't worry, the military zones will feature the military loot again as you mention (the system is a bit bugged atm). Disregarding spawn rates of the military items, it should be at the military bases that you would primarily go to in order to source this gear.

Sounds good to me! :)

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Don't worry, the military zones will feature the military loot again as you mention (the system is a bit bugged atm). Disregarding spawn rates of the military items, it should be at the military bases that you would primarily go to in order to source this gear.

Its good to see that somewhat logical loot system is indeed aimed for, and this is a shortfall of the current build. :)

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Its good to see that somewhat logical loot system is indeed aimed for, and this is a shortfall of the current build. :)

It's a newly introduced system, and as it so often happens with newly implemented systems in software development, bugs are trailing in its wake. The guys are on it though :)

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I agree with the original premise of this thread to a point. I don't really want to see anything be very common to the point of it not having value though. Part of the draw of the survival genre is managing an economy of time and resources. There is no economy of oxygen because for practical consideration there is no limit to oxygen. Similarly if you can find a shovel in every shed in Chernarus then shovels have no economy and very little value.

Edited by Ebrim

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I'd gladly farm. I've been trying to get a farm going for ages. Problem is that I spend so much time trying to stay alive, I have no time to find all the stuff required.

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Basic stuff should still have some limited usage - empty tin cans and bottles can still be used for storage of food or liquid, and can also be used as noise makers or sometimes even improvised weapons (broken bottle, anyone?) Scrap materials like 2x4s and rebar would be good for construction, and again, as a weapon. Paper and books can be used for writing, and pretty much all other junk has some uses.

 

There shouldn't really be any objects that you cannot perform any actions with.

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Basic stuff should still have some limited usage - empty tin cans and bottles can still be used for storage of food or liquid, and can also be used as noise makers or sometimes even improvised weapons (broken bottle, anyone?) Scrap materials like 2x4s and rebar would be good for construction, and again, as a weapon. Paper and books can be used for writing, and pretty much all other junk has some uses.

 

There shouldn't really be any objects that you cannot perform any actions with.

This idea is essentially the base premise of surival. "Adapt, overcome, survive"

 

If I don't I have a knife, I can take a piece of glass and chip off the sides to make a sharp edge. I can then take that knife to a rubber tire to make sandals so I don't go barefoot, butcher a small animal for food, cut a straight branch off a tree, attach said piece of glass, and extend my melee range by a few feet, etc etc etc etc

 

ANYTHING AND EVERYTHING is useful (and thusly, has value) so long as you are in the right mindset.

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This idea is essentially the base premise of surival. "Adapt, overcome, survive"

 

If I don't I have a knife, I can take a piece of glass and chip off the sides to make a sharp edge. I can then take that knife to a rubber tire to make sandals so I don't go barefoot, butcher a small animal for food, cut a straight branch off a tree, attach said piece of glass, and extend my melee range by a few feet, etc etc etc etc

 

ANYTHING AND EVERYTHING is useful (and thusly, has value) so long as you are in the right mindset.

While i agree entirely i do think there is a limitation to what we can realistically expect. it would be great if everything in the game was a self contained physics object and could be crafted/altered by the player. prying individual boards off a house, breaking glass like in your example, even grinding a piece of scrap metal to an edge on a rock to form a basic metal blade but i honestly doubt it can go that far. at some point you have to draw the line and finish other features because lets be honest they could spend the next 5 years on just amking crafting for every rock, nail, brick, board, etc in all of chernarus.

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On some low population servers I did not see any food respawning, yet. In  many towns and villages. I don't know if it is bugged or a design error.

The System needs to check more in deep what needs to be respawned by categories. It does not make much sense, that nothing is respawning because a certain trashhold of overall item numbers hasn't been reached.

Edited by VatiXerid

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While i agree entirely i do think there is a limitation to what we can realistically expect. it would be great if everything in the game was a self contained physics object and could be crafted/altered by the player. prying individual boards off a house, breaking glass like in your example, even grinding a piece of scrap metal to an edge on a rock to form a basic metal blade but i honestly doubt it can go that far. at some point you have to draw the line and finish other features because lets be honest they could spend the next 5 years on just amking crafting for every rock, nail, brick, board, etc in all of chernarus.

 

You're right, but that doesn't mean they shouldn't be as ambitious as possible.

 

Immersion in a game environment comes from the ability to improvise using your own common sense, not from learning how the game mechanics work. The more players can tinker with objects they find in the world, by far the better, even if the results aren't particularly useful. It should be a strong focus for the dev team, in my opinion. 

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You're right, but that doesn't mean they shouldn't be as ambitious as possible.

 

Immersion in a game environment comes from the ability to improvise using your own common sense, not from learning how the game mechanics work. The more players can tinker with objects they find in the world, by far the better, even if the results aren't particularly useful. It should be a strong focus for the dev team, in my opinion. 

I've seen many things go down in flames due to being over-ambitious. I'd much rather the Devs understand thier scope and deliver on it well, then try to cram in as many raw features as humanly possible that aren't polished. Im not saying to not push the limits a bit, but know what the technical, time and fiscal limits are and work to deliver a complete polished product.

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