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treetop82

I found all the missing loot..

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Rise of the lootmachines. Seriously - they look sorta freaky, each like a small work of art. I've never seen stuff grouped together like that. 

 

It's really sad this loot spawning mechanic. How can it not decide that there are already a million things in the vicinity and yet spawn another batch? Dayz mods had a stupid loot system, because it was easy to cheat it without actually cheating (just carry stuff outside and walk away and back = respawn). But it still worked better than anything I have seen in the SA. I've never seens heaps of anything like that in the mods. And even if you cleaned out a place in the mods you would have no guarantee that something decent would respawn and it didn't always respawn when you wanted it to. Also, there were always players to deal with too, if you cleaned out high yield places. 

 

Granted, the central loot economy will be better - if it ever works. Secondly to it however, the loot system from any of the mods worked better than this pile-throwing monster of madness we deal with now.  

 

 2015-04-28_00005_zpsprqea31l.jpg

Edited by S3V3N

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I think the devs left the "simple" method on the side of the road a long time ago. Obviously, whatever they are crafting with the central economy and persistence is very complicated. Which means they will have to use more brain cells working out all the bugs later on.

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I think the devs left the "simple" method on the side of the road a long time ago. Obviously, whatever they are crafting with the central economy and persistence is very complicated. Which means they will have to use more brain cells working out all the bugs later on.

The thing I wonder about is why it is so complicated. A simple truth is that a good system is as complicated as it needs to be.

 

We have 2 kinds of loot: server and player. Server loot will stay indefnitely or until picked up, at which time it becomes player loot. When the player drops is again, there is a timer on the loot (defined by its type) and if nobody else picks up the loot before the timer runs out, it will be gone and respawn elsewhere; or at least something of the same loot class will respawn. 

 

-> that isn't happening. We see far more useless stuff respawn over and over, I guess because some internal number was reached saying: no more magazines can spawn!

=> this is bad, because the engine cannot currently determine if magazines are in use or stored away in a tent; at least that is how I explain partly the lack of certain items; may be wrong about it.

 

It could be done like this:

 

when the player is in an area, the engine should ping the loot in the area. And delete most duplicates in a 200 m radius of the player. In cities this radius could be a lot smaller, depending on the size of the area, it could be bigger.  

 

-> this would reduce the amount of same items and would significantly reduce the amount of items spawned

=> the ping would most likely just encompass a dozen to maybe 40 items at a time. Most duplicates would be deleted.

 

Player dropped loot would still have a timer, much like it is now. I find it more concerning that the engine spams the same loot in the same places over and over, without recognizing there already are hundreds of the same items in that place. If it would ping for the loot even just in the area, it could delete most of the duplicates itself and spawn in some useful items next (it would just cycle spawn/item groups and spawn something else in the next spawnwave. This could even be randomized, so you never know what spawns next); it could not spawn the same item again that was removed in the last flush.

 

The players wouldn't notice. They would just see the loot they come across and if two players "ping" each other there wouldn't be a problem as the engine would only remove the top one or two items that are duplicated the most. I think the question would just be if the clientside can actually be made to "give orders" to the serverside in terms of loot spawning. I'm a bit too tired to think about this, and luckily it isn't my problem, I just have to play the game. However, I do wonder sometimes why it is so hard to make the loot distribution work. Is it because the server has to deal with the loot, in order to prevent any kind of hacking? It just seems other games, some of them MMOs, manage to have randoms loot spawn over time without piling up huge heaps. 

Edited by S3V3N

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Just last week I noticed something similar with player loot. I was in new tent city and looted the tents. While I needed the .380 ammo for my PM73, I emptied all three Makarov magazine I found there and dropped them. Then the server suddenly restarted. When I logged in again, I found empty Makarov magazines in nearly every tent.

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...it was all in this single desolate barn. Problems solved.

 

 

YRh84ch.jpg

 

That is bizarre grouping - I ran into one that had the floor literally covered every inch (it looked like that far corner from you but covered the entire floor) I was afraid to step in figuring i would break my legs as well as there being bear traps and possibly mines (so much lewt i couldn't see anything as low profile as a mine) strewn throughout 

Edited by tiadashi

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The thing I wonder about is why it is so complicated. A simple truth is that a good system is as complicated as it needs to be.

We have 2 kinds of loot: server and player. Server loot will stay indefnitely or until picked up, at which time it becomes player loot. When the player drops is again, there is a timer on the loot (defined by its type) and if nobody else picks up the loot before the timer runs out, it will be gone and respawn elsewhere; or at least something of the same loot class will respawn.

-> that isn't happening. We see far more useless stuff respawn over and over, I guess because some internal number was reached saying: no more magazines can spawn!

=> this is bad, because the engine cannot currently determine if magazines are in use or stored away in a tent; at least that is how I explain partly the lack of certain items; may be wrong about it.

It could be done like this:

when the player is in an area, the engine should ping the loot in the area. And delete most duplicates in a 200 m radius of the player. In cities this radius could be a lot smaller, depending on the size of the area, it could be bigger.

-> this would reduce the amount of same items and would significantly reduce the amount of items spawned

=> the ping would most likely just encompass a dozen to maybe 40 items at a time. Most duplicates would be deleted.

Player dropped loot would still have a timer, much like it is now. I find it more concerning that the engine spams the same loot in the same places over and over, without recognizing there already are hundreds of the same items in that place. If it would ping for the loot even just in the area, it could delete most of the duplicates itself and spawn in some useful items next (it would just cycle spawn/item groups and spawn something else in the next spawnwave. This could even be randomized, so you never know what spawns next); it could not spawn the same item again that was removed in the last flush.

The players wouldn't notice. They would just see the loot they come across and if two players "ping" each other there wouldn't be a problem as the engine would only remove the top one or two items that are duplicated the most. I think the question would just be if the clientside can actually be made to "give orders" to the serverside in terms of loot spawning. I'm a bit too tired to think about this, and luckily it isn't my problem, I just have to play the game. However, I do wonder sometimes why it is so hard to make the loot distribution work. Is it because the server has to deal with the loot, in order to prevent any kind of hacking? It just seems other games, some of them MMOs, manage to have randoms loot spawn over time without piling up huge heaps.

Ehm, I don't think it's as easy as just "pinging the loot"

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