Admiral_Pyro Posted September 1, 2020 Share Posted September 1, 2020 (edited) Currently loot is a fixed roll of the dice where it doesn't matter what you do, wear or time of day spawned. So its not worth bringing full gear if you only have 1 item that MIGHT spawn in 1 location and have to run the ame raid an indeterminate number of times. My suggestion is for a system where what you bring into a raid can influence what can spawn in bags,static and scavs. Loot initially starts at 100% and every level of armour has descending level of percentage to subtract. Disclaimer:numbers are placeholder for sake of example. eg lvl 6 -0% 5 1% 4 2% 3 3% 2 4% 1 5% example lvl 3 armour, stock toz cause world spawn to decrease 13% so 100-13=87% chance for every item to spawn. Every weapon below 20k value -10% If you have a quest that requires specific weapon and gear (which are poorly designed imo) then they are exempt from being subtracted. To avoid possible greifing the game will look at your quests and see what items are needed. needed items have prioritised spawn and higher chance of existing than other items towards players who meet more of the above conditions and lower towards those who don't. If you're below min budget to meet objectives then scav cooldown is 0 till conditions met, then return to normal Insurance only returns gear on your person, so anything you die with is what you can get back. Server issues like disconnect are sill up to bsg to fix. Squads are considered one entity for the formula to calculate so it takes the highest of all members. Scav squad is exempt. Eg ledx more likely to spawn with guy having lvl 6 armour,chonk gun, full set and needs it for quest than same person only have pistol/anyone who doesnt have that quest. There is a lot of math involved in spawn rate and how to deduct it but thats the jist of how the system works. If anyone with better math skill than me wants to give more complex equations feel free. tldr:If every player in the instance brings the highest possible level gear, every weapon slot is filled,weapons brought in are min 20k. then least 1 of each type of loot has 100% chance to spawn in every single corner/slot of the map,containers. No empty spaces. Or a system where quest items are guaranteed spawn; client side and whatever will spawn for everyone else that doesnt have quest to get x item. Item needed will have FIR but cant be sold,retaken into raid. Edit: this way I feel makes every raid feel like your life is on the line such as in cryteks hardcore mmo and will incentivize the hardcore risk reward experience of looter shooters as well as early overcoming gear fear. Edited September 1, 2020 by Admiral_Pyro How it matters to immersion Quote Link to comment Share on other sites More sharing options...
davidj123456 Posted September 1, 2020 Share Posted September 1, 2020 This won't work... What if I enter a match with best in slot everything. Like a 2Mil gearset, and then the other 12 people in the match all have Level 2 armor...? Will the map generate trash loot because they are there, meaning there was no point in me taking best in slot gear, or will the map generate best loot meaning all the level 2 armor players get to take advantage of me being there? What about loot in containers? What about loot stat spawns on tables and stuff? Quote Link to comment Share on other sites More sharing options...
chrisragnar Posted September 2, 2020 Share Posted September 2, 2020 Nope, so complicated. I'm not sure the problem you present is actually a problem, it's actually how the game is suppose to work. And making a super complicated solution for it makes no sens. 1 Quote Link to comment Share on other sites More sharing options...
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