Project Zomboid

Project Zomboid

Rusty Nov 3, 2022 @ 4:39am
Is Lucky Ever Going to be Reworked for Multiplayer?
Title. I know it currently doesn't work, so it makes sense not to be present. That said, it's one of my favorite traits, and an essential cornerstone to scavenge builds.
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Showing 1-10 of 10 comments
Shady Allie Nov 3, 2022 @ 5:59am 
How does lucky/unlucky work? Does it populate the loot when you first enter a cell?

I'm not sure, but if it does, and an unlucky player came through a cell, populated the containers with crap. That would make anybody else have unlucky loot in that cell.

I don't know even what lucky/unlucky really does or how that mechanic works.

How would a multiplayer game compensate for that if an unlucky spawned the cell loot then your lucky guy came in?

I could just be talking nonsense, because I do not know what goes on under the hood.
RudyTheNinja Nov 3, 2022 @ 7:24am 
Originally posted by Shady Allie:
How does lucky/unlucky work? Does it populate the loot when you first enter a cell?

How would a multiplayer game compensate for that...
I've seen mods do this one thing for other custom traits
Where instead of loading a cell with the loot tables

It loads the container instead, some do proximity so it triggers when your near it
N I think another does it when you look at the container
Pretty sure this should b perfect for multiplayer

If the game doesnt already do smth like that then it could b worth looking at the code for those mods and have luck work the same way for loot
Last edited by RudyTheNinja; Nov 3, 2022 @ 5:02pm
RudyTheNinja Nov 3, 2022 @ 7:26am 
Originally posted by Shady Allie:
How does lucky/unlucky work? Does it populate the loot when you first enter a cell?

I'm not sure, but if it does, and an unlucky player came through a cell, populated the containers with crap. That would make anybody else have unlucky loot in that cell.
N i think i read smwhr that it only loads once, so if unlucky loaded first then the lucky one won't have any affect
Last edited by RudyTheNinja; Nov 3, 2022 @ 5:01pm
Rusty Nov 3, 2022 @ 3:11pm 
Originally posted by Shady Allie:
How does lucky/unlucky work? Does it populate the loot when you first enter a cell?

I'm not sure, but if it does, and an unlucky player came through a cell, populated the containers with crap. That would make anybody else have unlucky loot in that cell.

I don't know even what lucky/unlucky really does or how that mechanic works.

How would a multiplayer game compensate for that if an unlucky spawned the cell loot then your lucky guy came in?

I could just be talking nonsense, because I do not know what goes on under the hood.
You're about 95% correct with a 5% margin for error. That is exactly how it currently works. The only point I take umbrage with (and it's a point that I may be misinterpreting) is that it has to stay that way. Without a rework, Lucky will NEVER work in Multiplayer.
Animalman Nov 3, 2022 @ 3:19pm 
Originally posted by Shady Allie:
How does lucky/unlucky work? Does it populate the loot when you first enter a cell?

I'm not sure, but if it does, and an unlucky player came through a cell, populated the containers with crap. That would make anybody else have unlucky loot in that cell.

I don't know even what lucky/unlucky really does or how that mechanic works.

How would a multiplayer game compensate for that if an unlucky spawned the cell loot then your lucky guy came in?

I could just be talking nonsense, because I do not know what goes on under the hood.

Yeah I think it does. I think a lot of loot is generated when first viewing the container, this why sometimes a slightly fresher condition food is found months into the game, while everywhere else is rotted, think about beef jerky expiring and butter expiring. They never do because they spawn when you find the container. In multiplayer this may not be the case have it all pre cooked for the player. So that two players can’t visit the same cab and one finds an extra item. Maybe they decides not to pick it up? Then another lucky player generates another item, doesn’t pick it up? Now there are three sledge hammers :D

No I think lucky was also about car key and condition of car spawns aswell.
Rusty Nov 3, 2022 @ 4:03pm 
If lucky can't make a return due to the level of coding effort needed to decouple the trait from how containers are loaded, I understand. However, if that were the case, I'd like a lucky-adjacent perk that only affects scavenging. Level 10 scav without lucky almost feels like a waste to level.
Animalman Nov 3, 2022 @ 4:10pm 
I think lucky should remain general.

Should be like % chance that your severe car crash did 50-100% less damage to the vehicle for its normal level of impact.
Trip over while sprinting? didn’t hurt yourself? Didn’t get slapped in the face by a conifer branch? Stray bullet hit the bible in your pocket?
Shady Allie Nov 3, 2022 @ 4:15pm 
if lucky doesn't mess with another players loot at all, it could be added.

lucky could be turned into other cool stuff.

Zombie going in for bite, trips. Lucky you. etc.
Rusty Nov 3, 2022 @ 7:20pm 
Originally posted by Shady Allie:
if lucky doesn't mess with another players loot at all, it could be added.

lucky could be turned into other cool stuff.

Zombie going in for bite, trips. Lucky you. etc.
I would want it to cost less if they change it to no longer center around loot tables, otherwise I won't get it. Tough skin does practically the same thing you're already describing, minus the tripping animation.
Last edited by Rusty; Nov 3, 2022 @ 7:21pm
Rusty Nov 3, 2022 @ 7:22pm 
Originally posted by Animalman:
I think lucky should remain general.

Agreed, even if the only reason I use it is to make a scavenging-centered character capable of finding all sorts of things.
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Date Posted: Nov 3, 2022 @ 4:39am
Posts: 10