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I agree, there is a solution though. Chea....Err..Creative mode..
Thats a great way to play without needing skill OR lootbags.
Or i could re-incarnate my "snowflake" mod from another game....
The other thing they could do is make the loot bag hover like the quest markers where it drops. This way the loot bag won't be subject to any incidents of falling through the game world which could possibly happen given it's rag doll nature right now.
now they drop like crazy and our method funnels them into a nice firing line for both XP gain and consistent bag drop locations.
i know it'd be lazy, but it'd be awesome to have like a hopper system that'd auto search the bags landing on top of em with varying levels of loot luck pending on the build quality, and then store the contents of each bag into a connected storage box.
That said, yes, their despawn timer is pretty short, all things considered.
and then: a bad bad pistole, hunting rifle or shotgun with some little ammo.
scrap weapon (cause its almost nothing worth at the trader).
i really like the rare loot drop of zombies - and that i dont have to slaughter them.
but the drops are too rare and too useless.
I guess that could feel immersive
No further discussion necessary.
Lets imagine a max Hordenight with 8 people.
Instead of 10 bags on the ground you would have 160 Bags on the ground.
160 Additional Entitys = nice lags
<!-- Coloured loot-backpacks that drop off of killed zombies -->
<entity_class name="EntityLootContainerRegular">
*snipped*
<property name="TimeStayAfterDeath" value="300"/>
*snipped*
All you need to do is change the "TimeStayAfterDeath" value to suit.
It's in seconds.
Good to know, Ty for sharing this.
1. Create a Quest ... To kill zombies (or specific types of zombies)
2. Run the quest before horde night (time out applied to end?)
3. Meet the quest conditions ... Spawn <something> in player inventory.
The idea isn't new. The GNAmod for A16 is a tower defense mod using that method.
Now, take the work Red Eagle is doing (smaller maps less than 4k) and the player can pretty much have a scenario where they are trapped (on an island?) inside the rad zone, and his survival can become very interesting (given a good RWG mix to fit the map size).
There are so many approaches to "getting a reward", it's not even funny.
That way, it would give the horde a fun 'final push' to deal with, and a reward that the player has time to collect since the horde will be pretty much over by the time these last few zombies are taken down.