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My server has disabled pots, pans, grills, gas canisters, and many other items. Why? Because after running the server for a while, almost everyone has dozens or even hundreds of pots. Supermarkets, many houses, and various warehouses are filled with pots! Ah! Pots everywhere on the server!!
The reason is simple: because their decay time is very long, and every day the server refreshes with new pots. They're left on the ground and won't disappear. When they're discovered, they stay there forever. Oh my, so many pots!
So I ask people on the server to buy from the trading area. Having a few is enough. If they won't disappear, then they're disabled in the search!
Of course, there's a wiser option, similar to items like gas lamps, which are classified like pots and provided with an adjustable longer existence time, just like the iron boxes now. For example, they disappear after 100 hours of being unused.
I think among items that need presence, gas lanterns are the most important, then other light sources and corpses.
Those should be scaled up to stay longer or be semi-permanent if needed for performance there are other items presence to scale back.
For example i would have no issue to stow away my cooking utensils when i dont need them, but a gas lantern is per definition an item that needs to stay out.
Having a small lantern to hang to your belt to free your hands would also be perfect.
If lightsources then also cast shadows and dont shine through walls as well as have a farther reach, so you dont need so many overlapping lights it would be awesome.
For corpses it would be incredible atmospheric if they stay around and start rotting away or sometimes rise as puppets. Considering the amount of chest per player it should be possible to have the last 1 to 3 corpses of a player to stay around. Most unreal games have at least the last corpse be permanent.
The way its done in other unreal games is ususally with a limit to items in your base and a semi-permanent mechanic outside of bases. Some items like lanterns dont decay for like 7 in-game days, then start to rapidly decay. If you are in vicinity the timer resets so they dont decay, if you forgot them somewhere you dont go back to, they'll be cleared after a while.
Have a custom grace period of items and corpses according to importance.
The encounter manager might be able to help consider activity in an area and importance of certain items and situations. Especially when taking avaliable server ressources into account and according to player and clutter density shorten or increase grace periods and item/corpse decay. At the same time that would also add some of the possibilites to singleplay or coop sessions that are less limited than servers.
I don't expect that to get fixed until after 1.0
I don't know; if enough people get behind it simultaneously, they may implement it sooner.
If you are for this, let them know.
They do read over these threads so let them know either by responding to this or otherwise.
Okay, but what I said about storing stuff on things we build or inbuilt structures makes sense. Not to mention it would go with the whole realistic thing that SCUM is going for. Outside, one person's garbage is another's treasure, but inside, your inbuilt structure, you have taken your claim.
Maybe just a change to the inside or attached to an inbuilt structure. Those idioms refer to single-player or PVE server mode rather than PVP. In PVP Even your taken claim can become someone else's treasure.
I agree that it would be great to have them stay in the BB locations, but again, due to strain on the server, in the future, I hope we will be able to get those items to be kept.
I hope that happens soon.