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Topic: Looting / skinning (Read 142 times) previous topic - next topic

Looting / skinning
@Ub3rgames
Me and some friends went and killed a lvl 10 zombie spawn with aoe spells and realized, it's basically impossible to loot + keep track of what is looted (unless you loot everything so it disappears) if you keep shooting and the spawn stays at lvl 10... The respawn time is basically instant.
You were talking about either giving graves color to show when it's looted/skinned OR making graves merge into 1 big one. Any news on this or ETA?

If you do the color one:
Will it be 1 color for each combination? full, looted but stuff left, empty, and those 3 combined with skinned/not skinned (6 different colors?)

If you go for merging graves:
How will skinning time be affected if you merge it into 1 big one?
Will it merge all of them into 1, even if you kill the mobs 1 min apart?
If you skin a grave without looting and kill another mob, will it still merge?

Someone was talking about reducing skinning time on low end mobs while increasing (exponentially) towards high end mobs. True or not?
  • Last Edit: May 17, 2017, 09:19:28 am by KrajRoz123asd123qweqaz

Re: Looting / skinning
Reply #1
The zombies are designed to become a non stop "horde". So this is working as intended, as we wanted to see if it could be fun.
We will tweak it and make only a few spawns setup in this way when they are in "veteran" areas, so that 10 newbies can still enjoy what is a relatively low level monster.

There are no ETAs for the colors or merging, but we will investigate it when we work on the alignment impact on graves.
We won't work on colors only, ideally it should be a change of form and color so that it can be more easily differentiated.
Creating a sort of matrix with the loot/skinned settings, and representing if it was merged and by how much.

The merging will be ongoing based on distance, it is just a mechanic to reduce clutter.

For the skinning, we may have skinning "stacks" on the graves that got merged, so that it can be skinned multiple times.
It could work like an harvesting node works, with multiple cycles that restart until "empty".
Final implementation to be decided.

For skinning duration based on monster tiers, it was a suggestion made on the forums.
It is under consideration, but not convinced yet. A skinning title will be implemented though, to improve skinning.
The Darkfall: New Dawn Dev Team.

Re: Looting / skinning
Reply #2
The horde thing is good, problem was the difficulty to skin and loot.
So basically the plan right now is a mix of merge and colors/texture changes based on what's inside the grave?
It all sounds good! If you make it like nodes, multiple people can do it together aswell, sounds nice. Looking forward to be able to mass farm low level mobs for cloth etc!
If you merge graves and balance around that with skinning, I agree there is no need for faster/slower skinning on low/high end mobs.
  • Last Edit: May 17, 2017, 11:00:52 am by KrajRoz123asd123qweqaz

Re: Looting / skinning
Reply #3
They want to merge the graves to reduce server load. Destroys immersion imo, speeding up skinning and removing icon from grave if skinned is the way to go. Ofc, if server can handle it. Client is not optimized around reusing models of graves either, you get lower fps if you have like 50 ish graves in the area, rare case though. I bet every grave with it's same model is in the clients memory 50 times. Guess it's an OK solution to merge graves if you can't do better.
"Eilis Traee" - Uprising. Clan Crafter and Public Relations.
However, you have to take into account why we are introducing local banking.
In New Dawn, its main purpose is to be a convenience feature.
"Things just got worse."

Re: Looting / skinning
Reply #4
If you kille 20 mobs in the same spot before being able to skin/loot. Merging graves would be very nice if you don't wanna loot every single item in each grave to be able to skin next one.

Re: Looting / skinning
Reply #5
They want to merge the graves to reduce server load. Destroys immersion imo, speeding up skinning and removing icon from grave if skinned is the way to go. Ofc, if server can handle it. Client is not optimized around reusing models of graves either, you get lower fps if you have like 50 ish graves in the area, rare case though. I bet every grave with it's same model is in the clients memory 50 times. Guess it's an OK solution to merge graves if you can't do better.

Immersion? Yup, hunters to this day around the world get their meat and leather from the little tomb that pops up once they've taken down their prey.

Running around a spawn like this:



to loot and skin graves is not fun, after the initial humour wears off.

Re: Looting / skinning
Reply #6
what is preventing skinning the actual mob model after dieing? why a grave?

Re: Looting / skinning
Reply #7
what is preventing skinning the actual mob model after dieing? why a grave?

I didn't want to have to bend down further.