Vigilantes > Resolved Bugs
[Fixed] Menu erases content of the backpack on the floor
Nomad:
Oooh... no kidding...
Ok. That might have been it. I guess that means that any time I see a weapon I want, I'll have to go retrieve it before the map ends. Keep a pleb alive while someone runs over and gets it. =)
Daithi:
Some of the items don't drop... they are squirreled away for the loot containers at the end. This is basically stuff you can't see immediately, and have to look around for. If the item does drop, you'll automatically get it when you leave, if not, it will be in one of the first two loot containers (1 is created if there are just a few, 2 loot containers if there are more).
ushas:
Hmm Edit: Apologies, forgot to put thoughts into words.
I've seen backpacks fall on the same tile as enemy's bodies. Now realizing may sometimes lead to clipping issues. As you said such things are to be expected, I haven't reported them (apologies if should). There were bigger fish to fish. Other is when a part of body falls inside a building or other structure.
Is dropping given by map structure, can we influence it, or is it random? In other words, what do you mean by "Some of the items don't drop".
A few side-notes:
1. In case we can't influence this, I must say that would undermine tactical possibilities. Also you've put effort into graphical representation of weapons and this looting system. When seeing something I want, by a smart play can get and use it within the same mission. When the game says - too bad, see post-mission looting -> I won't bother anymore.
2. But the most important are allies. I often don't get a backpack for when they are KOed. If you don't want to encourage save-scumming I would say this is a fairly important. When they go down, it can significantly up the difficulty, letting us loot them would help survivors to survive.
3. I think I've seen an enemy eliminated early, with a pistol but no ammo in the backpack but his friends were reloading like 2-3x later on. Perhaps they get uneven distribution. But I may be mistaken.
4. That said, regardless if during or after mission, we are looting a lot of items. I guess this is part of the WYSIWYG approach. But maybe still something can be done about this - for example, via balancing durability & rate of deterioration, and money for an item depending on its state...
Daithi:
--- Quote from: ushas on September 07, 2017, 02:30:56 PM ---Hmm Edit: Apologies, forgot to put thoughts into words.
I've seen backpacks fall on the same tile as enemy's bodies. Now realizing may sometimes lead to clipping issues. As you said such things are to be expected, I haven't reported them (apologies if should). There were bigger fish to fish. Other is when a part of body falls inside a building or other structure.
Is dropping given by map structure, can we influence it, or is it random? In other words, what do you mean by "Some of the items don't drop".
A few side-notes:
1. In case we can't influence this, I must say that would undermine tactical possibilities. Also you've put effort into graphical representation of weapons and this looting system. When seeing something I want, by a smart play can get and use it within the same mission. When the game says - too bad, see post-mission looting -> I won't bother anymore.
2. But the most important are allies. I often don't get a backpack for when they are KOed. If you don't want to encourage save-scumming I would say this is a fairly important. When they go down, it can significantly up the difficulty, letting us loot them would help survivors to survive.
3. I think I've seen an enemy eliminated early, with a pistol but no ammo in the backpack but his friends were reloading like 2-3x later on. Perhaps they get uneven distribution. But I may be mistaken.
4. That said, regardless if during or after mission, we are looting a lot of items. I guess this is part of the WYSIWYG approach. But maybe still something can be done about this - for example, via balancing durability & rate of deterioration, and money for an item depending on its state...
--- End quote ---
A certain amount of clipping will be hard to avoid. Will have to live with things like this if want to finish before 2020 :) Though, will probably add option to fade out bodies. As to what drops, it's random, only a fairly small % of items.
1. It may change, but right now, don't see it as huge issue. This was added to improve char system balancing (by increasing the usefulness of bypass & surveillance). Can't give away too many items. I think the amount of times an enemy has better equipment than you, and it's worth AP cost to move to bag and equip is going to be small.
2. Will look at this.
4. and money for an item depending on its state... -> this will probably happen
ushas:
Regardless how it will be in the end, you can also have more rules at play. For example, (a) having rank 2+ & allies always drop their items (though perhaps damaged based on number of turns/use), (b) but rank 1 troops randomized as needed, (c) and further rules for post-mission looting based on S&B skills. (the first may make specialists feel even more special, whereas b+c can easily be used to balance and scale difficulties). But that is only, as I said - just an example of more looting rules at play. Not that it has to be like that.
--- Quote from: Daithi on September 08, 2017, 10:09:19 AM ---worth AP cost to move to bag and equip is going to be small.
--- End quote ---
Well, suppose I'm still naively dreaming about encumbrance and money and ammo scarcity on higher difficulties, broken items and reload. But even then it may still be unfeasible to tune it all well for "worth" to become worth, so yeah...
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