[quote=“KA101, post:43, topic:5691”][quote=“Binky, post:38, topic:5691”][quote=“Adrian, post:35, topic:5691”]While we’re talking about kleptomaniac gnomes and loot fairies, i think Cata first needs some way of tracking ownership of items.
Getting that out of the way first will mean friendly NPCs won’t steal your stash anymore, and we can let loose the gnomes on anything not marked with ownership.
We could also take the second option of simply spawning less stuff the farther from the PC’s spawn point. That way we can bypass all of the nay-sayers who oppose the klepto fairies, while still progressively ramping up Cata’s difficulty over time.[/quote]
Agreed, but I imagine that’d create a mad rush to place ownership on everything. For instance, if the gnomes started gradually stealing stuff after the first two weeks, you’d want to explore as quickly as possible to place ownership/grab useful stuff.
Your idea for just spawning less stuff further from the PC’s spawn point is a good way to tackle this, although it’d discourage exploration which we kinda want to encourage by this.
That’s why I suggested shifting it most food sources towards perishable food - no one would find it unfair if their food perished (as it just does) and we don’t need to actively go around and delete stuff. This wouldn’t mean destroying all the canned food in the game, it’d just be instead of a 50/50 ish split, it’d be more like a 90/10 split.[/quote]
I could accept quality of things degrading over time/exposure to weather; electronics & books aren’t gonna do well if their roof caves in and snow gets all over 'em. Transferring 40% of consumables to “useless after the first few days” seems questionable. Characters can only consume so much perishables, so having more of the problems people have with milk and the recent (now dialed-back by popular demand) zom-crittter changeover strikes me as a rotten idea.
Loot all you like: just have the looted gear end up somewhere. Somewhere dangerous, even, or maybe consumables can be partially/totally consumed by the looter prior to xyr death and/or rezzing. Just disappearing the stuff is the problem: store shelves are already quite barren and there’s no need to reduce that further.[/quote]
Why not implement the ‘gnomes gradually looting everything’ idea, but have the game keep an inventory of every item that’s disappeared from the map?
NPCs could spawn with some of the looted items dumped into their inventories, and large amounts of the items could also later spawn in survivor hideout locations and such.