I’d agree that the early game hasn’t gotten easier- I died early, and often in the current “stable” build, moving to the daily exports has drastically increased how easy the game is, largely due to increased spawn rates for… everything. At least that’s my impression. I’d be lucky to find a couple pairs of pants and a water bottle in the starting shelter before, now there’s a ton of stuff- not all useful, but still a lot of stuff. The maps are also much, much more densely populated with houses, “special areas” and the like.
I actually started a new game/world yesterday (default loot and spawn settings) where I walked out of the shelter and the next map block down (20 squares?) was a crashed helicopter (something like that anyways, a bunch of metal scrap and military gear) with a few military packs, eight guns of various descriptions, sizes, technology levels, and countries of origin, and a couple of those disposable rocket launchers (no ammo other than the rocket launchers, but hey). Just lots of stuff, and it doesn’t really make sense that it’d be there. I know that’s the nature of random map generation, but it kind of ruins suspension of disbelief.
I just deleted the world and restarted after taking a screen capture for nostalgia.
I’d much, much, much prefer a game where the atmosphere is like The Road (novel or movie) where finding a prepper’s bunker is a
life-changing event. A global flag for scaling loot generation doesn’t really address the much more realistic case that other entities in the world will be constantly looting/consuming/breaking things and items will either be hard to find or concentrated in certain locations due to hoarding or being overlooked by others.
The tough thing is that rebalancing this sort of thing requires additional systems in the game- for loot ordering, generation, item degradation, spawn rates, dynamic changes to the world over time- etc. I hope to contribute to this, but yeah- it’s intimidating. All of the extremely-specific code (yeah, labs) smack-dab in the middle of the generic routines like map generation also clutter the code base up something fierce.
As for something useful- I think the earlier comments on the loot generation system not scaling well is accurate. My impression is that this bit of the system works for using a n “n in N” chance to generate objects, where n is a scalar value indicating the probability of that thing generated (like houses, with a base chance of “1000”) and N is the cumulative total of the probabilities of all objects possible in that spot. This means that as we add items, the chance of a given item dropping decreases, while the chance of ANY item dropping increases dramatically. Since there are so many analogous items the fact that you got a can of chicken soup instead of beans also means very little.
A couple things I think could help:
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Items should have a chance of being overlooked based on your perception, their volume, and the location they’re placed. You shouldn’t automatically spot every matchbook in a room full of rubble (or every pistol in the middle of a helicopter crash) Thoroughly searching a location should be possible but should take time. Some of this already exists with the current “multiple items in a square” stuff- if there’s rubble in a square it should also hide things in it.
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Animals should eat things. Food in particular. Things are smart enough to bash through doors, why doesn’t that dog/moose/racoon/bear eat the cereal sitting on this counter? They seem to be pretty set on eating/attacking the character.
Anyways- those are some thoughts.