Already entered a store in 3 and saw single items? Like a rifle on the same shelf as a revolver, a box of milk next to a tomato? Then my suggestion is that items in stores appear in specific places, example on a shelf only appeared fruit, in another just canned, the stores, houses in general will be much larger in the unturned II, in gun shops I thought of sections on a shelf only lay ammunition, in another only guns long guns may appear on shelves or in wall brackets, below will be some examples of what I mean.
Good idea
then you could learn where specifik items spawn so if you only need like nails from a hardware store you could just go straight to the place where you know nails can be at
IIRC, items will be able to spawn in groups in Unturned II (like a rifle spawning with an extra magazine) similar to how several shotgun shells or arrows would spawn at a single point in Unturned 2, so items will probably appear to be more organized. Having the spawns be more predictable though, would mean having spawntables fill more specific roles, which would be fine, as long as the map has enough locations where each of those spawntables would be relevant.
I would also like to see some signs that say were things are in stores. Just for some emersion and stuff. I hope there will be some larger stores that would need these signs logically.
I’d like to add that in UII you’ll also be searching for loot in nested storage within world objects.
This could be as straightforward as cabinets and kitchen cupboards, but could extend to other more creative applications, such as under a couch cushion, or inside an inconspicuous object that’s been broken open.
Loot can even be generated as you’re searching for it, as opposed to being pre-loaded for all objects on the map or physically spawned in as a U3-esque drop.
I agree. Like a locker or wardrobe you craft. There should be a lot of objects with inventory to loot. It would take a second or two to open the first time, then instant after until loot respawns.
This is a nice idea. Some thing just don’t need complex explanations they just need to be thrown out.
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