When you loot a house for example, you are low on food, look in the kitchen on the counters and cabinets, need crafting materials? Look in the garage.
If you are looting the military base, some guns will be located in the gun cabinets, etc.
Im saying this because curently in 3.0 you will fijd loot scattered everywhere on the floor, and you can find a carrot on the bed. This will allow you to use common sense and prioritise what you search.
Also something a little bit unrelated to this, perhaps some houses could have a safe with a gun, and you can search for the paper with the code in drawers, etc. That way you can find a simple firearm for the start with some effort.
Or maybe you are searching a house from a person who sleeps with a gun under his pillow.
Or sometimes police stations could have locked gun cabinets and you can search for keys or brute force it open.
This concept can be used in many places including military bases to unlock some bunkers. And that sort.
Some of these security measures could trigger an alarm if tried to open incorrectly and we know what happens after.
This could perhaps make you loot more sensibly and reward you for finding certain things if you work hard
The reason carrots spawn on beds has nothing to do with the game, it’s terrible map makers having spawns on beds use the same table where food is present. It won’t happen on official/curated maps, just crappy one-off workshop maps with no effort put in them.
Having locked safes/cabinets where you need to go on a little side-quest to find the keys/combination to open is awesome, also make most vehicles spawn locked and you have to find and kill the previous zombified owner to get the keys.
Aye, like safes and cars setting off their alarm, or the lock on the cabinet breaking making it inaccessible. (Also despawns the gun inside, and becomes unlockable again after a set time with a new item spawned.)
Yeah but generally spawns can be all over the place like finding arrows in the kitchen cabinet, even though items should spawn there it should be kitchen related. And I like the car idea too.
Vanilla maps in Unturned 3.X generally use a bunch of spawns from the same spawn table for an area, rather than selecting spawn tables based on nearby furniture, because it’s easier to implement and it makes the loot found in that area as a whole more consistent. I don’t really see why it would be either more or less important to keep the loot found in campsites as a whole more consistent than keeping the loot found in refrigerators throughout the map consistent as an example. I do want to point out that Nelson has considered having the furniture on maps function as containers where loot spawns and having mapmaking tools to procedurally generate some map elements. Atleast filling in door and window frames, but possibly also furnishing interiors, or even placing the buildings in a city block.
There’s a certain consistency either way. The question is whether a piece of furniture should have loot spawns consistent with other loot spawns in that area or consistent with other identical or similar pieces of furniture across the map. I think the former might be somewhat more conducive to having tiered locations, while the latter may provide a friendlier learning curve.
Yeah they are consistent but it works on a level such as there are spawns called “Civilian house loot” and they are placed in houses in the city entierly.
Or “Campsite loot” and they are spread all around a campsite.
I was thinking having “Kitchen loot” being placed in kitchens, and Garages having “Garage loot” and similar. Which is what you said about the latter, furnitures having similar spawns across the map, but it can also be an designared area too. While the earlier thing you said about area similarity is how unturned 3.0 currently works.
Its more of like splitting the existed 3.0 loot tables into more parts and putting them in designated areas.
Randomized loot around is absolutely required. The apocalypse should not be orderly, clean and organized. Someone at some point had to have dropped something they were carrying with them while they made a run for it, or tipped something over and off a table letting it roll away, or had something fall out of their trunk on the road. Show that in-game.