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Version 1.2:- Plot items, weapons, armour and organs will no longer deteriorate.- Fixed issue where items placed in containers (using mods like RSD) wouldn't deteriorate.- Changed deterioration rate from 10 minutes to 5 minutes, as 10 seemed too long.- Changed stack degrade formula.Version 1.1:- Items will no longer disappear when the player is nearby.Version 1.0:- Initial Release
This is consistent with the "to a degree assumed" lore so it seems like a good idea to preserve tension. Might make the game unplayable for me... I tend to deliberate a lot in games. But most players would probably welcome it as a new difficulty tier. Personally I think if you're going this route, then everything ought to degrade all the time, whether it's in your inventory or not. Of course the degradation would have to be very slow but again, as far as the lore goes, this is fine. You do wake up after months of bullshit already happened on the ship and can still find pistols in working condition so it's plausible that having one on you for half the game might drop a point or 2 of quality whether you used it or not.
Also your current code will degrade items even when the player is standing right there watching them.
Seems like it would have been easier to just add "On end script and if not contained delete self" to every dropped item. Since SS2 is, by design, incredibly resource-constrained, any gameplay mechanic that's basically "If you do X, you'll lose resources" will only result in players NOT DOING X.Put another way, players don't have the headspace to keep track of every single thing they've dropped, let alone how long ago they've dropped it. They don't know when they'll be back to any given item cache, if ever. So in the face of such a system, it would inevitably end up being flattened into "Anything I leave behind is fucking gone, man." Any more granularity than that would be wasted effort. Items either persist in the world, or they don't.
Which should happen, as far as we've all been able to piece together. The degradation mechanic, as discussed before, only makes sense if it's a result of the annelid presence (spores, gas, whatever). So anything exposed to that should degrade, whether the player is standing there watching or not.
I know. I tried playing around with raycasts to try and detect line of sight to the player, but Dark raycasts are, as far as I know, completely undocumented and I couldn't get it working, so I gave up.
You could just check the distance squared from the object to the player.
How could it NOT work well? Just pick a minimum bound that would guarantee the player is a few rooms away.
Put another way, players don't have the headspace to keep track of every single thing they've dropped, let alone how long ago they've dropped it.
sarge945Consider the stalker anomaly npc looting addon approach - with the rationale that the Many sometimes come across your stuff and 'loots' it.I'd make it into a simple risk/reward mechanic – the more the player leaves stuff around, the higher the chances of it disappearing overtime, based on a certain ratio of the number of items left around / vicinity to heavily travelled paths / time passed. Basically: the more / for longer you leave things about, the higher the chances they'll start going missing.
Then again, running on Impossible and considering that there is an infinite enemy spawn in the game, stashing things does not feel like much of a cheat or a problem. Personally, for the first time ever in SS2 I'm counting bullets and med hypos and the elevator is very empty, if not for the sad little shotgun and some maintenance tools I won't ever use as an OSA. Best solution may be to just play on impossible - it's horrible and I love it ;-)