Loot and zombie placement is totally random around the map, with the exception of the Safe zone and Sewer. Nothing spawns in either of those, though zombies do sometimes wander down into the Sewer of their own accord.
The accumulation of loot and zombies in different places is totally a result of people's normal hunting grounds. There are some pretty heavily used paths that people tend to take as they move around the map, and these will clear out loot almost as soon as it is spawned there. Since it's random, sooner or later loot will spawn in a less traveled area and it will sit there for a while. Quite a few can pile up before someone ventures there to find them. Zombie concentrations on the roads is probably due to people traveling the roads. Lets say you got the attention of several zombies, well they will chase you on to the road and will either kill you or give up the chase when you've gotten too far away. Those zombies can randomly wander back out into the swamp, but it does mean you'll have some larger numbers of them wandering the streets. The extra zombie type from dying players would still need to count in the current zombie cap. I forgot it was set at 150, lol. I've finally worked out how I want the mission types to function, so I'm excited about this upcoming weekend! If I'm able to, I really really want to get at least the smaller missions coded. I believe they will change the game in an incredible way. > I've noticed that there seem to be > some places on the map that almost always > have loot and have begun wondering how loot generation > works. I've also > come across areas with as many as twelve corpses with loot > within a very > small distance of one another, which is actually a peril, > since the > overwhelming buzzing of the flies can mask the sound of > sneaky zombies. > (not suggesting this change, it nicely simulates a loss of > situational > awareness. > > > > So, are the locations for loot randomly generated, or are > they tied to where > zombies die? if the latter, is there some sort of > delay between giving them > sweet surcease and having the good stuff appear on the > ground? > > > > There are also predictable concentration points for > zombies. The large > packs seem to be on or near roads, with stragglers out in > the fields/swamps. > I'm wondering if this is an artifact of their spawning > locations or of their > movement plan. > > > > From a story perspective, it almost might make sense to > restrict spawning to > a few points around the edge, to mimic an invasion. > You could have players > who try to stem the invasion and protect the town getting > overwhelmed by > sheer numbers and either having to beat a hasty retreat or > becoming zombies. > Speaking of which, might it be possible for player death to > result in > zombies of a separate type that aren't counted in the 150 > limit? One of the > worst things about a plague of the undead is their tendency > to recruit from > the casualties. > > > > > Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.