• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
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I wonder if these hardcore realistic mods make the money you earn less than a minimum wage job in the rest of Ukraine.
Mods that aren't too extreme do let you earn much much more than minimum wage, even if compared to Russia. A single artefact can worth more than that, and from what I've been planning for prices, it will be the case with most, except the really common ones.
https://pastebin.com/JvLHt6Ei This was done by hand. Do I want to die? Yes. Was it worth it? Yes.
The meshes/actors folder was completely redone in R7 and file names or even folders are different.
LOL
In Misery-like mod problem is that they are not hard but annoying. Game is not hard when you set for example that gun cost 3000, repair for it from 75% condition 12000 and 15 bullets 5000, some items weight x5 more than they should and player is anemic that cant run for longer than 10 seconds, need to eat every 5minutes and he behave like he hold his gun first time in his life, hell, first time he hold anything heavier than 500g in his hand... Yes, game need some features buffed so it will not be easy from the beginning, but there need to be balance between fun and hardness/realism. For example most of Misery-like mods set that HUGE repair cost for guns... why? what is the point of it? All what you need to do is put more realistic damage system for both player and NPC, and after than bullet will be bullet no matter of what gun you shoot it. Difference between guns then will be related to their features(speed, mag size, range etc) and modifications. You will not spend time playing to get better gun like in some quake game, you can find any gun you like even at the beginning and use it until end, because at the end what will matter most will be your aim and reflex. The real element of hardness that player actually can control. The same with stamina. You are stalker, newbie or not, you are grown men in the zone with some military experience, you are not bank manager from city that cant do 20 pushups. You can run for few kilometers with 30-40kg on your back, you can still run 400-600m with even 60kg. You are used to not eat often, but when you eat you eat anything and as much as possible. Some mods showed us few times, that just spending that free time on balancing items cost and weight, and damages are better for gameplay and player, than spending this time on adding weird features.
This. Pistols are great at unarmored targets like mutants or weak NPCs. You can use normal rifle rounds to defeat weak body armour. Then finally save the AP ones for heavily armoured enemies. A 5.45 or 5.56 bullet won't do more damage than a 9x18 or 9x19 pistol to a mutant as the pistol rounds usually expand, causing a lot of damage. Rifle rounds can only fragment or tumble due to the high penetration they have. Shotguns are similar to pistols, weak penetration but very high damage potential... and much cheaper than rifles. Stamina is problematic, I find it a bit difficult to adjust it properly. My plan is to keep the main stamina reduction to helmets, something you can choose to take off when travelling a lot. Outfits and backpacks will also have some stamina reduction, but I'd like to change those into small speed debuffs. Heavy outfits might slow you down, but not too much. I want to remove the sprint upgrade from exoskeletons too and slow the player down instead. This will also make lighter gear more appealing, they are straight up worse currently.
Right, so the hit effects script is finally being wrapped up, but I wanted to make sure I'm not missing anything. Currently, there are 5 different body hit states ( no armor, light, medium, heavy, exo ) and 5 different head hit states ( no armor, helmet, gas mask, glass sphere, zombie ). Each have a unique set of 20 hit sound variations, that play depending on where you're hit and what you're wearing. Are there any states Im missing?
Great news wepl. I'm extremely eager to try this all out. Cheers on working with Matt on this
Vision is not the only disability people have. I'm talking about mentally handicapped or people missing fingers or just plain old age, problems that lower difficulty can compensate for. There are quite a few in the community that play just about every mod out there and admittedly never play on master. I have a couple in mind that if I did name everyone here would know who I mean because they been in GSC community since forever. I dont see any reason to FORCE game to be accessible for people with disabilities Force? He's forcefully removing optional features that already exist. Difficulty selection IS accessibility, man.
Rememeber how i got my gf into stalker? She's gotten over 30 hours of gameplay and is ignoring me lmao
Another one lost to the Zone.
She's joining the dirty duty faction. >:(
break up with her
its never too late for the light of monolith
https://files.facepunch.com/forum/upload/107131/609588cc-d234-4534-b37a-87a31bfdc04d/1KW7h.gif Благодарим Тебя за то, что раскрыл слугам Твоим козни врагов наших. Озари сиянием Твоим души тех, кто отдал жизнь во исполнение воли Твоей. В бой, защитники Монолита! В бой! Отомстим за павших братьев наших, да будет благословенно вечное их единение с Монолитом. Смерть....Лютая смерть тем, кто отвергает Его священную силу...
Finally done with the hit effect script: https://www.youtube.com/watch?v=bTgBnEnEp0M On top of all the new dynamic sounds based on armor, the hit effect animation itself is also based on what the player is wearing. While getting shot with just a novice outfit, the player's aim can easily be thrown off, especially if getting shot in the head. But wearing better armor and helmets decreases this effect. In an exosuit, the effect is practically gone, further playing up the idea that an exosuit is a walking tank. Also https://www.youtube.com/watch?v=kgl4qwShjOU All credits to @Theman! for his amazing animation work.
You give me meaning.
Wepl, I had zero time to try out fully modding (Only some minor quest tweaking as per the links you provided here) but I can tell you some good ideas regarding trade and balance for the game. So to make it feel more "alive". I will add you in steam.
Any contribution, no matter how small, is appreciated Here's my steam as usual. steamcommunity.com/id/wepl
No message too here? Ok here goes my idea. Each map should have a base rate of prices (That in turn affect the price that stalkers in game offer you. Cordon should have the lowest 5.45 ammo prices and Skadovsk should have the highest prices for everything due to distance) and traders could have their own prices. These two things could be affected by the following variables: -The amount of stalkers in an area. If the area is loaded with stalkers, everything should go up across the board. If the amount of stalkers is below a 100 base rate, then the prices should fall (Simulating demand in a short period of time). -The type of stalkers in an area (If there more ecologists than the base 100 factor for ecologists, then artifact prices should go up. If there are more mercenaries, the price of items related to nato weapons should go up. Consequently, if there are a lot of duty members, then the price of food should lower (More mutant parts in supply = lower prices). If there are more military, the price of 5.45 ammo, army medkits and tourist delight should go down (Simulating soldiers selling their stuff to stalkers -> more supply) ). -You could implement "global events" that simulate outside events affecting zone temporarily. For example, a medical advance that requires bloodsucker tissue, thus raising prices for bloodsucker parts. A shipment of military 5.45 ammo being "lost" thus lowering prices for 5.45 across the board. Military commanders tighten the perimeter so food and ammo are now more expensive. Each event can have a % of happening, you roll a random number from 0 to 1 for each event. I dont know the impact of performance but I dont think that around 50 possible events with one random number roll each one and them spread through the in-game day will have a huge impact. This could be more significant for Snitch, as you could buy information from him in advance before that event happens (The player can see then how to profit from that). At the same time, if your rank and standing with a faction is excellent (You are master military with outstanding reputation) you can know beforehand what will happen via PDA. Also, this gives place to some quest ideas like barkeep or sidorovich sending you to find out information about possible supply/demand changes. As last idea, this should affect A-LIFE behavior but I know this is more complicated and I dont know if is possible. NPCs loners should gravitate to places where ammo/food prices are the lowest and artifact prices are the highest (= bigger profit margin for them) while certain mutant packs should gravitate to places where there are few NPCs.
But its not walking tank... its basically walking heavy load truck. Exosuit is filled with servomotors and pneumatic muscles all around body, any shoot could disable its functions, even if they are covered with metal plates, to stop even 9mm bullet those plates would need to be at least 2-3mm thick and becase of that overall weight of such suit would be more than 200kg... Not with a reason real life exos are focusing on lifting heavy things and combat versions for past years are just a fancy prototypes that never saw any real combat test. Not to menton that because of complex electronic structure it would need 24/7 constant maintenance and it would be deadly with any anomaly, especially electric/toxic. I know that its "to realistic" approach, but if we put so much realizm in other aspect of game mechanic why not to make exos more realistic? They would be used not as tanks, but as some sort of support for squad, heavy gunner or mule. You would need to force player to use ALL upgrades to, make it have better protection that military heavy outfit that its based on. Exo would give player massive boost in lifting and stamina but lack of running at all Would be deadly in anomalies, even more than you would be naked... They would wear quicker. With forcing player to upgrade it to be useful in combat basic exo would be really used by players that want to lift more stuff, beside that it would be even worst than heavy skat outfit because of lack protection from anomalies. It could be easily done by just modifying its default stats and changing upgrades to be more expensive because of changing metal parts to eg. carbon-fiber, ceramic and advanced surge protection.
Having less aim punch while wearing an exo still makes sense even with your indepth analysis. At least to me it does.
It could have less "sway" when getting hit or shooting. Thats the part of body stability and "toughness" of skeleton that exo give. But because of construction it self, even single shoot from 9mm in pneumatic muscle of servomotor would disable your arm/leg or whole body and without that support you could not even move that part of body because of weight and drag of disabled exo. Even if those parts would be protected by external armor even dent on one of plate could block some mechanism in suit making it hard to move. But as I said, this is can be too much realism, and best way to stop from making exosuit as some sort of ultimate tank armor, I would just modify its stats to give the same resistance as military skat armor, lower anomaly protection even more, give boost in carry weight. And give player possibility to armor it even more only via expensive upgrades, but still making it vulnerable to anomalies and it would be still need constant maintenance(it would wear quicker)
Does cop have the upgrade system from clear sky?
Yes.
it's a little different though, in CS you unlock some upgrades with flashdrives but in CoP you unlock the last upgrade tier with quests
Ummm help. Can you...recruit companions in COC? I keep seeing that on reddit or youtube but I'm completely lost on it.
if they're friendly towards you, rather than neutral, then yes
shit thats all you needed to say
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