S.T.A.L.K.E.R. Series Megathread: R.I.P. Kostya Polar Explorer
2,001 replies, posted
[QUOTE=Raiskauskone;22624064]This might be a thread without one of those over-the-top disgusting stories
about a bloody time[/QUOTE]
You shouldn't have mentioned that, I'll get to writing right away!
[QUOTE=MagicBurrito;22627237]Did anybody see my pic of this a few threads back? Silly stalker glitches.
Anyways, can people stop saying "Right Click>View Image" when they post images? I don't even have that option, doesnt help much :)[/QUOTE]
Right Click>Display Image in Next Tab
who else agrees that stalker looks better without AA
[quote]The night was dark and quiet. The only thing breaking th esounds of birds chirping were the grunts of two bandits in a nearby house. Panting and moaning the biggest of the two violently smashed hs huge engorged shaft into the small, bleeding anus of his fellow, but they both enjoyed it. The big man grabbed the penis of his lower and started fluid movments with his hand up and down on it. The little one screamed in pleasure as he came all over the fingers of his lover.
However then the fat bandit felt a terrible pain in his back. Looking over his shoulder he noticed a huge boar, which had bit its way into the back of the man. Screaming in agony the man fell on the ground as meaty, huge chunks of still bleeding meat was ripped from his back. The boar started munching on the corpse all the while keeping an eye on the other Stalker.
After it had finished its meal the animal wanted some entertainment. It approached the young man and mounted him like a cheap whore. The man screamed as the sharp talons of the pig extended into his skin and moaned when the large phallus of the boar extended itself and entered the soft, pulsating tunnel that was the bandits rectal passage. The animal started humping movments as it quickened the pace. The man was left shaking like a ragdoll as the powerfull beast raped his tender body like a child. Piss started flowing out of the penis of the humiliated bandit and soon feces built up against the phallus of the boar. After 20 minutes of humping the animal tensed up and shot his hot sex juice into the ass. It remained entrenched for some 5 minutes before exiting and leaving. The bandit fell on the ground and with a mighty sound the cum and shit erupted out of his asshole, as more boars started gathering around the small house. [/quote]
giggidy giggidy
[QUOTE=BigHeaded B;22628031]who else agrees that stalker looks better without AA[/QUOTE]
and runs better too
[QUOTE=Hostel;22626636]
Pertaining to L.U.R.K. - Holden, I know your're trying to make the game better, but you're fucking up the story and lore in the progress. Artifacts need positive properly, no matter how small, because Sidorovich said people on the outside want them for their positive properties.[/QUOTE]
I'm talking about the premise and the story that the game was based on. Having random inconceivable combat properties associated with artifacts is not constructive to immersion, and they're a contrived aspect that only serves to weaken gameplay elements like stamina, radiation, bleeding and so forth. They don't make sense, they hurt the original intention of artifacts having positive [i]scientific[/i] properties that advance quantum research and are great for selling to ecologists.
Although the real reason anyone complains about artifact effects being removed is that it makes red forest and such borderline impossible, so you can rest assured that this effect is lightened by the outfits having stronger antiradiation properties.
[QUOTE=Hostel;22626636]I don't agree with the absence of blowouts either, they may be an inconvenience, but they are supposed to happen because they are what is purging people away from the center of the zone if they get to close. Additionally, it is why there is an abundance of radiation there, more so than what was left behind by the first accident. By the way, there are no "previous articles" illustrating your problems with random blowouts.[/QUOTE]
Blowouts are a poorly scripted annoyance that in their current state, have extremely inconsistent safe areas, some areas like Red Forest being completely impossible of escaping from emissions. They often kill quest related NPC's, and causes AI pathing errors where the NPC's will go far enough off track of their smart terrains that they'll be frozen forever. It's an immersion killer in it's execution so far in ANY S.T.A.L.K.E.R. or any mods.
They also severely dampen the impact of the final emission that occurs outside of the NPP, making what was once an exciting and frightening moment 'just another blowout'.
There are blowouts that 'purge' people from getting closer from getting closer to the Zone. Both scripted ones outside of the NPP as well as in Yantar, as well as the Brain Scorcher which was what caused as Sidorovich says, people to rush to the center of the Zone after you disable it.
I'm not 'killing the lore' by not adding something that wasn't in the game in the first place, and blowouts from SHoC mods are so inconceivably shitty that it baffles me why anyone wants them. I endeavored to make them better but I realized I was wasting my time only to make an obnoxious occurrence only tolerable for so much work. I hate random blowouts and I'm not going to pander to people by adding them haphazardly.
Random blowouts are awesome. Usually only the first couple times because they are exactly the same each time.
[QUOTE=K1ngo64;22628264]Random blowouts are awesome. Usually only the first couple times because they are exactly the same each time.[/QUOTE]
emission?!
[QUOTE=K1ngo64;22628279]Emission soon, stalker.[/QUOTE]
i just had an emission lol XD
Alrighty guys, anyone injured or in need of supplies, come back to the 100 Rads Bar...
[img]http://imgur.com/MKA1B.jpg[/img]
just narrowly survivaled a emissipon!
Nice settings.
[editline]05:23PM[/editline]
Also reload your gun.
[QUOTE=K1ngo64;22628367]Nice settings.
[editline]05:23PM[/editline]
Also reload your gun.[/QUOTE]
i was busy shooting at the emission
My god that picture quality looks [i]horrible[/i]
The game on my work computer looked worse. :smithicide:
wow ths game is great w/o the hud so realstic
[QUOTE=Lebowski;22628511]wow ths game is great w/o the hud so realstic[/QUOTE]
I leave the HUD on but disable the crosshair.
Decided to try OL I went to go after the mail jacket MOTHER FUCKER! CHERNOBYL DOG IN THE CORDON
I thought the Pseudodog was always guarding the mail jacket... isn't it?
Oblivion Lost I had 3 blind dogs a Pseudodog and a Chernobyl dog All around that thing
Playing COP for the first time now, fully vanilla. I'm right at the beginning, trying to kill the mercenaries in their own camp, so fucking many of them, going to try some other time haha. Also there's a stash marked on my map under the pipeline, to the north-west of the stalker boat camp. There's tunnels under it and I found a dead body with an AKM and a PDA, but I couldn't find the stash; anyone knows where it is?
I usually play an OL based game anyway. My nice little OLURK mod.
[editline]07:02PM[/editline]
Also I couldn't stand the sound effects in CoP Vanilla, I got some better ones and threw in Atmosfear and went through the game.
[QUOTE=overdark;22629265]Playing COP for the first time now, fully vanilla. I'm right at the beginning, trying to kill the mercenaries in their own camp, so fucking many of them, going to try some other time haha. Also there's a stash marked on my map under the pipeline, to the north-west of the stalker boat camp. There's tunnels under it and I found a dead body with an AKM and a PDA, but I couldn't find the stash; anyone knows where it is?[/QUOTE]
I believe it is the stash on the stone pillar the pipeline itself is resting upon. You have to jog back up the hill a bit to jump from the floor to the pillar to the top of the pipe where you carefully go down to the stash...
Dammit, that Lurk accuracy system sounds pretty good right about now. I fire single shot almost all the time now and it's really annoying when the bullets curve like they were fired from a musket. I tried to shoot a merc from 20m away and he must of been magnetic or something because I never hit him.
[QUOTE=ghosevil;22629280]I believe it is the stash on the stone pillar the pipeline itself is resting upon. You have to jog back up the hill a bit to jump from the floor to the pillar to the top of the pipe where you carefully go down to the stash...[/QUOTE]
Thanks a lot, gonna try that soon.
[QUOTE=holdenmcclure;22628211]I'm talking about the premise and the story that the game was based on. Having random inconceivable combat properties associated with artifacts is not constructive to immersion, and they're a contrived aspect that only serves to weaken gameplay elements like stamina, radiation, bleeding and so forth. They don't make sense, they hurt the original intention of artifacts having positive [i]scientific[/i] properties that advance quantum research and are great for selling to ecologists.
Although the real reason anyone complains about artifact effects being removed is that it makes red forest and such borderline impossible, so you can rest assured that this effect is lightened by the outfits having stronger antiradiation properties.
Blowouts are a poorly scripted annoyance that in their current state, have extremely inconsistent safe areas, some areas like Red Forest being completely impossible of escaping from emissions. They often kill quest related NPC's, and causes AI pathing errors where the NPC's will go far enough off track of their smart terrains that they'll be frozen forever. It's an immersion killer in it's execution so far in ANY S.T.A.L.K.E.R. or any mods.
They also severely dampen the impact of the final emission that occurs outside of the NPP, making what was once an exciting and frightening moment 'just another blowout'.
There are blowouts that 'purge' people from getting closer from getting closer to the Zone. Both scripted ones outside of the NPP as well as in Yantar, as well as the Brain Scorcher which was what caused as Sidorovich says, people to rush to the center of the Zone after you disable it.
I'm not 'killing the lore' by not adding something that wasn't in the game in the first place, and blowouts from SHoC mods are so inconceivably shitty that it baffles me why anyone wants them. I endeavored to make them better but I realized I was wasting my time only to make an obnoxious occurrence only tolerable for so much work. I hate random blowouts and I'm not going to pander to people by adding them haphazardly.[/QUOTE]
Thank you for the response, I'm perfectly content now for the most part. Seeing it in your perspective sheds some light on the problem. Perhaps the reason for there being an absence of blowouts in vanilla is much the same reasons as yours. Whether or not the decision about blowouts was made because of personal taste or technical reasons, the scripted events will keep the lore roughly intact. Excuse me for the typo concerning artifacts, I meant "properties", not properly (Haha, who knows why I typed that.) "Scientific qualities" will suffice in trade for better gameplay.
How does freeplay stand? Is it like in vanilla in which there is a point of no return? In any case, I would hope not so, and I could almost speak for anyone when I say that I would rather have some form of freeplay than none.
[QUOTE=Hostel;22629617]I meant "properties", not properly (Haha, who knows why I typed that.) "Scientific qualities" will suffice in trade for better gameplay.[/QUOTE]
It better goddamn suffice. They float in the air and they were born out of anomalies, which are byproducts of miniature bends in the space time continuum which they theorize as products from different planes of existence. If those aren't valuable and positive for that reason then I don't know what is. Giving them stupid combat additions that distract from that purpose underplays the story heavily and even undermines the game from a mechanic standpoint because they only serve to lessen things like bleeding and stamina and radiation.
Guys you know you fight some where else
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