S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Calkkuna;41771691]Also jets. Doesn't the Zone airspace have anomalies that fuck them up?[/QUOTE]
[QUOTE=Muukkis;41771875]Unlike the helicopters, jets would probably fly high enough that they wouldn't be touched by the anomaly fields so that wouldn't necessarily contradict the lore.
Yeah, they would be prohibitively expensive to fly around and satellites would do their job much more cost-effectively especially since the Zone (even the expanded one seen in the games) is not a huge landmass, the actual hot-spot around the Zone where stuff happens is probably ranging from 30 to 50 square kilometers and even that's being generous.[/QUOTE]
Well, in CoP you can find that crashed Global Hawk. Considering that it has a operational flight height of over 60,000 feet and the Zone crashed it than I doubt any other aircraft would be any more successful. Apparently the Zone not only extends outwards but also miles into the sky as well.
The military has hit or miss reliability using Hind helicopters in the Cordon and the outer areas of the Zone. Each Hind helicopter costs only a fraction a jet would and even those are used sparingly because anomalies knock them out of the sky all the time.
And I think according to lore the airspace around The Zone is restricted so Commercial Airliners don't fly through it and they tried using Satellites to map and investigate The Zone but it never worked.
[t]http://images2.wikia.nocookie.net/__cb20111016004855/stalker/images/8/8d/Jupiter_UAV_Site_cop_zsg_dk.jpg[/t]
[QUOTE=rikimaru6811;41772388]By sprint you mean speed or endurance?[/QUOTE]
Endurance, sorry. Should have specified.
[QUOTE=kaukassus;41772392]Even if you're not carrying much, your sprint will run out after a while.
To counter this you could drink some Energy drink, or have an endurance artifact.[/QUOTE]
if i walk I run out of sprint
that's pretty stupid considering even a fat man can run for more than 30 seconds
For some reason cars in Stalkersoup won't move for me, they just nudge around. Is there some key to turn on the engine or are they just out of fuel?
Can someone link me to a picture or source for the Misery jets? I'm really curious now. How are they implemented into the game?
[QUOTE=Fruitsoup;41772526]For some reason cars in Stalkersoup won't move for me, they just nudge around. Is there some key to turn on the engine or are they just out of fuel?[/QUOTE]
You gotta bind a key for ignition.
[QUOTE=Fruitsoup;41772526]For some reason cars in Stalkersoup won't move for me, they just nudge around. Is there some key to turn on the engine or are they just out of fuel?[/QUOTE]
Driving vehicles in STALKER is a deathwish.
Hey guys remember when I streamed OGSE and wanted to see how far my corpse would fly after altknifing that car at the rookie village?
Vehicles are always a deathwish. They explode and slam you into the atmosphere, run into a whirligig and break the game, shoot you with aimbotting machine guns or are irradiated to desperation.
Avoid vehicles. Use your feet. This has been a STALKER PSA.
anyone know why ogse crashes when I put atlas in the gamedata folder? it doesn't overwrite anything so i'm not sure
[QUOTE=CodeMonkey3;41772537]Can someone link me to a picture or source for the Misery jets? I'm really curious now. How are they implemented into the game?[/QUOTE]
it's a sound effect apparently, i'd be interested too
[QUOTE=Beacon;41772729]it's a sound effect apparently, i'd be interested too[/QUOTE]
You know, I'd be interested if they modified the lore slightly to accommodate this, even though it'd still be a little implausible: After doing quests for the scientists regarding anomalies and emissions, they'd invent a real-time anomaly scanner based on Svarog but with a much larger range, allowing jet fighters to effectively maneuver amongst anomalies in the air. I don't know why jets would still be in the Zone but that would make them at least able to [B]be[/B] there. Whaddya think? Test flights of said device, maybe? If they could be seen doing cray cray maneuvers in the skybox or something it'd be great.
I suppose the main issue would be modifying the svarog to have such a huge range for something travelling at a jets speed to get info in time.
Maybe if they set up a system of linked pylons with svarogs on the top to create a network that updates in realtime, to be broadcasted to the jets?
[QUOTE=Terminutter;41772826]I suppose the main issue would be modifying the svarog to have such a huge range for something travelling at a jets speed to get info in time.
Maybe if they set up a system of linked pylons with svarogs on the top to create a network that updates in realtime, to be broadcasted to the jets?[/QUOTE]
They'd need to be modern as hell jets which Ukraine doesn't have AFAIK though. Then again with the artifact smuggling that Ukraine's government is undoubtedly aware of could bring a lot of money and if these were next generation prototype jets, I wouldn't be surprised.
[QUOTE]What the fuck are the Misery balance guys thinking.[/QUOTE]
I - being the Misery balance guys - think that this is very proper move to take. Also reducing blowout rates 2x is the move into the same direction (nerfing profits from artifact hunting).
Gonna have to disagree with you. Making artifacts inexpensive just makes for more grinding which is not an integral part of STALKER's gameplay, really. It also directly contradicts the lore.
[QUOTE=trojanuch;41772854]I - being the Misery balance guys - think that this very proper move to take. Also reducing blowout rates 2x is the move into the same direction (nerfing profits from artifact hunting).[/QUOTE]
According to the proper lore:
[quote]Soon after the destruction of the C-Consciousness members, [B]emissions grew more frequent, occurring sporadically and often at the most unexpected of circumstances[/B]--a Pyrrhic victory for Strelok but a victory nonetheless.[/quote]
Jeez Artifaks hunting is the main reason we have stalkers roaming in the Zone.
[QUOTE=trojanuch;41772854]I - being the Misery balance guys - think that this is very proper move to take. Also reducing blowout rates 2x is the move into the same direction (nerfing profits from artifact hunting).[/QUOTE]
Make them harder to find and more rare instead of gimping their value.
[QUOTE=trojanuch;41772854]I - being the Misery balance guys - think that this is very proper move to take. Also reducing blowout rates 2x is the move into the same direction (nerfing profits from artifact hunting).[/QUOTE]
Now you see what is bad about Misery? It tries to rewrite the lore. Which is unacceptable in Stalker mods.
All the complains about [I]Brown[/I] is nothing but an old joke, when FP stalkers dislike Misery mostly for turning a game into mmo-like grindfest with artificial difficulty.
OK - some points guys:
(I really love to discuss this stuff so please dont start throwing shit at me in next few posts lol ;) )
1. Artifact hunting is free of charge activity once you get proper gear (no repairs costs, no risk) + some fields (Burnt Farmstead for ex.) are very close to base
2. Artifact hunting is still the most profitable activity (it was simply imbalanced vs. other activities previously)
3. 'vs human' combat is no much less demanding in terms of resources
4. red all reports + finally gor to play the game somewhat longer >>> there should be no way of making 50k+ in less than 20 minutes
5. longer blowout periods mean that even if you decide to sleep thru periods between them you still get charged significantly more for eating thru this time
6. this is Misery and progression has to be slow >>> thus each purchase should be thought thru and its no longer such a bee-line for SSP as it used to be
As for grinding: its fun to conduct combat in this game. Much more fun than hunting artifacts (throwing bolts to avoid mines, you really like that?) / doing 'fetch' missions, so whats the problem in rewarding combat? We should always reward fun things shoudn't we?
Generally - try how it plays in-game in the long run.
[QUOTE=Hammer7;41773013]Now you see what is bad about Misery? It tries to rewrite the lore. Which is unacceptable in Stalker mods.
All the complains about [I]Brown[/I] is nothing but an old joke, when FP stalkers dislike Misery mostly for turning a game into mmo-like grindfest with artificial difficulty.[/QUOTE]
To be fair SGM adds Dawn faction too, [I]however[/I] that is an addition to the lore, not a change of it.
[editline]9th August 2013[/editline]
[QUOTE=trojanuch;41773037]As for grinding: its fun to conduct combat in this game. Much more fun than hunting artifacts / doing 'fetch' missions, so what the problem in rewarding combat? We should always reward fun things shoudn't we?
Generally - try how it plays in-game in the long run.[/QUOTE]
Grinding to get armor-piercing rounds to kill a Freedomer in less than half of a 5.45 magazine is not what I would call rewarding combat. It's not even nearly realistic, it's artificial difficulty and I'm getting the feeling that you're one of the very few who even likes it.
Well we disagree here - I personally find combat the most cool thing you can do in this game.
As to how it is balanced - have you checked the patch maybe?
I don't think reducing the worth of artifacts is the way to go. As told before it's the main reason stalkers come to the zone, to make a quick buck by hunting for artifacts. I don't like artifacts being essentially paperweight.
IMO Artifact hunting should rewarding, but also should requires patience, if you want to change it, then reduce the amount of artifacts per anomaly, but slightly increase their worth. Also make the anomalies more dangerous, so not every idiot could go in, snatch them and safely go away.
Artifact hunting should not be something not every rookie can do, it should be really dangerous, so you think twice about going into an anomaly.
For example make Anomalies destroy your Armor much faster, so you don't just go into it, but actually think about it going in there, and risk damaging your precious suit for an anomaly you don't even know if it's worth it or not.
[QUOTE=trojanuch;41773037]
As for grinding: its fun to conduct combat in this game. Much more fun than hunting artifacts (throwing bolts to avoid mines, you really like that?) .[/QUOTE]
Slowly and cautiously navigating through a field of dangerous anomalies, keeping an eye out for a hostile patrol or mutants, eyes fixed to the detector, hoping that all the effort is worth it for something better than a meat chunk? Yes. I really like that.
[QUOTE=trojanuch;41773076]Well we disagree here - I personally find combat the most cool thing you can do in this game.
As to how it is balanced - have you checked the patch maybe?[/QUOTE]
Combat is very fast-paced and quickly over due to how deadly everyone are to each other. Even the worst equipped rookie has to be taken seriously or he can blow you away with his sawn-off lest you are equipped with an exoskeleton. With Misery 2.0's balance this is taken away, no NPC would realistically even take you as a joke. You do shit damage with the fake RPG-like equipment check system implemented and can't consider yourself deadly. This is artificial extending of gameplay, equally bad as backtracking.
no one can tell me how to at least amp up my endurance for CoP Reloaded?
I found a bunch of things in the actor.ltx files, but I'm not sure what I have to edit to run for a longer time.
I gotta say. I was pretty content with Misery when I played it but the new direction is.. well bad. Combat should be realistic and since it's realistic it doesn't always have to be challenging. In STALKER just like in real life there is nothing stopping you from waiting until a group of Loners has their backed turned and unloading a mag into the backs of their heads. Headshot damage and HP increases seem kinda silly.
Reducing the price of artifacts, I agree with everyone is dumb. It's the entire reason people go to the Zone. How many people go to Mexico JUST because they want to get in gun fights and live in poverty? NO ONE. The only go because they can make a shit load of quick cash peddling drugs. Same concept here. A better way of handling it would be making artifacts rarer and maybe increasing their price, the anomalies being more deadly perhaps would also help. Even if these don't make you happy, maybe a dynamic economy or at least a basic one? Like even though your artifact is worth 10,000 Rubles, the traders only will offer you 6,000 or they'll buy it full price but they just don't have the funds all the time. So you have to wait for the right time to sell and to who. Just ideas.
The jets thing is a minor nitpick, but also relevant since it's lore-breaking.
Oh c'mon, after 6 years? ;)
As to lore:
[QUOTE]2. Artifact hunting is still the most profitable activity (it was simply imbalanced vs. other activities previously)[/QUOTE]
Generally idea is its munial to throw bolts to avoid the same anoms all the time over and over again - if there is grinding anywhere in this game its there so purchasing yourself proper stuff relieves from this tedious activity. On the other hand you can still go to for ex. acid anoms with gasmask and regular armor and throw your bolts to avoid acid outburst + its even more 'exiting' now as you have limited time before equipment fails or gets damaged enough for you to loose economical point in the whole endavour.
Misery is mainly different that there are tools to allow yourself to do stuff conveniently - these tools are charged thou so its a decision to for them.
[QUOTE=trojanuch;41773037](throwing bolts to avoid mines, you really like that?)[/QUOTE]
Yes, I do like that. And hunting for artifacts is much more than just "throwing bolts to avoid mines".
Artifact hunting requires throughout though of which anomaly type one will go into and get proper gears/drugs. The time it takes to "scout" the area before jumping into it. The intensity of how your suit is too weak for that anomaly and you trying to go as fast as you can while avoiding anomalies. The rewarding feelings you get after finding an artifact and getting out of that anomalous area.
During my Redux playthrough, each time I go hunting for artifacts is a new journey. And I didn't get bored in any way.
I agree completely with Rikimaru.
[QUOTE]Combat is very fast-paced and quickly over due to how deadly everyone are to each other. Even the worst equipped rookie has to be taken seriously or he can blow you away with his sawn-off lest you are equipped with an exoskeleton. With Misery 2.0's balance this is taken away, no NPC would realistically even take you as a joke. You do shit damage with the fake RPG-like equipment check system implemented and can't consider yourself deadly. This is artificial extending of gameplay, equally bad as backtracking. [/QUOTE]
Ummm, still too low damage?
Oh c'mon - one shoot mechanic only introduces constant save / reload + it doesnt work well when there are no proper cover animations utilised by the AI (in most cases they are almost fully covered or fully in the open).
Still - if damage is still too low I think its only a matter of taste atm and what one prefers. I could agree to nerfing the resistance from conceptual and immersion reasons but I refuse to take it futher than it is now as in that case we should only have a single armor / ammo type in this game as it will all feel the same either way.
[QUOTE=SatansSin;41773161]no one can tell me how to at least amp up my endurance for CoP Reloaded?
I found a bunch of things in the actor.ltx files, but I'm not sure what I have to edit to run for a longer time.[/QUOTE]
You're looking for something like walk_power + walk_weight_power, mainly the latter one. Decrease the number.
[QUOTE]Yes, I do like that. And hunting for artifacts is much more than just "throwing bolts to avoid mines".
Artifact hunting requires throughout though of which anomaly type one will go into and get proper gears/drugs. The time it takes to "scout" the area before jumping into it. The intensity of how your suit is too weak for that anomaly and you trying to go as fast as you can while avoiding anomalies. The rewarding feelings you get after finding an artifact and getting out of that anomalous area. [/QUOTE]
OK - and yet you bash Misery for taking it even futher and actually enforcing having proper equipment to conduct certain anomalies exploration. Here's an old image presenting the concept that was taken:
[url]http://www.moddb.com/mods/stalker-misery/images/artifact-hunting[/url]
So once it is called 'carefull planning' and 'learning the ways of the Zone' and once 'fake-RPG equipment gating'.
Seems a bit contadictionary to me.
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Also I have a feeling that after the patch we are back to good old Misery bashing for the sheer fact it dares to exist ;)
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