S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=Doneeh;44632053]STALKER MP is the biggest and buggiest bullshit ever. Somehow, a Freedomer with a shitty AK can hit me crouched behind cover while he's sprint jumping all around like a fly. Fucking Russians use it as a training manual or something when they're in the army.[/QUOTE]
1.0008 seems to make MP more enjoyable, but then again it's for the russian version of stalker only :v:
We need a really nice STALKER MP mod with weapon packs and such.
A proper stalker mp session based shooter should let you go artifact scavenging and mutant hunting as well to get money for guns and gear. Maybe some sort of MOBA format with two main bases you sell shit and buy shit at. Capture or burn down outposts or something.
Couldn't the co-op mod hypothetically be accommodated to work for something like that since the main thing that mod accomplished was having somewhat laggy mutants run around in MP?
[QUOTE=Bloodshot12;44632543]Couldn't the co-op mod hypothetically be accommodated to work for something like that since the main thing that mod accomplished was having somewhat laggy mutants run around in MP?[/QUOTE]
Lol, made me think of something. Mutant mode;
Players can become mutants and attack other players :v: (GOW inspired lol)
[QUOTE=LoNer1;44632578]Lol, made me think of something. Mutant mode;
Players can become mutants and attack other players :v: (GOW inspired lol)[/QUOTE]
It would be awesome if there was a big multiplayer thing for STALKER where one person gets to control the Zone and everybody else are random stalkers. The person who controls the Zone would get to control where anomalies are concentrated, where and when mutants attack, Monolith and Mercenary movements, and all that kind of stuff. For the people playing as stalkers, they would just play like they're playing Freeplay.
I think it would be pretty fun, but I doubt we'd ever see anything like that ever.
STALKER survival
fortify a base with different defenses and whatever faction you are has their own individual abilities
(military gets to produce machine gun emplacements, duty gets heavy firepower, freedom gets weed, etc.)
One player starts as a mutant and as the others die they all turn into mutants
[QUOTE=LoNer1;44622184]S.T.A.L.K.E.R. Vanilla+ (SHoC v1.005/6)
Introduction:
[B]S.T.A.L.K.E.R. Vanilla+[/B] ([I]also known as [/I][B][I]V+[/I][/B]) offers to give the player a truly immersive vanilla-enhanced experience in terms of general gameplay modifications and optional graphic and sound improvements. We, team E99, want to modify the game in such a way that it keeps the vanilla feeling to it like mods such as Autumn Aurora 2 do, but without all the other modifications. We want to create a seamless and bugfree experience by using mods such as ‘[I]ZRP (Zone Reclamanation Project)[/I]’ by [U]NatVac[/U], but we’d also like to enhance the gameplay with small details like the ‘[I]Arms match the suit mod[/I]’, courtesy of [U]Vintar[/U], the ‘[I]Stalkers are not blind[/I]’ mod by [U]Red75[/U], [I]Photo Realistic Zone 2 / Particle Paradise 2.2[/I] by [U]LoNer1[/U] and some other mods focussing on small details enhancing the overall game experience.
Community feedback is appreciated in this initiative. We want to create a mod suitable for a first play through, which is also endorsed by [B]Veteran STALKER players[/B], unlike some mods in the community are :v: Here's a link to the '[B]design document[/B]'. Feel free to quote stuff from it and react here :)
Link: [url]https://docs.google.com/document/d/1IXX4trQlw6r88rYF9ASiEoOrX8IIGRqMMKBUEaJxDOo/edit?usp=sharing[/url][/QUOTE]
Ah, great. Yeah, the 'design document' is basically our PMs to each other.
So, STALKER fans, we'd appreciate suggestions and feedback!
When it comes to playing STALKER, the options are usually to either play the game completely vanilla (perhaps with just some texture packs or bug fixes), or a massive everything-including-the-kitchen-sink mod that completely changes the whole game.
On any STALKER thread on any forum there are newcomers that have just bought Shadow of Chernobyl or have decided to reinstall it after playing it back when it first came out. They are happy to try some mods to enhance graphics, fix bugs or add some nice features, but they want to experience something that is at least close to ordinary STALKER before trying the big mods that add new weapons, vehicles, new mutants, new quests etc. I know because I was in that situation myself!
Until now, the closest option was STALKER Complete, and it's the option that many STALKER newbies go for. The problem with Complete is that it also makes the game easier by reducing enemy vision range, improving weapon accuracy, increasing how much you can carry, etc. And while the bug fixes and the improved graphics are certainly better than the original game, they are a bit out of date since they were done in 2009. Things have moved on since then.
The other option that came along recently was Autumn Aurora 2. It is a massive graphical overhaul for SHOC, but it also changes the gameplay to make the game a bit more challenging. It adds new weapons, rebalances weapon damage, changes the way some gameplay mechanics work (such as making medkits work over time), changes AI and the effectiveness of stealth, and makes artifact hunting work like Call of Pripyat. There's also the fact that the graphical overhaul makes everything look brown due to the autumn theme. So again, it's not quite the vanilla+ mod that STALKER newbies should experience.
That isn't to say that we want the game to play exactly like the original with nothing extra. There are popular features that are common to all the big mods, such as Oblivion Lost, OGSE etc, such as random blowouts, and artefact activation. They were originally intended to be in the game, but GSC cut them. Of course, blowouts were actually implemented in Clear Sky and Call of Pripyat. Artefact activation was included in the Artefact Hunt multiplayer mode, and in their new game Survarium. (There will be a skill you can learn that lets you use artifacts like grenades.) There are individual mods for SHOC that give you blowouts or artefact activation, but we'll be the first to offer them alongside the bugfixes and extra optional features of the Zone Reclamation Project.
So Vanilla+ will give you impressive updated graphics, comprehensive bug fixes, and some extra features such as random blowouts every few days (with NPCs taking cover in shelters) and the ability to activate artifacts to create anomalies, making those rubbish +2 bulletproof artifacts useful for something if you decide not to sell them. We'll also be including the ability to enable optional extras such as rebalances of weapons, making medkits heal over time etc, adjusting enemy AI, so if you want you can make the game more of an overhaul. Vanilla+ enhances the original game while giving you the choice of just how vanilla or modded you want things to be.
I would love for a fact if the weapons weren't inaccurate as all hell and pistols were a tiny bit more useful. <- this is something to be very careful with though. Maybe not change the guns, but rather provide the player with say, an AS-VAL with very limited ammo early on for longer range shots and so forth.
New scope textures that look like real scopes would also be awesome.
[QUOTE=evil_twin;44632676]Ah, great. Yeah, the 'design document' is basically our PMs to each other.
So, STALKER fans, we'd appreciate suggestions and feedback![/QUOTE]
Regarding the "impressive graphical updates", are you considering actually updating the game models? As much as the whole community enjoys the sight of high quality shader mods and revamped textures, map and physics models look [i]horrendously outdated[/i], and even with a thousand overlays the lack of high quality meshes still shows a lot. It'd be nice if you guys actually bother updating the classical stalker designs instead of cut-and-pasting models from other games, too.
[QUOTE=exostalker;44631654]I really don't know what you're talking about, a normal SOC unpacker was able to unpack all .dbs in LA directory for me. If you are talking about all.spawn, it has nothing to do with .dbs, therefore it has nothing to do with database and it's unpacking.
[editline]24th April 2014[/editline]
So all it takes now is an inventory full of random items to be a master... seems like requirements dropped quite a bit[/QUOTE]
dear rookie, when you run screaming out of the jupiter plant with a pack of dogs giving you chase, remember to not choke on your pacifier as well.
you also seem like an alt.
Hey evil_twin thanks for reminding me of Singularity. Played through it a good while ago and had great fun.
[QUOTE=SexualShark;44633276]dear rookie, when you run screaming out of the jupiter plant with a pack of dogs giving you chase, remember to not choke on your pacifier as well.
you also seem like an alt.[/QUOTE]
Please no, not again.
[QUOTE=Lone Wolf807;44633510]Please no, not again.[/QUOTE]
ok.
[QUOTE=Lone Wolf807;44633510]Please no, not again.[/QUOTE]
actually he shares the same IP and browsing forms as oddflow's posts, and didn't post for the past week until just after odd was banned
However given odd had mentioned exo previously and the 'father' mentioned odd wanted to move in with his boyfriend, I'll give the benefit of the doubt and ask a question first; Exo, where do you live now and where is odd from
[QUOTE=SexualShark;44633276]dear rookie, when you run screaming out of the jupiter plant with a pack of dogs giving you chase, remember to not choke on your pacifier as well.
you also seem like an alt.[/QUOTE]
dear little "veteran", I really don't care. Bye.
[highlight](User was banned for this post ("ban evasion" - dai))[/highlight]
[QUOTE=SexualShark;44626428]i am a rookie, look at me guys!
[img]http://cloud-4.steampowered.com/ugc/3296942832696817945/0A99EE534527B2E7B4B447339B414A301D4BBD29/[/img][/QUOTE]
What mod is this?
[QUOTE=Lizzrd;44632883]I would love for a fact if the weapons weren't inaccurate as all hell and pistols were a tiny bit more useful. <- this is something to be very careful with though. Maybe not change the guns, but rather provide the player with say, an AS-VAL with very limited ammo early on for longer range shots and so forth.[/QUOTE]
I think I see your point here ...
[video=youtube;1ul99nZ-uog]http://www.youtube.com/watch?v=1ul99nZ-uog[/video]
I provided the military here with AS VAL assault rifles and some even wield powerful VSS rifles. This creates 2 situations for the player to find himself in;
1. Avoid these powerful enemies early on in the game
2. Go on a raid to try and kill them (mind they have better AI so this won't be very easy)
I've also included a table with conditions for the weapons so they'll always be in a pretty bad condition. It's a random spawn system with only 3 guns in it with variable attachements (VAL, VAL w/ Scope, VSS, Groza, Groza w/ Scope, Groza w/ Sil, Groza w/ Scope + Sil)
I've also upped the power of the [B]base ammunition[/B], just like MISERY did. This way, weapons do the same damage as they do now but the ammunition will make the difference.
[QUOTE=Lizzrd;44632883]New scope textures that look like real scopes would also be awesome.[/QUOTE]
I will be taking care of this. I did the scopes for MISERY and they appealed to a large audience (at least, the clean ones + the research with active military soldiers who offered their work and knowledge to MISERY at the time).
[QUOTE=croguy;44632993]Regarding the "impressive graphical updates", are you considering actually updating the game models? As much as the whole community enjoys the sight of high quality shader mods and revamped textures, map and physics models look [I]horrendously outdated[/I], and even with a thousand overlays the lack of high quality meshes still shows a lot. It'd be nice if you guys actually bother updating the classical stalker designs instead of cut-and-pasting models from other games, too.[/QUOTE]
While I agree, it's an extremely tedious and long job to hand-pick models without their bones glitching out (which breaks the immersion) and texturing them to fit the game (most of them are textured to the standard of modern games, where post processes and build in the engine -shader- injectors / lighting settings do all the work and most of the base texture is bland)
Maybe in the near future if the mod starts growing in attention. For now it's still a concept :) But any input is placed inside the document!
[B][I]Keep it coming[/I][/B]
[editline]24th April 2014[/editline]
[QUOTE=Recurracy;44633991]What mod is this?[/QUOTE]
[URL="http://www.moddb.com/mods/stalker-misery"]Is it even possible to not know this mod in this community[/URL]?
[QUOTE=LoNer1;44634066]While I agree, it's an extremely tedious and long job to hand-pick models without their bones glitching out (which breaks the immersion) and texturing them to fit the game (most of them are textured to the standard of modern games, where post processes and build in the engine -shader- injectors / lighting settings do all the work and most of the base texture is bland)
Maybe in the near future if the mod starts growing in attention. For now it's still a concept :) But any input is placed inside the document![/QUOTE]
It doesn't mean you can't not experiment. Get a competent modeler and start fiddling around with things that are not viewmodel guns. If multiple methods won't work, fine, but if Russians can procure their own set of Frankenstein'd port+vanilla stalkers why doesn't anyone dare make something from scratch?
[QUOTE=exostalker;44633843]dear little "veteran", I really don't care. Bye.[/QUOTE]
you seem agitated.
the gig is up oddflow.
[img]http://image.shutterstock.com/display_pic_with_logo/1004516/109456100/stock-photo-the-policeman-arrested-the-thief-109456100.jpg[/img]
I forgot to mention, we are also trying to replace all the combat dialogue so that it is in English, so you can understand when enemies are shouting about flanking you or a friend being killed or taunting you or whatever. (We'll also have it where you can choose to change all the dialogue to Russian, with subtitles for all the lines that were originally in English.)
So yeah, English combat dialogue. All the factions in STALKER shout different things during combat, so we similarly need to make it so that guys with Duty or Freedom don't just shout the same things as the bandits. We've already got bandit combat dialogue replaced with stuff from Metro 2033. I'm going to try and extract sounds from Metro 2044 and see if we can get some good stuff from that. Other options include Company of Heroes 2 and Red Orchestra. Can anyone think of any other games where soldiers have dialogue in English but with Russian/Ukranian accents?
For the mercenary faction I'm actually thinking we don't need Russian/Ukranian accents, as they use NATO weapons and they are supposed to have Western clients. (Soon the repliacas from FEAR will be in the Zone!)
[QUOTE=croguy;44634645]It doesn't mean you can't not experiment. Get a competent modeler and start fiddling around with things that are not viewmodel guns. If multiple methods won't work, fine, but if Russians can procure their own set of Frankenstein'd port+vanilla stalkers why doesn't anyone dare make something from scratch?[/QUOTE]
Well, yeah, that's the other thing - get a competent modeller. At the moment it's just the two of us, and neither of us are modellers.
[QUOTE=Lizzrd;44632883]I would love for a fact if the weapons weren't inaccurate as all hell and pistols were a tiny bit more useful. <- this is something to be very careful with though. Maybe not change the guns, but rather provide the player with say, an AS-VAL with very limited ammo early on for longer range shots and so forth.
New scope textures that look like real scopes would also be awesome.[/QUOTE]
STALKER Complete makes weapons more accurate... and it is one of the reasons it is derided by stalker fans for making the game easier and for not being the true vanilla+ experience that it claims to be.
That said... do want to make improvements to weapon accuracy, damage, etc. But unlike STALKER Complete, they will be optional. That way, purists or newbies that really want to see what normal STALKER is like can experience that, but with nicer graphics, subtitles for all the English dialogue and without the crashes or quests screwed up by bugs. While those that are willing to trust that we can improve on the weapon balance can activate that feature.
[QUOTE=LoNer1;44634066]
I provided the military here with AS VAL assault rifles and some even wield powerful VSS rifles. This creates 2 situations for the player to find himself in;
1. Avoid these powerful enemies early on in the game
2. Go on a raid to try and kill them (mind they have better AI so this won't be very easy)
I've also included a table with conditions for the weapons so they'll always be in a pretty bad condition. It's a random spawn system with only 3 guns in it with variable attachements (VAL, VAL w/ Scope, VSS, Groza, Groza w/ Scope, Groza w/ Sil, Groza w/ Scope + Sil)[/quote]
I'm not sure I like the idea of being able to get those late-game weapons in the Cordon! Even if you have them be poor condition. We'll be including an option so there is a way to repair weapons (Zone Reclamation Project already includes a couple of ways to do that). At the Cordon/Garbage area the best the player should have is a "Viper" MP5, or an AK-74U if you managed to kill some soldiers. Vals, VSSs, Grozas, that's drastically different from vanilla.
Also I don't believe that the Ukranian military guarding the Cordon would be particularly well-armed. Hell, they don't give that much of a shit, given that you can simply bribe your way through.
I know that some people don't like how horribly inaccurate the early weapons are. I didn't really have a problem with it. You start off with shit guns - but the enemies have shit guns too - and as you progress through the game you get good guns. But I can understand if people think that the guns are a bit too shit. I'd rather we went with the STALKER Complete route of just upping the accuracy a little across the board. (Or whatever the weapon balance changes are in the optional Zone Reclamation Project files.)
[quote]I've also upped the power of the [B]base ammunition[/B], just like MISERY did. This way, weapons do the same damage as they do now but the ammunition will make the difference.[/quote]
But that effectively means all weapons do more damage, right? (Unless you're introducing new types of crap ammo.) Is there a general perception that STALKER's guns are too weak or that enemies are bullet sponges or something?
I've never played MISERY, but from what I gathered it is a mod that makes it so that you die very easily, which is supposed to be balanced by enemies also dying easily. I guess that's one for the realism fans. To me, doesn't sound like fun. Hell, even the name tells you what you're going to get: it'll make you miserable. I love the atmosphere and setting of STALKER, but I still want it to be a game rather than some kind of military tactical simulator. Or a "you will die horribly" simulator. (And since STALKER has long load times, I'd rather not die and have to reload every couple of minutes.)
Personally I like FPS games where both enemies and the player take several bullets to die. I know other people like stuff like Metro 2033's Ranger Hardcore mode where both you and the enemy will die in just 2 bullets, but that forces the game to become a stealth-em-up. I prefer Metro 2033's ordinary Hard mode. I like being stealthy sometimes, but if I screw up I like to then be able to have a big firefight, blasting away full-auto with an assault rifle. I like it when enemies can be injured and will retreat; if bullets are too powerful and enemies die too fast, then they don't get to be injured, they are simply either alive or dead.
I actually created a mod for the 2009 Wolfenstein game that increased enemy health and made the assault rifle weaker, because I felt that enemies died too quickly. I like games like Half-Life and the old Return to Castle Wolfenstein where it takes 5 or 6 bullets to bring down an enemy, rather than 2.
[QUOTE=Bloodshot12;44632627]STALKER survival
fortify a base with different defenses and whatever faction you are has their own individual abilities
(military gets to produce machine gun emplacements, duty gets heavy firepower, freedom gets weed, etc.)
One player starts as a mutant and as the others die they all turn into mutants[/QUOTE]
[QUOTE]
[B]Super STALKER Survival Factions[/B]
-Each faction attempts to survive as many waves as possible against anomalies, mutants, and other Zone-based hazards.
-Each faction has a specific set of abilities, benefits, and drawbacks.
-An alternate game mode features one player as a mutant, who then infects other players by attacking them, then reducing their psy level to zero for full mutation.
-Both game modes end when all members of the faction are dead or mutated.
Military's gets two gun emplacements and can call in reinforcements of three Spetznaz and three minutes of air support from a Hind once every five waves. Build experience at a slower rate than other factions due to previous military training.
Duty gets an extra damage bonus versus mutants, but take more damage from anomalies. Slightly better aiming ability than other factions.
Freedom's dank ass joints cure mutation once, increases rad resistance, and speeds up reload times. Each shot has a 1% chance of instantly killing a mutant, due to sniper training.
Clear Sky can rapidly upgrade their armor and guns at no cost only once every ten waves. Half of ammo stock automatically fills every wave.
Renegades aren't allowed any sort of building defenses other than the preexisting environment, are restricted to low-end weaponry and armor, earn slightly less rubles, but is the only faction that can respawn on mutation. Because of their lifestyle, they have slightly less health and damage output than other factions.
Bandits are able to steal mutant parts and sell them for extra cash, can steal guns off of dead comrades, and can activate a faction-wide ability called Fervor Latro that allows for one full minute of higher damage resistance, damage output, run speed, and psy-resistance. They suffer from a slightly worse aiming ability than other factions.
Mercenaries have a higher damage output and aiming ability than other factions, as well as an inherent defense bonus regardless of armor. They have a money modifier of 1.3x, and can sell mutant parts as well. Their major drawback is that their equipment is significantly more expensive than other factions. One player is automatically chosen as Wolfhound, who has larger bonuses, has a defense aura, can call in a Hind once every ten waves, and can perform executions on mutants for more money. Wolfhound is restricted to a basic Mercenary Suit and March, his signature pistol.
Ecologists negate nearly all anomalous/psy damage and drastically reduce mutant damage. Their own damage modifier is a two-thirds that of other factions and they carry two-thirds the normal ammo limit. Their government funding allows for a constant trickle of rubles that is greater for each surviving Ecologist. Equipment is slightly cheaper, and they come pre-equipped with a defensible base and shop that is accessible at any time. Ecologists can also call hire fighters from other factions at an expensive price.
Loners start off on the same level as Renegades, but have an experience gain modifier of 1.5x. They also cannot create defenses and are restricted more rigidly from equipment above their experience level. A vague code of conduct allows for trading amongst one another at any time, as well as an ability to call in a small-band of reinforcements. One player is automatically chosen as Sidorovich, who can trade to other players and carries an infinite amount of items at a slightly higher price for purchase by others. Sidorovich's shop inventory expands with higher level equipment after each level up, and his modifier for experience gain is 2x.
Monolithian Extreme Mode pits the Monolith faction against waves of other factions. Their defenses consist of anomaly traps, mutant hives, and any environmental assets nearby. They begin with a large, shared pool of money, at Veteran level of experience, and access to all weaponry including the Gauss Gun. Their armor automatically upgrades each level they receive, starting from Monolithian Sunrise Suit, to Scientific Suit, to Exoskeleton. Their experience modifier is .33x the normal for other factions. One player is automatically chosen to be Charon, who is permanently equipped with a fully upgraded Exoskeleton and Vintar BC, as well as providing a slight damage, defense, and health bonus to nearby teammates. Depending on the size of the team, one to two players can become Preachers by outperforming their teammates during the first five waves. Preachers provide the same bonuses as Charon, but lack the inherent defense modifier he comes with. All Monolithians can sacrifice an artifact to create an anomalous trap at any given time. [/QUOTE]
It is complete.
Remember that scripted event in Clear sky's escape level where you had to defend some silly loners against a military squad ? Well, now they have better things to do:
[T]http://img4.hostingpics.net/pics/939102ssremnant042414131855escape.jpg[/T]
So basically I removed that event because it's scripted nature was way too obvious and because it had a lot of issues that breaked the immersion like:
- Why did the loners posted twenty meters away never try to help their comrades ?
- Why did these soldiers attacked a random group of poor, unarmed loners while their commander is being captive ?
- Why is another squad just pop up on the same place two minutes after you've killed everyone ?
- Why this unecessary gunfight anyway ?
Now this military squad will just stand here, waiting for further orders like father Valerian implied they are supposed to do. This means that the player is more likely to avoid them the first time because they are a real threat against a single stalker who, at this moment, is equiped with a simple MP5 at best. The idea is that the gunfight that will occur after Valerian talked to the player and sended him to attack them with a few loners will be far more interesting and coherent.
But the most important thing: That shinny red barrel is finally going to be useful. :v:
[video=youtube;kpmUf_pY3Qg]http://www.youtube.com/watch?v=kpmUf_pY3Qg[/video]
This is only one of many modifications I've made to the zone's population but this is the first one that is near completion (Even if It still need a lot of polish) and I think I'll definitely continue that way because I alway thought that the biggest issue in Clear Sky is that it's: "Stalker with too many people on the map". I really want to bring back the SHOC feeling of fear and loneliness, so along with the reduction of squad's size and frequency on the map I think I will also remove the faction war (At least partially) and try to give more room for exploration rather than braindead gunfights.
X18 in surround sound and I am ready to poop in my suit.
but strelok, that fight was so easy
all you had to do was lob grenades to clear them out until only a few were left
[QUOTE=LoNer1;44632129]1.0008 seems to make MP more enjoyable, but then again it's for the russian version of stalker only :v:[/QUOTE]
wrong actually
there's a 1.0008ww release that works with worldwide version of the games, but I think the original link for it is dead.
I have it somewhere.
[QUOTE=evil_twin;44635258]I forgot to mention, we are also trying to replace all the combat dialogue so that it is in English, so you can understand when enemies are shouting about flanking you or a friend being killed or taunting you or whatever. (We'll also have it where you can choose to change all the dialogue to Russian, with subtitles for all the lines that were originally in English.)[/QUOTE]
Yes, I forgot this one. We're going to create optional packages with sounds from various games, hand picked for the right NPC factions in-game.
[QUOTE=evil_twin;44635258]For the mercenary faction I'm actually thinking we don't need Russian/Ukranian accents, as they use NATO weapons and they are supposed to have Western clients. (Soon the repliacas from FEAR will be in the Zone!)[QUOTE]
I always thought this as well. They're hired mercs from outside of the zone. They are also imho the ones who should've wielded the strongest rifles in game, as they could get them from the outside world.
[QUOTE=evil_twin;44635258]I'm not sure I like the idea of being able to get those late-game weapons in the Cordon! Even if you have them be poor condition. We'll be including an option so there is a way to repair weapons (Zone Reclamation Project already includes a couple of ways to do that). At the Cordon/Garbage area the best the player should have is a "Viper" MP5, or an AK-74U if you managed to kill some soldiers. Vals, VSSs, Grozas, that's drastically different from vanilla.[/QUOTE]
I see the reasoning behind this yeah. I forgot about the repair function in our compilation. We could still make it that their loot is randomly spawned, so there's the extremely rare chance of getting an AK74 or AN94 early on? (In the vanilla game, if you kill all patrol soldiers near the south of cordon (checkpoint), go out of cordon and return, there will be new guys spawned with AN94's so it's not shifting away from vanilla as much as the VAL / VSS proposal does)
[QUOTE=evil_twin;44635258]Also I don't believe that the Ukranian military guarding the Cordon would be particularly well-armed. Hell, they don't give that much of a shit, given that you can simply bribe your way through.[/QUOTE]
IMHO this is where you'd go off track with 'a vanilla+ mod'. I think we should leave the original game it's charm to it. We don't know if they give a shit or not, because it's nowhere stated. We do know; They have orders to protect the outside world of the zone and shoot on sight. Enhancing their strength a bit with more than peashooting material should be beneficial to both them as the player, IF he manages to kill them early on.
This also goes [B]in combination with the medication system AA2 uses[/B] which we're going to implant. You won't be able to gather 20 medkits, some ammo for your makarov and gun and spam your way through. Medkits, bandages, food items and all other consumables will take effect over time now. We've chosen to do this because it adds another small element to the game which was missing; Tactics.
[QUOTE=evil_twin;44635258]I know that some people don't like how horribly inaccurate the early weapons are. I didn't really have a problem with it. You start off with shit guns - but the enemies have shit guns too - and as you progress through the game you get good guns. But I can understand if people think that the guns are a bit too shit. I'd rather we went with the STALKER Complete route of just upping the accuracy a little across the board. (Or whatever the weapon balance changes are in the optional Zone Reclamation Project files.)[/QUOTE]
[QUOTE=evil_twin;44635258]But that effectively means all weapons do more damage, right? (Unless you're introducing new types of crap ammo.) Is there a general perception that STALKER's guns are too weak or that enemies are bullet sponges or something?[/QUOTE]
The balance between shooting a flannel wearing bandit and a merc is (to me) really small. For starters, I think a headshot should always be a kill, it doesn't matter if it's the player or the NPC, but this drifts away from vanilla so that should always be optional. But for the base weapons' stats ... I'd say they're indeed pretty shitty. We have to think of what most players these days care about. [U]I've come to the conclusion yesterday that we're making this mod for everyone but ourselves.[/U] We should therefor take what newer games do with weapons into account. The tough part is balancing it all, we could indeed be tweaking individual damage values of the guns in a progressive system where it goes like AN94 > AK74 > AK74u, sort of like it's in the base game, OR we could edit the ammo values and differentiate damage and accuracy with those.
[QUOTE=evil_twin;44635258]I've never played MISERY, but from what I gathered it is a mod that makes it so that you die very easily, which is supposed to be balanced by enemies also dying easily. I guess that's one for the realism fans. To me, doesn't sound like fun. Hell, even the name tells you what you're going to get: it'll make you miserable. I love the atmosphere and setting of STALKER, but I still want it to be a game rather than some kind of military tactical simulator. Or a "you will die horribly" simulator. (And since STALKER has long load times, I'd rather not die and have to reload every couple of minutes.)
Personally I like FPS games where both enemies and the player take several bullets to die. I know other people like stuff like Metro 2033's Ranger Hardcore mode where both you and the enemy will die in just 2 bullets, but that forces the game to become a stealth-em-up. I prefer Metro 2033's ordinary Hard mode. I like being stealthy sometimes, but if I screw up I like to then be able to have a big firefight, blasting away full-auto with an assault rifle. I like it when enemies can be injured and will retreat; if bullets are too powerful and enemies die too fast, then they don't get to be injured, they are simply either alive or dead.
I actually created a mod for the 2009 Wolfenstein game that increased enemy health and made the assault rifle weaker, because I felt that enemies died too quickly. I like games like Half-Life and the old Return to Castle Wolfenstein where it takes 5 or 6 bullets to bring down an enemy, rather than 2.[/QUOTE]
This I get. I don't want it to become a MISERY:SHoC edition either, but to balance things out a bit and not totally change the way guns work, but slightly alter them, I believe with the right modifications we're able to deliver solid gunplay, much like AA2 does.
We'll just need a lot of BETA testers ;)
[QUOTE=Lyokanthrope;44637842]wrong actually
there's a 1.0008ww release that works with worldwide version of the games, but I think the original link for it is dead.
I have it somewhere.[/QUOTE]
Really?
Could that be this one?
[url]http://www.amk-team.ru/forum/index.php?showtopic=11230[/url]
Hey Loner, about the scope pictures, please have them so the lens isn't making things grayer or darker than without scope on. Issue in both vanilla and misery is that the scopes do just this, which makes them a bit pointless at times.
[editline]25th April 2014[/editline]
Oh another idea: grenade launcher slot attachment for pistols: illuminated night sights.
So Survarium beta is now open for everyone, but the launcher download is really goddamn slow at the moment, even though the launcher itself is like 2 MB.
[editline]25th April 2014[/editline]
And the launcher is only downloading the game at like 200 kb/s, fuck.
[QUOTE=Lizzrd;44639907]Hey Loner, about the scope pictures, please have them so the lens isn't making things grayer or darker than without scope on. Issue in both vanilla and misery is that the scopes do just this, which makes them a bit pointless at times.[/QUOTE]
I see, I won't do this. I've noticed this as well.
[QUOTE=Lizzrd;44639907]Oh another idea: grenade launcher slot attachment for pistols: illuminated night sights.[/QUOTE]
This isn't possible IIRC in SHoC. The only way to have this is to always have them enabled through editing the irons to be a separate material and giving them a separate shader (iirc glow/selflight).
*IF* (and only IF) OWR comes out for SHoC, I'll ask if it's possible but I cant guarantee it
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