S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
Misery is great. Amazing concepts, I'm just not a fan of the sometimes off ballistics, which is the rare occasion where it doesn't quite do what it should. That and the slight AI hiccups and artificial difficulty at points.
Those aside fantastic mod and very well made in pretty much all areas.
Which reminds me Loner, has the AI knowing exactly where you are even through solid floors and walls and them shooting through them with ease at you been fixed? Along with trenchcoat bandits being able to take a Mosin round to the face and live?
[QUOTE=mecaguy03;45548218]I have heard that the gunplay can be questionable sometimes, but in my experience it has been pretty "realistic"[/QUOTE]
Not commenting on Misery per se, since I have very little experience with the 2.X version (1.2 is the last I played) but balancing the gunplay in S.T.A.L.K.E.R. so that it creates a convincing illusion of realism and retains a power balance in terms of the player upgrading their gear over time is incredibly hard, especially if you're going for a sort of a "scavenging" sort of gameplay. Like, sure, a bandit taking a 7.62x54 round to the chest and living whether it was fired from a Mosin-Nagant or not, should of course kill someone, right ? Yeah, but the balance issue would make gear progression totally irrelevant mighty quick if a piece of shit Mosin that's meant as a starter weapon would be both as accurate as it's supposed to be in real life, even if it's adjusted to the game's engagement ranges and one-shot the majority of NPC human opponents.
If you've played a mod like Doom's Mod Merge , L.U.R.K. or ZoA, you probably know what I'm talking about : you can absolutely fuck up everything without ever having to change from supposedly early-tier weapons to any other weapon which is fine in mods that don't attempt to introduce the gear progression mechanic back at full force, but if the goal is to make upgrading to 'better' weapons worth a damn, the starting weapons, and weapons designated to be completely hobo-guns kinda need to be gimped to a degree that wouldn't really be realistic. The only sort of "scavenging feel" in SoC I have had in mods has been with the original Freeplay Start, because the weapons you're generally stuck in the beginning with, are trashpiles and because of the Vanilla balances you'll burn through a whole lot more ammunition than in most mods that try to "rebalance" the economy or the ballistics balance so when you actually get a better weapon, it [I]feels[/I] like a real upgrade, mostly because you can actually see how much better it is than your previous.
Lost Alpha also has a pretty good scavenging feel if you don't play like a munchkin(because you're often so far from trading hubs) if it wasn't for a couple of strategic handouts that make the player's own choices largely irrelevant.
[editline]herp[/editline]
So for what it's worth, Misery 2.1 has a bunch of fanpatches in a mini-mod called "Les Miserables" and also 2.1.1 patch which is "official" that rebalance the gunplay and a whole slew of other issues.
[QUOTE=Jamie1992GSC;45552670]Misery is great. Amazing concepts, I'm just not a fan of the sometimes off ballistics, which is the rare occasion where it doesn't quite do what it should. That and the slight AI hiccups and artificial difficulty at points.
Those aside fantastic mod and very well made in pretty much all areas.
Which reminds me Loner, has the AI knowing exactly where you are even through solid floors and walls and them shooting through them with ease at you been fixed? Along with trenchcoat bandits being able to take a Mosin round to the face and live?[/QUOTE]
2.1.1 has been saluted as the 'absolute MISERY experience', so I guess it's a "yes". I'm no longer part of the development.
Okay I tried misery
[media]http://www.youtube.com/watch?v=WosFYn9pZ_Y[/media]
[QUOTE=wootmonster;45555642]Okay I tried misery
[media]http://www.youtube.com/watch?v=WosFYn9pZ_Y[/media][/QUOTE]
[IMG]https://dl.dropboxusercontent.com/u/20907409/photos/vidya/stalker/1375640541769.png[/IMG]
I still remember the times I'd go out of my way to write an essay-like reply to above. Good times.
On a totally different topic, you guys remember the horrible layout moddb has, the crappy colors and just 2003 like interface?
Well.
[url]http://www.moddb.com/mods/stargatespaceconflict[/url]
Damn, nuff said.
[editline]31st July 2014[/editline]
We worked on it together till it was like ... 30% or something. He said he would take a look at it again after his vacation. Well..
Planning to play Shoc again, what mods do you guys recommend.
I played and liked Lurk, OGSE and AMK. I prefer mods that add a good amount of difficulty but without adding to fancy things.
[QUOTE=junker154;45557352]Planning to play Shoc again, what mods do you guys recommend.
I played and liked Lurk, OGSE and AMK. I prefer mods that add a good amount of difficulty but without adding to fancy things.[/QUOTE]
L.E.G.E.N.D.A.R.Y?
What's legendary like?
[QUOTE=junker154;45557352]Planning to play Shoc again, what mods do you guys recommend.
I played and liked Lurk, OGSE and AMK. I prefer mods that add a good amount of difficulty but without adding to fancy things.[/QUOTE]
Doom's Mod Merge: anon Edition.
what are some good total conversion mods w/ new stories that don't suck
RMA with stuff ontop of it is fine too for suggestions
Secret Trails 2 is alright.
For CoP there's Valley of Whispers.
[QUOTE=junker154;45559232]What's legendary like?[/QUOTE]
It's a compilation of OL, some bits of AMK, some AI tweaks, loads of guns (with surprising balance), some graphics mods and a whole lot more. It's a dynamic, sometimes insane, free-roam allowing, ton of fun.
Sounds great but I can't find the mod anywhere, it's also deleted on moddb.
[QUOTE=junker154;45563769]Sounds great but I can't find the mod anywhere, it's also deleted on moddb.[/QUOTE]
As ever, the [URL="https://mega.co.nz/#F!zEtSxC4J!eRsovn-n098UpRtLDmr5_w"]repo[/URL] has you covered. Also forewarning, it's a 1.0005 mod.
[QUOTE=Fuxed;45563746]It's a compilation of OL, some bits of AMK, some AI tweaks, loads of guns (with surprising balance), Jamie's faction wars, some graphics mods and a whole lot more. It's a dynamic, sometimes insane, free-roam allowing, ton of fun.[/QUOTE]
If I recall the readme only states. [quote]Faction Wars for Oblivion Lost[/quote] Or did someone make a OL version of my mod? :v:
[QUOTE=Jamie1992GSC;45564006]If I recall the readme only states. Or did someone make a OL version of my mod? :v:[/QUOTE]
Oh whoops, I could've sworn a while ago you mentioned it was yours! Pardon my confusion then, sorry.
[QUOTE=Fuxed;45564071]Oh whoops, I could've sworn a while ago you mentioned it was yours! Pardon my confusion then, sorry.[/QUOTE]
It may very well be. My Faction wars has been put around quite a bit over the past like 5 or so years. (I lost track to be fair.)
I'm under the assumption it's this.
[url]http://stalker.filefront.com/file/Faction_Wars_for_Oblivion_Lost_22;114431[/url]
Which is indeed my FW but adapted for OL.
S.T.A.L.K.E.R Facebook sharing the Complete page ...
:suicide:
[QUOTE=LoNer1;45570202]S.T.A.L.K.E.R Facebook sharing the Complete page ...
:suicide:[/QUOTE]
I simply unliked it because there was so much stupid shit on it that I couldn't be bothered paying attention to it.
All i used it for was to whore out my videos for views anyway :v:
[QUOTE=Araknid;45570630]I simply unliked it because there was so much stupid shit on it that I couldn't be bothered paying attention to it.
All i used it for was to whore out my videos for views anyway :v:[/QUOTE]
Same here, just sometimes posting my stuff on there for the audience.
I do want to ask, who's still playing LA in here? It's been quiet about it as of lately. Is it enjoyable? Still in the mids of my house renovation, so I cant touch it just yet :v: Heard that the latest patch makes it pretty enjoyable?
[QUOTE=LoNer1;45570696]Same here, just sometimes posting my stuff on there for the audience.
I do want to ask, who's still playing LA in here? It's been quiet about it as of lately. Is it enjoyable? Still in the mids of my house renovation, so I cant touch it just yet :v: Heard that the latest patch makes it pretty enjoyable?[/QUOTE]
i got bored of LA so bloody quick that its quite depressing.
It could've been so much more.
Damnit. Thought so.
Isn't any kind of crazy wizard (other than community 'fixes' or addons) working on a crazy project for LA?
[QUOTE=LoNer1;45570696]I do want to ask, who's still playing LA in here? It's been quiet about it as of lately. Is it enjoyable?[/QUOTE]
I'm playing it every few weeks for some time but while it has some very interesting things, the game design is in my personal opinion it's biggest flaw. They had a really good framework to make the best S.T.A.L.K.E.R. experience to date, but they either chose or were forced within the circumstances the team was in to throw a lot of the possibilities away and make it into a really locked-down linear experience that doesn't really take many opportunities of the expanded level framework and put it into good use. As far as scenario design goes, it ranges from decent to good in the early portions of the game, then you have a couple of scenarios where you'd have the setup for a really interesting, meaty segment of the game and the game just completely whiffs it, and basically says to the player that they don't get to have any agency in terms of how to tackle the mission and locks you down to one single way to do the mission or actually completely takes away the gameplay away from the player.
[QUOTE=LoNer1;45571290]Isn't any kind of crazy wizard (other than community 'fixes' or addons) working on a crazy project for LA?[/QUOTE]
To 'fix' Lost Alpha, should require the SDK and the level editor. Take out the horrible in-game cutscenes that add next to nothing of value, remove the stupid restrictions that don't allow you to go to levels arbitrarily before you're "supposed" to go to them, maybe add some secret ways to sequence break so you don't have to go through the tedious as hell earlygame over again if you decide to replay it and add some choice into the story to break out the annoyance of having to go through the exact same bits of the story over and over and over.
Ok, so I'm going back to Stalker SOC for the first time in a while. Last I check, farthest I got was to the first encounter with the Bloodsuckers.
[editline]2nd August 2014[/editline]
Any tips? I was never good at Stalker and got myself killed a bit.
[QUOTE=Pvt. Martin;45571350]Any tips?[/QUOTE]
-Use cover(abuse the lean function with Q and E)
-Don't upgrade to 5.45x39 weapons right away when you get the chance, the Viper 5 9x19mm works almost as well or better against the early bandits and you want to save the 5.45x39 ammo for the military
-Take your time to explore, you can find some surprisingly good goodies that way
-Single shots are almost useless with the earlygame weapons, just use short, controlled bursts
-Remember that you can(and should) relocate in fights, because the enemies will remember the last location they saw you in, so chances are that you could catch some people off guard by flanking.
-Don't hoard equipment, past the first level no-one's going to pay any money for all the shitty Makarovs you pick up, it's recommended to only keep maybe 40-45kg worth of supplies on you so you don't accidentally go over the limit when you pick up new treasure.
-When you get stash infos early on, go pick them up ASAP because they can be really helpful in the early game, but not so much in the later game.
Dont forget to add that the knife is USELESS for stealth operations because stealth in the game is flawed
maybe but isn't the stab attack with it completely broken?
[QUOTE=LoNer1;45572260]stealth in the game is flawed[/QUOTE]
You wot
[video=youtube;H0kd0F79ieg]http://www.youtube.com/watch?v=H0kd0F79ieg[/video]
Well I do agree that it's flawed for the most part.
[QUOTE=rikimaru6811;45572299]You wot[/QUOTE]
Video's from Complete,though. Complete mod reduces the sound that comes from bodies falling,footsteps, the player moving or using their Nightvision device etc. so it's not directly comparable to Vanilla. Stealthing the checkpoint is possible even in Vanilla, but it's much harder.
The thing about S.T.A.L.K.E.R. stealth, especially if you're thinking about using the knife is that NPCs have a "phantom range" around them at which they'll become aware of you even if they don't see you or hear you, and that makes stealth killing people with the knife in Vanilla pretty much impossible. For stealth to occur, you need to pretty much kill people silently, with the first shot to the head and without them seeing or hearing you, otherwise other enemies will become psychically alerted. Another thing about S.T.A.L.K.E.R. stealth is that saving&loading savegames does not play nice with stealth : if you load a quicksave while stealthing near enemies, loading the savegame will "reset the NPC state", so which means that sometimes the enemies can start running around like crazy for no apparent reason, and if you're in close quarters with them, this makes you likely to get spotted. Sometimes the enemies will just seem to instantly become aware of you if you load a savegame near them, which means that 'stealth' in S.T.A.L.K.E.R. is finicky and you have to do it in one go, you can't quicksave while stealthing.
[editline]herp[/editline]
I'm not a modder though, so somebody who actually understands this stuff can probably explain it in more technical terms.
[QUOTE=lintz;45572277]maybe but isn't the stab attack with it completely broken?[/QUOTE]
It's par the course for a first-person-shooter melee attack. It generally kills people in two stabs on Master (or one, if you peg them in the head) but some mutants can take up to 6 stabs and don't die. The "broken" part of the knife comes from the fact that the developers forgot to make "special" enemies like BTR-80 APCs and Helicopters resistant toward the damage type that the knife inflicts with the stab, which means that you can destroy a Helicopter or an APC with two knife stabs.
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