S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
[QUOTE=Heigou;48791018]In AMK, if I put my shit in the blue stash in the bar, stalkers will help themselves to my stuff iirc, right?[/QUOTE]
Nope. It's safe.
[QUOTE=Bloodshot12;48790819]That being said, I think with STALKER especially, a fast travel system like the world map movement in Fallout 1 and 2 would fit perfectly. Accelerate time passage, show a dot moving across the map, have random encounters that stop you to get into firefights or find NPCs/interesting events, and then resume until you reach your destination, (likely wounded).
It's not perfect but I think it's better and would be less immersion breaking than what we currently got.[/QUOTE]
I've thought about having unlockable "transition" maps. Semi-linear maps that open up only after achieving certain milestones, to make getting around the Zone faster and easier as you get deeper into it. Sorta like Darkscape acting as a transition between Dark Valley and Cordon, but over greater distances, making such transitions actually useful. Say, Military Warehouses->Cordon, Rostok->Swamps, Pripyat->Dark Valley, and etc.
Transition maps could include Forest from LA, the Hospital from Clear Sky, miscellaneous labs, and other custom maps. I don't think the distance covered in these maps needs to actually make "sense" since it can just be written off as Zone magic or whatever.
CoC suffers from the same problem as pretty much all "new map" mods/TCs do. They're often just not filled enough with AI/life and especially in CoC's case feel oddly static even on the well-noded maps. The lack of faction wars kinda makes the world seem very non-dynamic, you don't get that randomness you tend to get in SoC or even Clear Sky.
to be fair it's kind of a modder's resource
[QUOTE=Bloodshot12;48790709] I'm sick of the main quests in the other games (and the side quests in CoP) it'll probably last me quite a while.[/QUOTE]
I still haven't beaten Skyrim or New Vegas. I'm always afraid of doing the main quest cuz I don't want to be locked out of anything. Makes it kinda hard when I try to get just far enough to unlock new stuff.
I still can't believe what people can do with ENB and some mods. I mean;
[t]http://media.moddb.com/images/mods/1/19/18131/LSim0Io.jpg[/t]
[t]http://media.moddb.com/images/mods/1/19/18131/TNlcMW9.jpg[/t]
[t]http://media.moddb.com/images/mods/1/19/18131/vvdjU0X.jpg[/t]
[t]http://media.moddb.com/images/mods/1/19/18131/wb3dxeK.jpg[/t]
[t]http://media.moddb.com/images/mods/1/19/18131/x66JCrm.jpg[/t]
[t]http://media.moddb.com/images/mods/1/19/18131/n1IA9Yq.jpg[/t]
This is [B][I]SoC[/I][/B] ...
[QUOTE=LoNer1;48793379]ENB
-juicy screens-
This is [B][I]SoC[/I][/B] ...[/QUOTE]
As much as I like this pretty look having high and stable fps is more enjoyable when playing Stalker.
What's with the brown. :F
looks like autumn aurora
[QUOTE=Hammer7;48793460]As much as I like this pretty look having high and stable fps is more enjoyable when playing Stalker.[/QUOTE]
I don't think this pushes it below 70 at least on my PC, but I get where you're coming from. It still has the potential, [I]though[/I]
[QUOTE=Lyokanthrope;48793466]What's with the brown. :F[/QUOTE]
AA2.1
Ah, that explains it. When I played AA I immediately swapped out all the nature textures for Absolute Nature's greener set.
[QUOTE=LoNer1;48793379]I still can't believe what people can do with ENB and some mods. I mean;
- wanking material -
This is [B][I]SoC[/I][/B] ...[/QUOTE]
Where the ENB pack and settings at? Why you cock tease us but not provide link.
[editline]30th September 2015[/editline]
[QUOTE=Daemon White;48790794]No wait.
Ray of Hope's Online, Wormwood's features and balancing, Gunslinger's weapons and animations, mixed into Call of Chernobyl's freeplay.
Most likely will never happen, but I can dream.[/QUOTE]
You just described STALKER 2
[QUOTE=K1ngo64;48793820]Where the ENB pack and settings at? Why you cock tease us but not provide link.
[editline]30th September 2015[/editline]
You just described STALKER 2[/QUOTE]
[url]http://www.moddb.com/mods/autumn-aurora-compilation-mod/images/the-last-word-about-aa21#imagebox[/url]
[QUOTE=Furioso;48791574]
Transition maps could include Forest from LA, the Hospital from Clear Sky, miscellaneous labs, and other custom maps. [B]I don't think the distance covered in these maps needs to actually make "sense" since it can just be written off as Zone magic or whatever.[/B][/QUOTE]
Now that you mention it, you can probably stick a spatial anomaly in the "transition" maps as the level changer and it wouldn't have to make sense.
[QUOTE=Bloodshot12;48790819]I feel so mixed about fast travel, because sometimes I want it and it's good if you've been somewhere a million times but at the same time it completely negates the idea of packing shit for a long journey or the reason for having something all the way far north, which I really like when you get a sense of journey from actually travelling far somewhere.
It just feels so trivial and gamey to me to click a button and transport 500 miles and skip everything in between and basically make it no different from going anywhere else and completely negates the hazards of traversing the more dangerous environments in between, but at the same time it prevents tedium from repetition which is why I'm not against it.[/QUOTE]
I agree with what you said up to this. I don't think the current system is bad in story-based mods, but for example CoC imo doesn't need a quick travel at all, and the experience benefits greatly from not having it, at least on Ironman mode.
I actually haven't felt the desire to use it at all in CoC yet
[QUOTE=Lyokanthrope;48791582]CoC suffers from the same problem as pretty much all "new map" mods/TCs do. They're often just not filled enough with AI/life and especially in CoC's case feel oddly static even on the well-noded maps. The lack of faction wars kinda makes the world seem very non-dynamic, you don't get that randomness you tend to get in SoC or even Clear Sky.[/QUOTE]
Hmm, I am playing as a Bandit and assault teams come in from neighboring areas and try and take us out quite frequently. I find AIs roaming the areas around and in Dark Valley enough that I have to change my route to avoid patrols / mutant swarms with my shitty gear.
I have run into an instance of blood suckers attacking a team of Duty guys and then got free loot.
It isn't a metropolis by any means, but I never feel like I'm alone.
CoC with some modders adding quests or faction wars would completely rad
Or imagine being to able to set up shop, stuff like that.
[editline]30th September 2015[/editline]
Hey, btw, should we talk about the STALKER mods for the ARMA series here? Has any of you guys tried them? Last time I checked, I had a very rough time trying to set them up and the scripts/missions were sorta fucked up.
Even though, the ARMA engine manages to capture or recreate that feeling of "deep in the zone" better than XRAY imo
Is it just me or is AI in CoC pants on head retarded? Stood in front of a duty guy (Who was my enemy) at like 3 meters distance and he didnt see me.
I had that happen in the leak too, it seems sometimes they glitch out, but usually upon reload they notice.
Was it at the bar? Most of the time it's happened for me was being enemies with duty while at the bar
[QUOTE=Bloodshot12;48790819]I feel so mixed about fast travel, because sometimes I want it and it's good if you've been somewhere a million times but at the same time it completely negates the idea of packing shit for a long journey or the reason for having something all the way far north, which I really like when you get a sense of journey from actually travelling far somewhere.
It just feels so trivial and gamey to me to click a button and transport 500 miles and skip everything in between and basically make it no different from going anywhere else and completely negates the hazards of traversing the more dangerous environments in between, but at the same time it prevents tedium from repetition which is why I'm not against it.
That being said, I think with STALKER especially, a fast travel system like the world map movement in Fallout 1 and 2 would fit perfectly. Accelerate time passage, show a dot moving across the map, have random encounters that stop you to get into firefights or find NPCs/interesting events, and then resume until you reach your destination, (likely wounded).
It's not perfect but I think it's better and would be less immersion breaking than what we currently got.[/QUOTE]
TFW kind of had that. When you travel you'd occasionally get "random encounters" where you'd get in a fight or find some loot or something. I think fast travel would help CoC, I'd just make it fairly expensive if you're trying to zip across half the Zone so you can't do it early on.
[QUOTE=Muukkis;48795424]I agree with what you said up to this. I don't think the current system is bad in story-based mods, but for example CoC imo doesn't need a quick travel at all, and the experience benefits greatly from not having it, at least on Ironman mode.[/QUOTE]
Even though STALKER is smaller than most games in terms of scale, I find it extremely tedious to run between maps to turn in and pick up quests.
I think including fast travel is better than removing it since you at least have the option to use it and the choice to ignore it if you want. If you're going to remove it then allow quests to be turned in via PDA magic or something so I don't have to run through 5 map transitions for a couple thousand rubles.
[QUOTE=Starship;48796085]Is it just me or is AI in CoC pants on head retarded? Stood in front of a duty guy (Who was my enemy) at like 3 meters distance and he didnt see me.[/QUOTE]
I've noticed this a lot. Playing military right now and inside the bar. As soon a loner see me at like one meter he starts shooting.
Kinda disappointed that NPCs doesn't keep up the law there or in the trainstation. Like what the fuck factions hate each other but that doesn't give them the right to shoot in a peacezone. Only bandits would do such a thing.
Also I want to see more fighting against eachother. I tried hiding behind a duty guy so the loner would accidentaly shoot him and cause a big firefight but nothing happened.
Is there a file I can edit for this?
Right now I kinda wish I could just push around individual squads to hold camps, as I liberate them. Kind of tired of Bandits and Duties respawning in the same places, because Freedom base does not send support.
[QUOTE=Ghost101;48796597]TFW kind of had that. When you travel you'd occasionally get "random encounters" where you'd get in a fight or find some loot or something. I think fast travel would help CoC, I'd just make it fairly expensive if you're trying to zip across half the Zone so you can't do it early on.[/QUOTE]
Or if you have good enough rep with a faction that moves about, you can ask to travel with them. I think CoP had that.
[QUOTE=cdr248;48796800]Even though STALKER is smaller than most games in terms of scale, I find it extremely tedious to run between maps to turn in and pick up quests.
I think including fast travel is better than removing it since you at least have the option to use it and the choice to ignore it if you want. If you're going to remove it then allow quests to be turned in via PDA magic or something so I don't have to run through 5 map transitions for a couple thousand rubles.[/QUOTE]
stalkers seems to have a really broken minimum engagement distance against other stalkers, ive noticed in a lot of super close range engagements (within 10m), they just kind of stare at each other
theres also inconsistencies with AI faction alignments and player aligments. when i play as freedom, im hostile to mercenaries, but other freedomers are neutral. when you play mercenary, you're neutral to freedom
pls fix
[QUOTE=Leon;48798119]stalkers seems to have a really broken minimum engagement distance against other stalkers, ive noticed in a lot of super close range engagements (within 10m), they just kind of stare at each other
theres also inconsistencies with AI faction alignments and player aligments. when i play as freedom, im hostile to mercenaries, but other freedomers are neutral. when you play mercenary, you're neutral to freedom
pls fix[/QUOTE]
I also found that I randomly would be engaged by single soldiers who are hostile to me even though I'm part of their faction. My alert meter would go up to red in the Agroprom base and out of nowhere I get attacked by some random soldier. Killing them doesn't make me lose any rep to the other military faction members though. It's really weird.
Why there is no armor upgrades in CoC?
There is, but different mechanics do different upgrades. Check out Forrester in Red Forest for pretty much any upgrade you need without having to do the mechanic fetch quests.
[QUOTE=Leon;48798119]stalkers seems to have a really broken minimum engagement distance against other stalkers, ive noticed in a lot of super close range engagements (within 10m), they just kind of stare at each other
theres also inconsistencies with AI faction alignments and player aligments. when i play as freedom, im hostile to mercenaries, but other freedomers are neutral. when you play mercenary, you're neutral to freedom
pls fix[/QUOTE]
Alright as soon as I got to Limansk i noticed this
Mercs, engage them with a silenced pistol and they dont even know where I am while i stand out in the open in front of them for 10 seconds, they look toward the sound of my gun firing but dont actually see me.
This is pretty bad as it turned what would've been a hard battle into me murdering a whole squad of them and getting crazy good guns.
They've (or anyone who's gonna mod it) gotta fix this ASAP
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