The amount of ammo and weapons is ludicrous. I did end up buying a G36 (or whatever the game calls it) after I sold all the ones I found without trying it.
Alright though, I'm just glad I don't have to collect tons of gear and sell it anymore.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I get in lots of fights, so I spend my money on new armor. Everything else I can steal from my fallen enemies.
You're playing with at least Complete, right? You should be able to get your armor repaired at the Freedom base. I think the guy's name is Screw and he's in the courtyard next to the building with the armor and Freedom boss.
The lack of a repair option alone is reason enough for me to never try vanilla. Carrying or finding new suits is too annoying for me to do on a regular basis.
The Bartender can repair weapons and armor in Complete as well. The option to repair your weapons and armor is a godsend, especially later on in the game where you start seeing a ton of combat. It's not a free ride, though - depending on what kind of armor and how much damage it has taken the repair bill can be very expensive.
I think my favorite moment toward the end of SOC with Complete was silently walking through downtown Prypiat in the middle of the pitch black night, taking out Monolith troops one by one with silenced headshots, and taking out the rooftop sentries with my sniper rifle. The only time I made a commotion was when I came across a group of them sitting around a pyre and I managed to take them all out with two well placed grenades.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
ZRP has an option to enable Screw to make repairs. There's also an option to enable Ivantsov to make repairs. So yeah, no reason to play SoC without a repair option unless you want the added difficulty.
A very good read, RPS seems like they 'get' Stalker as much as anybody does. Always loved reading their takes on it.
Not sure if we should try merging the news thread with this, since it seems the situation's still (kinda-sorta) developing. Once the dust settles I'll see about updating the OP accordingly; schedule's been shot to hell lately, but I'll make time for it.
I'd enjoy this pistols-only run of SoC more if there were more pistols available. So far I've only seen Makarovs and Forts, so I'm using the upgraded Fort. Only. All the time.
Owl (on the Skadovsk) will buy most documents but his price is not always the best. Same is true of the Freedom and Duty leaders. The scientists in the bunker near Yanov will pay pretty well just to make copies of documents from abandoned research facilities.
Some but not all documents pertain to specific individuals or quests and you'll get the best results from saving them for those times. 0.05kg is nothing and your storage is only really limited by weight, not physical 'block' size, so it doesn't hurt to keep them around, but then again it doesn't really hurt to just sell them to Owl if the clutter bothers you.
I got through Agroprom the smart way, again. I don't know why people go up that spiral staircase full of enemies. All the enemies in the other directions are dead because Marked One shot them on the way in. Of course that's the right way. I did have to stab a Bloodsucker in the face a few times.
This time when I popped out of the manhole, I was surrounded by friendly Stalkers instead of bandits. That was nice.
So does CoP Complete 'advanced' really require a 1GB card? Got one under the tree waiting, but dunno if I can hold out! And it turns out I can't, so going to try advanced and see what happens! But what should I pick for Emission Exposure Consequence? Explode? Killed immediately? At the end (which is default I guess)? Zombies?! Other than zombies how does this change the game really?
Xeddicus on
"For no one - no one in this world can you trust. Not men. Not women. Not beasts...this you can trust."
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MongerI got the ham stink.Dallas, TXRegistered Userregular
Sweet. Metro 2033 gas masks are going to be a great addition. Nice to see that findable suits are actually going to be removed like they were supposed to be last time around, and in general that findable loot is getting overhauled. Limited inventory is going to be a good change. Sleep system sounds way better, and hunger actually works again. Artifact hunting finally. I kind of hope they've ported more detectors than just the beeping one, though I guess it'll be less worthless than in CS/CoP, given that there aren't complex anomaly fields in the game. The only thing that strikes me weird about the random artifact spawns is regulating sleep to prevent abuse of it. That seems circuitous. I mean, if you were actually in the Zone, the limiting factor on finding artifacts wouldn't be time. It would be other stalkers picking them up. Outside of a technical limitation, I would think the best and most direct approach would be to despawn an amount of artifacts on sleep or during the nightly spawn as a simulation of that. It also plays into the general intended illusion of a STALKER game: that the world lives on its own around you, dissociated from your actions.
Mildly disappointed that they're moving back to a health bar. The red splatter from 1.1 was kind of excessive, but it was conceptually sound, and once you adjusted to it, it was informative enough to feel like another iteration on it could nail it. You had a loose gauge of how much health you had, and bleeding was clear unless you were too fucked for it to matter. I'm big into keeping information as far out of abstracted screen displays as possible. 1.1 probably could've run on even less HUD than it did, really, and still been functional as a game. The ammo counter is a convenience more than a necessity, if you want to get hardcore into the realism. You do need a display of what ammo type you have loaded and how many rounds are in your magazine somewhere, but it would sit perfectly well in your inventory rather than onscreen at all times. It might even be a preferable approach to sit a number of rounds and ammo type on weapons in inventory (or, more likely, the mouseover display) anyway, so that you could have that information available for all weapons at all times rather than only for the weapon equipped.
The only thing I didn't see mentioned that was a problem with 1.1 was health by food. Medkits were heals over time, and that was great, but food still healed instantly. Hopefully food either gets dissociated from health entirely, or at least moved to a heal over time. Or stamina restoration over time, even.
Stalker 2 and Half Life 3 are going to be the same game.
See, the G-Man is actually an agent of the C-Consciousness, and a particularly powerful artifact was found in the zone that was transferred to Black Mesa and used to create the resonance cascade that kickstarted the Xen and later Combine invasions.
If anyone is interested in using the 0.4 SDK to make/edit maps, I spent a good bit of time figuring out how to do it/collecting information from the Russians and made a nice, language-agnostic video:
Compiling is a whole different monster ...you'll want to look at some russian and polish wikis for guides. I'll hopefully be making a guide for that soon, but I'm pretty busy.
Ha, just went through Agroprom Underground on my 2nd playthrough of SoC, and it was almost as terrifying as the first time I did it a couple of years ago. Love this game.
Made a new post about what I am doing with LURK's sound design for those who are interested.
Leave some comments and let me know what you think!
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CheesecakeRecipe"Should not be allowed to post in the Steam Thread" - IsornSqualor Victoria, Squalor Victoria!Registered Userregular
Fellow S.T.A.L.K.E.R.s! I come bringing news of a new ("special edition" of I Work Alone) mod called MISERY. It's for Call of Pripyat, and is one of the most intense experiences I've had since I first set foot into the zone with SoC. Bullets are scarce, but weapons are heavily damaging. Creatures are relentless, bullets shred and explosions will knock the weapons and equipment out of your hands. Every battle needs to be approached with care, and god help you if you are ambushed.
Its like STALKER talked with Ranger mode from Metro 2033 and had a few drinks with Dark Souls. Brutally difficult, highly recommended to give it a shot.
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MongerI got the ham stink.Dallas, TXRegistered Userregular
Made a new post about what I am doing with LURK's sound design for those who are interested.
Leave some comments and let me know what you think!
Alright, I didn't see this before. As a filthy audio slut, I'd like to be the first to say shit yes. The overhauled weapon audio already in LURK was incredibly striking, and actually grounded the feel of the world pretty well just on its own. I'm stoked for any and all improvements that can be made to the soundscape.
Though I will say that there are a couple places in the game that actually benefit from nondirectional sound. Monster roars in particular get way more terrifying when you can't discern their source. That's part of what made Red Forest in Clear Sky so pants-shittingly horrifying. When a bloodsucker started hunting you, there was a running footstep sound that it made, which always played as if it was directly behind you, and its roar always sounded like it was inside your head. If it was dark out and you couldn't see the thing, that was some freaky shit.
In any case, I trust all of you to implement whatever changes you're going to implement with tact. Sounds excellent so far.
Also, putting a shotgun mic under your floorboards is a pretty fantastic way to lead off with this.
I picked SoC back up yesterday. I left off terrified of progressing into X-16. Got through rather easily, honestly. I guess a break from the game reduced the effects of the game's atmosphere a bit. And the thing at the end never even saw me. A grenade and a clip took him right out.
I left off yesterday having just entered Red Forest and what I'm assuming is the home stretch.
Posts
Alright though, I'm just glad I don't have to collect tons of gear and sell it anymore.
You're playing with at least Complete, right? You should be able to get your armor repaired at the Freedom base. I think the guy's name is Screw and he's in the courtyard next to the building with the armor and Freedom boss.
The lack of a repair option alone is reason enough for me to never try vanilla. Carrying or finding new suits is too annoying for me to do on a regular basis.
I think my favorite moment toward the end of SOC with Complete was silently walking through downtown Prypiat in the middle of the pitch black night, taking out Monolith troops one by one with silenced headshots, and taking out the rooftop sentries with my sniper rifle. The only time I made a commotion was when I came across a group of them sitting around a pyre and I managed to take them all out with two well placed grenades.
Unless you want to have your polished new exoskeleton rendered useless junk by a surprise dog pack.
(scroll down for English)
http://galyonkin.com/2011/12/09/pro-zakryitie-gsc/
http://www.rockpapershotgun.com/2011/12/10/on-the-importance-of-s-t-a-l-k-e-r/
Not sure if we should try merging the news thread with this, since it seems the situation's still (kinda-sorta) developing. Once the dust settles I'll see about updating the OP accordingly; schedule's been shot to hell lately, but I'll make time for it.
I can't drop them and I can't sell them and they're occupying two blocks of storage and .05 kg of weight a piece.
How do I get rid of these things?
Some but not all documents pertain to specific individuals or quests and you'll get the best results from saving them for those times. 0.05kg is nothing and your storage is only really limited by weight, not physical 'block' size, so it doesn't hurt to keep them around, but then again it doesn't really hurt to just sell them to Owl if the clutter bothers you.
This time when I popped out of the manhole, I was surrounded by friendly Stalkers instead of bandits. That was nice.
Any word on mechanics in LURK 1.2 or is that under wraps at the moment?
Mildly disappointed that they're moving back to a health bar. The red splatter from 1.1 was kind of excessive, but it was conceptually sound, and once you adjusted to it, it was informative enough to feel like another iteration on it could nail it. You had a loose gauge of how much health you had, and bleeding was clear unless you were too fucked for it to matter. I'm big into keeping information as far out of abstracted screen displays as possible. 1.1 probably could've run on even less HUD than it did, really, and still been functional as a game. The ammo counter is a convenience more than a necessity, if you want to get hardcore into the realism. You do need a display of what ammo type you have loaded and how many rounds are in your magazine somewhere, but it would sit perfectly well in your inventory rather than onscreen at all times. It might even be a preferable approach to sit a number of rounds and ammo type on weapons in inventory (or, more likely, the mouseover display) anyway, so that you could have that information available for all weapons at all times rather than only for the weapon equipped.
The only thing I didn't see mentioned that was a problem with 1.1 was health by food. Medkits were heals over time, and that was great, but food still healed instantly. Hopefully food either gets dissociated from health entirely, or at least moved to a heal over time. Or stamina restoration over time, even.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
YESSSSSSS
If this is marketing it's right up there with GoG's "We're shutting down" gag. Trolling must be a high artform in Eastern Europe.
...unless STALKER 2 comes out.
See, the G-Man is actually an agent of the C-Consciousness, and a particularly powerful artifact was found in the zone that was transferred to Black Mesa and used to create the resonance cascade that kickstarted the Xen and later Combine invasions.
It all makes sense if you think about it.
That would explain the portal problems in clear sky!
http://jalopnik.com/5871699/the-cars-of-the-fukushima-nuclear-exclusion-zone/gallery/1
Leave some comments and let me know what you think!
Its like STALKER talked with Ranger mode from Metro 2033 and had a few drinks with Dark Souls. Brutally difficult, highly recommended to give it a shot.
Though I will say that there are a couple places in the game that actually benefit from nondirectional sound. Monster roars in particular get way more terrifying when you can't discern their source. That's part of what made Red Forest in Clear Sky so pants-shittingly horrifying. When a bloodsucker started hunting you, there was a running footstep sound that it made, which always played as if it was directly behind you, and its roar always sounded like it was inside your head. If it was dark out and you couldn't see the thing, that was some freaky shit.
In any case, I trust all of you to implement whatever changes you're going to implement with tact. Sounds excellent so far.
Also, putting a shotgun mic under your floorboards is a pretty fantastic way to lead off with this.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Like I know that Oblivion Lost mod did but it also changed up the whole game in a bad way
I just want guns
GUNS GUNS GUNS
I left off yesterday having just entered Red Forest and what I'm assuming is the home stretch.