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Comment History
Itamii
Itamii - - 18 comments @ Diablo: The Hell 2

The fact that you can't save during combat or quest areas wouldn't be an issue if you didn't get ****** over because some invisible enemy from a parallel universe aggros on you and forces you to keep searching across the entire map, most likely killing you because of some ******** and taking away all progress. If I'd like to play this badly balanced mod as a roguelike, i'd choose to, but i don't hate myself that much.
Just uninstalled it cuz i've finally had it. Somehow reached floor 24 with my warrior (horrible class btw), and lost 30 minutes of exploration and fighting because some enemy decided to aggro onto me but not actually exist on the map. So ofc i end up having to keep exploring the map to find him, but instead run into another broken unique mob that relentlessly runs after me and attacks with one of those lovely 4-hit per attack moves completely locking me into place preventing me from even taking out his minions. Can't TP out, can't run, can die.

Either lift the restrictions on saving in combat or fix whatever makes enemies stay aggro'd to you over the whole map (anything should de-aggro if you manage to stay out of direct line of sight for 5+ minutes).

Good karma+2 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Generally having a few more songs doesn't sound like a bad idea, aslong as they stay similar to the ones that are already there, for the sake of immersion. Having the same 2 songs repeat over and over can get a bit boring after a while =P

Good karma+1 vote
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is the CTD when asking the wish granter to make the zone disappear intentional?
I understand the irony, just w

Good karma+4 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

What do you mean by 'he's a bit cheaty now'? Is he wallhacking your wallet?

Good karma+1 vote
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Relax your titties, sometimes enemies are annoyingly resilent, and their armor withstands a lot of rifle bullets, even in the head, if not using AP ammo or 9x39 bullets.

Its a normal thing, be prepared for it all the time.

(Or just use AP Ammo and better guns).

Good karma+1 vote
Itamii
Itamii - - 18 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

Sounds like it could possibly be a pretty overpowered mechanic. Will NPC's shoot at the helicopters or just take it up the *** like in regular CoC? The idea itself isn't bad, the only question is how to balance it to not make it too strong.

(Also wondering how a group like the Bandits, or most other stalker facitons for that matter, could possibly get their hands on a helicopter, considering that they are normally only available for the military)

EDIT: Nevermind i should've read your latest posts before commenting here, oh well :'D

Good karma+2 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I'll chill when its here, lmao.

Is there an ETA of the 1.5 patch?

Good karma+1 vote
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I'm currently using 25, so i could try 50. Allthough even 25 should prevent that stuff from happening. Since they literally spawn no less than 5 meters behind me. Goes to show that the exclusion radius doesn't work, or doesn't work consistently, idk.

Good karma0 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

While i'm at it, can you PLEASE, for the love of god, disable the enemy spawns, right upon entering a new area?

Pripyat to Radar (north entrance) is a prime example of this. Just as i enter the area, i have about 15 zombies spawn behind and infront of me, plus a controller.

How's that balanced OR fun? If i'm lucky, i'll be able to run away, but if i have any companies with me, they ALWAYS will get shredded. The online exclusion radius doesn't affect that either.

Even when you normally go through the area, and get near the north exit that leads to Pripyat, you get ridiculous spawn rates for mutants, monolith and zombies. That might be an issue in other areas too, but i've noticed it especially badly up there...

Good karma-1 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

The person i took the quest from in Yanov WAS a group leader (star icon on the mini map), so that rule doesn't apply.

The only problem with this is that some NPC's can't be talked to. They just need to fix that, and there won't be a problem anymore.

Good karma0 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

It should still be fixed non the less. Having to avoid taking quests from a whole slew of certain NPC's, simply because they 'might' bug out, is not really an acceptable solution.

I'm fully aware of the workarounds, i mainly posted this so the devs are made aware of there being an issue, and hopefully fix it for 1.5.

Good karma+1 vote
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Please tell me that NPC's ignoring (can't be talked to) the player will be fixed in 1.5

This 'bug' is incredibly frustrating to deal with, ESPECIALLY if the NPC who ignores me is marked as the person to finish a quest. I thought that was a unique thing with the duty guy at the Bar (already wrote a comment about that), but it turns out there are other places this can happen.

Just took a mission from an NPC (Ecologist) in Yanov Station to rescue some guy. But as soon as i get the second part of the mission, it refers me to one of the NPC's who patrol outside Yanov (for no frikken reason), INSTEAD of the guy i originally got the task from. And ofc, this guy outside is one of these mute ************* who wont talk to me under ANY circumstances. Now im stuck with a quest that i can't finish, besides killing the hostage and losing reputation for the faction i want to IMPROVE it on...

Either change all NPC's to be allowed to talk, or stop swapping out the quest giver during a quest....

Good karma+2 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Is there also a line in that file to lower their ridiculous lockon range aswell? They can see you from miles away, whereas you barely see some pixels in the distance, if you don't use a scope. Idk who wrote the zombie script for CoC, but he must have been half asleep.

Good karma0 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

They also seem to see you from infinitely far away, unlike regular NPC's, even more fun to deal with than just them being able to see through cover :D

Good karma0 votes
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Sure you can load an older save, i did that too, but its still not really a solution. I just hope they see this and fix whatever is wrong with that guy =P

I often have that with other random NPC's too. They just sit or stand somewhere, and i can't talk to them (as in the 'talk' prompt doesn't appear). I can resolve those cases by reloading a quicksave, but that doesn't work for Gavrilenko unfortunately.

Good karma+1 vote
Itamii
Itamii - - 18 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

This bug is annoying af...

Lieutenant Gavrilenko who's guarding the southern entrance to Rostok (Bar) won't talk to me, no matter what i do (I'm playing as Loner). Just talked to some guy of his squad to bring him a gun, collected the gun, and am now supposed to bring it to Gavrilenko, even tho i didn't pick up the quest from him. Now i can't finish this quest, because GavrilenCUNT won't talk to me.

What a shitshow...

Version is regular CoC 1.4.22 with AO3 v5 addon.

Good karma+2 votes
Itamii
Itamii - - 18 comments @ Fast travel fixed [1.4.22]

Is this compatible with the current 1.4.22 version + AO3?

Also, can i just install it and use it with my current safe, or do i have to make a new game? I don't wanna risk losing the progress i already made, but i really want fast travel :/

Its a bit weird that the base game has no fast travel in any shape or form, when the game world is so ******* gigantic...

Good karma+1 vote
Itamii
Itamii - - 18 comments @ Warfare 1.4.22 - v2 (updated 3/1/17)

The premise of this mod sounds great, i've also seen some gameplay of this mod on youtube and it looks very promising.

Got a couple questions too:

How similar is this to the faction war mechanic of clear sky? What has been changed/improved from the original mechanic, if it was?

Also, does the ressource feature from clear sky come into play as well? As in, will capturing, and holding more tagets/areas improve the equipment (better guns and armor, possible also better offers from traders) of my faction over time?

I hope this mod keeps growing, seeing as it has huge potential combined with CoC. Keep it up! :D

Good karma+4 votes