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And I love you for that. Know what? I've been toying with the idea of an advanced damage model in STALKER for a while, similar to that of 7,62. That game seemed to be entirely probabilistic in the way it worked, but how hard would it be to implement something a little more complex in STALKER? Like spine and heart hit locations being correctly placed inside the model. Or even advanced armor penetration calculations, accounting for angle of impact etc. This stuff has been cut out from FPS games for too long.
Seems like somebody played the **** out of 7,62 High Calibre. I know I did.
Lovely! The one to the left is for scenery right? Because it seems abandoned rather than destroyed by gunfire.
Oh man, great stuff.
Sleek. I like it.
"Millennia: Try 1.2 when it comes out, it's built from ground up and should hopefully not include any of the bad design choices from 1.1"
So it will be completely generic? 1.1 made mistakes, but at the same time it was daring and fresh. I greatly enjoyed it, it literally pushed you through choices that other no mod seemed to make as important or even consider. More grenades or ammunition? Heavy armor or more medkits? It made you weak, vulnerable and most definitely lacking an answer for every situation. The one thing that bugged me was that instead of rebalancing artifacts to better fit the new gameplay, LURK did away with them. Every other choice showed, through some flaws, that there was an underlying vision, a theme. I'm sorry, you and the team are VERY talented, but seeing as the comment you replied to basically lists every innovation of 1.1 as a complaint makes me think the next version will be very pretty but not nearly as compelling.
Nice to hear that!
The real world OICW featured both a 20mm grenade launcher (with laser range finder, ballistic computer and electronically timed airburst shells) and a detachable 5,56 rifle. It performed pretty well but couldn't be adopted because it failed to comply with the weight requirements (and probably costed a hell of a lot too).
Maybe both effects should stack for very low sway? Just a thought.
Nice features. The gibbing range is extremely high, maybe it's for testing purposes? It would be great if there were various gibbing levels, somebody outside of the primary killing radius should maybe lose a limb or a hand etc. Also other visible wounds such as the body being visibly peppered with shrapnel would be great.
Here's what I mean: I995.photobucket.com
Looks nice! Can't wait to shoot it full of holes. :P
Hey guys, is there nothing else you want to show us besides weapons? :P
That is great news then. You guys seem to have a good understanding of what makes engaging gameplay, so I'll leave you to your magic.
Please revise the weapon upgrades. It's pretty pointless getting a new weapon when almost every assault rifle can be turned into a beast by selecting upgrades and whatnot, it completely negates the fun in finding a very good weapon. The way I see it each gun should have a maximum of 3 or 4 upgrades that come with disadvantages as well. That I see as true customization rather than simple "level up" unlocks.
I love this plane. Good work.
I'd like it much better if hazards (mutants or anomalies) rather than fences prompted me to seek an alternative route. How rare would wire cutters be in the Zone anyway? :P
ATGMs? I'm impressed, this mod looks already better than the new MoW game. Love the setting and the models look great, good luck.
Also anomalous zones feel bland and boring. They are both too limited in size and too specific. I understand that there can't be anomalies every three steps like in ShoC, traveling could become a pain. But for example, the whole marshes area in Zaton could host anomalies and mutants, along with basic artifacts. You would need to plan your route accordingly to avoid danger zones, and the whole area could become a nice hunting ground for both beasts and artifacts. Anyways I have confidence the team will deliver a great product.
Recently released Zone of Alienation for Shadow of Chernobyl features a very interesting concept for artifact hunting. While there are detectors, artifacts will still show themselves when you are nearby, even if you don't have a detector yet. I feel this is the right way to do it. In vanilla CoP, detectors were used as a mere LEVEL CAP. Basically you were cut off from good artifacts if you didn't have the right detector, which to me is silly and unnecessary, other than lacking any explanation. The hazards of an anomalous zone should be the only limiting factor in your quest for artifacts, for great dangers should correspond great rewards. Want to hunt for artifacts without tracking equipment? Fine, but that might prove deadly.
"there is only one form of entry to a certain objective"
Which is the case with each and every single building in the game maybe, with the exception of the water treatment facility\merc base in Zaton. A predetermined path through all the main attractions. Theme park experience, awful.
Is there a way to slow down time in the xray engine? It would be great to simulate stimulants.
Very well said. Wasteland versus theme park experience.
How much will three game hours last in real time? Just curious. And thanks for crediting me in the last ZoA release, I noticed recently. :)
Love the detail on the receiver.
Will the two round burst function actually shoot at 1200 rpm in the game? So far no mod has been able to model the weapon's operation correctly in STALKER to my knowledge.
Is the Kobra sight an attachment or part of the model?
Looks like you guys "dragged" the video a bit to let the music finish. Which is okay, because it's fantastic. The feature sounds great, just what the game needs for a more interesting and less repetitive gameplay.
Hey mate, nice to see you doing progress. The mod looks great so far.