This member has provided no bio about themself...
ATGMs? I'm impressed, this mod looks already better than the new MoW game. Love the setting and the models look great, good luck.
Looks good, tracking. I know it's a lot to' ask, but ACE2 compatibility would be great to have.
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.
Good work, I like it!
I would love the temperature system, perhaps with different clothes for more or less protection against cold, increased hunger when cold and maybe the ability to make a campfire. I wouldn't like as much the mood feature, unless it's only fear related to suppression, or being alone against many opponents or versus a big, scary mutant beast. Maybe there could be a new skill called "combat experience" that reduces suppression effects and fear while fighting.
Everything else sounds absolutely fantastic.
Looks like a professional music video. Good job.
Looks good, even though I much prefer him with hair. :(
That's great mate, it will be cool trying this out at last. Your website's link does not work for me though.
Basically instead of zzz you see stars fly around in a circle. Every few seconds one disappears until the last one is gone and the guy wakes up. :P
Agree that the logo on the stock looks a bit silly. Also, wouldn't it be possible that both the bipod and the grenade launchers are attachments that go in the same "slot", so you can mount one or the other?
No, but the maps are horrid. I seriously hope you guys draw inspiration from maps like Bridges of Druzhina and experiment with longer spawn times (50-60 seconds) on smaller maps.
Anyways, keep up the good work.
>Treat your audience as adults, and add the genital details that seem to be mysteriously, and awkwardly, missing.
I agree. And make it big. Even better, make it huge. Just imagine that flying thing diving straight at you with a massive, erect *****.
The correct Swastika is the one to left in the picture. The one on the right is reversed. :P
XOPOWO! Although I would much prefer if weapons didn't have an upgrade tree. Keep up the good work.
Red dot sights in SHoC? Hell yeah!
Just one thing though, I do prefer the standard plastic magazine as opposed to the steel one. Maybe it could come in an unusual color, such as "saddle tan" or "firebrick red"? :P
Love how you guys are not focusing only on weapons, but on the experience as a whole and in particular on the survival aspects.
Love this vehicle. Nice work.
Looks great, tracking.
Looks damn great. Good job.
Hurray for commieblocks!
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).
Haha, awesome man.
What weapon is that?
It's nice that you guys take this seriously, I'm positive the result will be amazing. Also the place you live in looks great.
So, FatalFunnel, where's SKS? :P
It's perfect as an ulterior rookie weapon, also for bandits. Would you be able to implement stripper clips with the mag system? Or maybe it could just feed directly from the ammo stack.
About elite bandits, I have a feeling they would probably carry expensive western stuff (like in vanilla I think?) as symbol of wealth, just to show off. Also if I recall correctly the criminal subculture I think they're loosely based on En.wikipedia.org used to be in starkly anticommunist, so a fascination with the west and western stuff might apply. Of course the rookies are ok with the cheap local stuff.
I feel the only purpose of detectors, as in CS and COP, is preventing the player from getting high level artifacts too early, thus enforcing a smoother progression. I don't like this for various reasons, the first being that it takes freedom away from the player. Progression is already enforced in CoP, the hub world is pretty linear. If you find yourself wandering into the military warehouses with a sawn off shotgun as primary and a leather jacket... You're probably cheating.
So, I wouldn't really make artifacts invisible by default. The pioneering spirit you mention is best expressed through trying to make that jump to climb that roof, just to see what is on top of it. But not because you already know an artifact is lying there. For this reason it should be up to the player to choose whether he needs a detector or not, and detectors shouldn't be mandatory to find artifacts.
If you want, you could just remove some of the visual cues from artifacts. When it looks just like a brown rock that doesn't float or glow the necessity for a detector becomes apparent.
Sounds like a silly stalker to me, swarms of rats and dogs are more easily dealt with an AK. The proximity with a corrupt military force ensures arms shipments are easily diverted towards stalkers' hands. But yeah, that would be nice, bloody rookies could use some variety in their armament. What I would really like are 2-3 revolvers in as many calibers to choose between, with the armor tweaks you're thinking about it would be very fun. Drop me your steam ID, will ya? I could do some testing\config fiddling for you once I get the gaming rig back if you're cool with it.
I thought you could specify which areas of the body get a bullet resistance bonus from wearing a suit. I have a feeling the value refers to the entire body then, a bit like the way artifacts work (I think).
How about pistol calibers? Will suit helmets be able to stop them? If I recall correctly there are hit locations for eyes, nose etcetera. If you assigned a very high damage multiplier for those, shots to the face would kill a foe easily, but armor might save its life in other cases.
Cool. Well, I personally doubt in assault rifle calibers being able to defeat high tier armor, even with hardened cores. But of course I have no real experience in the field. If you considered exo suits as having the highest level of protection available, it would definitely be a nice challenge taking them on. I'd lug a SVD or a grenade launcher just for that kind of encounters.
I also remember trying a mod out where wounds to the limbs bled more than trunk injuries. Could be worth looking into that. What STALKER is really missing, at least to a gun nut like me, is an even basic simulation of internal damage. I can't shoot in the arm of a guy turned to the side and get to his heart, for instance. If damage was at least dependent on the angle of impact of the bullet, shot placement would be more important, and outcomes would vary a bit more.
Sounds fabulous. Best wishes to you guys.
I'm afraid you will have to figure that out by yourself, my skills in this area are rather limited. If you could just find a way for the player not to be able to equip more than one (or two, some body armors allow a back plate I think) it would be nice.
Another way would be to implement it as an attachment to the suit, like weapon attachments. Again I'm not too sure how it would work in coding terms.
I have no idea about that, sadly. I was thinking you could configure it so it would occupy an artifact slot or something similar, and so temporarily boost armour protection and durability while degrading with damage taken. But yeah.
It would be cool if you could just swap armour plates instead of having to repair the whole suit sometimes.
Looks nice guys, good work.
That's beyond awesome.
pants = creamed
Sounds good. However, I'm not convinced about the "unique spawning system that would keep players right into the heat of battle". If you've ever played Red Orchestra Ostfront or Insurgency you'd notice that their approach on that totally disrupts tactics and teamwork. No advancing, no scouting, no planning, just respawn, shoot, die. Repeat. I strongly hope you're aiming for something more "realistic" and tactical than a multiplayer carnage with real weapons.