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Comment History
prava
prava - - 10 comments @ Autumn Aurora 2

Hey guys. Not sure I should be posting this in here, but I haven't seen any forum so... here I go.

I found a few bugs already:

a) The FN FAL scope is upside-down when you are looking through it: the reticle sits top instead of bottom.

b) Killing ANYTHING on the Barkeep area triggers the "everybody hates you" and you are done. The problem? Mercs seem to spawn on the road to warehouses (which is very, very long) and it will be difficult and tedious to move through without shooting them.

Oh and, BTW, why are all the scopes so terrible? I can't use the FN2000 because of its "dirty" scope, and the others aren't any friendlier. Specially at night, they seem to create a very weird reflection and you see nothing.

Other than that, the mod is fantastic. 0 stutter. 0 loading times. Fantastic graphics, etc. Very, very solid work, and I say that after playing more than a dozen different mods.

PS: well, you should make the mutants more powerful. Bullets kill you almost instantly even at 50% bulletprotection... but even bloodsuckers require several hits to kill you.

PSS: and the Guide... he dies all the time :( You should give him much more hp so he can defend himself.

Good karma+1 vote
prava
prava - - 10 comments @ MISERY

IMO, weapons are kinda ok, although the ones you find late game should be a tad better than the ones you don't, if only because some upgrades cost a ton of money.

Other than that, I found that the only difference that was worth to look into were adjustable sights (without having to bother changing the sight...IE FN2000 and FR2000) AND heat detector abilities, as spotting people with so much fog and stuff is kinda hard and you just die if you have to go back to your goggles to find something.

So, I wouldn't worry about it anyway. Well, pistols should be powered up because I don't think I've used one anyway, at least not once you've been playing for a couple hours, but all the other weapons are fine...

...well, maybe it'd worth it to look into making the difference between an assault rifle and a sniper rifle a bit more big...so that they couldn't be used for the same role, although this is tricky with the fact that you can't snipe as much as you could on other titles due to how the maps were created.

Good karma+1 vote
prava
prava - - 10 comments @ MISERY

c) The third map in the game, kills everything, which I know is something I believe you can do nothing about it but, in a way, maybe you can: have you ever considered putting the 3rd tier tools in the first or second map, maybe through a random generator so that you have to look for them? If you think about it, the journey ain't fun once you reach your final destination: just 2-3 stupid missions and its over. So, why bother going for the tools in the last map when you will barely, if at all, use them properly? If you'd place the tools in the first 2 maps it would become much more exciting, cause you would actually use a lot them, and It'd make much more fun to go for them.

d) Zone status: the balance in the zone is a bit off. I mean, its true that the zone shouldn't be a place full of people everywhere...but there are things such as Zombies that should be MUCH toned down, in order for other things to coexist. It makes no sense that an exo-armored duty soldier can't kill a damn zombie with a stupid pistol in this hand, only because it doesn't headshoot him soon enough. Yeah, sure, zombies should be a PITA if you shot in the head, but at least make them die once enough bullets have perforated their bodies, and don't make them that good at aiming at you. If they resist hard, they should be terrible at aiming, and if they don't suck at it, they shouldn't resist that much. I had actually to change their hp values so that the game could have other beings on the map besides the damn zombies.

e) Please add some proper night vision so I can see something into the dark :S

All things aside, thanks for you work. The mod actually looked awesome and was quite balanced for what it is. Still, I believe I should leave this comments here just in case you'd use them ;)

Cheers!

PS: due to the 2000 letters limitarion, I sliced my post into 3 parts...this being the last one.

Good karma+4 votes
prava
prava - - 10 comments @ MISERY

b) Weapons. IMO, the sniper needs a little extra care. Why? The weapons a sniper has, are all useless for most maps, specially with the maps being so foggy (which I love), and sniper ammo being so damn expensive. For instance, there is an M4 (I think) that you can buy at the 2nd map which would be AWESOME...if you could change the zoom...but because you can't, its only a useful weapon at long ranges (that doesn't eat super uncommon and expensive ammo), and you just can't afford to bring a not optimal weapon: in Misery, every single weapon counts, and you truly want to carry a shotgun (most damage per shot against mutties) and an assault rifle (awesome balance between power against humans), at least for 99% of the trips you do.

Which means...that because you have no sniper rifle with good enough attributes so you can forget to carry an assault rifle, its not a good idea to waste so many weight just so you can carry another weapon that, in SOME events, may be handy.

Sure, at the beginning of the game sniper ain't that bad at all because you can truly kill opponents that are a lot tougher than you (like the mercs in the first map), but later on you won't use a sniper ever again, only because they aren't that accurate not that powerful and you won't find ammo anywhere, it weights a ton and its very expensive.

Good karma+2 votes
prava
prava - - 10 comments @ MISERY

Hi!
I ended Misery not too long ago, and I'd like to mention a few things that, IMO, should be corrected.

a) Armor. In this game, the balance between what you want to carry and what you have to carry is so thin that its very easy to get lost in between. I know, I know that its the purpose of the mod, to carry only the stuff that has the utmost importance but here comes the problem: the only armor you will be wearing the entire game is the typical "Stalker suit" because, once upped a little, it weights close to nothing, has enough artifact space and its not that bad either. Sure, the Clear Sky one is much better...but it weights that much and hasn't enough artifact spaces (till the last map, sure...but it would be useless there anyway) that its worthless...and expensive.

IMO, the balance with the suits needs to be taken care of. 2 weapons, a helmet, 5-6 artifacts, some food and ammo, will account for most of the weight you can carry, adding a ton of kg for an armor is not a good idea, specially when you can't weight out such factor with artifacts.

Good karma+1 vote
prava
prava - - 10 comments @ Old Good STALKER Evolution

Barkeep offered me a big *** sniper rifle once I finished X16. Its not cheap, though, but it seems to me that is a very big caliber.

Good karma+1 vote
prava
prava - - 10 comments @ Old Good STALKER Evolution

Thanks, already found the transmutes.

Good karma+1 vote
prava
prava - - 10 comments @ Old Good STALKER Evolution

I believe there are 2 of them. One is in one of the warehouses in Rostok (for what one character told me), and the other one is in the Freedom armory. In the main Freedom building, where the trader and freedom leader is located, right of the entrance. There is a guard that you can jump over (in vanilla or other mods you use the furniture to do so), at least I did with my jump edited in the config files.

Along the crossbow you will get the grenade launcher the duty leader asks for.

PS: I know for sure about the freedom armory cause I got that one from there. The other one I haven't checked yet.

Good karma+1 vote
prava
prava - - 10 comments @ Old Good STALKER Evolution

Just wanted to thank the devs for the good work.

There is one thing, though: when I'm using the OGSE configurator the game doesn't load properly...so its kinda useless to me (not a problem since editing the game is easy on itself).

Also, can you transmute artifacts? Never saw the option so I thought you couldn't?

Good karma+1 vote
prava
prava - - 10 comments @ L.U.R.K.

Hi folks! I've been following Lurk for quite some time and I really enjoyed 1.0552 (stable as hell).

So, I'm sure all the time they are taking means that they just don't want to bring an unfinished product, they just want to be done with it, no more patches, no more crashes no more nothing: they want it to be perfect and, although that means that it will take as much time as it needs to in order to polish things that, for many people, wouldn't be important, 1+1=2 and, in the end, little details are what matters.

PS: there is one thing you should do, Holden. We really appreciate the effort you put on this project but, IMO, you don't need to work so hard to make a preview video. Instead, a few comments every week jus telling how the work is going would be really nice as this way people would realise what kind of work you are doing and be more aware of it.

Regards, joan.

Good karma+1 vote