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Beta? That means playable from start to finish with "minor" adjustment (filling in the story texts, making the maps looking good, fixing a few bugs) to be made then.
I was wondering a few weeks ago if this game would ever come out of alpha.
Can oddjob throw his hat?
For some reason I discovered this mod only today but I was quick to understand. This is doing god's work.
Suddenly I'm no longer sad wormwood bites the dust.
You could have added some sales figures.
You say you spent money on marketing and by the end you say you're working with a team. Is it entirely funded by your game's revenue? Are the people you're working with having side jobs, are you the side job?
Take your time.
Just come here say hi once in a while, even if it's just in the comments.
I wish we had a mod that changes the scenery according to the current season.
got my hears bleeding
There's realism then "realism".
Would have been nice to be able to join them.
Speaking of angry zone residents. I hope "may" will be a keyword about these. Most mods (even the best) do the mistake of overpopulating the zone. And it doesn't even make it feel more Alive (lol) because everything seems to be much more interested in the player barely appearing in their field of view than the freedom emptying assault rifle mags in them.
Are there any change made to the knife gameplay-wise?
If I had any complain to make about the vanilla knife is that it's "too precise". Like in most game is acts like an arm-length range fire arm rather than something you swing around in a broad manner.
I thought this was dead. I little explanation of what to expect from this download at the very least would be appropriate.
It says render. As in "not ingame"
jamming only happens for full auto at low durability, right?
I was replaying the (vanilla) game recently and I came across the components you get in the cement factory and so I thought: it would be nice if rather than finding tools to unlock upgrade trees, you would instead have to find components for specific upgrades, which would/should be sparsely lootable/tradable with other stalkers.
That would really change the way you have to approach the upgrades whereas rather than going to where you know the tools are (or would be if you simply randomized their place somewhere else), you'd have to come across them, kinda like hunting for artefacts, you what kind of artefacts anomalies produce, but you don't know exactly what you'll get.
That's also an excuse to add a weapon dismount feature for better gun porn.
One thing that bothered me a lot in the game was that you could take shelter from blowouts in place that had perfectly clear opening to the outside, like window frames without glass (not that glass should contain a blowout outside). The old barge is a good example of such unbelievable shelter with its holes everywhere, you'd think they'd be closed with metal plates or something.
I completely disagree about the number of upgrade. Having many doesn't hurt; I mean you say it's drawing away your attention, but I don't understand how it does. I advocate for as many upgrades as possible, because there is simply no more frustrating than having only the illusion of choice.
There is no such thing as "unrealistically good weapon", when you shoot something, it dies, that's the principle of a weapon. If you want lack of realism, then most of the default weapons in the game are unrealistic garbage. If upgrades are completely straight forward (upgrade = instantly better weapon) then it defeats the purpose of having an upgrade in the first place (it's just levelling up). A good upgrade is one that gives an alternative to the existing function, like having a drawback such as more recoil for more firepower, greater durability materials being heavier...
I don't recall you talked much about item upgrades and searches net nothing on that subject.
How do you intend to manage the upgrade levels? I vanilla I thought it was poorly done as you had to find the tools and give them, and as they were in few quantity and always at the same place it quite killed re-playability on that aspect.
Have you actually any plan to make it more pleasant to hunt for tools? Scraping tools searching altogether and having some kind of alternative instead (such paying an NPC for 'import' for instance, this would make it progression based)?
It could be nice to have to find item specific components or something like that, but then again, I'm not to fond of complete random gameplay components, there's still need to be some kind of logic behind so being a smart explorer pays off. Exploration is important after all, right?
Well, NOW this is suspicious. If your program is freely shared here and there, why not tag the source code along? There should be nothing to be ashamed of, I'm sure your code wouldn't warrant any laughs or finger pointing.
Time sure flies by.
A little condition would be neat here. Like if there is no item under the crosshair, then pick any within the cone. Best of both worlds.
Are the chapter transition fixed? chapter one flat out crashed at the end, and the two other have just none.
Damn, this, it would make it feel much more A-live.
So we're getting hunger and thirst. I hope it will follow realistic timings, such as just having a mild hunger after a day without eating rather than being on the verge of death like we could see in other mods. Speaking of which, is time scale configurable?
I see plenty of ****** games made by unknown devs on shelves, I doubt they costed them thousands to publish as much as I doubt they do it at a loss. Valve are indies, btw.
That's a mechanical impossibility.
You can't "lose" when not spending. Especially for virtual. It's no investment and it doesn't have ownership because it's not physical. Try to elaborate on what you think is "a loss".
Steam exclusive = no buy. Actually, digital buy, so tough luck.
Good luck anyway.