Forum Thread
  Posts  
Dave's Gripes (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R.: Last Day : Forum : Bugs : Dave's Gripes) Locked
Thread Options
Apr 25 2018 Anchor

Started this topic to condense issues I found while going through a playthrough:

Game version:

LD 1.3 + patch, 18/3/14 update, Translation files 0.11.2


Playthrough setup:

Loner, storymode, Rookie village, Ironman Mode

Major gameflow issues:
-Fanatic is fragile as fuck. Leave him in the village, or he will die, either in combat or because of travel without the player.
-If you're underequipped to take on human enemies, but already cleared all of the mutants, the lack of income will grind your gameplay to a halt. There's basically nothing to do but wait for the mutants to respawn so you can grind for armour. I believe this is why the crows were introduced in the latest version of Misery.
-The starting areas could have a bit of a rebalance, sometimes high level mutants and enemies spawn there. This is all fine and dandy, but if you do a tutorial mission, you usually don't have the equipment to handle these. What's the point in doing a tutorial if you need to gear up to even get a chance to do them?
-The starting traders could have some really cheap low grade gear to get the player started, such as a broken double barrel with crappy shot. It's not much, but just enough to make hunting bearable.


Minor gameflow issues:
-Drinks will duplicate on some statusses, for example, purified water with 2 portions left will spawn an invisible placeholder for the 1 portion left sometimes.
-After smoking, trying to use an item will complain about needing a lighter until a specific time has passed. (Usually 1-5 in game minutes)
-Hunting tools are useless, despite costing an arm and a leg.
-Most loner starts have pathetic anti-mutant abilities. Suggest rerolling until starting with a shotgun.
-7.62x54 is practically as effective as 7.62x39
-Starter spawn of Loner sometimes starts with a full set of .45 DU rounds.
-No other knives can open cans than the swiss army knife, not even your leatherman kit. Have you never ever tried opening a can without tools before? I swear you can just open them by bashing them with a rock, and considering our guy can strutt around with 50 KG, I'm going to go ahead and say he has the forearms to do it with a damn pencil.

In fact, I just realized if you drop all tools, you can just use the tuna without opening it, like, 2/3rds of the time.


-Using the QRS system/backpack will (always?) spawn your backpack on ground level when you are standing ontop of something. This means it can dissapear under tables or out of reach entirely.
-Cans of tuna cannot be opened, the animation plays, but no replacement is spawned.
-The QRS system also drops medical supplies and tools. I'd suggest leaving the Leatherman, hunting tools (once introduced) and quick slot items to be left alone.
-There doesn't appear to be any natural restoration whatsoever. I'm sure when in a safe haven, resting would at least clear up some cuts and bruises.
-For some reason, once you load .45 DU rounds into your firearm, you can't change ammotype until you unload it fully.
-Radiation subsides far too slowly. I find it hilarious that I can stand there, shotgunning an entire bottle of vodka and smoking a pack of smokes before I have any hopes of stopping it. In fact, that probably damages me more than the radiation would.
-Hunting and cooking is hardly worth the return investment. A pack of shotgunshells is more expensive than the contents of the entirety of cordon's mutants combined.


AI Problems:
-Enemies can see plain as day through pitch black darkness, without flashlights
-Enemies can see straight through concealment
-Despite setting companions on wait and pointing them to a specific direction, after a while, they'll continue to follow you, despite being in wait mode.
-Boars seem to have an incredibly high width on their forward strike, being able to hit through walls, up hills and to the sides despite barely touching the player.

UI Issues:
-PDA's encyclopedia section is still in russian.
-PDA chat reports events of melee happening when stealth killing characters with a knife.
-Still a lot of grammatical and spelling mistakes in the translation, but I suppose that has to do with the structure of the cyrillic languages.
-It doesn't seem like you have to hold ctrl after dissassembling one item. Is this intentional?
-Cooking UI is still in Russian.

Sound issues:
-Fleshes make a backpack drop sound when they tumble over dead.

Questions and remarks:
-Do effects of used items stack, or do they replace preceeding items? (E.g., does using mutliple bandages stack?)
-Does wearing higher grade equipment with low durability overrule low grade equipment with high durability? (E.g., lvl 4 armour on 2 stripes versus a leather jacket on full durability?)
-How do you drive vehicles?

Feel free to discuss if the previous statements are necessarily issues or not.
Keep in mind, most of these issues that are not mechanical/scripting based can be circumvented by using tactics, or simply breaking the game. (Godspots/Human AI's stupidity to loot first, shoot later.)

Edited by: dave_5430

Jul 20 2018 Anchor

Hi Dave, unfortunately there doesn't seem to be a lot of "action" on this forum.

I'd agree with most of your gripes other than the hunting being unviable. Perhaps you were playing on 1.2? In 1.3 Mutants drop double parts (presumably a glitch) and the parts sell for an absolute fortune to "Hunter" in the train station in Garbage. Unfortunately a lot of the other gripes are also core "features" of CoC rather than LD; particularly the AI problems.

Jul 21 2018 Anchor

Thanks for the response. It's been half a year. I've moved on to different mods by now.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.