Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre.
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Feedback #2...weapons derived from...questions... | Locked | |
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Mar 4 2012 Anchor | ||
I've been working very hard lately, and I thought that I "deserved" a couple of hours of playing time with OGSE. Let's just say that those two hours grew into...four...and...more...and...DON'T tell my wife! I was SO tense the entire time, that my elbows HURT from burying them into my old chair's armrests, and the same's true for my ankles (my legs were flexing that much as I played!). I actually feel like I did an ACTUAL patrol in The Zone. Folks, this is no easy feat, especially after the number of times I've tested for various mods the regions of Cordon, Garbage, Agroprom, Agroprom Underground, and Bar. The changes that you made kept me on my feet like no other. Not once could I relax. The psychic attacks kept me on my toes, as did the new psi-blind-dog. Man, I was NOT expecting that at all---I thought it was just another blind dog, but I learned pretty quickly that my assumption was a big mistake. Its translucent glow effect was pretty cool, as it seemed to resemble its central nervous system - if that is what was intended, then congratulations to whoever thought of the concept (I'd push the details a bit further that way to make it a bit more obvious). Alright, enough of the praise. Here are the issues that I found (just what you wanted, right?): Hand grenades of any sort would NOT work in Garbage. I didn't think about trying out a VOG through the grenade launcher of my AK. My grenades worked fine before Garbage, and after, and even after I reentered Garbage from Agroprom. It was during the first trip through Garbage that they weren't usable at all - I couldn't even select them by dragging them to my hand inside my Inventory user interface. I seem to remember this happening as well for the LoNer1's Particle Paradise mod. I can't give specifics here, but I strongly suggest getting a hold of LoNer1 to find out what he's been able to achieve with tracers. It's some pretty amazing stuff. There are a lot of posts there by me (which, not to blow my horn too loudly, I feel are unique, captures one's imagination. and definitely would fit well within the STALKER universe), and I'll leave it up to you whether or not you want to read through them all right now. The reason why I bring up these concept proposals by me is because I can see that the team has also thought similarly in regards to altering the mutants of The Zone, to expand their variety and capabilities. The ones that I proposed in the above link are largely confined to zombies, which I feel are "fine" as they are in the OGSE already (don't get rid of them!), but could certainly benefit from being given not only a new appearance, but new powers as well. The zombies I proposed had powers directly related to the anomalies that we routinely encounter throughout The Zone, tying them into the land, and also supplying a much greater sense of the workings of the C-Consciousness. In any case, I proposed that their organs could be harvested, and if left near an anomaly, transformed even further into a new type of artifact. Whether transformed or not, the organ/new artifact could be converted into different types of weaponry with all kinds of wicked ways of dispatching and injuring the enemies (my favorite is the ammo that substantially "jerks" the target's body into a random direction - particularly "fun" if they're on an elevation). Why not do something similar for OGSE? In fact, an entire series of "never-ending" missions could be focused on exploiting the new weaponry, and/or preventing its creation and trade. I throw this out now so it can be thought upon, but I've really thought this through in the past, and since the above post, and I'd be happy to share those details with the other teammates. In the case of the new psy-blind-dog, an example could be that its cerebral cortex is harvested, refined into a powder which is then combined with the refined organs of an electro-empowered mutant (perhaps a "Charged One" zombie from the above post?). This is setup as a VERY expensive grenade which does very little physical damage when it explodes, but anyone caught in it has ONE specific thought-identifier REVERSED. That identifier? Friend-Enemy. Everyone who is one's enemy is now perceived as a friend, and any friend is perceived as an enemy. However, this weapon isn't foolproof. Everyone that's caught in the weapon's radius KNOWS that they suffered some kind of psychic attack, so they're always actively FIGHTING what they're perceiving. Thus if they're struck by a cheap version of the grenade, there's only a 50% chance of having their thought-identifier reversed, and even for those that are now an enemy, they're uncertainty is affecting their aiming capabilities, which are reduced by 50% of the starting value. The middle-grade grenade has a 70% chance of being successful, and one's aiming capabilities are lowered by 30% of the starting value. The high-grade grenade has a 85% chance of reversing one's perceptions, and the aiming skills are reduced by only 10% of the starting value. Their comrades who were not caught by the psychic effect will NOT immediately start attacking them, but will attack the affected after two of their members have been slain (the first one killed could've been a tragic "friendly fire" incident). The length of the psychic-infection is based on the quality of grenade, Cheap=30 sec. (with a "mental check" being done every 10 seconds, if successful, the target STOPS attacking his target), Medium=45 sec. (mental check every 15 sec.), and High=1 min. (mental check every 20 sec.). Is there a way to repair damaged vehicles? What does "habar" mean? What does "Quad" mean? Is it a misspelling of "Squad?" Good Night! Mar. 4, 2012 |
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Mar 5 2012 Anchor | ||
Don't have time now to read all in details, sorry, but the following strikes my eyes
Edited by: SimplyYuri |
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Mar 5 2012 Anchor | ||
If all it takes to "fix" the "no-grenade" bug is to pull out one's bolts, then I'm more than happy to give a try. I'll be upset with myself if that's all there ever was to addressing this bug. Ah well, better to learn late in life than never. I'll thank you in advance for your advice, as it sounds like you know what you're talking about. |
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Mar 6 2012 Anchor | ||
Hi, that's me again! I don't think the cars' explosiveness has anything to do with the items in the trunk as for now. Maybe the feature is implemented some day, but I'm not sure. |
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Mar 6 2012 Anchor | ||
And I want to add that such words as "habar" and "stalker", and also many anomalies names - even the phenomenon of the Zone itself - were taken from the famous Sci-Fi book "Пикник на обочине", written in the early 70s by the Strugatsky brothers. You can read about it here: En.wikipedia.org Edited by: SimplyYuri |
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Mar 6 2012 Anchor | ||
Thanks (again) for the feedback guys. I am SO relieved to read that enough of the obstacles are being moved away to allow easier passage of vehicles from the end of one side of a map to another. A little while ago I brought up to derranged of the True Zone Projects the idea of randomly altering the map every time one reenters it so that tactical options are altered to keep the area from becoming too predictable. My suggestions were to have doors and windows randomly opened/closed, and to randomly spawn debris like fallen trees (when they "disappear" next time it's due to it being chopped up for firewood), broken down vehicles, and the like. Even a set of randomly placed small defensive positions of semi-organized sandbags could be easily explained when it "disappears" from where it was because it wasn't needed any longer. A tow truck could also be placed to help cement in the Player's mind how these things can so quickly come and go (the tow truck would look functional, but the Player could be denied access to it because the keys aren't in the ignition). In regards to the word "habar..." Filon, as soon as you said "habar=stuff" something rattled DEEP inside my brain. My brain said, "That's not an English term, but..." I did a keyword search. It's most likely a German-derivative. See near the bottom of here if you wish: Dictionary.reverso.net So, I don't know how many tens of thousands of English players have played the game, but whenever one of us read "habar" most of us had no "for sure" idea as to what was meant. At least I wasn't alone in my confusion! If I'm going to make a mistake, then I certainly want others around me who are ALSO making the same mistake. Especially if my wife's around.
That's VERY good to know. I've put it as a note that's sticking to the side of my monitor, so that the first time that term is encountered, I'll write a little explanation so that it makes better sense. I'll point out that a "quad" is a four-man element of Duty members. I'm currently TRYING to finally read the now-classic novel known here as "Roadside Picnic." Work is crushing me right now, as are real life concerns (I'm selling artwork and prints at a small Arts and Crafts show this weekend), plus my desire to play more of the mod that just elevates STALKER to a whole new level, as well as polishing up the Russian-English translation. Oh, and I have two darling kids to raise too (they're "kind of" hard to "forget!"). If I only had MORE time! Thanks again for giving me greater clarity. The information you provided will prove to make the translation better. Good night and good day! |
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Mar 7 2012 Anchor | ||
It is my pleasure to help you, just as you are helping us! Feel free to contact me regarding any questions regarding the translation - I'll be glad to help. |
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Mar 7 2012 Anchor | ||
Good to know. Will do!
One way to make The Zone more dangerous is to TEASE another teammate about something that you KNOW and then NOT state what it is YOU know. You're evil man. Evil !!! I can't wait to be surprised by it.
I can't find any holes in the team's logic in regards to not having large scale, multi-million dollar "soldiers" battling it out in the midst of another sovereign nation's territorial borders. Especially when that sovereign nation's ALREADY occupied by Russian military forces. Only smaller scale infiltrations could be possible since the region's borders are heavily guarded, and that has to be true for anti-aircraft weaponry as well. Okay, I can't argue with the logic of that, but...are there large scale invasions of Russian forces into The Zone? That makes sense to me as well, and it would make sense that under such conditions that the factions might temporarily unite together against their common oppressor. Or...are there logical reasons for why the Russian forces don't do large-scale operations into The Zone? When I think about it, the value of the artifacts, greatly inflated through a militarily controlled black market, would supply plenty of reasons for why The Zone's inhabitants aren't rubbed out altogether, especially if, in the end, the majority of the artifacts and treasures end up in Russian officials' hands anyway. "Let the scumbag stalkers do all of the miserable hard work for us, as long as we get the majority of the plunder" type of attitude. Do you already have an explanation for this written, or...? Edited by: Kyle_K_ski |
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Mar 8 2012 Anchor | ||
No, no, no. No Russian military forces. It is Ukraine and the army is Ukrainian. Just remember that the Russian is the common language for many nations |
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Mar 8 2012 Anchor | ||
Yes, I know that Russian is a "mother-tongue" to many nations, but the center of my apparent confusion is this... Here, in the U.S., there is a perception that the Ukrainian government is not "really" in charge, but rather that its policies are largely dictated from Moscow. My reference to the Russian forces stems from that point of view, which I freely admit may be largely, if not entirely, in error. I've already spoken in some detail with KamikaZzeRu in regards to a number of points of what is "fact" versus fiction-driven-by-government propaganda. So I need clarity here. I'm happy to receive your insights. Please check your Private Messages (I'll need perhaps a half an hour for it to be written from the posting of this reply). |
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Mar 9 2012 Anchor | ||
It's a lie as usual But I think we talk about STALKER, not about politicians full of deceit |
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