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S.T.A.L.K.E.R. Priboi Story discussion

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  21:06:01  6 May 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1641

---QUOTATION---
@ steelyglint
Oh yes I definitely have new found respect for the complexity of what are seemingly mundane features of gameplay. I've gotten multiple coordinates from the same corpse but never the same one - but then I've never played any version prior to 1.0004.

The binoc thing sounds strange, but there are other conditions even stranger; a light hit on the search key seems to work better than a solid hit. Yes. . .it's probably me.

@ 100RadsBar
I figured you'd jump in on this thread eventually. Really great job with overhaul. Kudos. (and thanks for the G3A3)

I agree, the spontaneity of gameplay is one of the best aspects of the game. Like jumping outta your car, making a break for the sarcophagus only to watch your vehicle rise 20 meters into the air and pound you into the ground like a nail. I don't mind dying like that.

As for the document order issue, I think having the option to follow it exactly would be better than removing the choice entirely (and potentially ruining your mod in the process). If people want to follow the canonical order they can choose to ignore the other docs - at least the choice is theirs.

The only areas I would've liked to have seen changed were the lack of zoom on many of the lower end weapons and sidearms. That and the accuracy is really high. I was planning on playing vanilla cs after this but I think I'll get accuracy shock

In any case, I now have my mk2 (and a blemished soul), so I'm off to warlab and cnpp beyond where I can put it to good use
---END QUOTATION---



The weapons zoom is fixed for the next version, maybe I should release a patch for that, before releasing Ver. 3.3

Weapon accuracy is not something I have looked into, which weapons do you think should be tweaked?

I might "steal" the G3 weapons model from l.e.g.e.n.d.a.r.y. mod, since the weapons model, and reload animation looks better, than the current one I have in the Overhaul. The G3 is my favourite weapon in the game (and IRL).

As for the documents, I am not sure what way to go, but that is the last on the list.

There is one more unique weapon in X16, have you gotten the stash info for that?
  19:00:26  8 May 2013
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hobo
(Senior)
 
On forum: 04/21/2012
Messages: 57

---QUOTATION---

The weapons zoom is fixed for the next version, maybe I should release a patch for that, before releasing Ver. 3.3

Weapon accuracy is not something I have looked into, which weapons do you think should be tweaked?

I might "steal" the G3 weapons model from l.e.g.e.n.d.a.r.y. mod, since the weapons model, and reload animation looks better, than the current one I have in the Overhaul. The G3 is my favourite weapon in the game (and IRL).

As for the documents, I am not sure what way to go, but that is the last on the list.

There is one more unique weapon in X16, have you gotten the stash info for that?
---END QUOTATION---



Ah yes, another nice piece; I'm guessing your referring to the frasier-type HK with scope and integrated silencer (MP5S3?). That was a nice surprise. I think this is the first time I haven't carried a vintar to endgame

Changing FOV for the irons on the 74 and such would be great as it seems npcs engage you at a greater distance. On the other hand, the zoom on the 103 seems a bit high.

I think weapon performance is pretty subjective and kind of a personal preference. I've always liked vanilla ballistics (save for sidearms, and the accuracy of the sniper rifles). To create a balanced ballistics system when adding novel weapons to the game is quite difficult I would think. You don't want to add a redundant piece but you also want it's stats to be congruent with the rest of the weapons. Seems like a tricky balancing act.

After looking through my inventory I think accuracy and damage on the assault rifles is pretty high in general. It's difficult to tell relative damages of different weapons when the bars are maxed out. The Saiga 12 is a good example of the later, a fun shotgun, but its quick reload time could be offset by lowering damage - it makes the threaded spsa and combat chaser irrelevant. All the PAB weapons are maxed out as well. The standard obakan has higher accuracy and damage than the sniper variant and greater damage then the storming variant. The G3A3 has high damage but it's unique and it comes at a cost - its ammo is quite heavy and limited- so I feel that it is balanced. (btw, I really like the in-game skin).

I think proportionally most of the weapon stats are fine, however if it were up to me, I would globally lower damage and accuracy on all (non-unique) assault rifles by a constant percentage. Or possibly increase npc constitution in lieu of decreasing damage. Again, this is only my opinion and this is your baby. As you said, it was meant to be more realistic. And it is.

I do have one more question. In the ammo section of the pda, it lists a couple of special vog grenades. Were those ever included?
  08:30:38  9 May 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1641

---QUOTATION---

The weapons zoom is fixed for the next version, maybe I should release a patch for that, before releasing Ver. 3.3

Weapon accuracy is not something I have looked into, which weapons do you think should be tweaked?

I might "steal" the G3 weapons model from l.e.g.e.n.d.a.r.y. mod, since the weapons model, and reload animation looks better, than the current one I have in the Overhaul. The G3 is my favourite weapon in the game (and IRL).

As for the documents, I am not sure what way to go, but that is the last on the list.

There is one more unique weapon in X16, have you gotten the stash info for that?

Ah yes, another nice piece; I'm guessing your referring to the frasier-type HK with scope and integrated silencer (MP5S3?). That was a nice surprise. I think this is the first time I haven't carried a vintar to endgame

Changing FOV for the irons on the 74 and such would be great as it seems npcs engage you at a greater distance. On the other hand, the zoom on the 103 seems a bit high.

I think weapon performance is pretty subjective and kind of a personal preference. I've always liked vanilla ballistics (save for sidearms, and the accuracy of the sniper rifles). To create a balanced ballistics system when adding novel weapons to the game is quite difficult I would think. You don't want to add a redundant piece but you also want it's stats to be congruent with the rest of the weapons. Seems like a tricky balancing act.

After looking through my inventory I think accuracy and damage on the assault rifles is pretty high in general. It's difficult to tell relative damages of different weapons when the bars are maxed out. The Saiga 12 is a good example of the later, a fun shotgun, but its quick reload time could be offset by lowering damage - it makes the threaded spsa and combat chaser irrelevant. All the PAB weapons are maxed out as well. The standard obakan has higher accuracy and damage than the sniper variant and greater damage then the storming variant. The G3A3 has high damage but it's unique and it comes at a cost - its ammo is quite heavy and limited- so I feel that it is balanced. (btw, I really like the in-game skin).

I think proportionally most of the weapon stats are fine, however if it were up to me, I would globally lower damage and accuracy on all (non-unique) assault rifles by a constant percentage. Or possibly increase npc constitution in lieu of decreasing damage. Again, this is only my opinion and this is your baby. As you said, it was meant to be more realistic. And it is.

I do have one more question. In the ammo section of the pda, it lists a couple of special vog grenades. Were those ever included?
---END QUOTATION---



Thanks for the feedback, it is much appreciated.

The zoom, etc. has been fixed for the next version
Balancing the the weapons damage is never an easy task, it requires a lot of tweaking.
Most high calibre weapons/ammo is designed to kill/doing massive damage (9x39, 7.62x51, 7.62x54R, to some extend 7.62x39). The smaller calibres are designed to wound, more than to kill, generally speaking.
Therefore high calibre weapons will hit hard in the Overhaul.

But nonetheless, I will give the weapons a good looking over to see if there are some imbalances that could be done better.

Sidearms are sadly quickly obsolete in stalker, I generally use a sawn-off shotgun as a sidearm.
I was thinking about making the pistols do more damage, and decrease the effective range, to balance things. So that they are more effective in CQB, and not very usable beyond 15-20 meters.

My reasoning when it came to weapons damage was, that the vanilla damage made the game to easy, even on Master level.
Also you needed to carry insane amounts of ammo to make it through the levels where there is no trader in sight. With the upped damage, 300 rounds of ammo will last longer than before, provided you fight more tactically, and can aim

Making the weapons do more damage where you could risk getting killed with a few bullets, also would "force" the player to adapt, and play more tactically. In vanilla, I could just run heedless of any danger into a group of 10 enemies, kill them all and mash the medkit button to stay alive.
The tricky thing is to balance it all out.

The special VOG grenade's should still be in the game. They are rare though, the Duty trader has them on rare occasions. But I will have to check the trader files to be 100% sure.
  19:37:19  9 May 2013
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hobo
(Senior)
 
On forum: 04/21/2012
Messages: 57

---QUOTATION---

Thanks for the feedback, it is much appreciated.

The zoom, etc. has been fixed for the next version
Balancing the the weapons damage is never an easy task, it requires a lot of tweaking.
Most high calibre weapons/ammo is designed to kill/doing massive damage (9x39, 7.62x51, 7.62x54R, to some extend 7.62x39). The smaller calibres are designed to wound, more than to kill, generally speaking.
Therefore high calibre weapons will hit hard in the Overhaul.

But nonetheless, I will give the weapons a good looking over to see if there are some imbalances that could be done better.

Sidearms are sadly quickly obsolete in stalker, I generally use a sawn-off shotgun as a sidearm.
I was thinking about making the pistols do more damage, and decrease the effective range, to balance things. So that they are more effective in CQB, and not very usable beyond 15-20 meters.

My reasoning when it came to weapons damage was, that the vanilla damage made the game to easy, even on Master level.
Also you needed to carry insane amounts of ammo to make it through the levels where there is no trader in sight. With the upped damage, 300 rounds of ammo will last longer than before, provided you fight more tactically, and can aim

Making the weapons do more damage where you could risk getting killed with a few bullets, also would "force" the player to adapt, and play more tactically. In vanilla, I could just run heedless of any danger into a group of 10 enemies, kill them all and mash the medkit button to stay alive.
The tricky thing is to balance it all out.

The special VOG grenade's should still be in the game. They are rare though, the Duty trader has them on rare occasions. But I will have to check the trader files to be 100% sure.
---END QUOTATION---



You know I didn't even take that into consideration. When I said weapon dam and accuracy were a bit high I only thought of it from the player character's standpoint. Maybe because from Bar on you have access to nearly all weapons, it seemed as though combat became progressively easier. But I guess it stands to reason that the same high weapon stats that you use on npcs will also be used against you.

I do like the fact that a single round can end you. I've never been a charge in and unload everything player so it fits with using cover, mutants, anomalies and anything else that gives you a tactical advantage. Honestly, I think that's how Stalker was meant to be played anyway.

So, maybe the weapon stats shouldn't have been my focus. I guess Monos and Freedomers could have higher constitution and/or greater detection range (it might maintain the difficulty of combat and compensate for the better gear your pc obtains), but really, these are small issues. As a whole, overhaul rocked

I think I'm going to backload and try and get my hands on some of those vogs now
  16:29:21  16 June 2013
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yvessevy
Senior Resident
 

 
On forum: 12/24/2007
Messages: 230
Priboi Story 1.1

I'm sure this must've been asked before but since its ridiculous to spit through 500+ pages and a google search leaves me with nothing:

Who can I sell the X-virus antidote to? Cant sell it to barkeep, duty trader nor the yantar one. Am I missing something?
I have two extra antidotes and I'm just really curious by now ;p

Cheers
  17:40:23  16 June 2013
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
I don't think you can sell them to anybody. Traders tend to have a limit on the amount they can pay out at any one time, and the antidote is too expensive for all of them.

Why not do what I once did - your money just builds up and you end up with millions and nothing to spend it on. I bought an anti-virus every so often from the Prof. I think I ended up with over 20 of them - and still had millions on my PDA.

If you've only contracted the virus once you will be needing at least one of them in the future.

.
  18:18:20  16 June 2013
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yvessevy
Senior Resident
 

 
On forum: 12/24/2007
Messages: 230

---QUOTATION---
I don't think you can sell them to anybody. Traders tend to have a limit on the amount they can pay out at any one time, and the antidote is too expensive for all of them.

Why not do what I once did - your money just builds up and you end up with millions and nothing to spend it on. I bought an anti-virus every so often from the Prof. I think I ended up with over 20 of them - and still had millions on my PDA.

If you've only contracted the virus once you will be needing at least one of them in the future.

.
---END QUOTATION---



thanks for the reply
I was just curious to see if it was at all possible as the encyclopedia and description suggests selling it is a possibility.
  21:58:58  5 July 2013
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
Messages: 1641
Had some trouble with the server at home. Power outage, and lightning

Have to get some new parts for the server

Please use the FTP site in the meantime.

Here is the link:

ftp://46.32.50.236/Kingston-DT100G2-00/Mediabox/SOC_Mods

user: ftpuser
password: LtPriboi325
  14:48:20  8 July 2013
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loner285
(Novice)
 
On forum: 07/08/2013
Messages: 1
I like this overhaul very much, except for walk/run speed. My granny can sprint faster than that. Any idea how i can restore the default values?
I tried doing with it a tool but it caused the game to crash whenever i talked to someone...
Thanks.
  20:05:32  8 July 2013
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
I'd imagine altering sprint_koef in gamedata/config/misc/creatures/actor.ltx will do it. A reasonable value would be around 2.6 or so.

But I understand it is set the way it is because you shouldn't really be able to outpace some mutants - stalkers become stalkers to seek treasure or simply to feed their families - there won't be many Olympic-level athletes among them.

.
 
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