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First impressions?

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  04:56:39  26 August 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28262
First impressions?

Ha. 5 years ago and this is shortly before I took a break never realizing it would be late 2018 before I would try again. Of course moving delayed my resuming my try at 1.4007 to not be continued until now. I never dreamed my break would be so long. I blame Alundaio & CoC.

TS
  04:00:13  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
05/02/2014 4:01:22
Messages: 28262
First impressions?

Borovos91~

The first thing we are working on is to fix the major bugs to make the
Game playable to the end. As there are very few of us in Dez0wave
and even less with the needed skills to fix all, we are very, very busy.
I myself have very little time to play the new build as I have been busy
here and as Admin for Official Stalker on Facebook for GSC Game World
just helping others and doing what I can. Thanks for your patience and
understanding and please do continue to give your input and guidance.

TS
  03:55:42  2 May 2014
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boredgunner
КОКАИНУМ!
(Resident)

 

 
On forum: 09/20/2009
Messages: 990

---QUOTATION---
Some impressions

The main issues I have with this game are:
- A lot of areas are closed until the plot advances, which is not particularly great in my opinion. An obvious example would be the Dark Valley when you arrive in Garbage. This makes for a rather linear experience, especially when most sidequests are not implemented yet (like TS said). I have no doubt a mostly empty area like Garbage could have several sidequests later on; with more NPCs wandering around as well.
---END QUOTATION---



Unfortunately the linearity and region-locked world are required due to engine limitation. They said scripts would break otherwise.


---QUOTATION---

- Severe backtracking. Two obvious examples would be the two times you go to Veles, and Rostok Factory -> Bar -> X14. Especially when you don't have a car and when the way to the bar is so long. There's more.
---END QUOTATION---



Exploration and adventure are some of the main attractions to this game, not going from quest to quest with nothing in between. However, since maps are quite empty, backtracking does indeed get repetitive. If A-Life was as good as Oblivion Lost then I certainly wouldn't complain about this.


---QUOTATION---


- The AI, but you already know that. The lack of A-Life in some areas is very sad, because they beg for more life. I'd love to see something similar to MSO for Lost Alpha one day.
---END QUOTATION---



For sure, MSO being one of many good examples. I find Oblivion Lost A-Life to be the most impressive overall, though I'd like to see the best of both worlds.


---QUOTATION---


- The cutscenes, dream sequences (X16, I'm looking at you) and phantom silhouettes within the labs. I'll be blunt and direct: ditch them. You don't need them. They serve zero purpose, they ruin the immersion by making the player lose control of the character and they clearly look unfinished. You can always tell the story through the environment and through reading material. Take a look at how Thief 1 and 2 told a story between characters through letters and diaries. These games do it the best way possible, and SoC and CoP did it to an extent (collecting all these files in X8 is great, because you get more clues about the lab's purpose). SoC in particular had great environmental storytelling, especially in the labs. You could even have that with System Shock-ish voice recorders, it wasn't rare for scientists to record their experiments. You get to keep your voice acting and you lose the in-game cutscenes, and it doesn't look jarring unlike in Bioshock Infinite for example. Another thing is that after these cutscenes finish, mutants like Bloodsuckers spawn directly on you in X18 and you barely have time to retaliate. This is bad, you definitely don't want that. X7 also felt like a wasted opportunity and getting chased completely spoiled the fun of exploring, which is something I absolutely love to do in STALKER. I also did not really understand the whole thing there. Oh and please, add ambient music in these labs.
---END QUOTATION---



I definitely agree about some labs (and more places in general) needing more ambient music and also ambient sounds. The dream sequences are great, just like they were in SoC. I have no problem with the phantom silhouettes and other strange occurrences, the Zone is a very strange place and having things like this really reminds you how unpredictable the Zone is. You'd see things like this described in the original script for SoC. As for cutscenes, they won't remove them since they put so much work into them already. No matter which route they take; cutscenes or telling the story through notes and voice recordings, there will always be people saying the opposite is better. Lose-lose situation here for dez0wave.
  03:44:58  2 May 2014
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421

---QUOTATION---

Thanks for your input. Rather than uninstalling and waiting for changes,
your continued playing and identifying any improvements is very helpful.
Since the A-Life, Side Quests and other details were a work-in-progress
that the leak forced an early debut, we are aware there is much work
to be done. Being picky and offering constructive criticism is not a bad
thing since the bottom line is we both want a better LA. A person with
your experience and guidance is a valuable asset to the community.

TS
---END QUOTATION---



I saw that Alundaio is working on AI since this morning. It's a good thing.
Maybe i'll reinstall LA this we. I hope you'll have the time to merge the different "made by community" patch.

Do you plan to release SDK and LA scenes in near future? It could be very helpful for you.
  03:33:31  2 May 2014
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skacky
(Novice)
 
On forum: 04/28/2014
 

Message edited by:
skacky
05/02/2014 3:38:00
Messages: 43
Some impressions

I'm currently in Pripyat and I've not written anything, so here goes.
Overall I think this is a very good product, but it's not quite there yet. Visually, it's amazing, it really is. The new maps are all very well made, especially the Pripyat Underground, the vegetation is great and the sun effects are perfect. I like the fact that it's slower paced than SoC overall and that you can talk with enemy factions. The world feels so much bigger now.

The main issues I have with this mod are:
- A lot of areas are closed until the plot advances, which is not particularly great in my opinion. An obvious example would be the Dark Valley when you arrive in Garbage. This makes for a rather linear experience, especially when most sidequests are not implemented yet (like TS said). I have no doubt a mostly empty area like Garbage could have several sidequests later on; with more NPCs wandering around as well.

- Severe backtracking. Two obvious examples would be the two times you go to Veles, and Rostok Factory -> Bar -> X14. Especially when you don't have a car and when the way to the bar is so long. There's more.

- The AI, but you already know that. The lack of A-Life in some areas is very sad, because they beg for more life. I'd love to see something similar to MSO for Lost Alpha one day.

- The cutscenes, dream sequences (X16, I'm looking at you) and phantom silhouettes within the labs. I'll be blunt and direct: ditch them. You don't need them. They serve zero purpose, they ruin the immersion by making the player lose control of the character and they clearly look unfinished. You can always tell the story through the environment and through reading material. Take a look at how Thief 1 and 2 told a story between characters through letters and diaries. These games do it the best way possible, and SoC and CoP did it to an extent (collecting all these files in X8 is great, because you get more clues about the lab's purpose). SoC in particular had great environmental storytelling, especially in the labs. You could even have that with System Shock-ish voice recorders, it wasn't rare for scientists to record their experiments. You get to keep your voice acting and you lose the in-game cutscenes, and it doesn't look jarring unlike in Bioshock Infinite for example. Another thing is that after these cutscenes finish, mutants like Bloodsuckers spawn directly on you in X18 and you barely have time to retaliate. This is bad, you definitely don't want that. X7 also felt like a wasted opportunity and getting chased completely spoiled the fun of exploring, which is something I absolutely love to do in STALKER. I also did not really understand the whole thing there. Oh and please, add ambient music in these labs.

- I think the stash system is currently bugged, so the stash coordinate reception rate is very low or something. This means that most of the time you explore stuff and you find absolutely nothing. It's a shame, but it's easily fixable I think.

My two cents. Lost Alpha can only become better with time.
  03:26:44  2 May 2014
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spoiltvictorianchild
(Novice)
 
On forum: 04/30/2014
Messages: 11

---QUOTATION---
First impressions?

The room with all the empty shelves is where you need to search.
I hope you are having a good time exploring and enjoying the Game.

TS
---END QUOTATION---



i am! i'm obsessed like everyone else, it's already entered my list of favorite games ever. once the maps are filled with more wandering stalkers and mutants, i'll never ever be able to stop playing
  03:20:22  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28262
First impressions?

The room with all the empty shelves is where you need to search.
I hope you are having a good time exploring and enjoying the Game.

TS
  03:13:06  2 May 2014
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spoiltvictorianchild
(Novice)
 
On forum: 04/30/2014
Messages: 11

---QUOTATION---
First impressions?

spoiltvictorianchild~

If Sakharov asked you to find wire and you left the Mobile Lab out the
front gate you should have come across a Stalker who was only about
50 feet away from you. He would ask you to do something and was
standing right next to a hole in the ground which is what you seek.
Short of putting a giant red arrow on the ground, I don't see how
you could have missed it. I'm sorry that if I don't sound more
sympathetic but I'm reading a huge number of posts from
people who just give up too easy and complain that the
things they seek are not as easy to find as they want.

TS
---END QUOTATION---



yeah, i actually went down in that hole and killed all the zombies and bloodsuckers, but didn't find anything which was odd, so i assumed it wasn't in there and that there was another underground lab somewhere. i'll go back and see if the wiring is on that table, i swear i searched the tables though
  03:10:25  2 May 2014
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28262
First impressions?

spoiltvictorianchild~

If Sakharov asked you to find wire and you left the Mobile Lab out the
front gate you should have come across a Stalker who was only about
50 feet away from you. He would ask you to do something and was
standing right next to a hole in the ground which is what you seek.
Short of putting a giant red arrow on the ground, I don't see how
you could have missed it. I'm sorry that if I don't sound more
sympathetic but I'm reading a huge number of posts from
people who just give up too easy and complain that the
things they seek are not as easy to find as they want.

TS
  03:08:03  2 May 2014
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
05/02/2014 3:08:17
Messages: 1355

---QUOTATION---

i'm currently stuck in Yantar trying to find wire to fix my PDA, but i have no idea where the entrance to the underground lab is,
---END QUOTATION---



Haven't gotten this far yet but any level changers on the pda map ? Or you could use the console command demo_record 1 to cheat and see where underground stuff is.
 
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