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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  16:46:34  30 January 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/30/2019 16:48:15
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

I've noticed some of my "pearl" circles have disappeared like in Forest and some have not like the ones in the Bar area.

No one has thrown a grenade at me yet. Is that the bug? No longer do people do this? Wait. Right after I said this I do have a memory of getting blasted by a grenade but it was some time ago. I can't remember where but it might have been the Military. Any more information on this?

My main problem at the moment are the lack of artifacts. I need better ones and not the same repeats. Where are the health artifacts? Where can I get another Wrench ( needed by Sid and I don't want to give him my only one ) and a Flash ( needed by Barkeep ) which I've never seen any. I need better than the Wrenched artifact for myself like Bubbles? I would hate to think the electrical based artifacts are only found from mutants going into electrical anomalies. Those are the hardest to recover.

It's annoying when the Trader or NPCS ask for the high value, hard to get artifacts needed for use by the Player. I prefer low-end artifacts that are easy to find. While I have looted a few artifacts from the dead, they are never rare and seem to be the common type I see often.

I'm getting very few stash activations despite applying Points towards the attribute to increase the odds. Seems like 1 or 2 activations a week at most. Very stingy. I even tried making a save and reloading it multiple times before looting a body. That didn't help.

TS
  21:21:22  30 January 2019
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Brunzer
(Senior)
 
On forum: 02/13/2011
 

Message edited by:
Brunzer
01/30/2019 21:34:48
Messages: 97

---QUOTATION---
Mauve Briefcases are the least of it...
Has anyone thrown a grenade at you yet? (Another bug?)
---END QUOTATION---


Nope, playing on Veteran difficulty setting and I haven't had a single grenade thrown at me.

This makes explosion protection pretty useless. It also makes it so that you can fully protect yourself with artefacts since you'll only sustain one type of damage per battle. I.e. when fighting humans, I can accomodate all my belt-space to gunfire protection, since there's no explosion protection needed. When fighting mutants I simply swap to rupture protection.
Lab x-16 was refreshing in that regard. I needed both rupture and gunfire protection (mutants and zombies) and fire protection too 'cause of an elusive poltergeist.


---QUOTATION---
There seems to be a bug in 1.4007:

As was well documented on the wiki, a little mauve briefcase is supposed to appear at the various target locations.
---END QUOTATION---


I can confirm this.


---QUOTATION---
While this pushes any suit's sprint speed up to 130%, it pushes the SSP 100M close to a 210% sprinter with some enhanced jumping abilities.

The local blockpost commander will pay for this, but getting a replacement will probably be impossible.

Just something to look forward to in Countryside (inexplicably renamed "North Hills" because it's in the East)
---END QUOTATION---



Yeah about that. I've noticed that if you do offer him the purple beads artefact, he offers additional missions where you have to bring him artefacts. The first is a snowflake, the second is a bubble, which I didn't have at that time. I don't know how to spawn items, so I couldn't pursue this questline any further. Maybe he will reward you with something nice in the end, but I didn't want to sell a unique (and very useful) artefact for just 17.000 bucks. So I reloaded that game. (still have a save though)


---QUOTATION---
What I'm not seeing is very much traffic at the wiki.
---END QUOTATION---


Just wanted to say that I really, really apreciate all the effort you, and your colleagues over there, are putting in to the wiki. Thanks a lot!

@Tejas:
Nimble jobs were messed up in my game too. First, I did sell the mail jacket because I needed the money for a new suit. Didn't knew about Nimble offering jobs at that time. Naturally I declined that job (somehow it's listed under failed missions and not under cancelled missions, but whatever).
Second, after taking a rather long time for bringing the IL86, his jobs resetted to the first one, to bring the mail jacket. I didn't bother with Nimble after that. I did all the high paying jobs, Borov's gun, the SSP-100 suit etc.


---QUOTATION---
My main problem at the moment are the lack of artifacts. I need better ones and not the same repeats.
---END QUOTATION---


From my experience the maps don't have many artefacts from the start of the game. You have to 'create' them yourself. Get some mutants to follow you and run circles around anomalies.

I'm currently at Countryside which is an excellent map for springboard, vortex and whirligig artefacts. Enormous herds of boars and flesh(literally more mutants to kill than I can carry ammo) and plenty of aforementioned anomalies. For electro, burner and chemical artefacts you need to find a good spot on the map. Preferably a bottleneck with the right anomaly in it where you can lure the mutants through.

I think the anomaly doesn't need to kill the mutant to create the artefact. The dead body of the mutant just needs to be in the anomaly. If true, this means you can shoot a mutant while he's inside the anomaly. I've had some success with burner anomalies and swampbeasts this way. But the theory needs further testing.
  07:21:50  31 January 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Artifact missions...

@TS @Brunzer

Sid has one really dumb mission if you FAIL his Documents (Agroprom) set.
He requests a "Spring, Shell and Battery" for which he gives a 'massive' 11000 Ru. The document thread is terminated anyway and you could probably have got 3 times as much from just selling to Sakharov.

Obviously no-one searches for this mission.

There doesn't seem to be a Wrenched near his bunker either. You might get lucky in Darkscape or Yantar. Or not.

'Better" artys are found in MilWare and Oldroad (plenty on Oldroad)

After a while I went back for my stashed Batteries and Springs so that I could walk through Springboards and Vortices as well as skate through Whirlygigs.

As Brunzer notes it's a bit hard to cover TWO parameters adequately, so if you're holidaying in a Whirly cluster and being charged by Boar, you'll probably die by stray Rupture damage..

Yes, the rip off Maj Gribo in Countryside has a whole set of Artifact missions. Well, as far as I was concerned, he could whistle Dixie for the "Purple Beads" so I obviated all of the arty tasks. They're all for really useful artys anyway which I find spiteful.

I've pretty much given up on the "drag a stiff into an anomaly" jig, there's something unrewarding about it.. Running about by dead reckoning trying to get Flesh, Boar, PsyDogs to chase to their doom and maybe a spawn is fun BUT:

None of this is revolutionary. The coding for this existed nearly 5 years ago in 1.30013. It exists in the .ltx files for the anomalies, but with a spawn probability of zero and a smaller set of potential spawn options. The devs only "switched the probability to non zero values" for v1.4000.
  09:32:19  31 January 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/31/2019 9:56:30
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Yeah...I already decided I didn't have room to carry an Impact, Fire or Electrical artifact. Indeed I do carry a Rupture and Bulletproof protection artifacts but I often forget to remove my two medium ( not identical ) grade Endurance artifacts that are usually default when I travel and switch to them as needed. I've learned the hard way not to leave them equipped when I'm in Rostok, the Rookie Village or various Loner/Duty Camps since in addition to radiation they increase your hunger. I would go to sleep and wake up near death ( one time dead ) because I left these Endurance artifacts equipped as I slept.

I can't say I'm that all pleased with the artifacts so far. I don't like having to travel to the end of the Game before I start getting some decent ones. While the novelty of mutants going into anomalies is a novel approach, there should be more simply available for the Player to find from all the previous days, weeks and months, if not years of mutant-anomaly interactions far before the Player ever arrived. Likewise the last tool kit needed I read, is in all the northern stretches of the Game forcing you to travel south again where you gave the Rough and Advanced tool kits to the beginning Repair Techs.

Certainly I can agree with a lot of rewards are pure crap with lowball payment amounts or repetitive artifacts given that the Player can't or doesn't want to use. Why thank you Colonel Petrenko for another Impact artifact. That makes three this week. I'm glad both of you have described the paltry rewards and the aggravation of NPCs asking for the rare, hard-to-find high end artifacts the Player needs to keep. Always good to make a Manual Save before giving up an item to see if the reward is worth it or not.

Hearing about Sid's jobs given only if you fail something isn't in my opinion a good idea. Likewise I'm still displeased that the two jobs I really, really looked forward to in Testing was the Duty job in Rostok factory and the Duty job in Yantar. Even though I never had any intention of joining Duty, I liked doing these early, including the Rostok Factory lab trip because it was sweet to have Veles task already done. Going to Yantar was cool to have some Bandit interaction. This was of course before the Wild Territory got Bandits. In Testing there were none. Being shut out by Duty including the Duty Repair Tech just sucks.

I've heard of "Milware" but haven't seen it and I have never been in the new one "Old Road" that I look forward to.

Overall I hate stinginess. Stingy stash activations. Stingy rewards of cash. Stingy artifact rewards where you're given only low grade or medium grade ones that aren't valuable for the Player to equip. Stinginess where there's a lot of low end suits but hardly any difference between them when you can't upgrade the upper tiers that makes a few stand out. Stinginess on making the Player go to the end of the Game ( like CoP ) to get that last high end tool kit that by the time you get it, you almost could care less and just want the Game to be over with.

CoP freeplay was a joke. Boring, nothing to do...you had done it all before. I hope LADC doesn't go down that same path. One of the joys of Call of Chernobyl was there was no scripted tedious going back and forth hunting for things so rare people have to go to the Wiki to have a wildly remote idea why they couldn't find them. The Player was free to do whatever from the start. However I do understand CoC was intended to be a base Mod free for people to add stories and plots to. Funny thing is it didn't really need any.

If it seems I complain too much, it's only human nature to say what you don't like or is frustrating. Mainly to get feedback, advice, tips or simply to commemorate our misery. No one wants to read post after post about how great the graphics are, the scenery beautiful or how wonderful some scenario worked out. While I did write 4 posts about my Forest adventure that I posted, that is more rare than common for me to do so.

One last thought I still don't know how to earn Points. I've gone weeks and weeks without earning any more. The last Points I earned were two incidents. One was shooting Boars when I first entered the Dark Valley and the other shooting Bandits in the Wild Territory. Killing Men & Mutants earn the other type of points needed to climb the Top 20 Stalkers PDA listing but I noticed completing tasks or jobs barely earn any points to help the Player climb the Top 20. I'm sure it's some stingy algorithm but as we all know the Top 20 Stalkers keep climbing in their scores so the Player has to really work at keeping their place or climbing it.

TS
  13:13:08  31 January 2019
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Brunzer
(Senior)
 
On forum: 02/13/2011
 

Message edited by:
Brunzer
01/31/2019 13:17:57
Messages: 97

---QUOTATION---
Artifact missions...

@TS @Brunzer
'Better" artys are found in MilWare and Oldroad (plenty on Oldroad)

---END QUOTATION---


Oldroad was very rewarding. I just returned from there, I'm at the Bar now heading towards Yantar. Here's my inventory: https://i.imgur.com/s9zMh2d.jpg.
When I went there I was carrying about 45 kg. I cleaned about 3/4 of the map, I left early because I was severely overloaded. I didn't even bother with looting weapons, just grabbed a unique Groza and 2 suits. I found about 30 (!) artefacts, among them 3 pupils, 4 bubbles, 2 golden beads and a green beads.


---QUOTATION---
Yes, the rip off Maj Gribo in Countryside has a whole set of Artifact missions. Well, as far as I was concerned, he could whistle Dixie for the "Purple Beads" so I obviated all of the arty tasks. They're all for really useful artys anyway which I find spiteful.
---END QUOTATION---


At this point I could easily spent a bubble. And I had a snowflake to spare too. It all depends on how many duplicates you have of a certain type. If he offers more money than DeeDee his jobs might be worthwhile. I just don't see why anyone would give him the extremely useful and unique purple beads. I'd only do that if he returned it as a reward for the final quest.

Deedee pays 105% of the base worth for artefacts (I haven't got a single point in barter).


---QUOTATION---
I've pretty much given up on the "drag a stiff into an anomaly" jig, there's something unrewarding about it.. Running about by dead reckoning trying to get Flesh, Boar, PsyDogs to chase to their doom and maybe a spawn is fun
---END QUOTATION---


So it works right? There needs to be a corpse, no matter if the anomaly did the kill or not? I wouldn't drag corpses around the map either. But getting a swampbeast in a burner anomaly is easy, unfortunately you have to do it 20 times before he dies. Shooting him in the face while he is in there really speeds up the artefact farming.


---QUOTATION---
I can't say I'm that all pleased with the artifacts so far. I don't like having to travel to the end of the Game before I start getting some decent ones.
---END QUOTATION---


Military Warehouse and Oldroad are hardly the endgame, more about halfway. Besides, I had a very decent selection before I even got to Yantar, about 1/4 of the game. It seems you've got really unlucky with the artefact spawns.


---QUOTATION---
While the novelty of mutants going into anomalies is a novel approach, there should be more simply available for the Player to find from all the previous days, weeks and months, if not years of mutant-anomaly interactions far before the Player ever arrived.
---END QUOTATION---


It makes sense lorewise. Stalkers are constantly scavenging for artefacts. You only get one if you're the first on the scene.

I assume you do the same, but I always run around with my detector out.


---QUOTATION---
Likewise the last tool kit needed I read, is in all the northern stretches of the Game forcing you to travel south again where you gave the Rough and Advanced tool kits to the beginning Repair Techs.
---END QUOTATION---


I picked up the first in Outskirts and another two in Countryside/Concrete Factory. Travel is easy (and instant) with a guide.


---QUOTATION---
One last thought I still don't know how to earn Points. I've gone weeks and weeks without earning any more.
---END QUOTATION---


Quests. Giving the last toolkit to the repairmen gave me a point for each one. Most of the unique sidequests, for example the documents-line give a point upon conclusion.
  19:59:26  2 February 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/02/2019 20:00:44
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

That's a lot of loot from Old Road. I like to see Inventory screenshots to see how people have their "Load Out" as I like to call it. Not a lot of ammo there for the guns you are carrying so I can assume you used most of it in gathering all that loot. I can understand you saying you had to leave a lot of loot behind.

In Testing the Lab at Lost Factory was bugged so I never got to escape out of there and was given code to show I completed it and moved on. I guess it's nice DeDee ( I always thought that was a stupid name ) is nearby to sell artifacts up north since carrying them all the way down to Yantar would suck.

I guess it seems some of the things I mention are near the end of the Game when in fact, as you point out they are more mid-range. Probably due to me still having an SoC mindset when you think of the AW and Red Forest ( Radar ) near the end. I've got many, many levels to see and unfortunately many upcoming adventures with helicopters.

One of the Players on LA Facebook was having trouble with the Marshes helicopter and many other Players were giving advice. To my surprise Dez gave info on how to go in Developer's Mode and additionally advised how to use God Mode and unlimited ammo.

That reminds me. I was the ONLY Tester that never used God Mode or unlimited ammo. You could always tell by looking at everyone else's screenshots. I did everything the hard way while a Tester.

TS
  21:34:23  2 February 2019
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
 

Message edited by:
PCDania
02/03/2019 14:18:28
Messages: 1994

---QUOTATION---
That reminds me. I was the ONLY Tester that never used God Mode or unlimited ammo. You could always tell by looking at everyone else's screenshots. I did everything the hard way while a Tester.
---END QUOTATION---


As a former beta-tester (not on any stalker related games/mods): How else are you supposed to actually find out if something is possible or working as expected? If you play in god-mode, you will play differently regardless how much you try to tell yourself you are not. I would say few game players today know what actual beta testing is.

Which reminds me of something funny that happened when testing a game. I found a tiny red dot that should not be on a building and naturally reported it. One of the other testers commented on my find that "no one would ever notice it" ... ? (Yes, the developer fixed it.)
Edit: I just remembered that I actually contemplated changing my online name to No One
  23:22:08  2 February 2019
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Brunzer
(Senior)
 
On forum: 02/13/2011
Messages: 97

---QUOTATION---
That's a lot of loot from Old Road. I like to see Inventory screenshots to see how people have their "Load Out" as I like to call it. Not a lot of ammo there for the guns you are carrying so I can assume you used most of it in gathering all that loot. I can understand you saying you had to leave a lot of loot behind.
---END QUOTATION---


Well I don’t take as much ammo with me as I used to do in Stalker games, since I try to let the anomalies do their share of killing. About 400 rounds for all guns combined. Traveling light allows me to take more loot. Although I don’t really optimise my loot grabbing habits. In the former screenshot you could see that I was carrying vodka, which is heavy and worthless.

This is my typical layout with my current weapons: https://i.imgur.com/kR6BHiY.jpg
The not so unique Groza 7.62mm (found a second one on a bandit), the sniper AKM and a pistol. Having my close range and sniper share their ammo reduces the total ammo I have to take with me. The combination of these two guns works well, they pack a punch, ammo is cheap and common and they are very cheap to repair. The downside is that both the weapons and the ammo are rather heavy, a chaser with the sniper Obokan is lighter by a few kg’s. The reloading and gunshot sounds are very satisfying though.
Artefact layout may vary, sometimes I take a few springs with me to get impact immunity.


---QUOTATION---
I've got many, many levels to see and unfortunately many upcoming adventures with helicopters.
---END QUOTATION---


So far the helicopters didn’t bother me so much, except the attack on the bar was a bit annoying. Mostly because I don’t think it works well storywise. The mercs, supposedly very expensive professionals for hire, decide it’s time to wipe out Duty and use military choppers for the job because why exactly?
The Dark Valley chopper I simply evaded by driving away in to the next level. In the swamps I hugged the eastern wall until I came to the collapsed bridge where the chopper was called off.


---QUOTATION---
I was the ONLY Tester that never used God Mode or unlimited ammo.
---END QUOTATION---


As it should be done. :salutes:
(well, of course there are some situations in testing where god mode can be practical.)

A few issues I’ve ran in to
In the Countryside, at the first bandit village (left from the tunnel) I encountered a weird bug. My detector started beeping constantly and movement was slowed to crawl in the whole village. As if it was one very big anomaly.

The controller that spawns during the final mission from the military there has a very nasty visual and audio torture effect when you damage him. This means you have to kill him in one shot or be treated to visuals that render the game unplayable. It is one of the few situations where a RPG-7 comes in handy.

I didn’t get the door code (3823) inside lab x10 from the dead scientist outside the locked door. There’s an audio file playing with the right code, but nothing in your pda. Instead I got the pda update from the second dead scientist, who is encountered when you’re already past the locked door.

Bonus
My collection of artefacts: https://i.imgur.com/ZnpLaFT.jpg
I decided it was time to sell some: https://i.imgur.com/vNcwLPe.jpg
Turns out DeeDee had enough money, but the greedy bastard didn’t want to shell out more than 200k Ru at a time.
  13:15:25  3 February 2019
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
02/03/2019 13:20:47
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

PCDania~

My thoughts exactly. God-Mode means you don't have to worry about getting shot, mauled by a mutant or torn apart in an anomaly. Your entire mindset is different and you have no caution or apprehension that is the very foundation for your strategy on how you move and approach each obstacle, task or confrontation. So I felt this was one of my biggest strengths not to use God-Mode.

However my biggest fault as a Tester was how slow I went. Other Testers would zip so fast through the Game, they would often see things at the end I wouldn't get to. The Game would get changes or fixes, requiring a new Game. I would have to start over again and again and end up seeing the first 1/3 to 2/3 of the Game if I was lucky before it repeated the same cycle.

I've noticed there are quite a huge amount of floating particles in this version of Lost Alpha. They are about the size of a hand or finger ( hard to tell ) and can only be seen from certain angles. In other words, they are not solid enough to be observed in place and circle around them. I see them often everywhere.

Brunzer~

Wow you've got a huge amount of artifacts you carry and equip. I don't think I could do that as I like/need about 70% to 80% of my belt space devoted to ammo. I don't know if you have the unrestricted A-Life enabled as one of the many installed Mods that LADC 1.4007 comes with but I need a shotgun ( I see you don't bother to carry one ) and I usually like to carry about 100 rounds of 12 x 70 shot and find no better weapon to kill mutants. I have the dual guns using the same ammo combination like you talk about but it's 5.45 instead with the special Sniper AN-94 ( improved optics over typical PSO-1 scopes ) and the AKS-74U which is for close quarters with men. While I was earlier carrying the Bison with it's great 64 round magazine, it's 9 x 18 ammo just didn't have the punch I needed for men wearing armor.

I'm not familiar with a Bandit Village to the left once you go through the tunnel in Countryside. There was a village on the right side of the road before the tunnel and that usually had some Bloodsuckers in the rear of it. Once you go through the tunnel, there were no structures until you came to the large drainage ditch dividing straight down the middle of the eastern half of Countryside. All the way to the south of it on the eastern side of the drainage ditch was another village that had Bandits in it in the past.

Countryside was one of the levels I am most pissed about the changes made to it due to my actions as a Tester. Originally you walked the whole thing and there was no driving and no ridiculous cut-scene where the Player went unconscious in the car due to a Blowout and was rescued ( is this still all there? ) by Scientists who seemed to walk around during a Blowout unharmed. I mean shouldn't the Player be killed out in the open?

Why was this terrible scripted scene created? The main scripter ( responsible for all the stupid helicopters ) was enraged that I didn't follow the PDA instructions in Countryside and go south to the Bandit Village in the eastern half of Countryside. Instead I roamed to the north and found the hidden, secret Lab north-east of the drainage ditch giant pit. I mean it wasn't that hard NOT to find with the hum it gave off. This got him so mad he created the blowout-car-rescue magic trip to Lost Factory before the Player got to really explore Countryside.

I really don't know about the other stuff you describe. I guess I'll find out when I get there. I always appreciate any Vault Codes. I hate when they are given out so quick in the middle of other things going on and the Player misses them.

TS
  13:45:19  3 February 2019
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Brunzer
(Senior)
 
On forum: 02/13/2011
 

Message edited by:
Brunzer
02/03/2019 13:48:10
Messages: 97

---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary
Brunzer~

Wow you've got a huge amount of artifacts you carry and equip. I don't think I could do that as I like/need about 70% to 80% of my belt space devoted to ammo. I don't know if you have the unrestricted A-Life enabled as one of the many installed Mods that LADC 1.4007 comes with but I need a shotgun ( I see you don't bother to carry one ) and I usually like to carry about 100 rounds of 12 x 70 shot and find no better weapon to kill mutants. I have the dual guns using the same ammo combination like you talk about but it's 5.45 instead with the special Sniper AN-94 ( improved optics over typical PSO-1 scopes ) and the AKS-74U which is for close quarters with men. While I was earlier carrying the Bison with it's great 64 round magazine, it's 9 x 18 ammo just didn't have the punch I needed for men wearing armor.
---END QUOTATION---


I don't have unrestricted A-life installed. If mutants can follow you around the map, instead of sticking to their designated territory, this will make a huge difference. But I don't kill that many mutants either, I let anomalies thin the herds in my game and pick up artefacts afterwards.

The assault rifle fills the role of the shotgun for me, and surprisingly well too. The large caliber makes short work of mutants. In Other layouts I'd prefer to run around with a shotgun and a sniperrifle.


---QUOTATION---
I'm not familiar with a Bandit Village to the left once you go through the tunnel in Countryside. There was a village on the right side of the road before the tunnel and that usually had some Bloodsuckers in the rear of it. Once you go through the tunnel, there were no structures until you came to the large drainage ditch dividing straight down the middle of the eastern half of Countryside. All the way to the south of it on the eastern side of the drainage ditch was another village that had Bandits in it in the past.
---END QUOTATION---


I phrased it awkwardly. I mean the first bandit village you encounter (the one you mention first), on your righthand when you enter the map, before the tunnel. I meant to say it is on the leftside from the tunnel when you look at the map.


---QUOTATION---
Countryside was one of the levels I am most pissed about the changes made to it due to my actions as a Tester. Originally you walked the whole thing and there was no driving and no ridiculous cut-scene where the Player went unconscious in the car due to a Blowout and was rescued ( is this still all there? ) by Scientists who seemed to walk around during a Blowout unharmed. I mean shouldn't the Player be killed out in the open?
---END QUOTATION---


Not really a cutscene. The blowout happens and you wake up in the Scientists bunker where Deedee explains how you've been rescued.


---QUOTATION---
Why was this terrible scripted scene created? The main scripter ( responsible for all the stupid helicopters ) was enraged that I didn't follow the PDA instructions in Countryside and go south to the Bandit Village in the eastern half of Countryside. Instead I roamed to the north and found the hidden, secret Lab north-east of the drainage ditch giant pit. I mean it wasn't that hard NOT to find with the hum it gave off. This got him so mad he created the blowout-car-rescue magic trip to Lost Factory before the Player got to really explore Countryside.
---END QUOTATION---


This just made me smile, I hope that when looking back, you can laugh about it too. Thanks for sharing
 
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