ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Lost Alpha
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

« Previous 10 events | 1 ... 21 22 23 24 25 26 27 28 29 30 | Next 10 events »
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  04:56:43  22 September 2019
profilee-mailreply Message URLTo the Top
Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

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

Bandit Diversions: Yantar ( Part 9 )

...hadn't happened...


---END QUOTATION---



Thing about advising others on the game is as game play differs from one run to other (unless the player locks into a single mindset and follows it as a Pavlovian), it also differs from one player to another. There are general assumptions made by each of us on the way a thing should be done. Perhaps derived from low-hanging-fruit mindsets. Why climb the tree when all that's needed is to reach up. Each of us bring these preordained templates with us when we play and with the level of the complexity afforded by Lost Alpha, it has the ability to perpetually entertain while remaining uniquely different for each of us. It has a quality embodying elements of chaos theory. So much so at times, when reading through this diary thread, I wonder whether the same version is being played.

In reading some of the information, opinions and suggestions tendered, view them as being presented from obtuse perspective of knowing there are trees and there is a forest, but not being able to determine the difference nor act as pathfinder through for another.

Having said that...

Upon exiting the scientists compound leaving on the wire retrieval mission, a brief plea may be heard. Not receiving it may or may not be an indication of a misstep earlier on as the NPC can be found by those adhering to the credo, 'it pays to explore'.

That's how the ledge leading to the hole in the wall was discovered. At one point the ground is high enough to jump up onto it, but no, he ain't up there.

As for the wiki, it needs work. Lots there, but finding it isn't easy. The materials are there somewhere, but finding the path to them is arduous unless very familiar with the said materials. Like under 'Anomalies' you find 'Artifacts' but nothing about anomalies. Inadvertently, this may be the source of its problems. The front end menu system is like the Mix Master on any Friday rush hour circa 1975-85, the confluence of I30/I45/I75 near Fair Park on the morning of the Red River Rivalry or most any highway in Houston during this past weeks storms. You're not getting anywhere close to you where you want be anytime soon. Local, County & State hyperbole aside, it's possible those new to the series, upon visiting the wiki to find an find a simple answer to a generic question, examine the contents, conclude, 'this is shyte' and never again return. Having instantaneous access to relevant information is an anthem of this era.

Sad that, as sales and the success of Dez's next version is in part going to rely on how well the S.T.A.L.K.E.R. community has thrived up to that future release date. Asking gamers to ponying up 50-75 bucks or euros, (especially of those who've been playing the free versions seemingly forever), is not an easy ask.
  07:19:32  22 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28124
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me:

---QUOTATION---

My rithmatic reckons that you are using almost +40kg of carry. I'm impressed beyond measure. That's 5-6 slots taken up with carrying the kitchen sink. Doable, but it sounds like true dedication. Lose the sink would be my priority. As you note, better threads will help - that black EcoSuit for Nimble being a prime choice.

---END QUOTATION---



I didn't dream once I decided to leave the Dark Valley after donning the magical Bandit jacket that I would spend so much time procrastinating my return and do so many other things and go to so many other places. It's been quite a journey.
https://i.imgur.com/Lv5Nrx1.jpg

TS
  08:32:37  22 September 2019
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
09/22/2019 8:33:21
Messages: 455
The Rifle Dude

Also known as Oleg Rugov.

This fine cry baby used to be located on the edge of the Fire Pit leading to Yantar Underground.

But as the devs introduced more life in the level his chances of survival dropped steeply. Just entering the underground could stir up the nearby zombifieds and get him cancelled in short order. Worse yet - you would get lumbered with the damn rifle as 'inventory clutter' for the rest of the game.

So the devs moved him.

He now hangs out in that culvert / tunnel under the nearby scrapyard to the west.

If he ISN'T there (he spawns after the scientists' package has been retrieved from Dead City) then he may have succumbed to a Blowout at some stage.

Not all is lost though.
There is a HEAVY Tourist's Suit in the locked storeroom above the 100 Rads Bar. Which opens after the Helis are offed.
  08:37:58  22 September 2019
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Nice loadout


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

Byte Me:

My rithmatic reckons that you are using almost +40kg of carry. I'm impressed beyond measure. That's 5-6 slots taken up with carrying the kitchen sink. Doable, but it sounds like true dedication. Lose the sink would be my priority. As you note, better threads will help - that black EcoSuit for Nimble being a prime choice.


I didn't dream once I decided to leave the Dark Valley after donning the magical Bandit jacket that I would spend so much time procrastinating my return and do so many other things and go to so many other places. It's been quite a journey.
https://i.imgur.com/Lv5Nrx1.jpg

TS
---END QUOTATION---



Question.
Do you find the gasmask and night vision any use?
  07:09:51  23 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/23/2019 8:42:33
Messages: 28124
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Skaraks:

---QUOTATION---

Thing about advising others on the game is as game play differs from one run to other, it also differs from one player to another.

So much so at times, when reading through this diary thread, I wonder whether the same version is being played.

---END QUOTATION---



That last part is funny. I think I mentioned somewhere on this thread before that Dez0wave ( Dez himself ) recruited me to be a Tester because I was known for not doing things the conventional way. It's easy to get volunteers for Testers, who are great at doing exactly and promptly the tasks, jobs and missions in a Game as given and/or envisioned.

I always had a different approach. I hate being rushed and prodded to do things if I discover I have a choice and any flexibility. Time to explore, poke around in all the nook and crannies, dawdle around and being on my own time. For this reason I was good at finding or inadvertently discovering ways to "break" things. Uncover or expose weaknesses or faults in the tightly scripted executions by Devs and Modders, who often get exasperated when you don't go straight from Point A to Point B as clearly laid out in their imagination.

I guess my description of my Game Play, especially the Bandit Diversion stories have given you an idea what I do. I like to describe my method as simply Living the Life in the Zone with an agenda often dictated by whim, happenstance and/or which way the wind blows.


---QUOTATION---

Upon exiting the scientists compound leaving on the wire retrieval mission, a brief plea may be heard. Not receiving it may or may not be an indication of a misstep earlier on as the NPC can be found by those adhering to the credo, 'it pays to explore'.

---END QUOTATION---



I went back to my Manual Save when the Scientists and I first left the Mobile Lab. No NPC was found at the Fire Hole in the ground or in the culvert west of it. This may be due to people having the 3 Scientists show up at the Mobile Lab and then immediately going out on the mission with them. That I did not do. They appeared and I wasn't ready so they waited a long time before it finally happened. By this time it was too late.

TS
  07:41:51  23 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/23/2019 8:42:13
Messages: 28124
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me:

---QUOTATION---

The Rifle Dude

Also known as Oleg Rugov.

This fine cry baby used to be located on the edge of the Fire Pit leading to Yantar Underground.

But as the devs introduced more life in the level his chances of survival dropped steeply. Just entering the underground could stir up the nearby zombifieds and get him cancelled in short order. Worse yet - you would get lumbered with the damn rifle as 'inventory clutter' for the rest of the game.

So the devs moved him.

He now hangs out in that culvert / tunnel under the nearby scrapyard to the west.

If he ISN'T there (he spawns after the scientists' package has been retrieved from Dead City) then he may have succumbed to a Blowout at some stage.

Not all is lost though.
There is a HEAVY Tourist's Suit in the locked storeroom above the 100 Rads Bar. Which opens after the Helis are offed.

---END QUOTATION---



So far this is the one of the worst Game designs ( other than the tired, overused Helicopters ) that I have experienced. Bad to even consider placing him originally by the Fire Hole and even worse to relocate him in an obscure direction where there is no reason to ever go in that far corner.

Simply placing him at the gate of the Mobile Lab or a little inside the perimeter would have been far better. A place where the Player could not miss him, especially if he was asking for help. Why would an NPC hide in a culvert off the beaten path? This was just a huge disappointment that I had no knowledge of until I stumbled across it on the LA Wiki. Certainly I won't miss it on future LA DC Games replays ( if that ever happens ) but it is too late now to fix.

While I do say I make a lot of Manual Saves, I often recycle most of them. For example while in Yantar, I would create and re-use names like "Yantar, Mobile Lab, Scientists, Sakharov, Kruglov, Duty Compound, Bandit Garage, Bandit Village, Friar, Loner Base, Loner Compound, Loner Camp" etc etc. Only when I am aware of a significant event would I create a unique name and not re-use it, like "First Checkpoint, Second Checkpoint" or something similar. For this reason I had unique Manual Saves to go back to for the mission I left with the Scientists ( no Oleg Rugov ) but not a Manual Save for when the 3 Scientists showed up in Yantar and I did nothing with them.


---QUOTATION---

Question.
Do you find the gasmask and night vision any use?

---END QUOTATION---



Yes to both. The Gas Mask has better radiation and maybe telepathy protection than the other basic helmets ( steel and advanced ) and is not as heavy. There aren't any high end ( yet ) helmets like the two in CoP and I guess once you get to the SEVA or Exo level, they have their own, so my time with the gas mask may be finite.

The Night Vision has actually come in handy. However it's usually in places where it's combined with the headlamp. The headlamp alone is not enough for adding extra visibility.

One thing that surprised me was recently discovering there were 3 types of headlamps. I thought there was only the regular and the low-voltage ( saves battery time ) and I've been to Sakharov many times before but just didn't focus on he occasionally sold the high-visibility ( battery drains fast ) headlamp that really puts out the luminance. I guess if I didn't know it existed, my eyes just overlooked the variance in the green symbol between the two types.

Likewise I had upgraded my regular binoculars and saw that Barkeep sold the regular and what I thought was the upgraded regular. Not until I clicked on it did I realize there was a higher magnification binoculars. Again another thing I did not know existed and I simply overlooked the difference mistaking the upgrade symbol for a variance in the model.

I wonder what else I missed?

TS
  17:35:28  23 September 2019
profilee-mailreply Message URLTo the Top
Skaraks
(Novice)
 
On forum: 07/11/2017
Messages: 49

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

So far this is the one of the worst....

....no reason to ever go in that far corner.

I wonder what else I missed?


---END QUOTATION---


Did you miss the point made earlier about exploring being rewarding?

Perhaps what was missed was the exhilaration that may be experienced when finding something new in the game. Taking whiny Oleg from the position of not being able to miss him at the tunnel entrance to an obscure location affords players a slightly different experience. Icing on the cake with this one is finding a vehicle friendly short-cut to the Swamp. A short-cut free of play delaying, vehicle damaging, immersion killing 'Curbs' to navigate.

As for it being an obscure location, they did provide a hole in that wall to go explore. Those doing so after dark may have seen an artifact glimmering on the far side of the scientists compound. Nice thing about artifacts is they sell for a good price. Higher than any other items on the ruble per kilogram scale.

Lost Alpha isn't like ARMA II where running the parameter of the original game map would take about 3 (full 24 hour) days in RL. The Zone maps are finite. There's only so much that can be done in the space allotted.

Each of us may think we have cause to lament changes made the game, but here we are, playing it over and over again. Sorta reminds me of the whinging of Jon Lovitz and Billy Crystal in the SLN '...I hate when that happens...', skit.

One option perhaps overlooked by the Devs is migration of anomalies after each blowout, and ya'kno, 'I'd hate that if that happened'
  12:52:51  24 September 2019
profilee-mailreply Message URLTo the Top
Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Riffy dude...


---QUOTATION---

Simply placing him at the gate of the Mobile Lab or a little inside the perimeter would have been far better. A place where the Player could not miss him, especially if he was asking for help. Why would an NPC hide in a culvert off the beaten path? This was just a huge disappointment that I had no knowledge of until I stumbled across it on the LA Wiki. Certainly I won't miss it on future LA DC Games replays ( if that ever happens ) but it is too late now to fix.

---END QUOTATION---



Placing him there might have worked, but the Mil Guards didn't like him for some obscure reason and opened up on the poor sap on an irregular basis.


---QUOTATION---

So far this is the one of the worst Game designs ( other than the tired, overused Helicopters ) that I have experienced. Bad to even consider placing him originally by the Fire Hole and even worse to relocate him in an obscure direction where there is no reason to ever go in that far corner.

---END QUOTATION---



It wasn't so bad in 1.3003. It was arguably at its peak in 1.4002 (first DC) and although there were some gnarly bugs (The Expedition), it still captured many gamers with its beauty.

But it might highlight something that you have previously mentioned.
Linearity of play and incomplete testing.

Just testing that two Burers spawn at the end of The Expedition isn't testing. If they get out of the Underground by the Fire Pit they probably kill the NPCs you need to contact for the 33000 reward (and tech data)...

Alternatively.
If you enter Yantar from Swamps, get too close to the Chimera near Bandit Village they can leave their gulag and follow you. If you run through that culvert back to the Bunker, they follow and create other mayhem (maybe kill Kruglov or the Guide) The Guide might respawn eventually, but Kruggy will not.

I don't know what the current crop of testers were up to with 1.4007 (or 1.4005/6 for that matter) but they seem to have different criteria about requirements when compared to YOU or ME (mine are in my tagline)


---QUOTATION---

I wonder what else I missed?

---END QUOTATION---



Sadly I have no idea. One of the wiki contribs summed it up best:

"More is Less."

Since you're playing the PRM Modpack, I can only reco what I 'heard' - the loadout you have is good weaponry.

A surprising number of players "like" an Obakan. Especially the sniper variant.

The Chaser loads twice as fast for PRM and was my favourite.
The USAS-12 was liked by other players.
The Eliminator sounds great! And is a pile of shyte.

Radar will be where you need to leave the map to reclaim artys.
Make sure you have a non-helmeted suit for the level.
Catches people out that does.
  08:44:23  28 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/28/2019 23:45:27
Messages: 28124
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Skaraks :

---QUOTATION---

Did you miss the point made earlier about exploring being rewarding?

Perhaps what was missed was the exhilaration that may be experienced when finding something new in the game. Taking whiny Oleg from the position of not being able to miss him at the tunnel entrance to an obscure location affords players a slightly different experience. Icing on the cake with this one is finding a vehicle friendly short-cut to the Swamp. A short-cut free of play delaying, vehicle damaging, immersion killing 'Curbs' to navigate.

---END QUOTATION---



That was poorly worded by me. What I should have said was "...there is no reason to ever go back in that far corner once I had already explored it looking for dead bodies to loot, artifacts to snatch and any stashes to plunder".

I'd gone in every corner once I arrived looking for anything. The dead body far off the road, against the bluffs in the Bloodsucker woods, halfway between the Bandit Camp in the Wild Territory and the level changer going to Construction, is a perfect example. The dead body containing a flash drive with valuable upgrade information is enough incentive to teach the Player a lesson and is also plenty exhilarating.

Generally if NPCs still wander and mutants still roam in specific far corners, I have no problem doing the same. However places where no one ever goes, after the Player has most likely explored it, that's just a terrible place to put an important NPC with a special mission and a unique most-wanted reward.

Can you actually drive underneath the culvert of the Helicopter Compound? I had to low-crouch to do it so I can't imagine a vehicle making it. ( Edit: I went back and my low crouching was unnecessary as the lower support arches were to-be-seen-but-not-touched. )

BTW one time after coming back from selling Zombie weapons to the Bandits, I did go back to the Mobile Lab on the far western side and I did cut through that culvert. I think I found a single sawn-off shotgun lying on the ground and thought it was an odd place to leave an item in the open ( usually there is ammo to go with them ) that I bet was Oleg's. This was before I knew about him and realized the significance.


---QUOTATION---

As for it being an obscure location, they did provide a hole in that wall to go explore. Those doing so after dark may have seen an artifact glimmering on the far side of the scientists compound. Nice thing about artifacts is they sell for a good price. Higher than any other items on the ruble per kilogram scale.

---END QUOTATION---



Hole in the wall? You've mentioned this before. Do you mean the section of wall missing on the Helicopter Compound facing north? I really didn't find that helpful for locating Oleg.


---QUOTATION---

Lost Alpha isn't like ARMA II where running the parameter of the original game map would take about 3 (full 24 hour) days in RL. The Zone maps are finite. There's only so much that can be done in the space allotted.

---END QUOTATION---



Never did the ARMA II.


---QUOTATION---

Each of us may think we have cause to lament changes made the game, but here we are, playing it over and over again. Sorta reminds me of the whinging of Jon Lovitz and Billy Crystal in the SLN '...I hate when that happens...', skit.

---END QUOTATION---



Your references are always amusing. Makes me think you're a lot older than some of the typical young crowd of Modders who erroneously believe the ZRP Mod is an absolute must to get their SoC Game to even function. I myself have never needed it in 12 years.


---QUOTATION---

One option perhaps overlooked by the Devs is migration of anomalies after each blowout, and ya'kno, 'I'd hate that if that happened'
---END QUOTATION---



Everyone has had that dream but never pulled it off AFAIK.

TS
  09:31:29  28 September 2019
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/28/2019 9:34:45
Messages: 28124
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me:

---QUOTATION---

Placing him there might have worked, but the Mil Guards didn't like him for some obscure reason and opened up on the poor sap on an irregular basis.

---END QUOTATION---



Military Guards? Would they still be alive there in anyone's Game? I was forced to kill all of them my first visit months ago.


---QUOTATION---

It wasn't so bad in 1.3003. It was arguably at its peak in 1.4002 (first DC) and although there were some gnarly bugs (The Expedition), it still captured many gamers with its beauty.

But it might highlight something that you have previously mentioned.
Linearity of play and incomplete testing.

Just testing that two Burers spawn at the end of The Expedition isn't testing. If they get out of the Underground by the Fire Pit they probably kill the NPCs you need to contact for the 33000 reward (and tech data)...

Alternatively.
If you enter Yantar from Swamps, get too close to the Chimera near Bandit Village they can leave their gulag and follow you. If you run through that culvert back to the Bunker, they follow and create other mayhem (maybe kill Kruglov or the Guide) The Guide might respawn eventually, but Kruggy will not.

I don't know what the current crop of testers were up to with 1.4007 (or 1.4005/6 for that matter) but they seem to have different criteria about requirements when compared to YOU or ME (mine are in my tagline)

---END QUOTATION---



In early testing, the Bloodsuckers would run out of their Underground Lair and make it to the surface through the broken elevator. There was no alternate route involving the other stairway above the Brain Vat. From there they would often attack Bandits and the lone NPC that would wander the entire level Father Diodor. I complained that having Father Diodor endlessly walk around was a bad choice since he was easily killed and his repair function was too valuable.

I didn't know anything about the Burers and Chimera as they weren't there yet.

In my current Game the Chimera has become a real pain in the ass. At first it would attack me if I left the Bandit Village out it's far western road exit. I could comfortably attack the Zombies coming from the Mobile Lab at the Helicopter Compound and then go far around it's area and enter the Bandit Village on the eastern side without spawning it.

However lately the Chimera has been migrating north to surprise attack me right after engaging the Zombies. Most recently I watched it run north towards the culvert on the south side of the Helicopter Compound and disappear ( go off-line ) as I was just outside the Bandit Village road going east-west. Later I made a Manual Save as I stood inside the Mobile Lab compound. This wasn't intentional but it usually rewards me with the Helicopter Zombies becoming self-aware of my presence and lumbering down the hill to engage me.

Since the Chimera had gone off-line in their vicinity, before I knew it, it came charging down the hill and jumped right at me as I ducked behind a tree. I switched to the other side and it spotted the two Expedition Scientists who were standing in the open-air vehicle carrier. Needless to say I was worried for their safety but quickly made myself a target again and then killed the Chimera on the second run. Lots of fun.


---QUOTATION---

Sadly I have no idea. One of the wiki contribs summed it up best:

"More is Less."

Since you're playing the PRM Modpack, I can only reco what I 'heard' - the loadout you have is good weaponry.

A surprising number of players "like" an Obakan. Especially the sniper variant.

The Chaser loads twice as fast for PRM and was my favourite.
The USAS-12 was liked by other players.
The Eliminator sounds great! And is a pile of shyte.

Radar will be where you need to leave the map to reclaim artys.
Make sure you have a non-helmeted suit for the level.
Catches people out that does.

---END QUOTATION---



My Game started crashing again. I checked the Configurator and found there was an Update that involved the PRM Weapon pack. I was forced to update and now my Elite Detector is broken and won't display the location of Anomalies on the Mini-Map. Grrrrr.

Yes, I don't understand why Modders ruin some weapons. The Eliminator and Vintar are classic examples. It's like they have a grudge against those well liked weapons. While I prefer the Chaser-13 in SoC Unmodded, in LA DC, the SPAS-14 seems to have a lot better damage despite it's clunky loading.

I wonder if my Game will ever allow me to make it to Radar.

TS
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Lost Alpha
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.