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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  12:52:51  24 September 2019
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Byte Me
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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.
  17:35:28  23 September 2019
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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'
  07:41:51  23 September 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/23/2019 8:42:13
Messages: 28247
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
  07:09:51  23 September 2019
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Tejas Stalker
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Message edited by:
Tejas Stalker
09/23/2019 8:42:33
Messages: 28247
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
  08:37:58  22 September 2019
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Byte Me
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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?
  08:32:37  22 September 2019
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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.
  07:19:32  22 September 2019
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Tejas Stalker
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On forum: 05/12/2007
Messages: 28247
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
  04:56:43  22 September 2019
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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.
  11:31:01  21 September 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Knowledge is Power


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

Byte Me & Skaraks

This is my first DC version so I guess I skipped out on all the goodness of previous versions you all are lamenting about. I remember earlier LA versions where there was a whole slew of new artifacts but many of them did little if anything. Dez0wave knew they wanted more and many new ones but hadn't figured out what they could do other than give you radiation. I was pleading and pleading for them to create weight-carrying artifacts but was met with resistance as they didn't exist yet. It was as if most of Dez0wave still had an SoC mindset and little knowledge or experience with Clear Sky and Call of Pripyat.


My best guess is that "weight carry" was incompatible with Xray 1.3. Just a guess here though.


I'm enjoying the crash course the two of you are giving me about what was and will never be again. Of course I'm going to have to adapt and give what the gave gives me now. I'm finding a lot of artifacts, especially in places like the Construction level which is my go to place for quick and easy artifacts for money. Every short trip I can spend a day or less and walk away with 10 to 15 artifacts at a time.

I must spend more time on that level. So many things have been changed since 1.30013 that everywhere needs a "good looking at". We're ALL learners here TS.

I'm finding the LA Wiki a mess as if you google LA artifacts, the page it takes you to is outdated information. You have to find another link on the same page to get a glossary where it lets you choose individual artifacts with the varied versions by different properties and names.

LOL

Of course it's outdated. Because GOOGLE is outdated since they've been trying to break their own algos for the last three years. The page is more of a crib from the original Dez0wave handbook for LA. Something that is completely ABSENT from the current iteration of the handbook.


This is more useful
https://lost-alpha.fandom.com/wiki/Category:Artifacts



Generally I find most artifacts garbage. I care about extra weight-carrying, stamina and health artifacts most valuable alongside the best radiation counteracting artifacts to be found. My carrying bulletproof protection is helpful if I have room but in my current situation, spending so long in the magical Bandit jacket, my artifact belt is usually 4 or 5 Cherts, my single Soother and the counteracting Knots to match them. I'm going to need better armor to decrease the weight-carrying loadout I'm forced to venture out with. I just haven't got to the stacking stage ( multiple artifacts to reach 100% ) to neutralize bad effects.


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.


When I thought I had to start a new Game, I had learned from comments other people had reloaded again and again the tutorial Flesh > Anomaly delivered a Giblet for decent radiation protection. Otherwise it's miserable stepping in the Rads and chugging vodka constantly. Likewise knowing where to go for artifacts like in the Construction level, Agroprom dog hill and the Forest southern road would make quick profit for another re-start.

Giblets (Devil's Guts) are shyte. Better than nothing, but not even worth wasting a medkit over. Vodka doesn't cure rad poisoning any more either, it's now a "psi health" deely. No idea why. Must be a dev 'thing'.

From a strategic POV, the "Flesh-cut Giblets" thing is worse than a waste of time on day one. My preference would be to rescue the Fox, get Sid's Suicide Job (which is easy) and beeline into Garbage to stiff the Bandit Sniper. There are TWO tinned Shells underneath him. Good for 52% Rad Protect. Fvck the Giblets and the crappy 8% RadProt.

Lots of other tinned goodness exists on the board. Knowing where may affect your priorities. Did for me.

Other **free** goodness:
https://lost-alpha.fandom.com/wiki/Artifact_Placements



I'm totally ignorant on the "Tool Kits" for finding things as you linked. My Game is rather crude I guess. At this stage I haven't driven anything, even though Barkeep is willing to sell me multiple vehicles, I haven't merged any artifacts and I only have a Bear Detector.

Your game is FAR from "crude" and your relating of your experiences is cogent and entertaining.

The triumph of Lost Alpha (any version) is that it provides a BIG sandbox for users to play in.

We're ALL just big kids.

There is a guiding plotline, but it can be veered from and rejoined in quite extensive ways.

Not only that, but because it's a "sandbox game" - any player can proceed at the pace of their choosing. I freely admit that my preference is to "get on with it". I'll never apologize for that trait, because no apology is needed. In the process - with more iterations - I (might) discern other features to book into the knowledge base.

Or, maybe I'm just a big kid...


And as I'm slowly explaining in my story, I've come to realize I've made a huge mistake...but out of ignorance. Keep reading.

Bull. Keep playing. Find the path in the sand. It's malleable. It ain't about how fast or slow you play - it's ALWAYS about how much fun you get out of it.

TS
---END QUOTATION---



Another handy link - what you call Twilight Zones:
https://lost-alpha.fandom.com/wiki/Badlands

Let me know if you find anything to add to this list!
BM
  10:17:59  21 September 2019
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Tejas Stalker
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Message edited by:
Tejas Stalker
09/21/2019 10:19:16
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions: Yantar ( Part 9 )

Finally everything was coming together since I now had Nimble's task to find the special armor in Yantar. That was the last piece of the while-you're-at-it-also-do-this task I needed to finally initiate the Brain Vat mission where I knew from my earlier experiment that the Controllers attacked me while I was trying to take some device measurements. I remembered reading something here on the Forums about there being two copies of the same armor if you knew where to look.

My earlier probes of the Brain Vat had not found any armors. Of course now that I took Nimble's job, the armor appeared but I did not see a secondary copy of it about anywhere. Clearly something wasn't right yet or maybe that was earlier versions of LA DC. I decided to read up on the LA Wiki since I wanted to make sure I could get the armor for Nimble and also have a version for myself since Byte Me said it was a fast stamina suit.

It was upon reading a few things and cross links that I discovered something terrible had happened...or should I say more accurately hadn't happened. I was supposed to meet some ordinary rookie looking NPC who had lost his rifle in the Bloodsucker Lair and the reward was the highly coveted "Tourist Suit" which was my favorite in SoC. Wait! Where was this dude supposed to be? I already did the Bloodsucker Lair and don't remember anyone in my path needing help.

I decided to go back to my Manual Saves when the Scientists and I first went out to the Checkpoints ( which would mean losing a lot of progress and the Green Beads ) to get that armor. I went to the gash in the ground outside the Mobile Lab and did not find him. The Wiki mentioned another place but was vague in the description. I ran all over Yantar looking for him and even went in the Underground. I had a name of the NPC from the LA Wiki so I knew who I was looking for.

Needless to say I wasted a huge amount of time, at various Manual Saves with no luck finding this NPC needing his rifle. Something was wrong. Apparently it was not initiated when the Scientists and I started our checkpoint readings after we left the Mobile Lab. As best as I could figure out, this NPC spawned when I first had some dialogue conversation with Sakharov about the Scientists missions. I thought I was safe having that talk with him since usually most actions have me talk to other individuals to initiate a second step.

I couldn't remember when that took place. All I knew is I had 3 new Scientists appear in Yantar when I returned one of the many times I was making an artifact/mutant parts run through the level to the Mobile Lab. I guess the NPC was waiting for me to find him and have a conversation with him to find the rifle. Instead he probably was killed by Zombies, mutants or wandered off to be killed by Bandits. I had no knowledge of this event because it never existed before. I had begged Dez0wave to add the Tourist Suit to LA and they barely knew what I was talking about. Everyone still had SEVA suits and Exoskeletons on the brain.

To be continued...

TS
 
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