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Why are all similar artifacts identical?

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  15:37:14  10 April 2007
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Cornflake
(Senior)
 
On forum: 04/05/2007
Messages: 89
Why are all similar artifacts identical?

Why are artifacts all identical? Would you really expect them all to be in the same shape when you find them? Maybe you only found a piece that broke off, etc.

I'm not saying that you should give artifacts a durability.

I'm more thinking that you just randomly scale the power of them. Say, you find a larger than normal artifact, it doesn't have any cracks . It'd have stats ~125-100% of the base value. Or, you find the same artifact off a bandit, it might only have 25% of the original values. Instead of -5% rad and 2% bulletproof, it's -1.25% rad and .5% bulletproof.
Con's and Pro's would be scaled equally, just so no artifact would replace another if you got really lucky. Weights would scale as well.

It would give a reason to go out looking for artifacts. You might need a little better radiation protection, or you might have a weak rupture artifact that you want to upgrade. And who knows if the next one you find has values 150% of the base?

It could use the same system as guns do, but you'd want to get rid of the durability bar, you don't want to obviously tell how good an artifact is.
  22:29:53  10 April 2007
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StarkeRealm
Senior Resident
 

 
On forum: 04/06/2007
Messages: 150
Actualy they work a lot like that as it is.

there's a 2% bulletproof or slice 'n dice for 5 radiation, a 3% for five rad, and a 5% for five rad, same with most of the others. Bleed cost remains the same but the radiation resistance goes from 10-20-30, one set that gives you endurance at a rate of 36-71-109 (or so) with a cost of 10 electrical. Another that costs you 18 endurance for 10-20-30 rad reduction. Each stage of a set artifact has a different name. Though I do wonder why all the artifacts I see are in perfect condition.

There's also a set that has no negitives, and each one enhances a single resistance by either 5 (bullets, slice and dice) or 30 (chemical, impact, and Electrical)
  05:30:50  11 April 2007
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Cornflake
(Senior)
 
On forum: 04/05/2007
Messages: 89
Yeah, I know that. But every jellyfish artifact you find will be identical to each and every other jellyfish you find. That's sorta what I'm getting at. And while some artifacts have 2,-5% bonuses, a different artifact would have 3,-5%, and another 5,-5%. I'm thinking more that the variants you could find would be scalable off these base values. So, you may find one that was 3,-7.5% of the 2,-5% variant if you were extremely lucky. Or you could find a 3,-3% version of the the 5,-5% artifact that was in poor shape.
  07:48:13  11 April 2007
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Draconis
(Novice)
 
On forum: 04/10/2007
Messages: 3
oh I totally agree. There are tons of gravi's and stoneflower ect and they are all the same its so annoying cause most of them are very useless. Like all the mincer and such artifacts are radioactive and provide extremely slight benifits then the really rare artifacts like kolobok (btw what is that supposed to mean?) give you 5 rupture armor and mama beads is the same but for bullets.

It is kinda a letdown cause they might not have negative effects but they are hardly worth wearing. While some like the electros are great for the stamina bonus or the slimes for bleeding and the negative effects are laughable -shock and -burn? unless you walk into a fruit punch or burner its not a big deal.

The meat artifacts are better cause they give you a very good health regen effect but they make it easier for you to get hurt so you can regrow flesh and close wounds but you become squishy and can regen if your dead (or you become a snork or something im not sure).

also how come all the artifacts have to be usefull? why not have stuff like in the book like say "carbonated clay" it would be slightly radioactive clay like material that constantly bubbles it dosnt weigh much and you wouldnt want it on your belt cause it only has a slight radioactive negative effect but its still usefull to sell.

its slightly annoying that most of the artifacts sorta bounce around and glow and go look at me! instead of laying around
  12:48:02  11 April 2007
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Raptor
Vault Dweller
(Resident)

 

 
On forum: 03/24/2007
Messages: 324
They should randomize statistics. I really don't care about the size of artifacts..

By the way, stoneflower and the like aren't useless when you combine 4 of them which gives you 20 radiation sickness and then add an artifact that removes 20 radiation sickness.. That's a nice 12% bulletproof cap at the cost of some stamina loss (Depending on the artifact you use to remove radiation.)
  18:49:27  11 April 2007
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Bane
(Senior)
 
On forum: 03/23/2007
Messages: 69
Damn, good idea Cornflake. I hadn't thought of it until I read your post and now that I have it's like - Duh! *slaps forehead* - it makes total sense.
  16:52:01  12 April 2007
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StarkeRealm
Senior Resident
 

 
On forum: 04/06/2007
Messages: 150

---QUOTATION---

By the way, stoneflower and the like aren't useless when you combine 4 of them which gives you 20 radiation sickness and then add an artifact that removes 20 radiation sickness.. That's a nice 12% bulletproof cap at the cost of some stamina loss (Depending on the artifact you use to remove radiation.)
---END QUOTATION---



Actualy, the biggest combo that I know of off hand is to combine fireball/whatever/whatever with sparkler/flash/moonlight and a battery, you come out with 20 electrical resistance -10/20/30 rad immunity, and 18/57?/83?? endurance. Which is a nice bundle.

There's no reason in the vanilla game to use the irradiating artifacts. If they were adding 10/ 20/ 30 then, yes, by all means, or if they were adding abilities like higher jumping/thermal vision/or health regeneration (and if regeneration wasn't bugged)

As it stands currently regen is worthless unless you're bleeding. And even then you bleed out faster then it can heal you... maybe with a pair of Soul artifacts, but still.
 
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