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Clear Sky - Some thoughts

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  00:26:21  6 January 2015
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 2860

---QUOTATION---
TS:

The Flea Market is
the most important strategic location in the entire Game and should
never fall to outside forces. Helping the Loners maintain control is
paramount to the ( Mercenary ) Player controlling the big picture.

---END QUOTATION---


Ironically the other factions don't want to keep it (I've really tried). They always leave soon after conquering, allowing new Loners to re-emerge.


---QUOTATION---

do not approach any level changer in control by
the Bandits. [...] they will rob you of money or go hostile especially if
you raise a weapon or try to run past them. This will happen even if
you are at the highest friendly relations and will decrease those by half
or a quarter of a bar.

---END QUOTATION---


I always use to sprint past them, a quarter of a bar (even after repeated offenses) is easily repaired. Sprinting does remove some challenge from the game though.


---QUOTATION---
Wait until another Faction gains control to leave
for another level or wait for an Emission to take place.
---END QUOTATION---


In my games both entrances to Agroprom are held by Bandits when you first enter Agroprom. It's not until after flooding the Agroprom Underground that Duty tries to secure one (usually) of them.

If you wait for an emission, make sure (as always) to travel light so you can sprint. When you arrive in the new level there's sometimes not much time left to find cover.
  01:20:55  6 January 2015
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/06/2015 1:28:56
Messages: 27324
Clear Sky - Some thoughts

I meant the Flea Market is the most strategic location to the Player.
As most people wage war on the Bandits, the Flea Market houses
many uniquely skilled NPCs. It has the only Repair Tech in Garbage
other than the Bandits. It has the only Guide other than the Bandits.
The Night Trader sells rare and unique ammo that is only available
later in the Game at other locations. It is the only other safe location
to seek shelter from an Emission other than the Bandits Hanger. Just as
Rostok is the location of my major stashes in SoC, I make the Flea Market
the hub of my main supplies and loot. It's easy to go from there directly
to the Cordon, Agroprom, Red Forest, Dark Valley or Army Warehouses
once those levels are open to the Player. Only the Marshes and Yantar
require you to travel through another level to get to them. No level
has more access to as many level changers to other places as Garbage.
Of course if all the Loners are killed at the Flea Market it loses it's value.

TS
  03:24:23  6 January 2015
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
I keep all my stuff at Sid's. It may not be the best place since it's not really close to player later on as you progress.

After you help both Duty and Freedom, Bandits get hammered from both sides and they stand no chance anymore. They will only keep trying to break through Duty's checkpoint but that always ends up bad.

Easiest way to get rich is by exploiting a game, bug with Forester .
  14:24:52  7 January 2015
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 2860
One negative thing that's unique for CS is the shortage of repeating side quests. All you can do repeatedly are the fetch quests (Swamps only), and help squads capture or defend positions from enemies or mutants (in most levels). This means there's not much else to do after a certain time except faction wars (that can go on forever or until the game becomes unstable).

Despite this I'm happy that most artifacts don't respawn (like in CoP), since their rarity make them more desirable.
  17:55:51  9 January 2015
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StoleitfromKilgore
(Senior)
 
On forum: 10/27/2010
Messages: 137
I now have also started a stash at the Flea market. It seems like a nice replacement for the Bar. The loners have taken the southern entrances of the Garbage, while both Freedom and Bandits have been fighting mutants in east central Garbage.

A few more things I have noticed:

- Earning money is hard. Personally I like it this way. I didn't have much of a problem with upgrading a few weapons in the Great Swamps, but now that I have moved on to the Sunrise-suit and L-85, upgrades are much more expensive. I like how the economy-balance is a nice incentive to get the player to actually do quests and help out factions. This way I have gone back from slightly hostile (ran away from their tax-collectors) to slightly friendly bandits.

- People in the Freedom-base are loud. Very loud. It might be worse than in Call of Pripyat.

- I have seen some people mention the way how one can now change between areas through a number of level-changers. So far this has not been all that relevant for me, but at least when I went back to the Swamps I made sure to take the northern level-changer. In any case, additional choice is good.

- There are a lot of quests. Similar to the amount of people on the maps and the encounters between them, it seems a bit much. The fact that a quest item is often quite close to the quest-giver also feels unbelievable. These are some of the reasons which make Clear Sky feel gamier than its predecessor.

On the other hand, I have not been playing for that long, and according to Tejas' and other comments there are at least larger patterns which give the faction wars a bit more character. From my point of view I have to point to the current situation in the Garbage, where the bandits have had to deal with mutants a lot. There is not a lot of attention to detail, but I still like how individual encounters have evolved into kind of larger story for me. I guess I just have to pay attention how other areas play out. I will try to stay neutral for as long as possible. It will be interesting to see where I will get a better detector from.
  00:16:32  11 January 2015
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Tejas Stalker
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On forum: 05/12/2007
Messages: 27324
Clear Sky - Some thoughts

StoleitfromKilgore:

---QUOTATION---

It will be interesting to see where I will get a better detector from.

---END QUOTATION---



StoleitfromKilgore~

Did you miss where I mentioned there is a Veles Detector in the Marshes?

TS
  16:13:01  11 January 2015
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StoleitfromKilgore
(Senior)
 
On forum: 10/27/2010
Messages: 137

---QUOTATION---
Did you miss where I mentioned there is a Veles Detector in the Marshes?
---END QUOTATION---



No worries. I didn't miss it, but I'm currently not too interested in the Swamps. I mostly just meant traders, quest-rewards and such.

After doing the Freedom-quests Ashot had both the Bear- and Veles-detectors available for surprisingly little money. I got the latter for just 1500 ru.

It has helped with getting artifacts somewhat, but all in all the main problem is still that I take damage too quickly and sometimes the use-sign doesn't show up while I'm quickly losing health. I think it would have been helpful if the people in the game had commented on the artifact-hunt a bit. You know, in a way, where it would have become clearer how it is supposed to work. Because so far, what I associate with anomalies in CS is mostly Quick-Load. I'm pretty sure Trial-and-Error cannot have been the goal the designers had in mind. It's not like it is enjoyable this way. Am I supposed to only start looking for artifacts once I have a fully upgraded high-end suit?!? At the moment it justs seems as if the designers wanted to actually discourage the player from looking for artifacts.
  19:01:27  11 January 2015
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 27324
Clear Sky - Some thoughts

Just because the Detector shows you an artifact ahead does not mean
it is advised or safe to proceed directly to it and blunder your way into
damage and loss of health. Once you detect an artifact, you must circle
about it and use your bolts to find a safe path. Often it is coming from
the opposite direction that you see the artifact ahead of you. Clear Sky
was never meant to be like SoC where you see an artifact and grab it
right away with little harm. Another way to think of it is others may
have seen the same artifact but failed to find the safe passage to it.

TS
  23:10:25  11 January 2015
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StoleitfromKilgore
(Senior)
 
On forum: 10/27/2010
Messages: 137

---QUOTATION---
Just because the Detector shows you an artifact ahead does not mean it is advised or safe to proceed directly to it and blunder your way into damage and loss of health. Once you detect an artifact, you must circle
about it and use your bolts to find a safe path. Often it is coming from
the opposite direction that you see the artifact ahead of you. Clear Sky
was never meant to be like SoC where you see an artifact and grab it
right away with little harm. Another way to think of it is others may
have seen the same artifact but failed to find the safe passage to it.
---END QUOTATION---



I understand. I have been trying to do these things. But I'm not that far into the game so far, so I will keep trying and maybe it will work out better with other anomalies. At least in the recent cases (Valley-burner and Garbage - toxic anomaly) there seemed to be no safe paths to the artifacts.
  15:15:39  12 January 2015
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 2860

---QUOTATION---
sometimes the use-sign doesn't show up while I'm quickly losing health.
---END QUOTATION---


What use-sign is that? I just press the M key for medkits when the health bar drops too much.


---QUOTATION---
I think it would have been helpful if the people in the game had commented on the artifact-hunt a bit. You know, in a way, where it would have become clearer how it is supposed to work.
---END QUOTATION---


How could they? Most of the Stalkers in the Zone have no idea how it works.


---QUOTATION---
Because so far, what I associate with anomalies in CS is mostly Quick-Load. I'm pretty sure Trial-and-Error cannot have been the goal the designers had in mind. It's not like it is enjoyable this way.
---END QUOTATION---


In most locations you can get the artifact at first attempt if you navigate carefully (throw bolts at every step), but you also need protection that's adequate for that anomaly. Approach anomalies very carefully, and if you notice that your health drops quickly you must step back or risk dying, just like in real life. If you keep dying maybe you move forward too fast.


---QUOTATION---
Am I supposed to only start looking for artifacts once I have a fully upgraded high-end suit?!?
---END QUOTATION---


It's different for different places, you can get some artifacts with a mediocre suit but not others. The toxic anomaly in Garbage is one of the harder, same goes for the Burner anomaly in Dark Valley. If you feel that it's impossible to enter an anomaly safely even with careful navigation, just leave it for later.

In Red Forest there's a place where you need the best suit (fully upgraded SEVA), and the best protective artifacts, and perfect jumping technique, and you still need several medkits to have a chance of survival (I usually die a dozen times anyway). But that's an extreme example, perhaps the most dangerous place in the whole Zone.
 
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