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S.T.A.L.K.E.R. Priboi Story discussion

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  10:04:28  20 April 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
Messages: 4652

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    >> Tell me dezodor, will npcs be able search bodies and take guns and artifacts?
    >> Im pretty sure OL 2.0 will have those features from AMK.
    >> That would seal the deal for me :P

  > Nope, we don't like this feature besides we don't want to merge other mods main features ...


Thats to bad when it gives the game more realism and more life.
I think you mean immersion rather than realism. I understand the mod doesn't yet support the NPC using most of the better guns he takes, which is not realistic.

The first goal is fun. I sometimes find realism less fun. It would be realistic if you had to spend hours walking because vehicles don't work in the zone (no gas supply, no oil, rusted parts). It would be realistic if an unseen sniper head-shot you from 300 yards away because you were walking down the road. It would be realistic if you were wounded, and suddenly you moved very slowly all the time, for game weeks, if you were shot in the leg.

Of those, I think getting shot in the head would be the most fun.
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Yes i did mean immersion and not realistic
  11:39:36  20 April 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6284

---QUOTATION---
Tell me dezodor, will npcs be able search bodies and take guns and artifacts?Im pretty sure OL 2.0 will have those features from AMK.
That would seal the deal for me
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Nope. Barin is right and I have to agree with him, I already don't like to feel the emptyness everywhere.
  08:55:44  21 April 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
Messages: 4652
Well there is two ways to look at this matter....
1. A lot of corpses with no loot (which is more immerse).
or...
2. A lot of corpses with loot on them so it's to easy to make a shit load of money (which is no fun).
  09:00:08  21 April 2008
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barin
scripter
(Resident)

 

 
On forum: 09/12/2007
Messages: 680
http://i224.photobucket.com/albums/dd86/pepe_84/arena_butcher.jpg
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  09:53:34  21 April 2008
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2278
I have been away from the forums for a bit because of a new job.... I about fell out of my chair laughing when I saw barin's new signature.... Whew!
  09:54:10  21 April 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
Messages: 4652
That buy car feature looks awesome
  11:32:28  21 April 2008
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
04/21/2008 11:34:37
Messages: 3273
ejj i have to go back again to the uni. will be away until thursday...

news: compiled our ai testmap and it works, but only with 1.0003. now i need figure out how to make it work with 1.0004 spawn, and then we can build our big map for sp.

EDIT: also priboi site is back online...
  12:22:51  21 April 2008
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Morte66
(Novice)
 
On forum: 01/15/2008
Messages: 5
I just finished Priboi Story last night, and I wanted to say thanks. It was good to have a whole new story on my second run through the game.

I generally think it was a good mod, I'm about 80% positive and 20% negative. I will post more about the negative, in the spirit of "constructive criticism", but I really liked the mod.


I especially like:

- The combination of increased accuracy/damage and reduced visibility which make careful stealth and sniping possible and sensible, instead of "run around and spray bullets".

- That the best gear is available as soon as it you can pay, instead of the usual drip feed that treats the player like a small child who must advance through the years at school.

- That some things like dogs stay dead after you kill them, and zone monsters like zombies stay dead unless a blowout revives them. Reduced bandit respawning wouldn't have hurt.

- Having the better anomaly detectors show anomalies on the minimap was great.


A neutral observation:

- There is no way I would have completed this mod if I hadn't read the walkthrough whenever I thought I'd finished an area, then gone back for items I'd missed. I'd have missed learning a door code somewhere, found the relevant door two hours later, and quit. No way would I have revisited the last three areas to spend 40 minutes searching each for a flash drive hidden under a rock. Life is too short for that, and I have six or seven other games I haven't played yet. But you had the walkthrough, so it was OK.


I wasn't so keen on:

- At the start of the game, Priboi must be the only soldier in the zone without a rifle and a vest. Don't the army issue this stuff to soldiers? Soldiers buying their own basic gear, I though that stopped around the time of Napoleon.

- Monsters travelling in gangs, especially the way they congregate at area transitions. I had to kill a group of around forty monsters including five controllers to get back from the army warehouses to the bar. This happened twice. If I hadn't stashed a lot of ammo at the farm, I might have been quitting here.

- Combat at area transitions in general. It's unrealistic that one second you're walking down an empty road and the next you're surrounded by 10 enemies at a range under 20 meters.

- The fog after blowouts is a pain in the arse. It limits the player's visibility but not the NPCs'. I eventually realised that you can get rid of it by save/quit/reload, though that does mean you can lose some plot items until you exit the area and return.

- Too many belt slots, too many artifacts. I had 105% bulletproof cap for the last third of the game thanks to five sets of Mama's Beads and some other stuff.

- I miss a couple of things from the Zone Reclamation project that I had when I played vanilla. In particular I miss the option to have dying NPCs stow weapons to their backpack instead of throwing them, and I miss auto-boxing of ammo. They're small things, but very irritating to lose once you're used to them.


Finally, this needs a GREAT BIG SPOILER WARNING...

One suggestion, in case you feel like doing lots of work. I saw the ending coming thirty seconds into the module, it seemed pretty likely Priboi's bosses would shut him up permanently. So I turned up to my helicopter rendezvous with an RPG7 and five rockets. It would be cool if in some future version of the mod I got a chance to use it after I know I'm betrayed, instead of the fixed text.


Once more, thank you guys for your fine mod.
  14:08:39  21 April 2008
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ZaGaR
Senior Resident
 

 
On forum: 07/24/2007
Messages: 396
@Dezodor!
I have a noticeble diffrence between vanilla and OL, which means, it is not a question (only) of objects in the map. On the other hand, appart, stationary objects, each map of Priboi, has muuuch less Mutants and NPCs than vanilla, at par with OL.
From Kanyhalos' posts at OL thread, I had the impression that something was different graphic-wise, something with shaders implemented differently. For example, the use of Float32 is discouraged for OL. This is only a personal deduction, and Kanyhalos can say his in the matter.

It is depressing to have all the time access to piles of stuff through corpses and in-the-open spawns. Stashes, quest and first hand looting should account for 90% of the earnings in the zone. If you could remove all the free stuff it'll be great.

There is another strange effect I'm experiencig: the slippery hands with the suits. There may be one or two exceptions that are not permanent.
Vanilla had only Duty Spacesuit with this problem, while something in Priboi makes it general.
  14:19:52  21 April 2008
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busetibi
Necroscope
(Resident)

 

 
On forum: 09/10/2007
Messages: 1322

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(is it possible to send PM's on this forum?)
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nope
 
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