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Saving Yurik

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  20:46:36  25 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661

---QUOTATION---
Saving Yurik

I guess there were a few attempts to trick people who react quickly
without checking their PDA contacts or use the NPC identification.
Your 3 trench coats robbing Yurik. Most people kill them and never
realize they were Loners. The other being the Bandit by the Flea Market
who waves at the Player hoping the suit will put you at ease before the
trap is sprung. My next Game I'm going to explore this more to test it.

If you are wondering why I called the collapsed building in Garbage the
"Flea Market", it is because it's a Clear Sky term and location. The building
is in better condition and is the location for where the Loners hang out in
2011. It has 2 Traders, a Repair Tech, a Guide and some other characters.
Clear Sky is worth it alone to see how the levels of SoC in 2012 are very
different the year before in CS in 2011. You'd never know the Pig Farm
in the Cordon was the location of the main Loner Base in the Zone. Duty
has the military base in the Agroprom and Freedom the base in the Dark
Valley. I got my money's worth out of Clear Sky in the 1st level Marshes.

I've always been fascinated by the Loner with the VAL in the brown trench
coat who shows up sometimes in the 100 Rads Bar. I always wished he
had more dialogue and story than the single thing he tells you about.

TS
---END QUOTATION---


Yes, the Flea Market where Wild Napyr hangs out and gives missions that upset the bandits, as well as where Scar gets robbed by said bandits while looking for Fang's PDA. And the Pig Farm where the still-living incarnation of Father Valerian resides, as opposed to the dead one found in the Red Forest. I have played Clear Sky, I simply no longer play it. Of course it does have many great things going for it as it's still a S.T.A.L.K.E.R. game, but there are a lot of issues that I have with it that make me want to play other games instead. And its level of instability sure doesn't help with that either. It's cool that other people dig it and all, but it's just not for me.

As for the Stalker suit-wearing bandit, keeping him alive in a "normal" game will require either some serious online/offline management or the killing of nearby Loners. But I had an interesting idea regarding another way: What would he do if the player joined Freedom before approaching him? I have a save in the AW where I've done absolutely nothing in the game prior to arriving, so I'll be testing this one out sometime soon.

I share your same fascination with the AS Val-toting trenchcoat-clad Loner in the Bar, as the trenchcoat is my overall favorite style for NPCs. He was originally going to be in my avatar here, but I just couldn't get the shot that I wanted without his gun looking aliased AF. But if I ever get around to making the story mod that's been sitting in my head for a while now he'll be a central character in it.
  21:55:05  25 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/25/2015 22:09:42
Messages: 29403
Saving Yurik

I misunderstood you thinking you had heard bad things about Clear Sky
and didn't want to try it. I quickly learned to totally ignore Wild Napr.
All his tasks resulted in ruining the good relations I had worked hard for.

Did you know if you go around and visit the various places in Clear Sky before
talking to the primary NPC you are prompted to, you will see a totally different
scenario? For example, entering the Cordon you should talk to Sidorovich last.
Once you talk to him everything shifts and people and Factions migrate. In the
Dark Valley you can visit and talk to the Freedom troops that you later find dead.
Avoid the Vehicle Scrapyard until you have better relations with the Bandits and
later you can go in and talk to the Bandits and even give weapons to the prisoners.

TS
  22:24:12  25 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
Those do sound cool, but unfortunately I never played around with Clear Sky enough to discover anything neat like that. Once I got to the mid-point of the game I gave up on having any fun and just forced myself on to the ending so that I could move on to CoP. The only trick that I found in it is surely common knowledge to most everyone here: Waiting until Loners take over the level-changer checkpoints to enter the Garbage, and then waiting until the bandits retake the same checkpoints so that I could buy a SEVA from them.

Oh, and I guess I did try Clear Sky Complete not too long ago to see if it was any more stable, but I gave up soon after due to feeling bad from picking on all of the half-blind people in it.
  08:04:47  26 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29403
Saving Yurik

Clear Sky is a gem few take the time to realize. Everyone wants to rush
through the Marshes thinking things really start in the Cordon. They don't
realize that the more time you spend in the Marshes, the better you can
prepare yourself for the future. Sad that most people don't acquire and
upgrade fully the best armor in the entire game that you get in the Marshes.

TS
  21:13:47  26 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
The Marshes were actually my favorite part of Clear Sky, and I did stick around long enough to obtain and upgrade the CS-1 and find some of the better stuff hidden around the level like the Vintar BC or the Veles detector. It's mostly in the later missions where the game falls apart for me, with the majority of the story ones feeling overly-scripted and linear while the repeatable ones always struck me as being clunky and uninspired (psychic stalkers constantly predicting hordes of too-effective mutants that promptly make a beeline for their camp, no thanks). CoP has some missions that I feel the same way about but overall it strikes a greater balance between the openness of SoC and the funneled-to-intended-outcome feeling that I get from a large portion of Clear Sky. It's just a personal preference thing, and though I do respect the cool discoveries that you've made in making the game less of an A-to-B experience there isn't really anything short of a truly amazing total-conversion mod that could ever make me want to run that program again. It does contain some cool story though, and that's why I'm glad that I at least played it once.
  21:46:13  26 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/26/2015 21:46:56
Messages: 29403
Saving Yurik

One of my favorite things to do in Clear Sky has to do with the Quest
Tasks. These are the jobs that various NPCs in each level can give to
go find items and bring them back. It's not the rewards I seek but in
how to choose the right person to give the job. It's no fun to take it
from someone in safe area but it's also risky to take it from someone
that gets killed before you can return to them to give it up and get the
reward. My favorite thing is to take the task, return the item, then to
keep track of them. If they are killed by men or mutants, then I go
collect the unique item off their dead body. I was able to do this in
one game and recover 70 to 80% of all the unique items. I guess
this appeals to my hoarding items mentality that I seem to have.

TS
  22:55:38  26 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
Haha, you are indeed a virtual hoarder, TS. I do this to a lesser extent as I'm fine with selling the stuff that I won't use, but also do enjoy building a little trophy collection of certain things like artifacts and unique items. It is cool that you can retrieve the items after handing them over for quest completions though. I do this a little bit in SoC like with the Storming Obokan or Family Rifle, but things like the Mail Suit or Sniper TRs-301 will usually be handed over once I wear them out beyond the point of usability.
  21:09:02  27 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29403
Saving Yurik

While all armors can be repaired, it is disappointing that the unique
weapons have so much wear. What's the point of getting a unique
weapon that is so worn down the Player can't use? You would think
at the very least they would be obtainable at the peak of their usability.
While it may not last long, at least the value of getting them would be more.

TS
  04:00:43  28 August 2015
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Max Chill
Bandit Jesus 2.0
(Resident)

 

 
On forum: 04/28/2014
Messages: 661
The lack of repair does tend to make the majority of unique weapons almost entirely worthless. This was another issue with the game that led me to install ZRP for the most of my previous playthroughs. I've acclimated to farming full-condition weapons in vanilla now, but it is kind of a drag that I can't use the Vintar BC as much as I'd like to.

I think a really cool mechanic for a mod or perhaps future games in the series would be to have a maintenance stat along with the existing weapon condition stat. This way the player could maintain their weapon in the field between uses, and keeping the maintenance stat high would decrease the rate of degradation for the condition stat. It's never made much sense to me that a guy whose name means "Shooter" along with a seasoned mercenary and an undercover soldier all don't know how to maintain their own firearms.
  08:50:04  28 August 2015
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
Messages: 29403
Saving Yurik

There's 5 Vintars in unmodded SoC and only the last one has a little wear.

TS
 
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