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I've worked in a prison, thanks. I'm familiar with how things work among gang members. It's not analagous to the Zone in this case. There is no prison schedule, there are no guards enforcing rules or a routine. There are various areas that are strongholds of a particular faction. E.g. Swamps for Clear Sky, Yantar for Mercs, etc. That is their home turf. They are not going to be allowing outsiders to freely walk all over their turf unescorted, unmolested, etc. Just....no. As for why they wouldn't let their sole OK bandit friend in....maybe he's turned against them. Maybe they don't trust him anymore. Maybe he's being used as bait or is being used to get intel from the other factions. There's any number of reasons why you would not let someone who openly is identifying themselves as one of your rivals to just wander onto your turf. This is not Romeo and Juliet. The zone is a harsh, merciless place.
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# ? Oct 28, 2014 00:33 |
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# ? May 13, 2024 11:34 |
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The way I see it bandits are more like loners who just have psychopathic blood. At least that's the way I've seen them in SHoC and CoP. Also so what if you've worked inside a prison? (not to sound harsh, I don't have a friendlier way of putting it) Were you apart of a gang inside? The guy who posted below me puts it into a more eloquent way. Also, again, sects. Leif. posted:The zone is a harsh, merciless place. All the more reason to make, as the above above poster said, relations more fluid. In the opening of CoP there's a mission where you run protection duty for a deal where the bandits are working with duty. This isn't a place to defend your honor either. Lets not start a dumb flame war. NeoSeeker fucked around with this message at 00:41 on Oct 28, 2014 |
# ? Oct 28, 2014 00:36 |
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Degtyarev has no affiliation with anyone in the Zone. He's there solely for his mission. He couldn't care less about helping the bandits or the stalkers out, the only thing that makes a difference is if he can get through the day.
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# ? Oct 28, 2014 01:31 |
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We're not talking about Degtyarev though? We're talking about Vidic or whatever the TFW guy's name is. But I guess OK, get mad bro; you're the one who was all like "go watch a documentary". I'm just saying I don't need to. I've seen firsthand how gangs work in the real world. Leif. fucked around with this message at 03:47 on Oct 28, 2014 |
# ? Oct 28, 2014 01:43 |
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NeoSeeker brought up the deals with the bandits/duty in COP which is a different set of circumstances to Clear Sky/TFW. In Clear Sky it's sort of dog eat dog, the wild days of the Zone where everyone wants to claim everything. By the time they get to COP they realize there's really nothing that great to actually have, I guess.
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# ? Oct 28, 2014 02:01 |
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Ah OK, I've been talking about TFW specifically this whole time, which has a very different faction relationship that is much more "all or nothing". I figured since "It'd be cool to use the depot as a bandit," and the discussion about Defiance vs. Loners, it'd be pretty obvious we're talking about TFW. But I guess somewhere along the line it shifted over to something else? I don't know. People getting mad about vidya games. Leif. fucked around with this message at 03:46 on Oct 28, 2014 |
# ? Oct 28, 2014 02:53 |
Leif. posted:Ah OK, I've been talking about TFW specifically this whole time, which has a very different faction relationship that is much more "all or nothing". Just because people disagree with your interpretation of video game factions doesn't mean we're getting mad at you. Like, literally nobody here has demonstrated anger or even mild irritation.
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# ? Oct 28, 2014 04:02 |
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That and working at a prison could imply you were a janitor... So how bout dem bloodsuckers? NeoSeeker fucked around with this message at 06:32 on Oct 28, 2014 |
# ? Oct 28, 2014 06:25 |
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So I really wish I could get more bloodsucker interactions with the wildlife. I don't think the suckers would go just for humans when there are easy flesh prey around. Which reminds me of my thieving bitch ex-wife
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# ? Oct 28, 2014 06:37 |
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A gritty action movie starring Ice Cube about Crips versus Bloodsuckers would be my movie of the year.
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# ? Oct 28, 2014 16:48 |
So in an effort to make the depot accessible to me, I've steamrolled Cordon and wiped out Defiance. Then something unusual happened, before I destroyed Defiance, the some of the loners in the depot were neutral to me, but now after destroying defiance, all of the loners in the depot are hostile (red), and only in the depot, loners everywhere else are still fine, they've even given me the coordinates to the secret merchant. The statistics screen shows that too. Also yeah, they're loners and not defiance, staring at them for a while shows their faction and they are indeed loners. I guess I'll have to stick to lovely unupgraded weapons then.
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# ? Oct 29, 2014 10:44 |
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You may have to wipe them out too in the depot. SoC glitched like that for me before. Came into the Bar area from the warehouse area and there were a few military right there, firefight ensued and suddenly found myself being fired on by duty. Figured what the hell and shot back, stalkers got involved and I ended up wiping out everyone in the area 'cept the people down in the actual bar and left. when I came back everyone was cool, but no duty around.
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# ? Oct 29, 2014 12:15 |
SocketWrench posted:You may have to wipe them out too in the depot. SoC glitched like that for me before. Came into the Bar area from the warehouse area and there were a few military right there, firefight ensued and suddenly found myself being fired on by duty. Figured what the hell and shot back, stalkers got involved and I ended up wiping out everyone in the area 'cept the people down in the actual bar and left. when I came back everyone was cool, but no duty around. Yeah, but doing that makes Loners all over hate me though.
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# ? Oct 29, 2014 12:47 |
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loving hell, I hate Hex editing. Adding in all the custom suits TFW comes with to work with the new hands in the Arsenal Overhaul is a pain in the rear end.
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# ? Oct 30, 2014 14:36 |
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Ddraig you wouldn't happen to have any insider info on when OGSE 0693 is coming out do you? They've been teasing us for months now, I'm going stir-crazy here.
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# ? Oct 30, 2014 19:06 |
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Killswitch posted:Ddraig you wouldn't happen to have any insider info on when OGSE 0693 is coming out do you? They've been teasing us for months now, I'm going stir-crazy here. The russian forums have been buzzing about it but there's nothing definite I'm afraid.
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# ? Oct 30, 2014 19:42 |
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Killswitch posted:Ddraig you wouldn't happen to have any insider info on when OGSE 0693 is coming out do you? They've been teasing us for months now, I'm going stir-crazy here. I remember an author on the mod page stated that no matter what it would be released by the end of this year, but I don't know how true that is. I've been in contact with K.D. (their shader guy and programmer) and he said that there's a lack of active people working on it, so he's being forced to do things he wouldn't ordinarily do like finish some of the incomplete quests. I don't take that as a good sign but it sounds like there's enough content there that they could release it in an incomplete state.
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# ? Oct 31, 2014 13:24 |
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Ddraig posted:loving hell, I hate Hex editing. Adding in all the custom suits TFW comes with to work with the new hands in the Arsenal Overhaul is a pain in the rear end. But, it looks awesome, I noticed it immediately with the Seva, now I have an exo with mad chunky bangles.
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# ? Oct 31, 2014 15:03 |
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staberind posted:But, it looks awesome, I noticed it immediately with the Seva, now I have an exo with mad chunky bangles. I've hex edited all the hands. Right now I'm getting to merging the weapons and such. Another major concern is the upgrade paths for weapons. I'm not entirely sure if I should stick with TFW's implementation or override them with Arsenal Overhaul's One good thing at least is that it seems a lot of the weapons implemented in TFW have corresponding (hopefully higher quality) versions in AO. I can't really see this being a 'patch', so much, as a complete re-release of it with all the correct assets in place. So chances are very good it's going to require a new game start. So maybe you can choose a different faction this time around. I'm thinking of giving the mercs some really advanced tech, like automatic spotting functions with certain guns. e: A few things from OGSE's new version were leaked. I know the shaders have been 'released' as a testing thing for SoC, and my old laptop couldn't use them that well. Another neat thing was the minigun model which a few mods use. It's a completely new one, and not that weird one that's included in Stalkersoup - this is a legit loving cannon. https://www.youtube.com/watch?v=b_TE2tOCg40 I believe I have the model lurking somewhere in my vast mods folder. Rush Limbo fucked around with this message at 16:08 on Oct 31, 2014 |
# ? Oct 31, 2014 16:05 |
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If that's the case, then the Bandit base is missing something very important. https://www.youtube.com/watch?v=-9wgI6rCbY4
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# ? Oct 31, 2014 16:18 |
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Robot Randy posted:If that's the case, then the Bandit base is missing something very important. One of my ideas for my SoC mod was a "wacky" mode in the style of Wild Wasteland for New Vegas with a bunch of weird, random poo poo. You can get a flamethrower from Freedom, and I was thinking of having it play a dubstep remix of this when you equip it if that mode was enabled. Probably the only part of Far Cry 3 that was funny (intentionally, at least)
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# ? Oct 31, 2014 16:58 |
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Ddraig posted:One of my ideas for my SoC mod was a "wacky" mode in the style of Wild Wasteland for New Vegas with a bunch of weird, random poo poo. You can get a flamethrower from Freedom, and I was thinking of having it play a dubstep remix of this when you equip it if that mode was enabled. Will we get Johnny 5 Aces?
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# ? Oct 31, 2014 20:04 |
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staberind posted:Will we get Johnny 5 Aces? Without giving too much away, the zany zone (good a name as any) did have an artifact called the Zybourne Clock. it doesn't actually do anything
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# ? Oct 31, 2014 20:13 |
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Just as a heads up, these games are super cheap on the Steam Halloween sale, just filled in the Clear Sky sized gap in my collection!
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# ? Oct 31, 2014 22:09 |
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Ddraig posted:a flamethrower from Freedom, and I was thinking of having it play a dubstep remix of this when you equip it if that mode was enabled. DO IT.
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# ? Oct 31, 2014 23:03 |
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Someone needs to make a dubstep remix of one of the many stalker themes. They all sound the same so you could probably get some kind of dark ambient track made by robert rich or lustmord and throw it through a dubstepinizer. Seconding the flamethrower. This game needs one so bad, there are so many things in this game that need to be killed with fire. At least incendiary grenades. And Ddraig are you considering putting in that mod where you can throw artifacts to create anomolies? That was awesome to mess with.
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# ? Oct 31, 2014 23:23 |
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Right now I'm focused on the weapon merge. I tend to get sidetracked rather easily, so I'm committing to this at the moment. Once this is done, I'll definitely consider it. I'm not sure if Clear Sky is one of those weird cases where created artifacts don't actually do anything to others. I'm also not sure if there is actually a flamethrower mesh for Clear Sky, but I'll look around. e: So I've pretty much merged all the weapons. I still need to go over TFW's additions to the weapons to see if they would be compatible with the meshes/hands AO uses, but right now I'm looking into how to distribute the weapons among the various factions. Right now this is a paste of the weapon sections. Ideas would be welcome. http://pastebin.com/pAvYcBC1 Right now I'm leaning towards the AK variants being spread among all the factions, with bandits getting higher priority of the lower-quality versions. Clear Sky getting some of the more heavy hitting ones and stalkers getting neutral ones. NATO weapons going mainly to Freedom with a few minor ones going to Clear Sky A lot of the machine guns and foreign weapons I'm going to put with the Mercs. Duty will be getting a few, along with most of the Warsaw weapons. Loners I think will be getting a mix of weapons, reflecting their trade/looting of various other factions. Anyone else have any suggestions? Rush Limbo fucked around with this message at 20:17 on Nov 1, 2014 |
# ? Nov 1, 2014 00:11 |
So I might have missed it in this thread, but I just recently discovered that LURK 1.2 for ShoC has been cancelled? Lame-o.
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# ? Nov 2, 2014 03:23 |
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Yeah, but one of our own is doing a great job at making the best mod in the series even better. But it does suck when a good mod gets dropped.
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# ? Nov 2, 2014 05:05 |
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Ddraig posted:Right now I'm focused on the weapon merge. I tend to get sidetracked rather easily, so I'm committing to this at the moment. Once this is done, I'll definitely consider it. I'm not sure if Clear Sky is one of those weird cases where created artifacts don't actually do anything to others. It'd be nice if bandits also used a mix of weapons since their whole thing is that they rob most anyone dead or alive of their supplies.
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# ? Nov 2, 2014 06:21 |
Ddraig posted:Right now I'm focused on the weapon merge. I tend to get sidetracked rather easily, so I'm committing to this at the moment. Once this is done, I'll definitely consider it. I'm not sure if Clear Sky is one of those weird cases where created artifacts don't actually do anything to others. AKs definitely go to everyone. The SKS should be as big or bigger among Bandits and Loners as it's popular in the are as a hunting rifle. Bandits can have the AKS-74U often, as those are common police weapons in Ukraine and you'd expect criminal organizations to get their hands on them.
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# ? Nov 2, 2014 06:57 |
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Yantar on Master mode in SOC is a loving nightmare. I just got to the escort mission, and I can't even reliably get him to the first concrete tube, because the zombies chew through my armor and health like it's nothing. All they have are MP5s and PMs as far as I know. I bought the Mossberg from the scientist, but it doesn't do poo poo. I found a custom Groza and Monolith armor a while ago, which has carried me pretty far, but apparently I am doing something very wrong. Any advice to make this part less painful?
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# ? Nov 6, 2014 17:21 |
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Nails posted:Yantar on Master mode in SOC is a loving nightmare. I just got to the escort mission, and I can't even reliably get him to the first concrete tube, because the zombies chew through my armor and health like it's nothing. All they have are MP5s and PMs as far as I know. I bought the Mossberg from the scientist, but it doesn't do poo poo. I found a custom Groza and Monolith armor a while ago, which has carried me pretty far, but apparently I am doing something very wrong. Any advice to make this part less painful? Before you accept the escort mission you should clear out as many zombies in the area as possible, all the way up to the lab compound entrance where it starts getting all spooky and yellow from psi-emissions. Dealing with zombies is the same anywhere: they don't feel pain or take much damage from body shots and you have to destroy the central nervous system to actually put them down. Load the Mossberg with slug or dart shells and aim for the head; buckshot isn't really effective unless you can get in close enough to practically touch them. If you have a scoped rifle, that's even better, the Groza is a beast that will take you almost to the endgame if you can stick a scope on it, hard part is keeping it fed properly. IIRC monolith armor (the suit in agroprom underground, anyway) is still pretty light, and only protects the torso from light gunfire. Zombies spraying you with 9mm are going to hurt really bad, but their accuracy is terrible so if you keep them at a distance you shouldn't take much damage.
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# ? Nov 6, 2014 17:49 |
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If its the Groza that uses common Warsaw Pact ammo, that's an awesome gun, get a sight on it and practice headshots.
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# ? Nov 7, 2014 00:05 |
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Groza chambered in 7.62x54mm. That 9mm round is kind of a joke, at least from my point of view if one were to use it as a proper high powered rifle with actual range. Unless the drop in stopping power/penetration/damage isn't really much of a factor at longer ranges. In my experiences it is though. Just for shits and giggles chamber it with the round the SVU/SVD uses. That would be one awesome gun, considering the grenade launcher. NeoSeeker fucked around with this message at 00:15 on Nov 7, 2014 |
# ? Nov 7, 2014 00:12 |
NeoSeeker posted:Groza chambered in 7.62x54mm. That 9mm round is kind of a joke, at least from my point of view if one were to use it as a proper high powered rifle with actual range. Unless the drop in stopping power/penetration/damage isn't really much of a factor at longer ranges. In my experiences it is though. May want to check your calibers there, bud.
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# ? Nov 7, 2014 01:31 |
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chitoryu12 posted:May want to check your calibers there, bud. I was thinking of the 7.62x51mm. Using the 54 rimmed is what I meant... Redundantly. So yes it would be kind of a dumb idea to modify it to use a Nato round instead of a warsaw round. I get those two mixed up. But still, chambering the gorza with a 7.62x54MMr would be quite awesome. It's still a decently sized bullet with way more powder behind it. NeoSeeker fucked around with this message at 01:59 on Nov 7, 2014 |
# ? Nov 7, 2014 01:54 |
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I've gotten pretty far in Lost Alpha, is it just me or does it get worse the farther you get? I bought an armor that had 100% protection on everything that breaks instantly the moment you take damage, one quest asks you to get to a small house that is surrounded by two completely closed off fences, meaning you have to do some crazy parkour that really shouldn't be expected of you. Oh also all while a blowout is two minutes away. There is also an artifact you can make that is made out of really easy to get stuff that is worth 40,000 rubles. And that isn't because it's good, because it isn't. It boasts a -1% hunger reduction
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# ? Nov 7, 2014 04:00 |
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Butyraceous posted:I've gotten pretty far in Lost Alpha, is it just me or does it get worse the farther you get? I bought an armor that had 100% protection on everything that breaks instantly the moment you take damage, one quest asks you to get to a small house that is surrounded by two completely closed off fences, meaning you have to do some crazy parkour that really shouldn't be expected of you. Oh also all while a blowout is two minutes away. You can parkour, or you can walk to your car, drive straight ahead out of the compound you had your "little chet", take the first right, follow it down until there is a panel missing from the concrete fence, jog into your appointment with the "C-c-c-c-controller", minding out for dogs on the way. As far as armor is concerned, talk to snitch, he might point you to a stash that has directions to another stash, for a small sum. NeoSeeker posted:Groza chambered in 7.62x54mm. That 9mm round is kind of a joke, at least from my point of view if one were to use it as a proper high powered rifle with actual range. Unless the drop in stopping power/penetration/damage isn't really much of a factor at longer ranges. In my experiences it is though. That 9mm round is favored as its subsonic, apparently. What I'd like is a mashup of a Groza and a Saiga, An automatic shotgun with a grenade launcher would be devastating. staberind fucked around with this message at 14:58 on Nov 7, 2014 |
# ? Nov 7, 2014 14:49 |
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# ? May 13, 2024 11:34 |
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Arsenal Overhaul is quite large even with only the weapon data, so the next major release of TFW is gonna be substantially larger than what it previously was. Sorry if this is a problem for people, but there's not much I can really do about it That said I do have about 15gb of Skyrim mods so maybe this isn't a huge problem for most people.
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# ? Nov 7, 2014 15:00 |