Reduce NPC spawns -1 reply

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sn00ke

GF Pwns Me!

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16th September 2008

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#1 10 years ago

I think someone mentioned this in another thread, but someone really needs to fix this. It's completely ridiculous when you're in a stalker camp and every 4 minutes you have to help them defend against a mass dog/snork attack, or a bandit attack, or (my favourite) a mass bloodsucker attack. Oh and sometimes all at the same time. At this point its not about realism, even if dogs and snorks and bloodsuckers and zombies were humping like crazy, we wouldn't see them in these numbers in the same places. And how did the groups survive before you got there? Why have a base there in the first place? Retarded.




sasha

Sexeh like teh gizmo

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4th July 2008

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#2 10 years ago

mass npc spawns should go. but not the mutant spawn. :)




sn00ke

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16th September 2008

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#3 10 years ago

I'm actually fine with the dogs, since dogs run in packs naturally. Snorks are ok too since they only come about 2 at a time and they're pretty easy to kill. But Bloodsuckers, come on...in SoC they either went solo or stayed really far apart (ie. bloodsucker village in Army Warehouses). But here we have them coming literally in single file formation. It's ridiculous.

Apart from that, there should be some restriction on how many times you have to defend a camp. I'll come in just to do a quest and end up fighting off 4 waves of attacks in rapid succession. I can't even go pick up my reward or loot bodies because the next waves start after a minute or two.

If someone could manage it, I'd be fine with a mounted PKM at each of the major camps. Problem pretty much solved there.




Guest

I didn't make it!

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#4 10 years ago
sn00ke;4580054I think someone mentioned this in another thread, but someone really needs to fix this. It's completely ridiculous when you're in a stalker camp and every 4 minutes you have to help them defend against a mass dog/snork attack, or a bandit attack, or (my favourite) a mass bloodsucker attack. Oh and sometimes all at the same time. At this point its not about realism, even if dogs and snorks and bloodsuckers and zombies were humping like crazy, we wouldn't see them in these numbers in the same places. And how did the groups survive before you got there? Why have a base there in the first place? Retarded.

YES I just posted how I had to do this the last 3 hours in cordon because it was NON STOP!! rediculous.. Trader owes me 20,000 credits

what do I permanently lose when I go to garbage?




sasha

Sexeh like teh gizmo

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4th July 2008

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#5 10 years ago

u loose zee money.




sn00ke

GF Pwns Me!

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16th September 2008

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#6 10 years ago

You don't lose anything because you kill the loser bandits waiting for you.

It's easier if you don't take the route from SoC, follow the yellow arrow instead, you should enter the Garbage inside a pipe with a few poorly-armed bandits at the other end. It's easier than fighting the better squads at the checkpoint gate.




sasha

Sexeh like teh gizmo

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4th July 2008

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#7 10 years ago

and then flank the other guys and ass rape em!




Unknown03

Slightly cooler than a n00b

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4th September 2008

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#8 10 years ago

Or you can make a run for it and find a good defensive spot and take shots at them, provided they dont kill you first




Guest

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#9 10 years ago

I got the 15,000 credit suit from clear sky base after hauling stuff back and forth selling and doing quests for everyone I upgraded it as much as I could to (mostly for radiation protection/anomaly/rupture/impact)




sn00ke

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16th September 2008

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#10 10 years ago

That's pretty sweet. I should have stuck around and done the same thing, but I got out as soon as the swamp was cleared. When I fought the bandits, all I had was a garbage Mp5, a long shotgun and my Clear Sky armour was at 1/4 strength...pretty brutal when most of the guys guarding the prisoners had AKs.

There was a spot on the west side overlooking the vehicle yard that they wouldn't throw grenades at for some reason, so I had to sit there and snipe with a shotgun using slug rounds.

Yeah that was time consuming.




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