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RogueNavySEAL

Innocence proves nothing.

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29th April 2007

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#1 11 years ago

First off i have to say i really liked STALKER but there where a few things i really didnt like: 1. no free roaming like oblivion- i would liek to see bigger areas with more things to do and more ways to "sneak in" like the back door to x-18 lab but from ne where also this would make the car mods more useful 2. more guns armor- i feel they were sort of slacking off with weapons and armor (no offence to the creators) there where some found 1/2 dont in the game and not added in or fully dont yet not avalibule to the player (the gas mask armor mod) they also should have done more camo and stuff like that 3. not enuff mutents- although i love killing npcs and fighting really intelligent enemy (they shouldnt take that out) but just add more mutents and mke them spawn in more places (but realalistic obviosly there wont be blood suckers near the outer perimiter of the zone but maby other mutents that are less mutated will) 4. little mod suport- well theres talk of a sdk realise they should have inclued it sooner/in the game or at least a map editor some thing like that 5. money- so far you can only get money selling things and doing jobs- so are all the npcs you kill totaly broke??? you should get money off them or be able to pick it off them (this may happen automaticly already and i didnt notice it maby? but it just dont make sence (neather dose you only haveing 40 ru but i think the guy who saved you might have helped him self to a little :mad:) 6. multiplayer- they did a second rate job on multiplayer the money should respawn when you die like Semper fidelis MC and have eather all weapons when you start off or keep your rank oh well thouse are my only complaints still a great game hope to see more like it:)




RustIronCrowe

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6th April 2007

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#2 11 years ago

I certainly don't want to make out this post as a bitch-list, but I am not about to claim that S.T.A.L.K.E.R. isn't without its flaws... I agree with RogueNavySEAL on several of the specifics (esp. the SDK/mod support, which is my ultimate reason for having allowed the game to occupy so much hard drive space on my computer), and could also add a couple more of my own. I will treat this entry as an opportunity to let off a little steam about some of the more frustrating elements that I have encountered in the game... I still consider it to be the best all-around game that I have ever played (mostly due to its potential and partly to its overall theme and ambience).

My most prominent gripe is the continuity errors that occur with the NPC's (ai) which can completely wreck some of the smooth flow of the game. Examples:

The impermanence of alliances.

Spoiler: Show
In the initial entry into Priyapat you are running with an escort of a half-dozen or so Duty faction members (either they have recently defected and become mercenaries or are just outside of the influence of the Duty HQ is immaterial -- they are Duty members nonetheless). They seem to be expecting you and know you by name, and you can make them 'friendlies' by saving a couple of their asses during the ensuing firefights. You can observe as their GPS locator tabs convert from yellow (ambivalent/unknown) to green (friendly) after some qualifying actions. This seems to change quite drastically after the encounter in the parking garage, where there exists not only the potential for roving (and highly aggressive) mercenaries to eventually pass through there who will single you out and attack you without mercy, even while you are in the company of your newly begotten allies. This will go as far as your comrades being ignored and not assisting you while you are filled with numerous rounds. It does not help the circumstances that some of the invaders are wearing Duty faction suits and if you fire upon them then all of your new friends will turn on you like a pack of wild dogs. Nobody gets out of there alive (except, of course, your humble stalker-narrator).

There are several comparable encounters that parallel the situation mentioned above, each with their own set of peculiar conditions.

Case 2: The persistence of certain obsolete tasks.

Spoiler: Show

The thorn in my side is the somewhat complex entanglement concerning the Freedom vs. Duty border skirmish in the army barracks sector. I have played this out in several different ways, each with similarly disjointed results:

-The first time I somewhat naively agreed to take out the tower sniper on behalf of the Duty squad, and helped participate in their doomed raid of the compound. Bad idea considering they are outnumbered 20 to 1 by a well-armed and organized force. The only advantage to this route was that they detonated the TNT to blow a hole in the compound wall, which would have been very useful for future raids or reconnaisance. This option will gain you the permanent animosity of all Freedom members, whether they ever saw you before or not, and it will not butter up the Duty towards you one bit.

-A second approach, that of bypassing the Duty hooligans and just meeting with the Freedom commander seemed to be a more clever method. Informing them of an imminent raid by Duty will allow you to have some exercise wiping out some rogue Duty members scot-free (with some choice small-arms salvage in the deal) and return to Lukash's HQ for further negotiations. I was able to perform several small missions for him but the glitch was in the one where he gets you to snuff an informant after trailing him to discover who his connection is. No good. He gives permission to eliminate the traitor after identifying his contact, but the moment you kill the informant you are marked by all Freedom members as an enemy (once again, even if you were sure that there were no witnesses) and so cannot return to debrief with Lukash, 'cos his thugs will not let you through the main gate. Mind you, this could have all been a set-up to get some stooge to take the fall while eliminating an informant at the same time, but it seems more like B.S. to me.

Even if you are able to fight your way through the Freedom compound (which has its advantages, like acquiring a 7.62 rifle and other choice equipment), Lukash and his bodyguard will not be willing to speak to you, as they are too busy trying to use you as wallpaper. You will be compelled to kill them all and let Dog sort them out, but the uncompleted task will remain in your PDA forever after... telling you to return to Lukash and claim a reward even though he is already filling some dog's belly and is in no condition to pay up to anything.

The same condition exists if one opts for the alternate (yet equally antisocial) double-cross of contacting the commander of the Duty faction and agreeing to retriev either (a) the customized rifle being hammered out by Merc gunsmiths, or (b) going for the Bulldog 6 grenade rifle in the Freedom armory. I decided to get this info from the Duty commander, agree to the task (in hopes of getting on their better side and possibly receiving some advance to help outfit me) and then systematically formulated a rather impromptou series of multiple escape routes and evasion patterns... Then proceeded to eliminate every living soul that occupied the Duty barracks. I will tell you that this particular sector is one of the funnest and most varied environments for such behavior, and I am looking forward to future encounters in this area.

Anyways, even after all is said and done, it will remain on your PDA that there is a reward awaiting you at the Duty command post, even though there is nothing but the stench of death within their bunker. And to boot, I am now (currently) considered a marked man by BOTH all Duty members AND all Freedom members AND all Monolith flunkies *by default, of course* AND all amateur bandits *also, by default*... which doesn't make much sense considering that in the cases where I could have incurred their direct hostility (i.e.: assassinating their leaders) I was able to leave the areas without there being any reliable witnesses to the events. This makes a strong arguement for the need to revamp the method in which the scripting handles stealth tactics and thoroughness. I have considered the possible justification that when examining the fallen, some element of their PDA data is initialized into your own which will then send off a permanent GPS signal to the surrounding area which identifies you as an assailant with a wergild on his head, but if this were the case then one would think that there would be the option of -not- uplinking to their PDA's when searching their corpses, ya?

A constantly recurring problem also seems to exist concerning the general lack of balance with respect to stealthy movement and camoflage. RogueNavySEAL has already mentioned a bit concerning the camo issue, and I should only add that it seems to work well enough for the majority of your opponents, but doesn't seem to matter at all where your own visibility is concerned. Kinda funny though how the most effective camoflage that I have noticed is actually the urban/snow mottled pattern that many of the Monolith grunts have adopted as the height of fashion. It becomes virtually invisible when either observing the unit through nightvision lenses or while impaires by heavy psi-radiation (where the screen becomes heavily saturated with a sepia-tone noise pattern). I have noticed more specifically the lack of any real way to conceal your own identity while under observation, and this is another strike against the whole idea of tactical planning within the game. Even if you are uniformed identically to the immediate opposing units, and are even armed in the same fashion as their common ranks, and even have a full-faced helmet/respirator to further conceal your identity, the enemy will still be able to pick you out of a crowd with unfailing accuracy and immediately. Hmm. OK. Subterfuge is out then. The same condition applies when you have been identified in an area, escape, and then return at a later time clothed entirely different and with no distinguishing gear that might associate you with whomever they would be on the lookout for, yet still unfailingly they will positively identify you at 80 metres and open fire without delay. Brings new meaning to the label "Marked One", I'd reckon.

Also, yes. More variance in the equipment that can be salvaged from a battlefield should be in order. Specifically there could be the potential to strip elements of protective gear from those who have no further use of it... The continuous attrition of your own battle-gear is a constant concern, which adds quite a bit to the realism of certain conditionns, but why is it not possible to either replace damaged gear from salvage or get it repaired somewhere by a proficient armorer? It isn't the relative time that it would take to strip a corpse, either, as you are able to switch into and out of a complete body suit and respirator in a matter of seconds within your own inventory. Cash does seem to have lost its general value in the zone once a certain point is reached (or, more specifically, once you find yourself too far away from a local trader to make the visit practical) but it seems likely that other folks (especially bandits) would have some pocket cash that could be part of the booty. It would certainly be more portable than lugging around that second flak vest just for its trade-in value in exchange for some ammo.

OK. I'll stop before I get too picky.

Wait. One more thing -- Is there any way to return southward out of Priyapat? And has anyone encountered an instance of Zone Blowout besides the main one at the NPP?




dannyboy01

drunk in charge of an uglyface

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4th April 2007

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#3 11 years ago

maybe the reason they can identify you is in the first video on the death truck? the fact it's bringing you from the north might mean you're glowing like mr burns in the simpsons from the radiation? ;)




RogueNavySEAL

Innocence proves nothing.

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29th April 2007

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#4 11 years ago

well to solve repair issues you can get the repair mod (whitch should have been in there in the first place) or non degrade (not as realalistic but dose the job) and i completly agree you shoudl be able to discise yourself or change armor use gaskmask ect. hopefuly after the sdk most of these proibublyms would be fixed ot make another comparison to bolivion (well more morrowind) people where able to use the editor to creat new land so maby more zones and stuff to do can be added (hopefuly)




BlitZ, The 57th

Fack, Fack you, Fack that

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20th April 2007

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#5 11 years ago

about the camo section. from wat I have played, the hostiles will only notice u if u go thru bushes (which DO rustle and make noise) and u not crouching... even if something from somewhere else started to bark they will get alert and check the surroundings.... it probably increases their "sound radius" and "sixth sense" to notice u. to Rustiron: i agree with u about customizing ur armor and stuff.... especially on SEVA, exo skeles and Bio-enviromental suits where u can actually rip off a torch or Night vision.... if for a better realism stripping ur radio is good too and u can only recieve text msgs from ppl instead of hearing them talk to u out of no where.. and personally i think ther should also be a variety of weapon components to add on ur guns.....like diff Distance scopes or even laser sights(if the year is as modern as i think it is) or even bayonets to add a meelee atk in desperate situations heck i dont mind a shotgun with an intergrated torch below the hole which fires :)




Guest

I didn't make it!

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#6 11 years ago

dang Rustiron, thats some good readin there, lol. seriously though, it was all well worded. basically everyone who has posted in this topic makes some very good points. i would like to just quickly point out that this is the first RPG game that ive ever played, im usually accustomed to plain jane FPS games. i was a little wary of playing a more complex game with an inventory system and all of the rpg elements, but i couldnt pass this game up. the story seemed great and the environment surrounding the NPP just seemed too hard to pass up to explore.

anyways, one thing that i whole-heartedly agree on is the non-existent usefulness of fellow faction members. by the time i finally turned all of the Duty members green, i was on my way to Pripyat. and when i got there, it was all running and gunning to avoid rooftop snipers and whatnot. it seemed that all of the duty guys would simply let me go ahead, as if i didnt exist. no help at all. it wouldve been nice to see some more teamwork action in some of these parts, considering i saved their asses a few times before with pretty much no rewards at all.

oh and btw Rustiron, you can go back south of Pripyat to the other zone areas, so long as you havent actually gone to the NPP. once you go through that arena, theres no turning back. but from the looks of it (and from reading some of your posts in other topics), im sure youve already figured that one out on your own. heres one thing i did notice about the arena area:

SPOILER:

(sorry if its a spoiler, cant figure out how to make it hidden) if you go to the right of the arena entrance, theres a metal gate that you can walk through into the arena itself. if youve already gone through the arena, you might remember the wierd cutscene with the anomalies pulling the mutants up in the air and killing them. you can actually see the cutscene in real-time if you walk through the gate. you will find some more (albeit useless) artifacts inside the arena, and you can also walk around the grandstands and even inside the hallways and whatnot. just watch out for the gauss-gun toting snipers across the way. i havent had a chance to explore the far side of the arena yet, so if someone gets a chance to, please post your findings!

sorry again for the open spoiler!




dannyboy01

drunk in charge of an uglyface

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4th April 2007

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#7 11 years ago

you need to write like this m8 for the spoiler to work: type [COLOR=red]

Spoiler: Show
[COLOR=black]add your info[/COLOR] [/COLOR]then type [COLOR=red]

[/COLOR][COLOR=black]to close.[/COLOR] it's easy when you know how ;)




BlitZ, The 57th

Fack, Fack you, Fack that

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20th April 2007

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#8 11 years ago

okay firstly ironcrowe i've noticed u said that when ur entering pripyat ther will be a group of 5-6 experts waitin for u (like bar owner said) they are not duty actually.... they are loners, if u've noticed Father Dioder and Scarecrow at Military Warehouses dons the same similiar lookin suit. Because of the fact that traders only command the Loners rather than Duty. The part about killing the Traitor of freedom, i think u need to wait for the traitor to meet his agent before smacking his unrighteous arse then u complete the mission. But if that isnt the case maybe its another one of those glitch bugs ( like 1 where i was folowin the traitor on my third game or so, i had quite a distance away from him but suddenly he jus turns behind and starts shooting me ). And i dont know WHY u said the freedom base raid was a total suicide mission because i've completed it quite a few times in Master Difficulty, u gotta take the initiative to strike out the freedomers much sooner than the duty troopas roll down the hill(works good with trader cuz i hold an SVDm-2 or something and i dont play rigged so i dont play Guass) where u can snipe the barrels beforehand when the freedom-ers "jog" pass it. since i have an exo i got a TR 301 with scope nade launcher and silencer equipped along so i can SAVE skull rather than go solo and leave skull to live his name and become a real skull.




J_4mes

I'm too cool to Post

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8th May 2007

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#9 11 years ago

Well of course a game is going to look shit if you pick out the parts that you dont like!

Im sure there are many points i dont like, well actually i lie i love the game BUT YOU GET MY DRIFT

focus on the good and if things need improving learn how to model / skin / mod




RustIronCrowe

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6th April 2007

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#10 11 years ago

@=XTC=Shoostar - I will admit that I can be a bit verbose at times... when it is on a subject that I enjoy and definitely if it inspires the imagination... I really like that aspect of STALKER and spend considerable time conceptualizing different scenarios and posibilities that could be derived from the presented game. Cheers, then :)

As far as the arena on the far end of Priyapat, I have explored there a bit (as part of my rat-hunting expedition) and will post a brief of what I discovered in that direction...

(PS: to make a spoiler hidden, use the HTML codes "spoiler" and "/spoiler" (replacing quotes with brackets) at the beginning and end of the text in question.)

Spoiler: Show

The gates to both sides of the arena proper are passable through sections where the vertical bars are bent or missing, and beyond the outer facade is a long corridor that passes from the far left to the far right with little deviation. Dark, open, and a bad place to get into a firefight. There are access points to the actual arena field ground level to the far right and left, as well as apertures that lead to the lower seating decks spaced intermittently... The layout is mirrored on the opposite side, and the entire structure is bordered rather closely by what appear to be tenement buildings to the left and right (which provide convenient perches for Gauss gun wielding snipers, one to either side...) Directly across the green, which accents the overall appearance of a horse-track or Circus Maximus, are the most immediate threats... three sentinel mercenaries, each armed with an RPG and willing to use them on even a single enemy when sighted. Fortunately this type of weapon is neither particularly accurate nor has much mobility and so this is nothing that a steady hand and open iron-sights can't take care of (although I preferred the 7.62 longbarrel, compliments of some careless Monolith tower sentry). One cannot pass beyond the far edge of the arena, as it will quite suddenly teleport you to the N.P.P. as soon as you step into the street that can be seen beyond the farther side. There is much to play with in the arena though and should be explored more thoroughly.

My experience (which as I relate it is from memory and so may not be completely accurate. Take it in the spirit of the game rather than as holy writ...) revealed several things: The green comprising the majority of the arena floor is a dangerous place and unhealthy for the average stalker. The sheer density of the anomaly belts make it a tricky task to cross, and some of them are extremely powerful or compounded gravitational fields which will affect you even through solid barriers, so don't think that you can hide from them... The downed helicopter in plain view should be evidence enough, but if you can find a good seat near the top of the far side (to avoid potential ambushes) there is one hell of a fireworks display as random mutants or hopeful stalkers stumble into the killing field. The outer edges (i.e.: the running track) also provided something like a "rat race" as I would send dozens of vermin scurrying down the path with the help of a few 9mm pistol shots to their tail ends. I felt like a roman emperor toying with prisoners before letting loose the lions...

Dangers: Aside from the initial sentries and various non-intrusive mutant swine in the pit below, there are two very important considerations to be aware of. Firstly, there is a two-and-a-half ton giant that lurks somewhere within the far corridors and will come out occasionally to put a stomping on anything it pleases. Due to the sheer bulk and mass of this beast it will have little concern for the minor gravitational anomalies so don't try to play minefield tag with it... But the most impressive display of grotesque humor was witnessed when I saw it entrapped within an extremely powerful anomaly, levitated up to a height of about 25 meters, spun, and then turned into the most gruesome confetti of blood, sinew and various anatomical elements. Wow. That deserved a screenshot...

The second (and more dire) consideration is that there are not only stragglers who will intermittently flow into the arena and wish to exchange rounds with various small-arms, but they are followed by what I like to call the "Desolation of Priyapat"-- an eerie and surreal quietude which seems devoid of all living things and makes the place seem both idyllic and infinitely lonely. This is but a moment of silence before the feast however, as it heralds the approach of the battlefield scavengers: Rats, Blind Dogs, Pseudodogs, and Snorks. They come in waves (usually accented by a sudden explosive release of anomalies in the field) and seem to be posessed by a singular and tenacious cunning. The dogs are humour. The rats are villainous. The snorks are downright vicious (and always in their traditional paired twin ambush approach). The grandstands are a remarkably advantageous view of the entire scene, but can be downright deadly when being swarmed by numbers of flesh-eating miscreants that have no real vertical profile...

Then there are the "sweeper" squads that, from the best of my perception seem to be highly trained (and well-armed) murder units who are following up through the general area and intent on making sure that absolutely no survivors remain to give testimony to the event. The are comprised of mostly para-military units that appear to be a combination of Monolith grunts and Mercs, and are usually armed with a large supply of 5.56 ammunition. Linger too long in the arena and you might find yourself bottlenecked and hunted, and it is no easy task to fight your way back to a safe area (mine is room #26 in the hotel... enter through the door, exit through the window)

OK. These are some initial impressions... I would love to read of others not only in this area but in any others that hold particular fancy...

Cheers! \|/

@ -={Stalwart Death}=-

Good call on my use of the term 'Duty' members with respect to the squad of renegades that await you at the gates of Pryiapat. I should elaborate on my conceptual reasoning to help illustrate my perspective viewpoint... I don't consider my opinion to be any more than what could be reasonably expected of an actual stalker in the same situation though and so am open to reinterpretation. ;)

I use the term "Duty" as a blanket identification of unit when faced with so many groupings and gangs in the Zone. The traders don't actually 'control' anyone, actually... only operate through a seemingly complex network of informants and incentives. You must remember that the Duty sentries at the road blockade due north out of Garbage were informed of the 'bearer of documents concerning lab X18' approaching and that you should be granted access to the 100rads Duty-controlled sector. These were most certainly active Duty members and were also most certainly contacted by Sliderovitch (sp?) and/or the barkeep @ 100rads to inform them of your approach. This is just one example of the manner in which the traders operate, and is not exclusive to loners, whom the traders seem to use as simple 'feelers' in the Zone proper. Also one must keep in mind the actuality that "Duty" as a force is on an active recruitment mission and so many of the apparent members were very recently non-affiliated (or possibly defectors from another faction) and could in a heartbeat become once-again non-affiliated in the chaotic rush for the N.P.P., which seems to be a bit of a free-for all as far as faction loyalties are concerned... (excepting the Monolith, of course!) This could very easily include such folks as Dioder and Scarecrow, if they had practical reason to adopt such affiliations. On my first experience crossing the Priyapat threshold I had just prior to switching map sectors encountered a small squad of Duty thugs who had established a campsite at the crest of the approaching road. They were communicative with me and were able to share some insight as to their view of the whole 'race to Monolith' escapade. The were for all practical considerations the same group that I immediately joined in the next phase, for their behavior and appearance was (on initial impression) identical to the squad I had just encountered. Logic prevailing, they were Duty. In any event, they were all dressed in a fashion that would suggest faction affiliation: loners don't usually all wear the same armor, work in close-knit tactical units, use high-end assault rifles of consistent issue and calibre, or maintain a logistical grouping that has a fairly clear heirarchical ranking. Also, a group of loners wouldn't leave the Marked One to 'use his instincts' (read: get left in the dust) because of their own primary objective of securing and maintaining a specified strongpoint to use as an operational headquarters... Just my own reasoning, mind you, but it made sense at the time so I just ran with it...

Besides, in the game I generally just designate groupings by their predominant battle-appearance (Loners by their classic hoodie and feldgrau battledress, Monolith by their mottled camo and glue-huffing voice, Mercs by their similarity to S.W.A.T. units, Freedom with their autumn flecktarn and loose formations, Military with their general lack of field discipline and darker camo patterns (and the distinctive *crack* of the standard 5.45 calibre rounds), and Duty by their predominantly charcoal with red slashing battledress and overall regimentation) By such standards, it would naturally fall tha I would designate this particular group as "Duty" for all intensive purposes... *shrug*

As far as my considering the Base Raid to be a suicide mission, it was really mostly in a retrospective outlook after having finally explored the interior of the Freedom base and doing some simple math. I wasn't taking into account any freakish AI quirks that would have the entire defense seem like a Hogan's Alley episode, or the Somewhat unobservant snipers that man the towers (which should in all likelihood have been able to dispatch a singular squad before they could even breach the wall, considering the overall Duty approach and subsequent assault). I also only went through that particular alternative once, using no mods and playing with version 1.0.0.0... Hadn't yet actually seen a SVDm up close, nor any special assault guns. I was armed with my (then) trusty 5.56 scoped assault rifle (TR-301?) with a removable grenade launcher, and had only a couple hundred rounds (mistakenly believing that I would really be depended on to take out the tower sentries without realizing that every ground unit will be unerringly firing upon my exact position even though more than 300 yards away, at an upward slope of 30-60 degrees plus, a good five stories above their heads and at night! while an assault is progressing nearer to them. I also hadn't quite figured out yet that you could use some containers as explosive incendiaries and so wasn't really able to take that advantage into account... Perhaps I should go through it a few more times and I will probably come up with an assessment more reflecting your experiences, but as I said I really only ran through it once before realizing that there could possibly be a more survivable option.

Cheers for the feedback and I completely understand the difficulty involved with keeping Skull from becoming one himself... He is an easy mark from the trigger end of the barrel, for sure.




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