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Degtyarev

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Everything posted by Degtyarev

  1. Degtyarev

    S.t.a.l.k.e.r. mod

    I like them being invisible too, it makes it much like the original stalker movie. But, I would rather have it so that you have no detector but under close inspection you can detect an anomaly visually; than having a detector and invisible anomalies, which leads to just walking around the anomaly once you hear the detector beeping. Leaves being displaced by vortex anomalies, scorch marks from fire anomalies, and so on. You wouldn't be able to spot them easily, only an experienced stalker would be able to detect them. Maybe when you get really close (within 1m) you'd get a ringing or buzzing sound in your ear? I'm guessing the answer is no, but does the AI have the ability to navigate past an anomaly?
  2. Degtyarev

    S.t.a.l.k.e.r. mod

    Any chance of making anomalies be detected visually? Nothing dramatic, maybe have it so that there's a bit of a glimmer, or leaves being displaced. Is it possible in this mod to find an artifact in an anomaly? Any chance of a little progress report? I know there's quite a few people very excited by this mod.
  3. Degtyarev

    S.t.a.l.k.e.r. mod

    Hell yes, a single dynamic WICT mission would be awesome! Faction wars? Mmm. Has anybody tried making a map of the zone? ;)
  4. Degtyarev

    S.t.a.l.k.e.r. mod

    Good to know you're working on trade system. By working Geiger counter, I meant one that you can pull up like the compass or watch, and take visual readings, rather than relying on audio hints. Are emissions present in the bloodsucker demo mission? Keep up the great work, DAP
  5. Degtyarev

    S.t.a.l.k.e.r. mod

    First up, I'm a massive fan of the S.T.A.L.K.E.R universe, so this mod has got me pretty damn excited. This mod has HUGE potential. Great job so far! The first time I ran into a bloodsucker and heard their scream I nearly browned my pants. Freaking awesome. It could, however, do with more creatures. I played for about 5 hours and covered about 20km in total and only ever ran into a bloodsucker and a few stalker camps. Any chance of adding fleshes, boars, roaming dogs, and all that good stuff? How many types of anomalies and artifacts are there? I kinda like how you can't really see anomalies, it makes navigating anomaly fields pretty scary and intense. The biggest improvement to this mod, for me, would be to have one scenario that has many, many dynamic missions inside of it, rather than having the user have to make missions. I can't feel immersed if I have to load up another mission after the next. It should be seamless. The map is good, but I don't think it suits S.T.A.L.K.E.R all that much. It does feel like something from the stalker series, but everything is too spread out. I don't think it should be an island either. Something like Chernarus would be more suited I think. The camps and landmarks should be a little closer together, either that or put more stalkers on the map. Here's a quick list of things that could improve this mod dramatically. - Money and trade system - More dialog between the player and NPCs. There's already some that you can talk to, but I think it should be more. If they shared their personal stories and what not that could help immersion - Bandits - More mutants, and mutant types. Make traveling a risk - Seamless scenario, one where you can keep playing the same scenario for as long as you want - Please, DON'T add drivable tanks and helicopters. I wouldn't mind being able to drive a Skoda, but that's about it - A working Geiger counter, perhaps - Emissions! - Changing weather I don't know much about modding, but how is the respawn of stalkers handled, if at all? Can new stalkers come into the zone every few days?
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