1. Post #4001
    Still Not GLOD
    WrathOfCat's Avatar
    May 2013
    1,123 Posts
    Talking about weapon mods

    Stuff like this is what we're going to need if we ever want to see anything close to stalker 2 - small improvements - mostly animations - to look and feel of the game and add polish. If we can add kinesthetics and the types of feedback that make actions look natural feel and punchy to every aspect of the game it would be a miracle. Things like the (admittedly kinda janky) animations added by smurths hud are a brilliant first step in that direction. These kinds changes are one of the things I look notice the most about the gunslinger mod is that they've managed to breathe life into every little aspect of something you are unconsciously staring at 80% of playtime.

    As far as gunplay goes the things that contribute the most to a shooting experience that is not only coherent but satisfying are these three things in order of importance -

    Animation
    -The way the gun moves when you fire it (appropriate weight of gun and force of recoil)
    -The way your character reacts (camera/viewpoint recoil)
    -The way your target reacts to being shot (feels kinda weird if an enemy takes 3 shots unflinchingly then dies, should flinch or be affected by force)

    Sound Design
    -Recognizable sound (not necessarily realistic, but appropriate to how the caliber/gun etc fit into game balance, how much damage it does)
    -'punchy' sound (appropriate volume, satisfying, probably subjective)
    -Appropriate environmental sound (sounds distant or reverberates depending on environment)
    -Volume/Recognition part II (If you cant hear somebody firing a gun at you, you should be able to hear and quickly recognize that bullets are landing near you or that you've been shot)

    Particles
    -Visible (visual feedback as to where your bullets landed)
    -Visually recognizable (how much momentum the bullets impart should affect how much dirt/sand/flesh and blood/metal and sparks are seen)

    temporary HUD/Viewport Visual changes on hit or kill - Probably the least important and most iffy, especially in an immersive/realistic setting
    -Hitmarker/killmarker (provides clarity and assurance that a hit landed or was successful in killing the target)
    -Brief color change (i.e. gta v - super iffy, but can improve feedback)
    -Breif distortion (i.e. gta v - super iffy, but can improve feedback)

    The first three catagories were the design philosophies that were kept in mind when developing the gunplay for some of the most recent shooters like DOOM, Wolfenstien the New Order, and Fallout 4 - and I think it shows. In my opinion all of these games have excellent feeling gunplay.
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  2. Post #4002
    Gold Member
    Daemon White's Avatar
    July 2010
    10,997 Posts
    Would you believe me if I told you this was MISERY?



    Old screenshots. Please don't mind the bloom.
    It's easy to un-shittify misery's brown look. Just install the Absolute packs and AtmosFear over it and boom, no brown shitty lighting with all the modified mechanics and balance.
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  3. Post #4003
    Gold Member
    mecaguy03's Avatar
    December 2007
    3,799 Posts
    Ok so I made an updated PU scope texture just for MISERY, this one should be accurate. In the process I also made a blank scope texture which anyone can use to make scope replacements or modifications.

    PU scope: https://www.dropbox.com/s/k4avnvbaol...u9130.dds?dl=1

    Blank scope: https://www.dropbox.com/s/eexs9h6m78...scope.dds?dl=1

    I just tested them and they should work.
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  4. Post #4004
    Gold Member
    K1ngo64's Avatar
    May 2008
    6,332 Posts
    temporary HUD/Viewport Visual changes on hit or kill - Probably the least important and most iffy, especially in an immersive/realistic setting
    -Hitmarker/killmarker (provides clarity and assurance that a hit landed or was successful in killing the target)
    -Brief color change (i.e. gta v - super iffy, but can improve feedback)
    -Breif distortion (i.e. gta v - super iffy, but can improve feedback)
    Do not fucking do this. It is tacky, casualised shit that breaks immersion and makes most fps games feel stupid. The rest of your points are good though
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  5. Post #4005
    Gold Member
    Araknid's Avatar
    July 2010
    13,603 Posts
    Do not fucking do this. It is tacky, casualised shit that breaks immersion and makes most fps games feel stupid. The rest of your points are good though
    Yeah, I hate the current trend of almost every shooter having hitmarkers, its shit.
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  6. Post #4006
    Gold Member
    FreakyMe's Avatar
    December 2005
    5,321 Posts
    On a side note, I am installing OGSE to give it a try, and so I can see what has been added for me to alter.
    At first experience (and several re-launches) buggy as all hell. Trying to figure out what is wrong configuration wise, but the configurator cannot change numerical values at all without freezing.

    I'm not giving up, I just need to figure out what is broken before I can fix it. That and removing the minimap as well as 90% of the hud.
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  7. Post #4007
    Gold Member

    November 2008
    11,200 Posts
    hitmarkers definitely don't belong in atmospheric and/or realistic games but there's nothing wrong with them in arcadey multiplayer games.
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  8. Post #4008
    Gold Member
    Ghost101's Avatar
    December 2010
    4,737 Posts
    Do not fucking do this. It is tacky, casualised shit that breaks immersion and makes most fps games feel stupid. The rest of your points are good though
    Agreed. Doom 4 had them for some reason and it drove me crazy; the hit noise was annoying too.
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  9. Post #4009
    Dennab
    November 2016
    36 Posts
    It's easy to un-shittify misery's brown look. Just install the Absolute packs and AtmosFear over it and boom, no brown shitty lighting with all the modified mechanics and balance.
    How do I fix the "we only have one russian guy working on the ENTIRE CODE FOR THE WEAPON DISASSEMBLY UPDATE"
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  10. Post #4010
    Glod Menber
    Amez's Avatar
    June 2008
    6,915 Posts
    This is how I feel as well. It's a wonderful contrast. A Zone full of deadly mutants, anomalies, radiation, etc...And yet, it's green, lush, overgrown.
    That's pretty much my picture perfect Zone right there. To the casual observer it would appear to be a beautiful landscape where danger is the last thing they would be thinking of, whereas the veteran STALKERs who roam about understand that horrible things lie waiting in this "wonderland".



    I absolutely understand and agree with the arguments above as well - I guess this is because multiple 'canons' of the Zone simultaneously exist in my mind, based on the various narratives and pure experience-based perspectives acquired in my time spent playing a load of different mods. It just conflicts with this specific (and lately dominant) one for all flora to be unchanged and even thriving while the fauna changes to hell and back.
    Well given the Zone's ability to terraform the environment within it I would be willing to bet that there could be multiple biomes in the Zone. In one area it could be a beautiful and lush landscape where the local fauna has managed not only to survive but thrive. A couple of miles further north there could be nothing but death, where the Zone's influence has sucked the life out of even the most resilient of plant species. The Zone's influence on the landscape could vary from place to place. With enough imagination you could even have a mass of land that turned into a damn desert.
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  11. Post #4011
    Dennab
    July 2016
    2,164 Posts
    God damn it's heartwarming to see such enthusiasn for stalker even after all these years
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  12. Post #4012
    irohTguy-NO's Avatar
    March 2012
    118 Posts
    I didn't know the Miracle Machine makes my character think his gun is making reloading noises without him actually reloading
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  13. Post #4013
    MadSnark's Avatar
    February 2014
    56 Posts
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  14. Post #4014
    Gold Member

    August 2013
    2,607 Posts
    I didn't know the Miracle Machine makes my character think his gun is making reloading noises without him actually reloading
    Wondered about this, too. It's usually the PKM reload as well. It's so painfully long
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  15. Post #4015
    shrinkme's Avatar
    March 2010
    1,001 Posts
    I just downloaded the game today, feels like I'm 10 years late to the party.

    Also how many hours do you guys think you have in vanilla across all games?
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  16. Post #4016
    child porn prodigy
    venom's Avatar
    April 2005
    17,011 Posts
    Got my copy of Roadside Picnic in the mail today

    Pretty hype to start reading it
    Kind of off-topic I suppose but I'm having a hard time picturing what these "hoverboot" things they use to get around are like, are they supposed to be like little hover cars?
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  17. Post #4017
    I will huff and puff and FLIP YOUR FUCKING TABLES
    Lyokanthrope's Avatar
    October 2005
    10,010 Posts
    Kind of off-topic I suppose but I'm having a hard time picturing what these "hoverboot" things they use to get around are like, are they supposed to be like little hover cars?
    I personally always thought it was just a weird mistranslation of a helicopter, some kind of chinook outfitted for scientific use vv
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  18. Post #4018
    Gold Member
    Zackin5's Avatar
    May 2008
    4,744 Posts
    Kind of off-topic I suppose but I'm having a hard time picturing what these "hoverboot" things they use to get around are like, are they supposed to be like little hover cars?
    It's been ages since I read the book, but from what I remembered I always kinda had something like the MGS3 flying platforms in mind:

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  19. Post #4019
    child porn prodigy
    venom's Avatar
    April 2005
    17,011 Posts
    It's been ages since I read the book, but from what I remembered I always kinda had something like the MGS3 flying platforms in mind:

    I had this thing pictured in my mind lol

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  20. Post #4020
    the fuck is this?
    Dennab
    November 2009
    18,339 Posts
    i think it's a bit like that futurama picture and a skiff from return of the jedi

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  21. Post #4021
    Gold Member
    Da Big Man's Avatar
    December 2005
    2,280 Posts
    They're lil boots with rockets attached
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  22. Post #4022
    Dennab
    December 2012
    3,752 Posts

    SGM 3.0 looks awesome af. It has a ton of RPG gameplay features.
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  23. Post #4023
    the fuck is this?
    Dennab
    November 2009
    18,339 Posts
    just took a look at the coc moddb page to see what shit is new

    http://www.moddb.com/mods/call-of-ch...it-for-coc-v10

    what is this heresy

    http://www.moddb.com/mods/call-of-ch...locations-1416

    dunno if i should give this a try. i like the idea of fast travel, and it certainly would save me countless headaches and supplies, but part of the appeal of stalker, to me, has always been traveling on foot, and each encounter, regardless of how crazy/random it is, being a new experience and almost like something to write in a journal. i think fast traveling would kill that experience, but at the same time it would come in handy for when you just want to dart around real quick, especially when you're just trying to collect on a bounty.
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  24. Post #4024

    December 2014
    297 Posts
    anyone else sometimes unable to finish kill these mutants missions in coc
    running ao3, doctorx questlines/dynamic faction relations and that outfit addon
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  25. Post #4025
    Gold Member
    FreakyMe's Avatar
    December 2005
    5,321 Posts
    just took a look at the coc moddb page to see what shit is new

    http://www.moddb.com/mods/call-of-ch...it-for-coc-v10

    what is this heresy

    http://www.moddb.com/mods/call-of-ch...locations-1416

    dunno if i should give this a try. i like the idea of fast travel, and it certainly would save me countless headaches and supplies, but part of the appeal of stalker, to me, has always been traveling on foot, and each encounter, regardless of how crazy/random it is, being a new experience and almost like something to write in a journal. i think fast traveling would kill that experience, but at the same time it would come in handy for when you just want to dart around real quick, especially when you're just trying to collect on a bounty.
    Having tried it, it just turns the game into something like what I thought Fallout 3 would be like before it came out, based on hype and trailers. It made my gut clench with self hatred the first few times I used it, but the feeling wore off when playing non-ironman and survival mode pretty quickly due to the inherently 'for fun' nature of the gameplay.

    It does completely change the game, but it doesn't really 'ruin' it. The restrictions on enemy proximity and player condition prevent it from being abused, though teleporting between locations occasionally does seem to coincide with a host of enemies spawning in a friendly base, most notably at the farm in Cordon and resulting in the loss of one of my three present ironman playthroughs, and raising the question of how exactly I walked in through the entrance during a pitched battle before realizing that it was going on. It is nice to be able to jump back from Yantar to Rostok or essentially use it as a 'return to base' key when ready to call it a day after a long time spent wandering and fighting or completing a hostage rescue (and escort) that a guy in the Skadovsk wanted done in the swamps...

    I wish the person making it would add an option to only have visited places show up, because it would be nice to have to visit each location in order for it to become available and be forced to make the journey first. I uninstalled it at present because it is simply too tempting to use it to jump to distant objectives, and seems to erode at my actual patience that exists towards the game's inherent frustrating and stressful nature, making me wish I could fast-travel past threats and despairing that I can't, and ultimately acting the coward when unable to versus what I would usually do when given no other option. It causes a substantial hit on immersion by breaking the sense that my body is trapped where it is in the game world as it is in reality, for better or worse. I get more disassociated from my character and feel more like I am playing a game the more I use it.

    Your mileage may vary, but I would prefer to only be able to go to places that I have been in each 'save,' so that I can only fast travel to the edge of where I've been before taking my first step into the unknown. It'd also be really interesting if a proportionate (but randomized) amount of time passed, and a proportionate (but randomized) amount of supplies were used based on the distance traveled, leading to it having a greater cost and requiring more consideration before each use. If the player runs out of bandages or medkits for instance, they could show up injured and/or bleeding at their destination. Without companions, the costs go up. Reaching the edge of what is possible with such scritpting, what fast-travel locations are available could be determined by whether or not you have enough supplies to make the journey, putting a maximum cap on 'jump distance' before you need to stop and resupply.

    Even a slight chance of having the fast-travel interrupted, dumping the player at a random location between their origin and destination in a dangerous situation would greatly improve the experience and preserve the STALKER chaotic feel. If it gave an estimate, perhaps sometimes I would think that I could do it in better time, with less ammunition and supplies, and take the risk. At present I feel like I have a finicky teleporter with no real consequences for using it.

    On the complete flip side, I recommend you try this one with no minimap or compass (Smurth's Dynamic Hud). It really changes how 'lost' one can feel when you don't even know which direction you are facing, except for based on memory and a blurry satellite image. It feels more like an old, discontinued military PDA and less like a modern smart-phone Zone-Maps app. I find myself having to really look around less familiar maps before setting out, due to an inherent lack of certainty (especially in fog or rain) that I am going the right way.

    ___
    On a side note, OGSE is really cool, but it seems to break my computer. Every time I exit the game, explorer crashes the next time I use a key in a text field within a window. It turns out that the configurator wasn't broken, but that Explorer was breaking every time I exited the game. This is accompanied by the player (and all icons) being meters (in game terms) off of their proper position in the PDA as well as a high tendency for Steam and its overlay to crash.

    Strange, and beyond my usual bug-fixing abilities. With the devs having abandoned the project, I am quite sad I won't get to try it out more extensively.
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  26. Post #4026
    Drk
    Drk's Avatar
    July 2014
    1,479 Posts
    man i wish i understood ruski
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  27. Post #4027
    M0S1N's Avatar
    November 2016
    16 Posts
    Anybody needs Clear Sky in steam? I have a code, all my friends and I already have. I dont know what to do with it.
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  28. Post #4028
    Gold Member
    Chryseus's Avatar
    February 2009
    3,404 Posts
    Anybody needs Clear Sky in steam? I have a code, all my friends and I already have. I dont know what to do with it.
    I could use it, never played clear sky.
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  29. Post #4029
    M0S1N's Avatar
    November 2016
    16 Posts
    I could use it, never played clear sky.
    Okay, send me friend request - steam name M0S1N or just m0s1n.
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  30. Post #4030
    Dennab
    December 2012
    3,752 Posts
    Another Zone Mod and SGM 3.0 look at least like streamlined mods in the sense that they either have everything very good quality and polished, or shitty models, textures and features. Which is good. It's kinda annoying to walk around seeing Ninja's superb models and then a crappy new mutant.
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  31. Post #4031
    Dennab
    November 2016
    36 Posts
    I really want someone to make an addon for Call of Chernobyl that adds all the crazy and weird artifacts from mods like Joint Pak 2 and OGSE.
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  32. Post #4032
    Gold Member
    FreakyMe's Avatar
    December 2005
    5,321 Posts
    I really want someone to make an addon for Call of Chernobyl that adds all the crazy and weird artifacts from mods like Joint Pak 2 and OGSE.
    I think my favorite thing from an old mod was artifact-modded weapons (which in some ways made no sense, and others made perfect sense) which would either inflict the kind of damage the anomaly it was taken from inflicts in addition to mild radiation poisoning or accelerate bullets rail gun style out of the barrel (in the case of the Gravi and like artifacts). They were immensely rare if I recall correctly, and only found in certain stashes (one per weapon) a percentage of the time and incredibly rarely in the hands of the highest ranking NPCs. They had reduced durability and needed frequent maintenance (balancing explained by the artifacts inflicting pressure, stress, or corrosive damage to the weapon components), but gave an extra edge certain mutants the mod made vulnerable to each respective type of damage, as well as all human NPCs not in Exosuits.

    This summer I might start working on finding that and implementing it, if at all possible, with integration with Smurth's heating so that flame-based weapons overheat and start to malfunction after too many consecutive blasts, but begin working again after a cool-down period.
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  33. Post #4033
    Dennab
    November 2016
    36 Posts
    I really want someone to make an addon for Call of Chernobyl that adds all the crazy and weird artifacts from mods like Joint Pak 2 and OGSE.
    Adding onto this, if you have ever played Joint Pak 2, which you should if you haven't, you know how fucking insane the artifacts can get. Like +10000% HP Regen but +40 rad poisoning. I was thinking that you could either have them spawn in extremely dangerous places, like the labs, and only rarely at that, or maybe you could talk to Nimble and he would sell you stash coords and there's like 15 of them and they all contain flash drives that when added up tell you how to make this super artifact.
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  34. Post #4034
    ( Y )ԅ(≖‿≖ԅ)
    Sgt Doom's Avatar
    March 2005
    15,941 Posts
    It'd be nice if there were artifacts that were interesting from a scientific perspective, and so worth quite a bit, but useless or actively detrimental from a practical standpoint. For example, one that lures mutants to the player, one that emits psy radiation, teleports when subject to electrical current etc. Would go rather well with Misery's artifact container system imo.
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  35. Post #4035
    Dennab
    December 2012
    3,752 Posts
    It'd be nice if there were artifacts that were interesting from a scientific perspective, and so worth quite a bit, but useless or actively detrimental from a practical standpoint. For example, one that lures mutants to the player, one that emits psy radiation, teleports when subject to electrical current etc. Would go rather well with Misery's artifact container system imo.
    Ah goddamn that moving Artifact in OGSE located in Darkscape. I had to spend like 2 hours trying to get out of the little funny trap that triggers off when you grab it.

    That would be awesome. See some physics crazy shit related to artifacts.

    Did anybody else think that some artifacts actually make sense and others are like...wtf did GSC think? I mean, the gravity and chemical artifacts all made sense to me. Lots of particles of different stuff smashed together (in the first case, blood and bones, and in the second case, metals or....chemicals?) with properties linked to the stuff they mixed. But others, for example, the electro or burning anomalies' artifacts are like "Ok gonna suspend my belief". Some engineer or physicist should make a case for those artifacts and give it some background on how the properties were discovered, what is actually made of and how it actually works (Going beyond the "THIS MAKES BULLETS BACK INTO MELTED LEAD SO BULLET PROOF FOR YOU +1000000000000%"

    Edited:

    Adding onto this, if you have ever played Joint Pak 2, which you should if you haven't, you know how fucking insane the artifacts can get. Like +10000% HP Regen but +40 rad poisoning. I was thinking that you could either have them spawn in extremely dangerous places, like the labs, and only rarely at that, or maybe you could talk to Nimble and he would sell you stash coords and there's like 15 of them and they all contain flash drives that when added up tell you how to make this super artifact.
    Did you happen to play JS2 + OGSE by chance? I know it's untranslated (proper translation).

    After experiencing the engine change OGSE made, and how much it improved upon the original experience, I am unable to go back on ShOC mods. I wish the community adapted or made more mods with the OGSE platform. Those AI scripts and features aren't found in any other ShOC mod. The only thing that comes to mind that equals the AI in OGSE, is Call of Chernobyl AI.
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  36. Post #4036
    Gold Member
    mecaguy03's Avatar
    December 2007
    3,799 Posts
    I also just made a modified ghillie suit overlay for MISERY because the original was kind of intrusive. I havent gotten enough to buy a ghillie on this playthrough yet so I havent actually seen what it looks like in-game, but I will post it here if people want it.
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  37. Post #4037
    Gold Member
    Cone's Avatar
    August 2011
    22,554 Posts
    It'd be nice if there were artifacts that were interesting from a scientific perspective, and so worth quite a bit, but useless or actively detrimental from a practical standpoint. For example, one that lures mutants to the player, one that emits psy radiation, teleports when subject to electrical current etc. Would go rather well with Misery's artifact container system imo.
    in a similar vein i wish artifacts had weirder and less obvious effects that you had to piece together from the item description, like it doubles your hunger but negates every second bullet that hits you, or getting damaged by certain anomalies would charge the artifact for an eventual payoff. it's kinda lame when an artifact called "Compass" just boosts your stats like everything else
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  38. Post #4038
    child porn prodigy
    venom's Avatar
    April 2005
    17,011 Posts
    I wish there was more subtle anomaly effects, especially after reading the first bit of Roadside Picnic.
    I liked the idea of the really subtle stuff like shadows being in the wrong place/facing the wrong direction, bolts moving erratically when thrown into anomalies, the silvery cobwebs, etc.

    I don't know how well that'd play out in a video game, but it could be neat having to pay that close of attention to the environment.
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  39. Post #4039

    December 2014
    297 Posts
    i like the idea of one off unique artifacts
    either shit no one's ever heard of or shit talked about in obscure zone legends which everyone thinks is bullshit
    along with that people should throw in untrue rumors/legends just to avoid the "theres a legend it must be true" cliche
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  40. Post #4040
    I will huff and puff and FLIP YOUR FUCKING TABLES
    Lyokanthrope's Avatar
    October 2005
    10,010 Posts
    I think my favorite thing from an old mod was artifact-modded weapons (which in some ways made no sense, and others made perfect sense) which would either inflict the kind of damage the anomaly it was taken from inflicts in addition to mild radiation poisoning or accelerate bullets rail gun style out of the barrel (in the case of the Gravi and like artifacts). They were immensely rare if I recall correctly, and only found in certain stashes (one per weapon) a percentage of the time and incredibly rarely in the hands of the highest ranking NPCs. They had reduced durability and needed frequent maintenance (balancing explained by the artifacts inflicting pressure, stress, or corrosive damage to the weapon components), but gave an extra edge certain mutants the mod made vulnerable to each respective type of damage, as well as all human NPCs not in Exosuits.

    This summer I might start working on finding that and implementing it, if at all possible, with integration with Smurth's heating so that flame-based weapons overheat and start to malfunction after too many consecutive blasts, but begin working again after a cool-down period.
    This was actually something that was in the original Oblivion Lost concepts. Working with scientists, you could get modded artifact guns when you manage to get them enough research material and etc. You can still find remnants of it in SoC's files, I believe.

    Edited:

    It'd be nice if there were artifacts that were interesting from a scientific perspective, and so worth quite a bit, but useless or actively detrimental from a practical standpoint. For example, one that lures mutants to the player, one that emits psy radiation, teleports when subject to electrical current etc. Would go rather well with Misery's artifact container system imo.
    Artifact containers were yet another oblivion lost concept I'd love to see implemented into CoC, alongside more varied detectors. Having just 4 detectors (that are all just straight upgrades from eachother) is kinda lame
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