Just completed SoC, a few questions. - by zenmaster891
snauty on 10/3/2009 at 17:17
Quote:
While I was looking for the lab/exploring Pripyat, I wanted to go see the stadium area but I didn't want to leave the level yet. When I approached that top area of the map I was taken out of the game momentarily and the game sort of scanned across the level and some stuff happened and then all of a sudden it loaded to Chernobyl NPP. Was this intended? Or some sort of weird bug?
you can enter the stadium on the left (or right, don't remember quite) side and explore it.
steo on 10/3/2009 at 18:51
Weapon/armour mods could be modded into SoC but I think it would be a lot of work to get it on the scale of CS. What I'd really like for SoC would be some kind of massive randomisation mod and some hefty difficulty enhancements (along the lines of more bad guys, particularly in the main quest sections).
I'm not sure what it is, but SoC has a certain charm that isn't there in CS, despite a lot of better features like upgrades and artifact hunting. It's hard to say exactly what it is but CS has certainly pissed me off a bit recently with stuff like getting blown up through walls and insta-death burner anomalies despite having a SEVA (maxed for bulletproof, but still) and three fireballs equipped.
D'Arcy on 10/3/2009 at 20:23
SoC already has enough 'bad guys'. If you'd put in more, you'd ruin it. I think that having too many 'bad guys' all around is what makes CS lose the feeling that SoC somehow has attained, which definitely has got something to do with the overwhelming sense of loneliness that you get while playing it. CS is just too busy most of the time, and that's one of the things that puts me off it.
Besides, in many of the main quest sections that's exactly where you get more enemies. Just think of the huge amount of zombies outside X16, or the hordes of Monolith soldiers around the scorcher or in the NPP.
steo on 10/3/2009 at 21:13
I wouldn't say there's a huge amount of zombies outside X16, there's quite a few but not enough to make you panic. I was actually specifically thinking of X16 underground where you have to kill two zombies and maybe a snork per room. After playing the game a few times, there's really nothing there to challenge you and the only thing you have to watch out for are the burner anomalies - more mutants down there would be fun for a change. Come to think of it, more mutants would be good in a lot of places.
I also seem to find that, despite the wonders of alife, each new run-though of the game is too similar, which makes me think that some more randomisation and some bonus bad guys would make for a more interesting run #'I lost count a while ago'.
D'Arcy on 11/3/2009 at 00:38
That mod does look interesting. Maybe I'll try it on my next run.
steo: I actually think that underground labs have the right amount of zombies/mutants. Those places always give me the same kind of feeling I get from the Shock games. There aren't many enemies, but we know that they're in there, and that's enough to keep the tension. That feeling would be gone if they turned the place into a shooting gallery. The main problem is that we know more or less where the baddies are, so I think it would be interesting if, instead of increasing their numbers, their locations could be a bit randomized.
Outside X16 there's an endless supply of zombies and Snorks. There may not be a lot of them showing up simultaneously, but it's impossible to clean out the place. And that's enough to keep me on my toes.
Muzman on 11/3/2009 at 07:46
aLive was supposed to have proper migration of wildlife. Mostly it didn't work very well. Plus they tended to overcrowd things and ruin the quests a lot, which didn't help.
Maybe it's improved more recently.
When I say I'd like factions in SoC, I just mean the functioning system as opposed to the larger population of humans.
AMKs wildlife is pretty darn good I find. A pack of dogs is a very nerve wracking thing. They'll just be wandering along mind their own business and so will you. Eyeing each other. Mostly they won't attack, but you know if they do you've got to kill most of them before they get to you and turn them back or they'll swamp you. It gives me flashbacks to reading White Fang when I was a kid.
242 on 11/3/2009 at 09:25
Quote Posted by D'Arcy
Outside X16 there's an endless supply of zombies and Snorks. There may not be a lot of them showing up simultaneously, but it's impossible to clean out the place. And that's enough to keep me on my toes.
It's possible to *almost* clean it out though. I mean after you kill them all in the factory (i.e. beyond the gate), new ones appear quite rarely. I was able to explore the compound for half an hour before I saw a few newly arrived snorks entering through the gate. Man, but that's a grim place, definitely, never felt myself composed there.
D'Arcy on 11/3/2009 at 12:04
Really? Well, that doesn't seem to happen to me. Zombies just keep coming and coming. On a few occasions I've climbed up on a high place, and kept killing zombies until I started going low on ammo. Plus, on more than one occasion, when I stay there for a long time eventually a Controller comes out of nowhere. I start getting those vertigo symptoms, and then have to run around looking for that damn Controller.
Muzman on 11/3/2009 at 13:08
Wait, which game are we talking about here? In Clear Sky it does go pretty quiet after you do the thing with the valves (now there was a stupid plot point that kinda made everyone look restrospectively dumb in SoC). But there's so many damn psi fields it gets annoying to navigate pretty fast.
I can't remember what it's like in Vanilla SoC exactly, but it wasn't too bad I thought (not counting the odd Controller). Snorks usually come up from the lab entrance in a decent trickle. Using AMK it is too damn busy though (one of the thankfully few, bad spots) with so many corpses it crashes the game for me now.