Call Of Pripyat Factions
Call of Pripyat is nearly as good as Shadow of Chernobyl. Clear Sky is enjoyable if you liked/loved the other 2 games, but despite it not being the first game in the series, it is the most experimental, bugged, and flawed one, and not everyone will be able to look past that.
- Hey everyone, I love the STALKER series, and I thought I'd give CoC an honest shot. I haven't tried 1.4 yet. Which addons, if any, for CoC do you recommend and why? Also: I played CoC 1.3 for probably 1 hour total with AO and was a bit miffed at the 1) crazy accurate NPCs shooting from sniping distance through trees and hitting me 2) Seemingly low weapons damage.
- When I started playing the game, I really liked Freedom. I thought Duty were just a bunch of militaristic assholes who wanted to destroy something because they couldn't understand it. But when you finish the game, and understand what the Zone really is, you should understand why Duty is right and why a well equiped and disciplined faction is necessary to actually have a chance to destroy.
Crawling through a filthy, mutant-infested basement 20 metres below the surface of an irradiated Ukrainian wasteland, clutching a seen-better-days Kalashnikov while my Geiger counter rattles ominously, I stop to wonder why I actually enjoy STALKER so much.Because, for one thing, it's hideously bleak. Playing more than an hour or so of any of the games in the series is like spending a month in Somerfield. Before long, murdering a total stranger with a hand grenade seems pragmatic rather than craven. He might have a bottle of vodka.
Even the most picturesque of sunsets comes tainted with the knowledge that, shiveringly, they mostly come out at night. Mostly.And that's where something else I don't usually really enjoy comes in: the unremitting terror. It's the noises. The skittering. The snuffling growls which sound like an angry, adenoidal walrus mating at the bottom of a well (another familiar Somerfield experience). They're terrifying.It's never silent in the world of STALKER. Even during the lulls in action, which are actually much more common than the desperately-fighting-for-your-life bits, there's always the ragged wind and the caws of the wheeling crows providing a unsettling auditory rug, ready to be whisked from underneath your sense of safety by the slightest hint of a grizzle, groan or gunshot.The sudden snarling of a pseudo-dog, barrelling from cover as I sneak across a pitch-black, anomaly-strewn bluff, is a typically pulse-thrashing moment.
20 seconds later, when the roar of my drum-fed shotgun has abated and the beast lies dead in the clinical glare of my night-vision, I've collected myself enough to rationalise the fact that it's just a dog.A mutated, highly aggressive dog with the ability to psychically project a pack of terrifying ghost buddies, yes, but a dog nonetheless. In the Zone, this sort of thing is a minor inconvenience, but that doesn't stop me jumping out of my seat.This tension, crafted so beautifully from the gloomy materials of the game's fractured landscape - its bestial, hypnagogic foes and the tenderly coddled supply of medicine, ammunition and equipment in your backpack - is a part of STALKER so intrinsic that it's become something of a one-word strapline for the series. Atmosphere.Every dark and foreboding basement, every foetid and festering tunnel, each chattering, Learian, wind-blasted moor is pregnant with the potential for sudden and terrifying action.
STALKER's environments seethe with sinister malevolence, despite being largely uninhabited.The scarcity of foes - when traversing the topside environments, you'll only need your weapon once every few minutes - is completely necessary to this balance. Familiarity breeds contempt, and STALKER's enemies are scattered enough to maintain their mysterious malice, just sneaky and sly enough to make your imagination teem with invisible Bloodsuckers and grim-faced Burer.Curiously, human on human violence has been toned down considerably for the latest game, Call of Pripyat.
The much-vaunted but never perfected system of factions has all but disappeared, reduced to a token discord between the hippy-go-lucky Freedom and their young Republican Duty counterparts.Even the Bandits have calmed down enormously, chatting away to you and each other for the most part (and dependent upon your actions, of course). It's a strange choice, because often in both Clear Sky and the original Shadow of Chernobyl humans were some of the deadliest foes you would encounter.There are still plenty of folks with radioactive chips on their shoulders, mind you, and there a few, like the fanatical space-cadet Monolith, who will attack you on sight, but generally the Zone has become an altogether more humanitarian place. If you approach a group of human enemies, even with the telltale red crosshairs and everything, they'll probably just tell you to get lost, warning you to holster your weapon well before they start shooting. Ignore their clemency and you'll soon be choking on a hot lead butty, but it's a definite change of pace.It works, though. Clear Sky's constant re-zoning and pitched open warfare was too much too deal with and needed reining in, and Call of Pripyat has it pretty much nailed.
The A-life system does all it is expected to do, and indeed all it promised as well. Mutants scuffle among themselves and with the regular patrols of STALKERs and bandits who wander around, and dogs or Flesh can often be seen dragging bodies away. Human parties are plentiful, looting corpses and searching for artefacts in the game's large-scale anomalies.These giant anomalies are pretty much the only place you'll find the valuable, stat-boosting artefacts, which retain their invisibility from Clear Sky and so require detectors to be found. They've evolved from the collections of smaller hazards that they were, too - becoming huge rents in the earth or giant, twisted organic structures glittering with acid or flame. Exploring them with a detector in one hand and a pistol in the other is a tense experience, simultaneously made vulnerable by lack of firepower and proximity to danger.
If you really want a more structured version of the mod with quest variety, docx quests is THE addon to have.Also, the best faction to start with would probably be the loners. They have the best balance of friends and allies, and access to pretty much ALL of the major hub areas without hostilities. If you are hostile to duty or freedom, quite a few areas of the game become warzones, while playing loner really means the only warzones are areas of pripyat proper, radar, and possibly dark valley/darkscape.
Although, I haven't been to dead city or Limansk yet either. They should have a signifigant hostile presence as well.Pripyat is a warzone for everyone who isn't monolith, and having duty or freedom hostile turns their areas (places like rostok and the army warehouses) into constant gunfights everytime they repopulate. Which is a nuisance because both of those are pretty central travel routes. Having them hostile also makes accessing some of the hubs difficult, and even some of the traders and stuff outside of normal hubs can become a chore to get to.Once you get used to it as loners, experimenting a bit is a good idea. Originally posted by:If you really want a more structured version of the mod with quest variety, docx quests is THE addon to have.Also, the best faction to start with would probably be the loners.
They have the best balance of friends and allies, and access to pretty much ALL of the major hub areas without hostilities. Fallout 4 for low end pc. If you are hostile to duty or freedom, quite a few areas of the game become warzones, while playing loner really means the only warzones are areas of pripyat proper, radar, and possibly dark valley/darkscape.
Although, I haven't been to dead city or Limansk yet either. They should have a signifigant hostile presence as well.Pripyat is a warzone for everyone who isn't monolith, and having duty or freedom hostile turns their areas (places like rostok and the army warehouses) into constant gunfights everytime they repopulate. Which is a nuisance because both of those are pretty central travel routes. Having them hostile also makes accessing some of the hubs difficult, and even some of the traders and stuff outside of normal hubs can become a chore to get to.Once you get used to it as loners, experimenting a bit is a good idea.Cheers, ace advice for a noob and it looks like loner is the best option for a first timer on CoC.
Docx looks interesting but I can't find it when googling. Is it avaiable to download on moddb? Originally posted by:Thanks for the suggestions and the mod sounds pretty damn good. I only wish I could install it now but I have to wait until Thursday.
It's going to be tough to decide which faction but loners does sound tempting.One more question about CoC (I know I should just start playing it not asking about it:D) but are there still achievements and do traders sell backbacks so I can make my own storage locations like in SMG? Or is there an addon that introduces new trader items like storage backpacks? There are still some achievements, but some of them are restricted by faction and etcetera. Also yes, there are backpacks and sleeping bags in CoC. Originally posted by:If you really want a more structured version of the mod with quest variety, docx quests is THE addon to have.Also, the best faction to start with would probably be the loners.
They have the best balance of friends and allies, and access to pretty much ALL of the major hub areas without hostilities. If you are hostile to duty or freedom, quite a few areas of the game become warzones, while playing loner really means the only warzones are areas of pripyat proper, radar, and possibly dark valley/darkscape. Although, I haven't been to dead city or Limansk yet either.
Call Of Pripyat Tools
They should have a signifigant hostile presence as well.Pripyat is a warzone for everyone who isn't monolith, and having duty or freedom hostile turns their areas (places like rostok and the army warehouses) into constant gunfights everytime they repopulate. Which is a nuisance because both of those are pretty central travel routes. Having them hostile also makes accessing some of the hubs difficult, and even some of the traders and stuff outside of normal hubs can become a chore to get to.Once you get used to it as loners, experimenting a bit is a good idea.Cheers, ace advice for a noob and it looks like loner is the best option for a first timer on CoC. Docx looks interesting but I can't find it when googling. Is it avaiable to download on moddb? DoctorX questlines.
Originally posted by:For a noob to the mod, Ecologists are the easiest start. They start out with an Ecologist Guard suit, (Which is essentially a Stalker Suit that (If I'm remembering correctly) has better anomaly protection over the basic Stalker Suit.) And they're neutral to the Military, while Loners aren't.I love games that give you so much customisation but it means I spend hours deciding what to choose. I'll want to start artifact hunting from the start so a suit with good anomaly protection will be very useful. One downside of being neutral to everyone is if no-one is shooting at me I don't have an excuse to shoot back:D.
Originally posted by:For a noob to the mod, Ecologists are the easiest start. They start out with an Ecologist Guard suit, (Which is essentially a Stalker Suit that (If I'm remembering correctly) has better anomaly protection over the basic Stalker Suit.) And they're neutral to the Military, while Loners aren't.I love games that give you so much customisation but it means I spend hours deciding what to choose. I'll want to start artifact hunting from the start so a suit with good anomaly protection will be very useful.
One downside of being neutral to everyone is if no-one is shooting at me I don't have an excuse to shoot back:D Bandits are still hostile. This mod is insane.
I never imagined the map would be that big. I've never played Clear Sky but have played SoC and CoP so recignise a lot of the maps.
I first chose Duty and started out at the base with the 100 Rads bar. I hadn't seen this place in almost 10 years so it felt like it was meant to be that I start as Duty just so I can check out this place after such a long absence. I tried getting back to Skadosvk but there was no chance so I tried as an Ecologist thinking I would start at the Jupiter base but I got a big surprise when I went outside:D Again too far away to get to Skadosvk without being shot at checkpoints.I then tried the loner which seems to be the only faction which allows me to start at Skadosvk which is the best place for me to begin what is going to be a very big campaign.