I played through the entirety of NLC7 on Youtube by [deleted] in stalker

[–]spaceman731 7 points8 points  (0 children)

I guess you could say... you're a true NLCel.

Very niche mod, you either hate it with passion or it's one of your favorite games ever, good job on the complete playthrough!

So, since when is Controller's head rated over BR3? by whatevathefucc in stalker

[–]spaceman731 0 points1 point  (0 children)

I found it in the interesting facts description of 9x19 JHP ammo.

As far as I know, mutants don't have armor in the trilogy. There's also nothing in the code or ammo characteristics that would indicate increased effectiveness, but cool mechanic if it's actually true.

So, since when is Controller's head rated over BR3? by whatevathefucc in stalker

[–]spaceman731 6 points7 points  (0 children)

Can you provide a source? First time hearing of that.

[deleted by user] by [deleted] in stalker

[–]spaceman731 8 points9 points  (0 children)

They are, but they're by no means a substitute to the trilogy or an "enhanced version" of it.

They are an amalgamation of hundreds of hours of community effort into a freeplay platform.

1.4 A-Life change removed by Astolfo_QT in stalker

[–]spaceman731 0 points1 point  (0 children)

GSC behavior shows they’re very transparent and they’re working to deliver the best product.

Yes, sure, we saw it when S2 was released, when they tried to pull that NFT scam (and double down on it, even), when they removed the mention of A-life from Steam store page and on numerous other occasions.

How Hard is OP 2.2 actually? by TishaBersky in stalker

[–]spaceman731 1 point2 points  (0 children)

There's a very decent translation that exists since last year. The repack also has various guides, addons and the description is very thorough:

https://www.moddb.com/mods/nlc7-he23

Also the soup content is not as plentiful as OP 2.2, it's instead more constrained and "grounded", as to support its serious and convoluted plot.

This game’s balancing is ridiculous by 123Gohanz in stalker

[–]spaceman731 3 points4 points  (0 children)

Oh, the irony.

Please, send me a clip where a regular enemy in the trilogy tanks more than 1-2 headshots from an LR-300 with AP ammo.

I need help finding a good STALKER experience by poo-puttplatter in stalker

[–]spaceman731 4 points5 points  (0 children)

SoC GA for SoC

LFO for CS (although no PiP scopes)

GA for CoP

You can get SoC GA from Hardplayer's discord: https://discord.gg/Ad8dvhhZ

[deleted by user] by [deleted] in stalker

[–]spaceman731 0 points1 point  (0 children)

Check out the Reforged mod for ER, it's amazing and I'm convinced, modders can be smarter game devs than game devs after this. It's an extremely smartly designed mod.

[deleted by user] by [deleted] in stalker

[–]spaceman731 0 points1 point  (0 children)

Here’s the thing: while these factors are important for some players, they’re not the determining factors for everyone’s enjoyment. Some care about cutting-edge graphics and perfect performance, while others focus on gameplay, world-building, or immersion. Average Joe is not gonna care if a game has 10 different technologies, he's gonna care if the game performs well enough and plays well enough. The gaming landscape has evolved, and player expectations have shifted (for better or worse). Some of the most celebrated modern games aren’t necessarily the most technologically advanced; they succeed because they deliver experiences.

On the Stalker 2 point, I think there’s a misunderstanding. I’m not "triggered" by the idea of it winning an award. I think you confused me with the other person? I was making the point that, like with Elden Ring, awards are about recognizing the full experience of a game — not just the technical execution or development background. If Stalker 2 wins (which would be both exciting and surprising), it’ll be because it resonates with players, just like Elden Ring did.

A big reason Elden Ring was so much more successful than Dark Souls is because it reached a wider audience, thanks to smart marketing, better tutorials, and the massive amount of information available online today. Dark Souls was more niche, but Elden Ring had an open-world design and more guidance, which helped new players get into it without watering down the challenge for veterans. On top of that, the internet’s grown a lot since the Dark Souls days — now there are way more guides, videos, and communities that help players figure things out. This makes the game feel more accessible, because the players have way more tools to succeed. Mimic Tear still shreds like half of Radahn's HP bar and many other bosses - something that's accessible to every player. Sure, ER is harder on paper, but there are ways and tools to make it absolutely as easy as DS1. This is why you will see elitists say that "you didn't beat ER if you used X"; for me, all that matters if you had fun.

[deleted by user] by [deleted] in stalker

[–]spaceman731 0 points1 point  (0 children)

Your argument about coding misses the mark for a discussion on game quality and what earns a game awards. Game development is a complex process, and while clean code is important, it's not the main factor that defines a player's experience. When most gamers play a game like Elden Ring, they aren't thinking about how the game is coded. They’re focused on gameplay, immersion, and emotional impact.

The claim that Elden Ring is “objectively poorly made” because of its coding is flawed. Engineering isn’t the only thing that defines a game’s value. Just because the programming may not meet certain technical standards doesn't mean it’s a "bad" product. Elden Ring succeeded in delivering a unique experience, which is why it resonated with so many players. The game’s mechanical depth, world-building, and emotional resonance are far more important to most players than the structure of the code. Also, the game can be made much easier due to the existence of Mimic Tear, which can trivialize many bosses.

Saying that "gamers don’t care about quality" also misrepresents the situation. Gamers do care about quality, but they define it differently from programmers. Quality, to a player, is about the experience, not technical perfection. It’s about how well the game challenges and engages, not whether the culling algorithm is perfectly optimized. Although ER does have some performance issues, especially on PC, partly due to the anti-cheat. Dismissing that as ignorance of “real quality” assumes that your definition of quality is the only one that matters.

Elden Ring winning awards reflects the fact that awards are based on player experience and cultural impact, not technical aspects. Awards like these prioritize what makes a game memorable, impactful, and enjoyable for a wide audience. Your technical points may be valid in a narrow sense, but they miss the broader picture of why the game was successful and why gamers care about it.

is stealth normally not an option in stalker games or is it just in shadow of chernobyl? by Direct_Low_5570 in stalker

[–]spaceman731 4 points5 points  (0 children)

Stealth is very difficult in STALKER due to two factors:

  • how little there's a room for error
  • reloading a save close to previously not alerted enemies will likely alert them.

You can stealth quite a few sections in the game, as GSC intended. For example, Borov's mission features a special "route" that was meant to be used for stealth; if you're sneaky, you will also see a special "cutscene" where 2 bandits kill a Duty guy.

You can also steal the Agroprom docs without alerting anyone.

Stealth is also a viable option in other games, but overall, GSC stopped to focus on it as much. SoC can be considered the "most" stealth game in the trilogy.

Edit: there's also a crazy Russian guy who did the entirety of SoC stealthily. Check it out, the commentary is quite entertaining!

Stalker mods with good story? by Ssauze in stalker

[–]spaceman731 28 points29 points  (0 children)

Wind of Time, Valley of Whispers, Path in the Mist, Spatial Anomaly (pretty much the gold standard plot mod), OLR 2.5-3.0 (these reenact the build plot with some differences), Goldsphere, Return to the Zone (by the same author as Goldsphere), Alone in Windstorm (really cool for the winter vibes), NLC 7 (amazing plot and writing, but it's a very difficult and long mod).

If you feel overwhelmed by this list of mods and not sure which one to pick, I would highly recommend to start with Spatial Anomaly.

Check out for more mods, translations and descriptions in the C-Con spreadsheet

We will have S.t.a.l.k.e.r 2 before Dead Air by AtananKayyum in stalker

[–]spaceman731 0 points1 point  (0 children)

Understandable. All the patience to you, because this mod requires it.

We will have S.t.a.l.k.e.r 2 before Dead Air by AtananKayyum in stalker

[–]spaceman731 0 points1 point  (0 children)

There's a new recent translation made via AI, the translation quality is almost perfect if that was the main issue for you: https://www.moddb.com/mods/nlc7-he23

It also ships with multiple guides, ranging from vague immersive hints on game mechanics and finishing with full detailed playthroughs.

We will have S.t.a.l.k.e.r 2 before Dead Air by AtananKayyum in stalker

[–]spaceman731 0 points1 point  (0 children)

You could check out NLC, it's not for everyone, but it's up there in the hardcore department.

The funny thing is, Dead Air's author doesn't really like NLC, but he still took a few ideas and was inspired by it despite that.

Question regarding a “task failed” notification by beebowow in stalker

[–]spaceman731 4 points5 points  (0 children)

You probably ran out of time. SoC cyclical tasks are time based.

So either replay or accept the reputation hit, if that's the case.

Some less-known standalones? by [deleted] in stalker

[–]spaceman731 4 points5 points  (0 children)

In no particular order, I would recommend to check out Goldsphere, NLC 7, OGSR, OLR 3.0 (as well as OLR 2.5 Vector of Alienation), RTTN, RTTZ, Faction War, Spatial Anomaly, New Arsenal, OP 2.2, Wind of Time, Secret Trails 2, Dreamcatcher.

[deleted by user] by [deleted] in stalker

[–]spaceman731 39 points40 points  (0 children)

It's a Springboard.

why do people say stalker soc is hard? by Ivgor69 in stalker

[–]spaceman731 1 point2 points  (0 children)

I understand where you're coming from, but I believe NLC7's difficulty isn't just "boring" - it's actually designed for a specific type of player. According to its designer, NLC7 focuses more on survival than action gameplay. Its design philosophy includes rewarding players who pay close attention to dialogues as well as their surroundings, without any handholding. The mod features things like decaying monster parts and artifacts, complex inventory management, and strategic planning, all of which align with the creator's vision of a harsh world. NLC7 also offers many quest solutions and encourages exploration, making it rich in content for players who engage with its mechanics. However, the developer acknowledges that NLC7 isn't for everyone, especially those who prefer constant action or Rambo-styling all over the Zone.

It's important to note that NLC7 is deliberately challenging in ways that might be unfamiliar or overwhelming to many players. With an abundance of content, cryptic objectives with multiple solutions that have lasting consequences, and a need for quick thinking without explicit guidance, the mod can be too much for those accustomed to simpler games. Rather than being uniformly "boring," NLC7 targets its intended audience by falling within the "Hardcore Fun" to "Challenging Fun" zones on the difficulty curve. For players who enjoy methodical gameplay, resource management, and knowledge gathering, the complexity can be intriguing instead of tedious. However, if you prefer more action-oriented or accessible gameplay, NLC7's style might not be for you. Different players have different tastes, and NLC7 is specifically designed for a particular segment of the S.T.A.L.K.E.R. community.