In update 1.1 I add durability to weapons, armors and helmets. Default values now are minimal 70% and maximum 100%. I`m also thinking about hardcore version, which minimum and maximum durability you want to see?
We need a more hardcore version! The probability of durability ranging from the lowest to the highest point is appropriate. We can also introduce another layer of economic consumption and progression by obtaining good loot that requires repairs.
Would be cool to have a no armor Version, as NPCs like the Ward seem to spawn with their Armor and it sort of breaks the balance of the game. I like the Idea of Guns and Artifact in stashes, as Stalkers would definitely want those for use later or for profit, but I can hardly see a Stalker lugging around some random suit of armor. Makes more sense that they instead could just put it on.
hmm it will require decent amount of testing to see how the balance feels but I believe a minimum 8%, maximum 53% would be a decent start for both weapons and armor so you aren't seeing them as a means to make money, while also weighing out if it is something worth fixing, with the higher end being cheaper to repair if you choose not to degrade it further.
My idea is that you could maybe say stalkers are more likely to stash weapons/armor that they want to work towards fixing up. There might be some of those who stash decent enough condition weapons/armor as backups or for specific 'jobs'. But the idea of anything above 70% durability doesn't seem like a good idea for a 'hardcore' version to me .
I don't think this is realistic enough. Adjusting the generation probability of various equipment is more time-consuming and labor-intensive. Noob stalkers in low-level camps are taking out loans to buy low-level weapons, and the durability of these weapons can fluctuate, but they shouldn't always be low durability. After all, stalkers who dare to use 0% durability weapons to scare others are basically dead. Due to their poverty, noobs may not be able to repay loans or repair weapons. In order to avoid being chased by merchants, they may leave the current camp. For example, Ward, there should already be some high-level equipment in their several heavily guarded strongholds
Im sure there are some restrictions right now. So at the very least just focusing on reducing the probability of the player skipping progression and while still making stashes much more valuable and exciting would be ideal.
I think back to an early side quest for the poppy field, one of the outcomes rewards you with a practically broken weapon. I was annoyed but later thankful that it wasn't just a 100% weapon. Not to mention, a stranger willing to give me perfectly good weapon that they could just use? it made so much more sense that it was a piece of s#*! - later I thought how sad that special edition weapons dont behave that way.
If it was a weapon I had more interest in I would've been more psyched to try and make the money to repair it - this is kind of a very simplified process compared to GAMMA. I think this is how stashes should behave, having some higher durability in the mix within reason could maybe be good too but since you have a full pool of weapons/armor at random, staying on the low side seems better.
For hardcore 20-30 to 70 sounds fine, also, I came to ask, how about adding the repair kits occasionally from this mod? https://www.nexusmods.com/stalker2heartofchornobyl/mods/926
Played whole game with this mod and it's been great. I'm starting new playthrough and looking for mods that make the game slightly harder. Would you consider making version with overall less loot in stashes? I mean less consumables. There is really a lot of them around the map.
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I`m also thinking about hardcore version, which minimum and maximum durability you want to see?
The probability of durability ranging from the lowest to the highest point is appropriate.
We can also introduce another layer of economic consumption and progression by obtaining good loot that requires repairs.
My idea is that you could maybe say stalkers are more likely to stash weapons/armor that they want to work towards fixing up. There might be some of those who stash decent enough condition weapons/armor as backups or for specific 'jobs'. But the idea of anything above 70% durability doesn't seem like a good idea for a 'hardcore' version to me
I think back to an early side quest for the poppy field, one of the outcomes rewards you with a practically broken weapon. I was annoyed but later thankful that it wasn't just a 100% weapon. Not to mention, a stranger willing to give me perfectly good weapon that they could just use? it made so much more sense that it was a piece of s#*! - later I thought how sad that special edition weapons dont behave that way.
If it was a weapon I had more interest in I would've been more psyched to try and make the money to repair it - this is kind of a very simplified process compared to GAMMA. I think this is how stashes should behave, having some higher durability in the mix within reason could maybe be good too but since you have a full pool of weapons/armor at random, staying on the low side seems better.
https://www.nexusmods.com/stalker2heartofchornobyl/mods/926