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I Also think if there a way for players to over time do quest or find items there that can eventully craft maybe a super radiated suit that gives 100% radiation resistent that area could make for a good place to hide from other players with a natural defence barrior for those playing on pvp servers.
I mean there alot of creatives things devs can do with that area if they want to. Why i think it should stay and instead have them add more to it not remove it but thats just my thoughts i guess. =)
Didnt look at it that way, nice take on it tbf but i think we are in agreement that something needs doing with that area as of right now its a cool looking area to explore but nothing really worthwhile in the actual city maybe quests can help hopefully
The city is based on chernobyl and it then has radiation to it. Radiation currently is very weak too, its been reduced.
On many servers it is a zone no one goes to not even for the depleted uranium to make the bullets.
I asked for the admin ability to turn off the rads just leave them in the nuke plant a while ago.
Radiation is scary for how it was when introduced. Now its a childs play, not scary at all. I no longer care about potassium pills either, no need. Maybe in the core of the power plant, but outside of that its just waste of time taking them.
I went there for the experience. I have done the nuke plant for the experience.
I have had a small squad go to the nuke plant for the uranium many times. Just those few players. Out of a full server at the time just those few. Cause it was a new thing.
105.8 hours past 2 weeks
I see a lot of things cause I am on a lot.
Not many players go there at all. On our pvp server not 1 player ever went to the nuke zone.
IMO many players just don't want to deal with it because that area offers nothing that the other 24 areas don't offer except for the depleted uranium to sell or craft bullets.
AP bullets don't make much of a difference so multiplayers just do not want to deal with it.
Most atm are into this game for the pvp or the base raiding atm and both are not found there in CO much at all.
There can be a big difference between what pve players on pve servers do or in their single player than what the pvp players do.
I am not just a scum player. I have run both pve andpvp servers. I know what the players on my servers have done.
On the pvp server no one went there to C0 on the pve server some went to try it out to experience the nuke plant itself. One small squad liked going there as a means of earning income from selling the uranium.
In SP car spawns seem to be broken too as every corner gets a new car spawned, unless theyre supposed to do that as time goes. Keep running in circles and all cars are mine. Just gonna do that after next wipe, have not tested if it works the same elsewhere. Usually i just move from one town to the other without making these circles.
I still keep thinking people exaggerate the radiation down there. Vehicles do not get radiated either.
Only thing really making effect is the food. You can overcome it by cooking something from fully radiated ingredients and it becomes clean food.
I bet the big issue is the suit, you cant run.
AND scum-map has not mapped the town well. Theres tons of locations missing, tons of places containing military loot thats not on scum-map.
Most just don't want to deal with the nuke stuff, most aren't into Scum for what it has to offer they are into it for the pvp game play and nothing else.
That's why those bot servers are full of all the most players.
That's why I hope we get some cool pve related stuff in 1.0
The post isnt whether its hard or not.....😅
Its about having more to do in the area and having more players roaming around it, making it flow better... that caravan park poi is bascially a pointless poi now you cant see in it with the radiated fog it was a fairly decent poi back in the day of course you can survive in it but whats really the point of being in that city? Why bother? The loot in that area isnt great its more hassle then what its worth
The point is alot of players do not go to that zone caravan park/city whatever because the area is pointless, as stated above you can get better gear in every other sector thats alot easier to obtain without having to deal with the radiation... the powerplant being full of radiation makes sense to obtain uranium and make money you have to deal with the rads risk=reward but at the moment what is the reward for roaming and looting a zone full of rads that has no benefit compared to other sectors? And before you say yes the above average player can deal with the rads no issue but for the majority they will not even bother due to everywhere else being pretty much a better option and less hassle, i supose making you go there for quests will probably make it more worth it but right now its a wasted sector imo
I think this city will play a role in all this, we just don't know yet.
*edit: I feel like we may get some 'STALKER' themed missions for the hot zone.. maybe even some Tec1 biological nasties.......
*end edit*
So, I'll try to keep this short. TLDR: keep the radiation zone. Make it more realistic. Introduce base building items: decon shower, self contained unit, air filtration system, water filtration system
Ok, short wall of text...... get your nerd on everyone...
In relation to OP; keep radiation zone. It's actually not hard. it's no scary neither. As long as you are geared properly, you have nothing to worry about. I made a post about taking lethal levels of radiation. I think the true issue is this: people are not willing to properly plan their trip into the hot zone, don't actually understand hotzones and presume its like Fallout 76 (what a effn joke that game is) and seemingly are more concerned about casual gameplay rather than simulation.
Scum simulates radiation quite well (not enough in my view to be frank), in that if something touches the ground or is 'outside' of your NBC suit (remember, its hard for the devs to code true to life contamination, so they're trying their best) it takes a dose.
The Devs have tried their best to simulate Accumulated Radiation Sickness. I feel like they've done a good job as best they can given its a game and coding can only do so much.
In relation to the contaminated zones, they're not scary places nor are they places to avoid. With appropriate equipment, preparation, and critically *AWARENESS* of your surrounding background radiation, you can easily visit and remain in the contaminated zone.
Cooking food seems to get rid of contamination. I'm not sure this is accurate and it's likely a bug. Realistically, water unless its running, do not drink -but it seems in game if you bottle it, it loses its dose. Again, I think this is likely an overlooked coding bug/issue. Realistically, you need to get water from a flowing/running water source and then filter it using a very specific filter and then lastly boil it. (aka ingestion) I tested the water pumps, note this is *ground water* (which would be contaminated in real life), lost its dose after a few in game minutes
In relation to shielding. Distance is your best defence against radiation. There is a general rule thats used to determine the depth of radiation shielding needed versus ionising radiation. Now, lead, is used as part of a multifaceted shield for a reactor core -usually there's also concrete and water, because neutron particles; but, a lead shield is not going to protect you against particulates in the air —which is what you are highly likely to encounter post a nuclear catastrophe, or in the case of Scum, a reactor fire spewing out radioactive ash and the surrounding area being covered in particulates and very specifically dead foliage that is also highly contaminated technically speaking, if you were to cut these trees down and use them, you'll be giving yourself a large dose if you are not protected. Anyway, side trakcing, you need a mask with NBC filter or a SCBA suit (aka inhalation).
So a player made base in the hot zone, if anything, would need a decon shower / 'airlock' and then the building itself needs to be a self contained unit with an air filtration system. Additionally, it would be perfect to be able to have the ability to build under ground *or* the ability to make a roof that can have a water flushing system to stop particulates from accumulating on top which would bleed through radiation... the flushing roof may be hard to code in, but it would be noisy because 1) needs to have a generator going 24/7 to keep the water pumping 2) water reservoir......
Stepping a little further from shielding; carbon suit / NBC / SCBA. You can wear normal clothes, but the particulates will bleed through the clothes very quickly and you'll start getting dose on your skin (aka absorption). NBC / SCBA suits protect against particulates. Although once they are contaminated they need cleaning -in the case of a SCBA; but in the case of the carbon suit, disposed of. carbon suit only lasts for a certain period of time.
Fun fact: most of a bombs gamma and neutron radiation from blast only have a half life of about a day. What is the real threat after a blast is the radioactive ash and dust particulates -aka fallout, settling over the area which is generally carried by the wind..........
here's some real life facts about radiation doses -easily open sourced. Radiation (gamma, neutron and other particulates from radioactive decay) in seiverts and their effects:
0 to 1 - generally ok. Monitor your dose and basically flush your system. if radiation is taken internally (ie through contaminated food/water) immediate medical care needed.
2 to 10 - considered lethal levels.
- Initial phase - vomitting, headache, dizziness about half hour to 6 hours and usually lasts for one or two days
- Latent phase - symptoms disappear for one to four weeks
- Final phase - skin haemorrhages, diarrhoea, loss of hair; duration one to eight weeks
- Death - fifty percent will die in the first one to twelve weeks. Others die later from long term effects -cancer. Death is usually due to haemorrhage and or infection
- Treatment - blood transfusion, bone marrow transplant, antibiotics... maybe winning lotto ticket too
10 to 50 - death in two to fourteen days
50+ - usually death is within a few hours to a couple days