
This is actually so stupid
why does a veteran weapon cost freaking master mats to build? Kinda makes it even more useless actually.

why does a veteran weapon cost freaking master mats to build? Kinda makes it even more useless actually.
aslong as you don't give devs ur money
What if Stalcraft just had one map for pure PvE?
A thing they could also do is to make some maps or one map into a single or group only as you can play them every 12 hours but you also have 1 life so try not to die to npc's as the map is pure pve but more deadly maybe smarter human npc AI or more leathal mutants. maybe even a limited amount of enemies and loot that spawn each time you load the map?
That would be the ultimate "mega nuke" to completely shatter the monopoly of dominant clans. By removing the PvP element entirely and replacing it with high-stakes PvE, EXBO would completely flip the script on how high-tier wealth is earned in Stalcraft.
Here is how a hardcore, "One-Life PvE" zone would completely change the game:
The Rules of the 12-Hour Gauntlet
Economic Rebalancing
Wealth Redistribution: Solo players and small groups who are mechanically skilled at PvE would suddenly become the richest players in the game.
Clan Devaluation: Clans would lose their stranglehold on the economy. They could no longer "gatekeep" the best loot behind a wall of 30 players blocking a choke point.
Gear Demands: The market would shift. Instead of buying gear meant to fight other players (PvP builds), everyone would rush to buy high-anomaly protection suits and heavy PvE weapons, changing the entire trading economy.
The Risk of the "Mega Nuke"
While this would absolutely save solo players from clan lockdowns, it does pose one major risk for Stalcraft:
That twist adds the perfect layer of risk management. Forcing a 12-hour lockout whether you successfully escape or die instantly turns every single slot in your inventory into a high-stakes decision.
The Inventory Dilemma: "Take or Leave?"
Since you cannot re-enter for 12 hours once you leave, you can never say, "I'll just grab this now and come back for the rest."
The Dynamics of a 5-Man Squad or less:
Limiting the lobby to groups of 5 completely dismantles the "sheer numbers" advantage of mega-clans, but it introduces heavy internal tension:
The Impact on Barter and Crafting
Because the map focuses on high loot/resources instead of raw artifact farming, it would directly change the endgame progression:
Overall it's like operations but open world!
Answers to this and other questions can be found in our stream highlight:
>• Onboarding discussion by Inga, onboarding team manager;
• Region specific metrics for containers and backpacks, Arena of Slavs and Attack on Perimeter future, additional ways to get act tickets by Highnoon, live-service team lead;
• New session mode spolier, future of 3D faces, STALCRAFT: X problems, Open world & NA economics by ZIV... and more!
Read the full highlights here: Reddit
BASICALLY AS TITLE SAY, GOTTA YELL OVER HIM JFC I LOVE IT!
Talking about the fence texture blurring out like crazy unless scoping in. I tried messing around with different graphic settings, so it seems to be normal.
From June 12 at 05:00 (server time) to June 15 at 05:00 (server time), daily tasks and Overdrives will grant 50% more Season Pass points.
📈 Time to hit the gas! Drop your top personal farming strats in the comments.
So i finished the storyline long time ago on 3 characters and just can’t resign myself to mindlessly grind (barter stuff arsenal weapons parts etc…) I don’t have the time and I hate grinding but i just love the immersive openworld part
I live off some things i flip at the auction and occasional mutant/NPC grinding
i run BULAT/RPK-16/ with candlelight/comet/2xrattles
my question is what (armor/artifact) can i get for a stamina speed build to run in openworld
And which weapon will better suit a solo openworld in enemy area style gameplay
Albatross inflitrator ? Cd3b ?
Is the TKB-0146 good ? Which AUG can I consider ? AK-12 ?
Also before the new season the prices at the auction were immensely low I want to ask why is that which factor impact it ?
Thank you for the time you will take to answer
Let's say you're farming in Lyubech. Suddenly, a player jumpscare u or maybe you spot them first. You don't have time to switch to your AR, just react. What shotgun do you consider versatile for that situation? One that claps players, NPCs, and mobs alike.
Tha could “replace” the AR either due effective distance, mag size, etc…
Saiga, Aa-12, protecta, komrad 12, derya, ultra, spas
Getting back into the game and decided to start a new character, so im looking for all the working promo codes as of 6/8/26. on NA
Thanks in advance :D
idk it had a dif. vibe now missing after the x update dropped
After a period of silence, the Baron is unsealing his secret warehouses once again. He’s put together a brand-new selection of rare lots, which means it’s time to bring out your savings and get ready for the bidding.
>From June 8 at 16:00 (UTC) through June 14 inclusive, new items will be appearing at the auction. Don’t miss your chance to grab rare pieces that don't hit the market very often.
💭 What item would you like to see at the auction? Share your ideas in the comments!
Who wants to sell me a 545 drum without the stupid bag on it for a good deal?
Hi, Before discussing any of the ideas below, I want to make something very clear:
-This is not a post asking for free gear.
-This is not a post asking for easier progression.
-And this is definitely not a post asking for the game to remove grinding.
Stalcraft is an MMO. Progression is supposed to take time. Endgame equipment is supposed to be difficult to obtain. Rare artifacts are supposed to be valuable.
Most players understand and accept that. The problem many of us are experiencing is not the existence of a grind.
The problem is the feeling that, beyond a certain point, progression becomes increasingly disconnected from the amount of time and effort invested into the game.
That said, let's begin:
The goal is to solve what I believe is one of the biggest progression problems in Stalcraft: A player can spend dozens of hours farming and still feel like they made absolutely no progress.
The issue isn't that top-tier artifacts are difficult to obtain. The issue is that progression often feels completely tied to luck.
In my opinion, the ideal system should keep rare artifacts valuable while ensuring that every hour invested contributes toward a long-term goal.
Progression should come from three different sources:
Finding the artifact you need.
Accumulating resources that gradually move you closer to your goal.
Spending rubles and resources to prevent inflation and maintain market value.
Luck should accelerate progression.
It should never be the only progression path.
1.1 Artifact Acquisition
This part remains unchanged.
Players can still:
The excitement of finding a rare artifact should remain exactly as it is today.
Rare drops are one of the most satisfying moments in Stalcraft and should not disappear.
1.2 Resonance Fragments
Every artifact in the game can be dismantled.
Dismantling grants Resonance Fragments.
| Artifact Color | Fragments |
|---|---|
| White | 1 |
| Green | 3 |
| Blue | 9 |
| Purple | 27 |
| Red | 81 |
This immediately creates value for every artifact found in the world.
Even bad drops contribute to long-term progression.
No farming session becomes completely wasted.
1.3 Guaranteed Artifact Crafting
Fragments can be used to craft a specific artifact.
The required amount should be high enough to preserve market value.
Example:
| Target Tier | Required Fragments |
|---|---|
| White | 100 |
| Green | 300 |
| Blue | 1,000 |
| Purple | 5,000 |
The player chooses exactly which artifact to create.
This system does not remove RNG.
Instead, it acts as a safety net for players who are consistently unlucky.
Finding the artifact yourself is still much faster.
But farming eventually guarantees success.
1.4 Color Evolution
The current enhancement system is one of the largest sources of frustration because players invest huge amounts of resources and can still fail repeatedly.
My proposal:
Color upgrades should be guaranteed.
If the player has all required resources, the upgrade succeeds.
No RNG.
No downgrade.
No frustration.
White → Green
| Requirement | Amount |
|---|---|
| Artifact | 1 |
| Green Minerals | 50 |
| Anomalous Dust | 250 |
| Rubles | 100,000 |
Success Rate: 100%
Green → Blue
| Requirement | Amount |
|---|---|
| Artifact | 1 |
| Blue Minerals | 100 |
| Anomalous Dust | 500 |
| Rubles | 200,000 |
Success Rate: 100%
Blue → Purple
| Requirement | Amount |
|---|---|
| Artifact | 1 |
| Purple Minerals | 350 |
| Anomalous Dust | 1500 |
| Rubles | 750.000 |
Success Rate: 100%
Purple → Red
| Requirement | Amount |
|---|---|
| Artifact | 1 |
| Red Minerals | 1,000 |
| Anomalous Dust | 2000 |
| Rubles | 5,000,000 |
Success Rate: 100%
1.5 Artifact Quality
The true endgame should not be color. It should be optimization. Each artifact has a quality rating.
| Tier | Quality |
|---|---|
| Defective | 50-60% |
| Stable | 61-75% |
| Refined | 76-90% |
| Perfect | 91-100% |
When evolving color:
Example:
Blue Helium 72%
↓
Purple Helium 74%
↓
Red Helium 76%
This prevents players from losing months of progress.
1.6 Legendary Artifacts
Legendary artifacts should remain extremely rare.
I do not believe they should become easier to obtain. However, I do believe they should become predictable.
Current problem: Players often feel that obtaining a legendary artifact depends almost entirely on luck or massive wealth.
Instead, legendary progression should be long but guaranteed.
Red → Legendary
| Requirement | Amount |
|---|---|
| Red Artifact | 1 |
| Gold Minerals | 1.500 |
| Anomalous Dust | 10.000 |
| Catalysts | 20 |
| Rubles | 20,000,000 |
Success Rate: 100%
Expected Benefits
Potential Drawbacks
I want to start by clarifying something: This is NOT a proposal to make +15 equipment easier to obtain. This is a proposal to make +15 equipment feel earned through gameplay rather than being almost entirely tied to exponential resource requirements.
One of the biggest progression issues in Stalcraft is that many players eventually reach a point where upgrading their equipment no longer feels rewarding. The further you go, the more resources are required, while the actual increase in power becomes smaller and smaller.
As a result, many players don't feel like they're progressing toward a goal. Instead, they feel like they're feeding resources into a system with no visible finish line.
2.1 The Core Problem
The current progression curve scales exponentially.
Every upgrade level requires significantly more resources than the previous one.
The result is a system where:
In my opinion, upgrading equipment should be tied to two factors:
A weapon should become stronger because the player uses it.
Not simply because they accumulated enough currency.
2.2 The Mastery System
Every weapon and armor piece gains Mastery Points.
Mastery represents real experience with that equipment.
Points are earned by actively playing the game.
Example:
| Activity | Mastery Points |
|---|---|
| Common Mutant Kill | 1 |
| Common NPC Kill | 2 |
| Veteran NPC Kill | 3 |
| Wild North Enemy | 4 |
| ClanWars/ Battle Sessions | 5 |
The equipment itself accumulates progress over time. This means every farming session contributes toward future upgrades.
Even if no valuable loot drops. Even if no expensive resources are obtained.
Progress is always visible.
2.3 Maximum Mastery Requirement
Each item can accumulate up to:
15,000 Mastery Points
These points are used as upgrade milestones.
Example:
| Upgrade Level | Required Mastery |
|---|---|
| +11 | 2,000 |
| +12 | 4,500 |
| +13 | 8,000 |
| +14 | 11,500 |
| +15 | 15,000 |
This creates a progression path where players naturally improve the equipment they actually use.
2.4 Reworking Advanced Tools
Currently, lower-tier tools lose much of their value in late-game progression.
My proposal is to make every tool tier relevant.
Instead of relying almost exclusively on Advanced Tools, every tool contributes toward upgrades.
2.4.1 Technical Value System
Each tool provides Technical Points.
| Tool Tier | Technical Value |
|---|---|
| Green Tool | 1 Point |
| Blue Tool | 2 Points |
| Purple Tool | 4 Points |
| Advanced Tool | 8 Points |
To reach +15, players need a total amount of Technical Points. The player decides how to obtain them.
Example Upgrade Requirements
Option A
150 Advanced Tools
150 × 8 = 1,200 Technical Points
Option B
300 Purple Tools
300 × 4 = 1,200 Technical Points
Option C
600 Blue Tools
600 × 2 = 1,200 Technical Points
Option D
1,200 Green Tools
1,200 × 1 = 1,200 Technical Points
Mixed Example
100 Advanced Tools = 800 Points
50 Purple Tools = 200 Points
100 Blue Tools = 200 Points
Total = 1,200 Points
Alternative Fixed Requirement Version
If a point-based system is considered too complex, a simpler version could be implemented.
Maximum requirement to reach +15:
| Resource | Maximum Amount |
|---|---|
| Green Tools | 500 |
| Blue Tools | 350 |
| Purple Tools | 250 |
| Advanced Tools | 150 |
This still keeps every tool tier relevant while preventing extreme resource inflation.
2.5 Benefits
a. Every Hour Played Matters
Players progress through gameplay, not only through economic accumulation.
b. Lower Tier Content Stays Relevant
Green, blue and purple tools maintain value throughout the game's lifespan.
c. Reduced Frustration
No more feeling that hundreds of resources disappeared with no visible progress.
d. Better Sense of Progression
The weapon improves because the player actually uses it.
e. More Diverse Farming Routes
Players can choose which content they want to farm based on the type of tools they need.
If you've made it this far, thanks for reading. I hope we can share our thoughts in the comments! 😄
I might be dumb but bear with me, i recently logged back into this game after a very long hibernation only to be met with these atrocities in place of the houndsmaster trapper and raincoat. they look so out of place to me. and the new defeault player skin isn't too great either. i was just wondering if anyone else shared this as i can't find anything on it.
hi, i've got to make a choice, i need to choose a gun between HK g3a1, fn2000, SIG516 and val. what would be the best between these? for both pvp at inflow and maybe a bit of farming, also, once i can buy a master rank weapon, which one should i get first?
Should i choose the smg path or the assault rifle one? And is it necessary to bring always a sniper rifle in my inventory, advice would be appreciated
im tired boss...