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Though if the A.I ends up not being up to par modders will always be able to improve these things.
Some people over here pointed out that the trailers didn't show that smartness. It's true : the trailers have been recorded with ultra-low difficulty for showcasing purposes.
The best way to see how hard and smart the AI in Stalker is, is to play (for now) the first game :)
Even with just copying what was there it would be good.
Dont worry. ;)
So judging by the old games, im really HOPING its even more sophisticated or just better.
in the last trailer when there was a gun fight with the bandits through the window, one of them came up to the room and tried to attack)
back in the old days stalker had a very smart simulated ai behaviour, such as squads moving dynamically and achiving their goals at their own pace only to be hindered by other ai with different objectives in the same location. if the player engaged with the ai they usually tried to keep the attention of the player while one or two split of from the group to flank and/or throw grenades with a very high accuracy. sometimes deaths where/felt cheap cause you died "out of nowhere". sure sometimes they just spray walked around an corner insta headshooting you, but it is what it is.
id asume we see simular behaviour in this game too, but remember this is basically a "new studio".
Stalker meanwhile, as I keep joking about. has had-
A: AI that can detect their enemy on the floor above them, and decide to shoot the ceiling uselessly.
B: AI that dies the same way as fallout companions, dying to mutant rats charging at them from 200 feet away to start, because they can only aim a machinegun at a target or angle lower than their knees if it is the player they are shooting.
C: Absurdly perfect grenade throwing skills, again, fallout reminded me of stalker that way.
Bonus round: Some idiot mods the game to make bandits always aggro "Because it is more realistic! Or you just hate a challenge!" resulting in the easiest game start you ever had. Because now instead of a truce during psychic death storms, all the NPCS shoot eachother leaving a mountain of free loot (and less zombies created by NPCs not making it to cover in time, because they are dead) every time.
Stalker in the past AI is only smart when it is time for them to no-scope the player through a chainlink fence that deflects your shots and seventeen bushes like they are not even there.
But when they are not in designated aimbot mode, not even monolith can win a shootout in a long empty hospital hallway they brought an assault rifle, and you brought drum fed buckshot to. because slugs are underpowered actually.
Really keeps you guessing though.
It's always interesting to me when people raise questions that are 100% valid and fair - against games that are notorious for being pioneers in the very field in question.
A-Life 2.0 is why every Stalker fan is chomping at the bit my friend.
If your concern is even remotely founded - i don't even wanna think about it.
The mod who said the trailer was recorded in low difficulty... I've heard things like that many, many times. Hope you're right chief.
It is. After 60 hours in S2 for now on Veteran — my ass got kicked. But maybe I'm not the smartest stalker...
That being said, unfortunately AI within games hasn't evolved much in the last 10 years, while companies are more focused on graphics and game mechanics, so it doesn't take to much to outstand over what other contemporary games are able to achieve on that very field...
Is the story over or is there still work to do in the zone?)
https://youtu.be/NAz3_4uvG0k?si=3KdpqfDuGVcVzNqH&t=71
At least... AI seems like smart. The difficulty in every trailer is extremely easy i think