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Yep, good work man.
The sheer amount if denial still existing is insane. People are still clinging onto it says Alice so it must be slide notion.
This isn't slide, it isn't stalker. It's backwards watered down AAA garbage
Ps. I would not be surprised if you will get banned for this (plus discussion getting locked).
It only spawned npcs in areas that lacked them, to make the zone feel like it had some life, these spawned npcs would then go on patrols, missions, roam around from checkpoint to checkpoint.
This means you could still learn the rough areas youd have encounters in, because they were logical pathways the npcs used to transverse the world.
However Stalker 2 feels both very empty and too full, youll go from never encountering anyone to having people pop out of thin air. The issue is likely because- the map is huge, there arent many loading screens outside of saving and such, so most of it is done seamlessly. Wich means to keep the zone full, but not nuke your pc, things gotta spawn within a limited range.
They should implement something similar to off-screen A-life, not sure if the old games had it, but the mods did. It basically simulated encounters bettewn npcs and spawning -outside- of the area you were in, they should do this for things beyond loadrange. It wouldnt hurt the game too heavily as it is simulated offscreen without animations or anything, just X squad killed Y squad and lost Z amount of people. And if you get within loading range itd simply spawn what was being simulated, corpses and alive npcs.
Why on earth would I buy this when I also hate ubisoft games that are exactly the same thing just in a different setting. Such a generic and undercooked game.
The old games did have it the mods never changed how the AI fundamentally works. Removal of fog of war and a map mod shows you how the offline part of A-life worked.
Stalker 2 as you know just does not have it at all
Trusting a company statement more than a player who actually SPENT MONEY, speaks of common sense. Find the error
No. You had NPC's walking and traveling around the entire map, doing their own thing. You either never played the older games and never paid any attention to it.
that here. the old games had it.
I feel many lessons from Pripyat havent been learned in Stalker 2, altought there is definetively a lot of improvement, good things have also been forgotten.
Obviously optimization and A-life needs looking at, aswell as bugs however, my main gripe is balancing.
Dificulty makes things spongier, rather than simply hit harder and being hit harder. A lot of mobs have an excesive amount of HP for the amount of resources the game expects you to carry with the limited weight, its just not worth it fighting anything besides humans. Unless it is a mission requirement.
A lot of people are economically struggling excessively, the moment they decide to keep and upgrade a gun. Missions dont give enough dough, i think they need to increase artefact spawns, or give more npcs that can give more generic repeateable missions with bigger payouts.
Controversely while the gear economy is bad, the consumable economy is ♥♥♥♥♥♥♥ broken, i have so much food, medkids, bandages. But good lord finding any other medicine that isnt anti-rad is actual torture, i cant supply them in a reliable manner where i feel i can use them when needed, rather than having to stock up for really bad situations.
So yeah i can use medkits and bandages and just become basically invincible, but at the same time i dont have apropiate meds to deal with other dangers, or situations that arent me getting shot to ♥♥♥♥.
Exactly. Lot of new Stalker players here, trying to tell others how it was and how it isn't.
Response: "We know there are issues and we are working on it. Thanks for the 1 million copies sold btw."