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That exact description is literally what is posted in one of the biggest modding discords for stalker. I simplified it a smidge so that the layman can understand it. Stop spreading misinformation. No one has to take me at face value though, if you don't believe it. Open up the pak files yourselves and look at it.
"
Grok — 11/23/2024 2:19 AM
Stalker 2 spam again sorry, but I receive this question daily in PM, so let’s make it clear:
This is how alife works in STALKER 2: NPCs and mutants are just spawned randomly around you in a 50-100m radius. If you see something afar, it’s likely scripted.
(link to the thread removed because steam probably won't be happy about it)
"
I don't hate the devs at all. I'm trying to love stalker 2, but facts are facts.
I never implied there was only one component to A-life don't try to start an argument on a fabrication. This is the major component that is missing from STALKER 2, don't twist my words. There's no persistence or offline simulations at all. Period. I hope it is implemented ASAP but as of right now, anything that happens in the zone is either a scripted fight, or a " random encounter " because the RNG system decided to hit you with as you got near a POI. These guys spawn in visual radius of you. There's no subtlety to it at all.
https://steamcommunity.com/app/1643320/discussions/0/4626980689722587991/?ctp=2
The current version of A-Life 2.0 is not an improvement but supposedly a completely different thing both in how it operates and presents itself to the player. However we will not know the full extent of it until the devs fix it.
What can be said already is that you can't track multiple NPCs across the zone because they aren't there. Everything 'lives' within the player vicinity - and that's a tiny vicinity as-is.
There's no binoculars in the game so you can't look far, but even climbing a watchtower and looking around in the scope shows literally 0 life. Until you climb down that tower and have an event trigger ~20 meters away from you.
There are a few interesting insights from the mod maker in the description:
There are a couple of other issues with the A-life system that is breaking it and causing not only janky behaviour but flat out non-existent a-life simulation.
A top-of-the-line CPU is recommended.
A-Life does not exist in Stalker 2 in the sense that the system operates so vastly different that trying to use the old A-Life as a mental benchmark is pointless.
There is no A-Life in Stalker 2, there is only A-Life 2.0. But even this brings confusing associations with the old system, so I just call the system the AI Director.
This new AI Director is not by any means is watered down. In fact, the reason she is such a mess is that the ai system is in fact too ♥♥♥♥♥♥♥ convoluted.
But rest assured, the Director can do all the things you expect out of Stalker. She is able to schedule faction conflicts and turf wars, and create the kind of gunfights in the old stalker games, the ones you hear in the distance and hope to avoid walking into.
Analogue sticks dead zones bugfixes.
A-Life system bugfixes.
Bruv cannot read
A-Life / AI fixes and improvements, and the Console controller stick drift / deadzone issue are slated as signifigant issues they will take some time to fully realize. So in response to the person you quoted, No, it isn't expected to see the fixes for those right away.
Indeed this is more in depth than what I gave. The implication here being that it's capable of doing what we see in previous games. However it currently does not. It sucks, and it is, as I stated in another thread, for performance reasons. Go to malachite's base and you'll see why XD
I will own up to the functionally non-existent statement. I meant to say that the offline simulation bits of A-life that people are noticing aren't there are functionally non existent. My mistake for not being more clear but that genuinely was the intention.
My statement about it being a radius spawn system that's not really A-life was in line with my previous intent of " The way it worked in the original trilogy " I just didn't articulate that as clearly as I'd hoped.
In S2 in my 16ish hours of play so far I have never ever seen npc's travel around the world or literally do ANYTHING at all in the world other then scripted main quest stuff or scripted location based encounters (side quests, events), other then that a preset group of the same bandits, military or mutants keeps spawning infront or behind me on occasion. Because of this the entire world feels extremely dead and empty compared to the previous stalker games.
I think this will be noticable to anybody who has played Shadow of Chernobyl, Clear Sky, Call of Pripyat or even Anomaly and other mods/modpacks in the past.
That can be true (and most likely is, since there are references to A Life being called in game), at the same time as it not working as intended (as they have said), or even just potentially just being a downgrade overall.
But should wait until devs have delivered on the a patch and then be critical of the actual implementation.
Since devs can call what they like A Life, the idea that they removed it from product description to cover their asses seems ridiculous, as does the idea they are purposefully obfuscating function calls to trick the player base.