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Ein Übersetzungsproblem melden
A. They both need to get A-life
They did playtest the game which is why they added a totally different way stalkers and mutants act then the one they advertised with A-Life 2.0.
They did playtest the game which is why they removed the description of A-Life 2.0.
Easy to test examples:
- Open a container, enemies spawn behind you or behind the corner:
After the prologue, where the stash is in the downed helicopter. Look around, no dog, open container with a stash, dog spawns to the left of you. Go further down the road, rescue a loner from bandits and go into a fire anomaly cave behind the building. When going out the other side, Fleshes spawn to the left and loners to the right of the exit every time.
- When enter a specific area, not even related to the story:
In the bunker, next to old church in the swamp, walk out of the area and walk in again. Those same 5 rodents spawn literally every time you enter the bunker.
- NPCs or mutants re-spawn right next to you at the beginning of the new day, if you hang around the area you cleared.
- Mutants don't leave certain areas. Not even in parts not related to the story. When you run away, they pursue for a specific distance from their spawn point and then just return to their area.
- If you saved a game just seconds before "a random" encounter with a group of stalkers about 50-100m away from you, reload the save file. They won't be there anymore, which means they actually have triggered spawns and NPCs are not really persistent in the world.
So what is A-Life 2.0 even supposed to be, if the game already relies so much on fixed spawn, re-spawn and de-spawn rules? In previous game A-Life was basically just a system which allowed groups of NPC to move from point A to point B and engage anything which their faction considers hostile.
Anything close to A-Life which is advertised, came in mods like Anomaly/GAMMA, so I wound't be hoping for anything revolutionary in the vanilla game here...
That could easily be just the render distance working as intended, the game cant be displaying everything everywhere, otherwise its going to run worse than it already does
It could just also be zone loading working like any other Open- SemiOpen world game
Well, which is it? Are the files simply not present in the build, or are they present, but not working correctly? Those are actually two different things.
From what I've seen, both personally playing the game, and what others have shown, A-Life works in a glitchy manner near to you, but, because it's only working near to you, when it tries to do the things it's supposed to, it doesn't really work very well, hence things like enemies spawning behind you from thin air, and so on and so forth. This is possibly due to a conflict between A-Life and a spawn system built in to the UE5 engine, but that's not 100% confirmed.
This mod is a band-aid. A stop-gap. Not a true fix. Even the maker of the mod says that.
Hence why I pointed out mods have had limited success. However, it does mitigate some of the really annoying issues with the unmodded game, and improve the A-Life system at the cost of performance by essentially making the spawn and AI director system part work at up to ten times the distance from you that it does in the unmodded game.