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Bro there is no reason why your character should get hungry, tired and whatever neither. But it makes it more interesting. There is no reason my weapons should break, i could just run around with the same weapon and play the story. But that would be boring. Its those little things that make a game interesting.. You know.. immersive stuff.
How is wanting features, that make the game more than just another Far Cry, such a problem?
You people actually want it to be boring and casual like a fortnie game by refusing any kind of innovation.
No one wants Lootcases, big chests with gold for killing enemies or whatever.
But how about i kill a fully equiped enemy and can take more than just 4 bullets, a bread and medikit from him. Cool, throw it to the rest in my chest.
Every system feels halfcooked.
The surival in this game is so boring.. get hunger symbol, eat one of your old breads and sausages and done. I dont even need to sleep. I dont get thirsty., get hit - use medikit and keep fighting. rinse and repeat.
No one expects some EFT/Gamma hardcore stuff, but try at least a tiny bit.
I really want to like the game, its not bad, but its nothing special. And saying that the old games were like that also doenst make it better. Just shows that doesnt matter how many years, the game will never evolve. Right now we even went backwards. Not counting graphics.
I mean I still don't really agree, but at least you've got a few actual good points that made me think about it differently and even align with some of what you said.
It wasn't him wanting more features. It's the way he complains along with stuff like "NPC's only exist to be a pain in your ass", well yeah, you're in the exclusion zone, probably one of if not the most hostile & volatile places on this world. Mutants aren't a lootbag, they're a constant threat. I get if people wanted to be able to skin and/or loot them, and yes it'd add to the experience, but is it necessary? Not really.
Regardless, I do respect your viewpoints. Ultimately everyone is their own person so it's okay to want different things.
is it a reward when this same scenario plays out the same way every time with the same predictability i would argue it isn't, if it was more random then it is as of today , i would agree with your statement , sadly your scenario is the same scenario for almost all mutant style attacks :/ its tiring and old after the 50th the excitement isn't oh ♥♥♥♥ .. its are you ♥♥♥♥♥♥♥ serious .. again .. i will just have to wait for updates and hope they improve upon this mechanic as of right now its far to repetative and predictable to even enjoy.
There is literally a character called 'Trapper' in the game who shouts at you for scaring away his prey and disturbing his hunt only to then have you help him to hunt a mutated deer...
But no, there is no way having mutant parts fits in this game. Nope. None. Definitely no one we could sell them to. Nope. Definitely no one we could get missions from to find mutant parts.
Nope. No one.
Totally world breaking an unrealistic.
It's not just that.
Zombies in Resident Evil are part of the core game design as a Survival Horror. The Survival Horror gameplay loop is designed that every encounter *is* a tax on your very limited resources.
Stalker isn't a Survival Horror. While there are survival elements, the core gameplay when you pull the story out of the equation is *loot*. Its cycle revolves entirely around looting. Meds, ammo, weapons, armor, upgrades, foot, etc. Even on Veteran, the amount of loot is astronomically high.
The game was designed around the loot philosophy, just as many other open world games are designed. I'm not defending the design, or claiming one way or another is better, but when you put encounters that *go against the design core* into the game, they don't compliment it.
That's what mutant encounters right now are. They aren't complimentary to the design. I do not understand this counterpoint where people are saying that dropping mutant parts is going to rain down loot from the sky and break the economy. Reward doesn't mean *large* reward. Reward could be a slight offset in contrast to the resources spent on said encounter.
No one's expecting 10 million coupons from a boar hoof. What I'm advocating for is for the mutant encounters to play into the rest of the design of the game. If I spend 4 bullets killing that boar, and the cost of those bullets was 300 coupons, and the boar drops a hoof that's worth 150 credits, it offsets the cost of the encounter.
That's basic game design and compliments what's already in place. All these people commenting about "not everything has to be a reward" are missing the point.
But like always on these forums, we all have to take the discussion to two different extremes instead of actually talking about what would be balanced, which doesn't surprise me.
Cant say that im loving where this stalker world went.......
+ in reality, the zone is like a post apocalypse world, its logical that mutant sh1t is a waste of money to traders and that interest is only in still functioning weapons, not broken ass trash......
+ people with skills like doctors and mechanics are expensive for a reason.
Giving players reason to engage with content is good.
Mutants as they are now, the only choice is to run because there is zero reason to engage with mutants. They suck up resources with zero return.
The game is lacking in content out side of the missions and side quests.
You can go look for anomalies. Or find another stash full band aids and first aid kits. Thats about it.
Hunting mutants was a fun way in the Anomaly mod to earn a living early on. It gave you some thing to do and a reason to explore. Its another game play loop.
Getting certain body parts or cleaning out nests can be another quest type given by NPCs. Adding to the activities one can do.
Hunting mutants is NOT the goal, that is not the theme of the game at all...
The "anomaly mod" removes everything that makes Stalker, Stalker and basically turns it into a NuFallout clone...
You are a stalker, you are not some MUTANT hunter who's goal is to hunt mutants for profit. You are trying to survive in the zone and deciding what is worth expending resources and what isn't....
Stalker =/= NuFallout
NuFallout is what happens if you turn stalker into an arcade game. It doesn't necessarily mean it is BAD, but it is a COMPLETELY different game with a completely different feel.
People that wanted another NuFallout game who picked up stalker, are going to be hugely disappointed, they are VERY different games.
I see anomaly mod as the MMO, without internet connection. Because if you think about it, with all the bloat in that mod, you are just short of two things. Skill tree and online connection.
Like I said, Anomaly turns Stalker into a NuFallout clone, that isn't necessarily a bad thing, but it's a COMPLETELY different theme and feel.
Guy 2: "Nooo that would turn my game into Far Cry/Fallout!!!
I mean, they are mutants, and only have skins in bones, what do you expect to get? RPG, Ammos, Foods? They don't have pocket. They are only and should only be threats, most of the time u encounter them, there is loots nearby :)