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That's not the point. I know its easy to handle artifact radiation. My point is that artifacts feel boringly generic, and haven't evolved in any capacity since the first stalker game. The devs have had 20 years to improve on this system and think of ways to innovate with it and they haven't. About the only "New" feature I have seen is the ability to examine the artifacts you are holding, something that is cool, for about 5 seconds, but really isn't groundbreaking.
What I am saying is that artifacts need to be more interesting, and have new mechanics that reward the player for collecting them. What if certain artifacts interacted with each other and gave special buffs or debuffs based on artifact pairings that were more powerful than even legendary artifacts alone? This would incentive players to grow their collection and experiment with different artifact combinations, while adding a layer of risk in creating bad combos. It would also give players a reason to hang on to lesser artifacts rather than ditching them as soon as a legendary one is acquired.
What if we could "upgrade" artifacts using different means like using the scanners or exposing them to different anomalies to create improved, or even altogether new, artifacts that would encourage players to experiment and actually visit different anomalies for reasons other than collecting whatever shiny artifact spawned after the most recent emission.
Stalker 2 isn't just a game where we go to shoot bandits and mutants while combing through abandoned buildings for scraps. It a game about exploration, and experimenting with the unknown. The zone is a place that is constantly talked about with all these legends and stories of experiments, and technological marval's that are intended to constantly surprise the players. So why then are we not given the incentive to experiment and explore, to learn how to utilize the zone to our advantage in ways others have never though of. Isn't that what denotes the supposed "legendary" stalkers like Strelok and Scar from the regular rookies just entering the zone?
I, too, think that most artifacts in HoC are somewhat "wasted", having either negligible or duplicate powers (or both).
A few days ago I tried to raise the question in the dedicated section of the official Discord server. Once in a while they give some official answers, with some luck they may tell us something about this.
Gear protecting and nifhtvision would be cool for starters. Though finding 2 TB+ Compass mid game is cool also.
It used to be basically "the" ultimate artifact, providing a wide range of benefits and becoming available only through special quests.
Now it's "downgraded" to top tier artifact, randomly spawning around with a bit of luck; its powers were reduced to the usual "1 thing in exchange for radiations"; and furthermore, not only was its single benefit nerfed already, but the hard cap for the maximum protection level makes it useless once you can achieve a high enough physical resistance with suits and upgrades.
Unlike other top tier artifacts, whose extra powers stay relevant even in endgame.
How frustratingly disappointing, though i will say it also likely has alot to do with simplifying development. Not saying that justifies things, but I do think its a combination of reaching for that mythical "wider audience" and lack of development resources and time.
Definitely agree here. Whats an even bigger kick in the teeth is you can find NPC stalkers mention that they found three artifacts in a single anomoly, so its dumb that we cant do so as well. It honestly feels like an artificial time-gating thing to push out gameplay and limit player income.
But mutants doing elemental damage could work, some swamp bloodsuckers doing poison damage as chem dmg, polters doing electric damage instead of physical, you could have chimaeras or tarks eating fire artifacts to deal bonus fire damage with attacks.
That would suddenly make elemental resist artifacts not a total garbage, since 99,9999% of the time you are not taking elemental damage, so entire class of artifacts is completely pointless.
But yeah, artifacts feel little boring considering they are one of the main elements of stalker. In SoC you can make that perma sprint build or super healing, but in CS and CoP I basically ignore artifacts, if I find something cool, like stamina or carry weight, I use it, but outside of that basically ignore entire system.
Proper balancing for artifacts and anomalies was on my wishlist for S2.
Chimeras definitely do NOT need a buff right now.
Same with controlers or burers.
There was one place, Idk if it was bugged or intentional, but I triggered fight with bloodsucker and suddenly gas clouds for anomaly appeared around.
If mutants could do that as normal ability that would be cool.
It would be nerf to their damage, because now your elemental protection works against them too. Instead of doing 50 damage, they would do 30 physical + 20 fire, for example.
So investing into elemental protection would actually be worth it.
Pretty much since the first game, taking armour with higher physical protection was always a nobrainer.
Human enemies could use molotovs or gas grenades to smoke you out, instead of just headshoting you with frags and your elemental protection would help with that.