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And ALIFE requires a different approach to everything. There should be no visibility sphere in the game. And the number of NPCs on the world map should be limited.
Considering that the map is very large, there should be a lot of NPCs and mobs. And the computing power will not handle this.
Or there should be few characters, but then the map will be empty.
The game's economy is also tied to the number of NPCs. There will be less loot with real ALIFE.
Just think about it.
The developers are not ready for such global changes.
If the player is not around to see it, it doesn't require fully spawned NPC characers, just some "pretending" by the game, to simulate NPC behaviors far away from the player.
That's how every open world game with persistent NPCs handles it and it works perfectly fine if done properly. NPCs being simplified when far enough away is not noticeable by the player, again as long as its done properly you could have hundreds of NPCs, if not more.
As for random encounters : You can have an open world with persistent NPCs AND have random encounters. Skyrim for example does that.
(not fixes, but improves)
ALIFE in Stalker means something else. NPCs must travel between maps. So that you can meet a group of lone stalkers in the Zalissya. And then as the game progresses, they, for example, meet you on the DUga.
And as they travel, they can kill someone, from a group of bandits for example, and the group will become smaller. Or they may not reach at all and they will be killed and you will find their corpses while you are moving along the plot. And while they are going to the Duga, they change weapons or armor. THIS is a life simulation.
NO PC WOULD BE ABLE TO RUN the game if it had that, especially with big draw distance of NPC's like everyone wants.
Also they would need to make two systems - before SIRCAA there is pact between most factions so there is no faction wars, after SIRCAA all hell breaks loose.
They are on the right track with this one (we will see what they cooked for the next big patch after next one - next one is DLSS4 support), remember they need to make it work with big open world so it wont only run on most powerful pc. This also needs the engine update to 5.4 version at least, which will also fix AI, optimization etc. (common problems of UE5.1 and all games on it)
https://www.youtube.com/watch?v=DjMCZvxcoiw
I understand one big map compared to previous STALKER split into many smaller region.
As stated above, want to hear from DEVS, is this a fundamental impossibility of how large the game is now? Limit with engine etc? Too taxing on performance?
STRONGLY agree that such deep well executed mechanics of ALIFE are critical for stalker. The randomized bubble occurring around player in STALKER2 makes me not want to play until fixed.
Put is simply, the ALIFE 1.0 was always happening, and your bubble was 200m visibility of existing NPC doing ♥♥♥♥. Whether you are there to see it or not.
In 2.0 world is dead and your ALIFE bubble is 150m randomly spawning NPC etc.
Perhaps with similar "offline" calculations as in old games performance should not be limit ?