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S.T.A.L.K.E.R. 2: Heart of Chornobyl

kites

samsung verizon hitachi
Patron
Joined
Jan 30, 2015
Messages
598
Location
hyperborean trench town
You can't base a theory of how it could affect game performance on mods that are fucking with broken/incomplete code compared to what it actually is or could be. I just don't believe it exists in the state people are picturing build-wise. Their examples given in pre-release interviews were all spawn-based.

I don't see how a riff constructed from the old approach couldn't work in this game; an off-line text-based "journal" system running in the background calculating dice rolls of a few hundred stalkers roaming the wider zone once in awhile and summoned into your current world-space when you enter the same area. It doesn't even have to be as complex as what was initially envisioned of them learning and growing etc. Just give them a basic formula of goals to achieve (travel to this hub, plunder this anomaly, attack this camp, go to this landmark etc). The map is already split into zones and it often makes you traverse through specific chokepoints to cross into another; if it's so taxing only work out the NPCs in zones that are touching the one you are currently in at the time. Or at the very least when you are occupying an area other stalkers should be spawned-in and exist in that space or your radius. Not just random summons 100 yards away that are transient.
 

Inec0rn

Educated
Joined
Sep 10, 2024
Messages
373
a-life mods
Untitled-design-4.png
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
18,094
Location
bulgaristan
Codex Year of the Donut
Is it that hard to do?
At this point you are just asking for a story you dislike to be changed to a story you like, based on your own tastes. Which is to say, you aren't talking about what we were talking about.
I'd rather the donkey in Shrek was a dog instead, but I don't call Shrek NATO propaganda.
 

Drakortha

Prophet
Joined
Jan 23, 2016
Messages
2,234
Location
Terra Australis
a-life mods
Untitled-design-4.png
This is precisely why games are in the state they are in at release and require mods. By installing mods you are giving developers the green light to pull this kind of shit. If everyone intead refunded games and held developers fully responsible for their shitty releases, then these kinds of mods wouldn't have to exist in the first place.

If you are a PC player who's playing STALKER 2 with mods right now I have only 3 words for you; FUCK YOU, ASSHOLE.
 

baba is you

Educated
Joined
Mar 11, 2023
Messages
157
Location
No. I'm not a freaking chatbot.
The more I finish the game, the more it feels like a scam.

Area protection event is something that gamers who have played the trilogy will know what this means. Yes, A-life should be considered to have been removed even from 1.0
 
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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,973
LOL. I managed to defend and protect a certain area, but as soon as I left, it fell and the NPCs were slaughtered.

Yes, it's clearly a worse script than CS.
I read that this part of the game is broken and untested. That gamers should take the very slow approach to Stalker 2. Also once you get into Clear Sky there is no going back so be warned.
 

baba is you

Educated
Joined
Mar 11, 2023
Messages
157
Location
No. I'm not a freaking chatbot.
LOL. I managed to defend and protect a certain area, but as soon as I left, it fell and the NPCs were slaughtered.

Yes, it's clearly a worse script than CS.
I read that this part of the game is broken and untested. That gamers should take the very slow approach to Stalker 2. Also once you get into Clear Sky there is no going back so be warned.
Well, this seems to be a sign that A-life won't be coming back even if it's a bugfix.

CS's faction war is definitely based on the trigger (quest completion), but it wasn't spawned everywhere.
 

kites

samsung verizon hitachi
Patron
Joined
Jan 30, 2015
Messages
598
Location
hyperborean trench town
I read that this part of the game is broken and untested
It's weird because it happened right after a broken main quest for me (had to noclip), and you run through that defense area to continue the MQ. All the enemies were stuck in a building but the firefight SFX was playing. Not enough QA or something. With the balancing/economy/bugs it's like they never played their game through before going "gold".
 

EvilWolf

Learned
Joined
Jul 20, 2021
Messages
277
Not too many UE5 open-world games of the same ambition to compare it with.

I will say, giving them some modicum of slack, it is harder to do NPC persistence ect. when the world is not segmented. I'd imagine we really haven't come that far from the technical hurdles of Skyrim and it's flawed Open Cities mod.

Which would be excusable, if they hadn't advertised the game as something it's not. GSC really did kind of shot themselves in the foot making A-Life 2.0 one of it's biggest selling points (if not the actual biggest), because now it's going to always be the main point of scrutiny no matter what they do.
Can't they basically do what they did in the last game and have "offline" A-Life (logical representations of NPCs) in the far distance and only turn it "online" when you get within render distance (which granted in this game is abysmally short compared to the older games)
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,559
While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan? A lot of the gameplay footage I'm seeing where even people who are ridiculously fast at peeking can't seem to avoid taking damage make me think its hitscan.
 

Drakortha

Prophet
Joined
Jan 23, 2016
Messages
2,234
Location
Terra Australis
Stop embedding top rated reddit posts. They are right there at the top of the front page of the subreddit. If we wanted to see that shit we'd go there. Fucking reddit mongrels.
 
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Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
864
While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan?
I remember during the development they claimed it will have ballistics, like all real Stalker games. But if the hohols lied about that too, and it is in fact hitscan, I hope that none of the dumb niggers in this thread will try to keep pretending that this Stalker-themed, made for consoles, bootleg Far Cry game is a real Stalker game.

A lot of the gameplay footage I'm seeing where even people who are ridiculously fast at peeking can't seem to avoid taking damage make me think its hitscan
This alone is not condemning though, in real Stalker games what you describe is governed by a setting called "enemy dispersion", and if it's set to low, you will still get hit almost immediately after peaking through a corner, even by distant enemies. But in real Stalker games you didn't even feel the ballistics are there until you got a rifle like SVD and wanted to snipe enemies from afar, where taking ballistic trajectory into consideration was a must.
 

Iucounu

Scholar
Joined
Jul 4, 2023
Messages
1,201
The original had the benefit of being level-based and didn't need to keep track of that many npcs. I don't know much about code but I assume that must simplify things a ton compared to an open world.
SoC and CS do track (offline) NPCs across most levels, in CS you can even monitor these NPC movements in real time on your PDA map. CoP doesn't have any migration across levels though.
 

Drakortha

Prophet
Joined
Jan 23, 2016
Messages
2,234
Location
Terra Australis
While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan?
I remember during the development they claimed it will have ballistics, like all real Stalker games. But if the hohols lied about that too, and it is in fact hitscan, I hope that none of the dumb niggers in this thread will try to keep pretending that this Stalker-themed, made for consoles, bootleg Far Cry game is a real Stalker game.
The more that gets unveiled about this piece of trash the more it becomes clear that their entire marketing strategy was to sell us the original stalker while actually selling us STALKER 2. They preyed on everyone's nostalgia. Plain and simple.

If the STALKER fanbase was any larger, we'd probably be getting one of these. And rightly so.

gRJfr3B.png
 

adddeed

Arcane
Possibly Retarded
Joined
May 27, 2012
Messages
1,544
Janky games like X beyond the Frontier from 1999 had AI doing its own thing while also simulating an economy. Space Rangers 2 from 2004 had AI npcs literally playing the same game you were playing and living in the game. Developres in 2024 are such talentless hacks its unbelievable. Esecpially with the technology and tools available to them nowadays compared to 20-30 years ago. Games peaked around a decade ago there is literally no reason to be playing anything newer than that. Its 95% shit coming out, maybe 5% something playable.
 

EvilWolf

Learned
Joined
Jul 20, 2021
Messages
277
not at all, braindead AI and heavily scripted events are one of the hallmarks of UE5. In most UE games the player can't even interactively open doors.. you hold X and watch some BS animation. Another thing missed by most gamers is just how piss modern AI is in FPS games, it really hasn't improved at all in decades and I don't think most games even reach F.E.A.R and HL2 level of AI which was smoke and mirrors but still a shit load of fun.
I love FEAR as much as the next guy, but the AI complexity is overblown by the fact they broadcast everything over radio and you say to yourself "Wow, they're working as le team!" when every other AI does pretty much the same thing except they don't actively tell you they're doing it. On top of that all of the jaw dropping moments are mostly scripted.You really shouldnt be using HL2 as a bastion of great AI either considering if you do any research about it you learn that it's held together by paper mache and duct tape.

While we're talking about decline, does anyone know if there is actual projectiles modelled in S2 or is it all hitscan? A lot of the gameplay footage I'm seeing where even people who are ridiculously fast at peeking can't seem to avoid taking damage make me think its hitscan.
It's actual projectiles. Mount a scope and try hitting something far away.
 
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Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,179
Another funny thing is that there is a bleeding mechanic, but the basic bandage both ends the bleed *and* gives you like 50% health back in 2 seconds. There's basically nothing to think about here when it comes to the survival elements compared to the popular mods for stalker 1.
And this is a good thing. There were no fucking """survival elements""" deeper than this in the original games. It's almost like it never was a survival game, as it has been pointed out multiple times.
Also the bandages heal around 20%, not 50.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,973
Another funny thing is that there is a bleeding mechanic, but the basic bandage both ends the bleed *and* gives you like 50% health back in 2 seconds. There's basically nothing to think about here when it comes to the survival elements compared to the popular mods for stalker 1.
And this is a good thing. There were no fucking """survival elements""" deeper than this in the original games. It's almost like it never was a survival game, as it has been pointed out multiple times.
Also the bandages heal around 20%, not 50.
Not in original but there are some in popular mod packs that most of the people still playing Stalker 1 play.
 

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