I was thinking about this. 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.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.
I don't know.. Unity allows additive Async scene loading, by that logic everything can be its own section. Unreal should have that too. There are already genuine loading pauses when moving from one area to another, so it's not like they are running the whole world..I was thinking about this. 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.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.
Well there are mods already that turn on alife that is in the code and it seems to noticeable impact performance of the gameIs there anything about the engine Unreal 5 that precludes such a thing as A-Life?
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.Is it that hard to do?
This is not how engines workIs there anything about the engine Unreal 5 that precludes such a thing as A-Life?
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.a-life mods
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.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.
Well, this seems to be a sign that A-life won't be coming back even if it's a bugfix.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.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.
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".I read that this part of the game is broken and untested