deuxhero
Arcane
I thought it was referring to the semi-random positions within fields of anomalies.
I shouldn't be exaggerated, of course.It's just modder autism.That was in relation to the particular anomalies in the air that took out the helicopters AND the large emission that happened at the end of SoC (and also at the beginning of CS). It makes absolutely no sense within the context of the world, because it would be impossible to set up any bases (and it also does not happen during the game). And also because it's an incredibly annoying "feature" that just makes moving around the world a pain in the ass, having random anomalies on common paths is something that the devs clearly went away from if you just look at the map design between games.By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
Leave it to retarded "omg so hard" modders to come up with stupid shit like this.
Make it enhance the survival horror aspect of STALKER, even though STALKER is not a survival horror game.I shouldn't be exaggerated, of course.It's just modder autism.That was in relation to the particular anomalies in the air that took out the helicopters AND the large emission that happened at the end of SoC (and also at the beginning of CS). It makes absolutely no sense within the context of the world, because it would be impossible to set up any bases (and it also does not happen during the game). And also because it's an incredibly annoying "feature" that just makes moving around the world a pain in the ass, having random anomalies on common paths is something that the devs clearly went away from if you just look at the map design between games.By the way, in Call of Pripyat, Strelok mentions that anomalies are not static. They change and shift after an emission.
GSC could've developed this further into a gameplay mechanic. Shifting anomalies that change location and can become even more dangerous after an emission...
Leave it to retarded "omg so hard" modders to come up with stupid shit like this.
One nice use I think is to open or close access to easter egg locations, for example a small cave with high end loot that becomes inaccessible after the first emission. Things like that may add replay value.
Or you could risk being trapped inside an area for a few days because an anomaly is intermittently blocking the way. The Long Dark has a mine like that where the electric elevator only works during auroras, so if you become trapped inside without enough food and water you may die before the next aurora lets you out. But it needs to be an interesting area, so you don't get bored waiting. Perhaps you could pass time scavenging for food or similar.
1. it looks nothing like COD animations, which are 3x as violent, fast and twitchy as this. you have to have zero clue of what cod animations are like to say this.Is it me or the weapons animations feel like recent Call of Duty? Why do all FPS these days share the same animations like for reloading for example?
There is minimal A-life in CoP including (and maybe limited to) Chimera roaming at night.I feel like you people are looking at CoP with rose-tinted glasses. Most quests in that game boiled down to "get to a specific area, go through a scripted sequence, quest completed". I accidentally did the bloodsucker building before getting the actual quest and seeing how easy it is to sequence break killed my desire to explore on my own completely. All anomalies are, once again, designated areas, there's always gonna be some artifacts on the ground and a hidden underground entrance with more artifacts and a stash or optional quest. It was the most on-rails shit ever, you open the map and see all POI's marked for your convenience, just visit all of them and you've seen all there is to see in the area. Vanilla CoP had practically zero A-life, it all was shitcanned in favour of hand-curated sequences. If anything, what we're seeing right now is perfectly in line with design philosophy that started with Clear Sky(hospital, anyone?) and was refined in Call of Pripyat. We were never getting another Shadow of Chernobyl and it was pointless to even hope for it.
We've already been over this. CoP is literally the only game that actually has any semblance of "A-life". NPCs wandering aimlessly around the game world is not a fucking feature. If you think otherwise, that just says something about you and not the games.I feel like you people are looking at CoP with rose-tinted glasses. Most quests in that game boiled down to "get to a specific area, go through a scripted sequence, quest completed". I accidentally did the bloodsucker building before getting the actual quest and seeing how easy it is to sequence break killed my desire to explore on my own completely. All anomalies are, once again, designated areas, there's always gonna be some artifacts on the ground and a hidden underground entrance with more artifacts and a stash or optional quest. It was the most on-rails shit ever, you open the map and see all POI's marked for your convenience, just visit all of them and you've seen all there is to see in the area. Vanilla CoP had practically zero A-life, it all was shitcanned in favour of hand-curated sequences. If anything, what we're seeing right now is perfectly in line with design philosophy that started with Clear Sky(hospital, anyone?) and was refined in Call of Pripyat. We were never getting another Shadow of Chernobyl and it was pointless to even hope for it.
I only remember that from CoP, where the exMonolithians indeed wander around Yanov aimlessly (after being recruited into Duty or Freedom I think), but that's still better than not going anywhere. In the previous games, NPCs usually wander purposefully from their spawn location towards their target location (to replace a killed NPC), which is a great feature since you can encounter them anywhere along the way, across multiple levels.NPCs wandering aimlessly around the game world is not a fucking feature.
All areas are marked from the beginning, and if you hover your mouse over them you can also see the names of each (Boiler Anomaly, Skadovsk, Sawmill, etc).The PoIs are not marked on the map until you visit them or learn about them from talking to NPCs.
You don't actually provide any argument as to why that is a great feature. How does that improve the gameplay?I only remember that from CoP, where the exMonolithians indeed wander around Yanov aimlessly (after being recruited into Duty or Freedom I think), but that's still better than not going anywhere. In the previous games, NPCs usually wander purposefully from their spawn location towards their target location (to replace a killed NPC), which is a great feature since you can encounter them anywhere along the way, across multiple levels.NPCs wandering aimlessly around the game world is not a fucking feature.
Huh, must've been some mod I used the last time I was playing CoP that did this.All areas are marked from the beginning, and if you hover your mouse over them you can also see the names of each (Boiler Anomaly, Skadovsk, Sawmill, etc).The PoIs are not marked on the map until you visit them or learn about them from talking to NPCs.
It adds almost endless variation. And not just during replays, even in a single game you never know where you may encounter replacement NPCs. But I think you already know about this.You don't actually provide any argument as to why that is a great feature. How does that improve the gameplay?I only remember that from CoP, where the exMonolithians indeed wander around Yanov aimlessly (after being recruited into Duty or Freedom I think), but that's still better than not going anywhere. In the previous games, NPCs usually wander purposefully from their spawn location towards their target location (to replace a killed NPC), which is a great feature since you can encounter them anywhere along the way, across multiple levels.NPCs wandering aimlessly around the game world is not a fucking feature.
You are just repeating yourself. How does that "endless variation" improve the game? The answer is: it doesn't, because those NPCs being there or not don't affect anything.It adds almost endless variation. And not just during replays, even in a single game you never know where you may encounter replacement NPCs. But I think you already know about this.You don't actually provide any argument as to why that is a great feature. How does that improve the gameplay?I only remember that from CoP, where the exMonolithians indeed wander around Yanov aimlessly (after being recruited into Duty or Freedom I think), but that's still better than not going anywhere. In the previous games, NPCs usually wander purposefully from their spawn location towards their target location (to replace a killed NPC), which is a great feature since you can encounter them anywhere along the way, across multiple levels.NPCs wandering aimlessly around the game world is not a fucking feature.
And that YouTube's compression hates night scenes.The fact that they had chosen nighttime as their gameplay showcase for gamescon is pretty worrying. A lot of detail, not only graphical detail[the demo looks unimpressive, but its console+vid compression], but AI movement and animations can't be really seen. IMHO i don't have high hopes for this, and i don't think even patches will help. We will see though.
If you don't like repetition, why do you want Stalker to be repetitive?You are just repeating yourself. How does that "endless variation" improve the game? The answer is: it doesn't, because those NPCs being there or not don't affect anything.It adds almost endless variation. And not just during replays, even in a single game you never know where you may encounter replacement NPCs. But I think you already know about this.You don't actually provide any argument as to why that is a great feature. How does that improve the gameplay?I only remember that from CoP, where the exMonolithians indeed wander around Yanov aimlessly (after being recruited into Duty or Freedom I think), but that's still better than not going anywhere. In the previous games, NPCs usually wander purposefully from their spawn location towards their target location (to replace a killed NPC), which is a great feature since you can encounter them anywhere along the way, across multiple levels.NPCs wandering aimlessly around the game world is not a fucking feature.
It can happen in SoC as well. I've encountered Bandits, Loners, Military at the Cordon exit (or nearby). Sometimes nobody's there.In fact, CS would be the only game where the "A-life" can actually affect your playthrough in a non-superficial way, for example Loners taking out the bandits at garbage entrance, saving you the trouble of dealing with them, and even then this is basically the extent of influence.
Of course, isn't that what we want? It's thanks to A-Life the Stalker games are so fun to replay, unlike most other games where nothing ever changes.But to know that you'd actually have to play it more than once.
Doesn't the game start with the military being at the outpost, and just constantly spawns bandits coming from the garbage level changer so eventually the military are wiped out? It only depends on when you go there.It can happen in SoC as well. I've encountered Bandits, Loners, Military at the Cordon exit (or nearby). Sometimes nobody's there.In fact, CS would be the only game where the "A-life" can actually affect your playthrough in a non-superficial way, for example Loners taking out the bandits at garbage entrance, saving you the trouble of dealing with them, and even then this is basically the extent of influence.
It only spawns enough Bandits to replace those that are killed in Cordon, but unless you are nearby they will migrate "offline", which means they won't fight the Military (or others) to my knowledge. New Military may spawn as well (in Garbage?) to replace any from the base (or bridge?) that have been killed, but these replacements only pass by the guard post at the Cordon exit, they don't stay there.Doesn't the game start with the military being at the outpost, and just constantly spawns bandits coming from the garbage level changer so eventually the military are wiped out?It can happen in SoC as well. I've encountered Bandits, Loners, Military at the Cordon exit (or nearby). Sometimes nobody's there.In fact, CS would be the only game where the "A-life" can actually affect your playthrough in a non-superficial way, for example Loners taking out the bandits at garbage entrance, saving you the trouble of dealing with them, and even then this is basically the extent of influence.
And that's the beauty of it.It only depends on when you go there.
True, I don't think any fighting takes place anywhere in SoC with NPCs that are offline (CS is different, there you can watch "fights" all around the Zone on your PDA map).I don't think it's possible for the scripted bandit event near the entrance to be wiped out by random NPCs before you get there (are they even spawned before you enter garbage?).
I remember getting some unfortunate Bandit spawns, but that was it.Doesn't the game start with the military being at the outpost, and just constantly spawns bandits coming from the garbage level changer so eventually the military are wiped out? It only depends on when you go there.It can happen in SoC as well. I've encountered Bandits, Loners, Military at the Cordon exit (or nearby). Sometimes nobody's there.In fact, CS would be the only game where the "A-life" can actually affect your playthrough in a non-superficial way, for example Loners taking out the bandits at garbage entrance, saving you the trouble of dealing with them, and even then this is basically the extent of influence.
I don't think it's possible for the scripted bandit event near the entrance to be wiped out by random NPCs before you get there (are they even spawned before you enter garbage?).