MetalCraze said:
Except they do spawn by the will of the trigger.
There is no life in that world, just a bunch of sand-in-the-eyes triggers.
There a no spawning is dynamic not triggered overall, only in case of few tasks.
Tells that nothing has changed since SoC huh?
Only if you are rabid hater.
They were far more detailed and that's all. Underground locations make the absolutely dead and boring world better how?
Maps are bigger, more detailed then in SoC and have mentioned underground caves, some complex and most important are photo-realistic, to the places in Zone with some changes of course. It's matter of taste in this case, I didn't find them fantastic but pretty good, they didn't give me a feeling of
tightness like in SoC. Exploration is enjoyable. Stashes are not easy spot table backpacks placed somewhere under three, but properly hiden and require various aproach to get them like shotting down. Also, they got some nice surprises for explorers, which I don't want to spoil.
Btw. it quiet ironic how you bitch about overpopulated zone in SoC, then said "I would play this mod if the locations will be some empty" after seeing AMK 2.0 video in older thread and now flip-flop.
Probably because side tasks are all about shitty FedEx?
Some are, some not, and even if they are, you can approach them in various ways.
I robbed a few bandits beforehand on the bridge.
You took the bait, mango. Even if you kill 100 bandits (tested) the overall group neutral attitude doesn't change towards you.
Let's see. Guns are shit - all of them. They can't deal any real damage to unarmoured targets (7-10 bullets to put down a guy in the leather jacket, are you kidding me?), they can't hit for shit. Bullets are flying everywhere but where I aim. The effective range of AK is about 50 meters (compared to 400m IRL). Of course it isn't realistic, it's just crap.
Some of things are matter of taste. Stalker was never suppose to be realistic, you can upgrades guns to make more damage, less wear etc. Overall, the point is upgrading your toys. Saying that they can't hit shit means you fail at shooting which is weird, since you play so realistic ArmA 2. Overall if that pains you so much there are already modifications that try/did (never tested them) making CoP more realistic.
I never had problems with hitting target with basic weapons when playing without crosshair. I don't get what you mean exactly by "Bullets are flying everywhere but where I aim." If you talk about enemies accuracy, it's complete lie. Enemies are pretty accurate, without taking cover you get bullet by bullet.
No how about you'll post what's so good about Stalker instead? There wasn't a single argument from people in this thread besides "durr hurr" and "I can LARP that I'm in the ZONE immershun". You can fight the decline.
You should take care of your own decline first buddy, since your arguments are based on empty assumptions. Before you say your favorite "You must play game to criticize it!", no you don't have. Yet you need at least have some knowledge about the game, which you lack in case of CoP completely. But let's go (btw. I will compare some stuff to SoC):
-Maps, but I wrote about them before.
-Artifacts Anomalies: Artifacts no longer increase bullet or rapture protection, only from environment (fire, electricy etc.), there are specific artifacts to decrease radiation. They don't lie randomly on ground like in SoC, you need to use proper Detector (Four types available) to detect (some need better ones) them, like in SoC. Also they change location in the anomaly randomly instead of staying in the same place all the time. More types of Anomalies, which dangerous spots change every blowout and are deadly without proper protection (quiet problematic when you have to chase them).
-Upgrades system, which puts emphasis on choosing one thing above another, without way to go back. Some guns like Sniper rifles have one or more optional upgrades which doesn't require previous. Armours now have limited amount of containers for artifacts (less, more or no at all) which can be upgraded, in some cases at cost of other upgrade. You need also to find better tools to get better upgrades, placed in different places more or less accessible.
-Task which you can acquire and finish in various way, including switching sides, some will happen at specific hour. For example (SPOILERS):
You can talk to Sultan (Bandits kingpin), agree for his proposal of attacking Stalkers in other ship, then go to the Beard and tell him about this. At this point you can decide if you still stick to Sultan side, help Stalkers (you can either go with Bandits like nothing happen or to Stalkers and made ambush with them), or just say that's not your business.
In Jupiter Factory, there are two Stalkers who complain about they buddy being captured by Bandits. Both are arguing in which way he should be saved - by paying the ransom or force. In this place player can help them decide to: a) Pay the ransom (artifact) and go as messenger b) Use force - selling artifact to hire some Stalkers to help you in Assault c) Say that you can take them on your own (which is not easy) to get bigger reward. Of course you can decline and after some time they friend will be killed by Bandits.
One of the non-fetch task is related to a guy in Jupiter who will talk lies how he awesome is and did something, also your achievements. He can be unmask in various way - including proving that he was telling lies (requires some work) or in other way which I won't spoil.
One Stalker (to which other task is related) in Skvadorsk will ask you to take a case from a car, which fall underground. After finishing this task, you can either go to him and split the loot (you can get one or more items, depends what you take) or go to Cardan and get everything after paying the prise for unlocking it. Of course if someone finds the place before getting the task, the case will be still there and also you can take it to Cardan.
Few task can be acquire just by wandering of surprise. In Zaton there are Mercenaries and you can propose them to bring some food. After doing that you will be free to check their "camp" and find tools for Cardan. It also affects later part of the game. There are also task that can be finished in non-violent way, like mentioned with Mercs, Ransom and one more for sure. And the only task that you can do around and around, is artifact hunting for Beard.
-Achievements, which are more then "You killed 100 mutants! so awesome!" and are gained by doing not only tasks. Some are easier or hader to earn and also have good sites and bad. Getting Friend of Freedom/Duty except of making this faction friendly towards you, can make Duty/Freedom units hostile in terrain (some could be neutral, depends from few factors), Traders sell unique equipment for the given factions (especially Armour), decrease prices at some or other Traders/Repair men, depends what fraction they like. Another thing is that Freedom/Duty units can help you out if they are close when you are attacked. Once I was entering tunnel in Jupiter factory and attacked by two Cotrollers. Few moments later two Duty guys which I meet on the way, run to me and help out, then go.
-Many nice touches related to NPCs (Plot or non related, at last they have some personalities: Cardan, Noah, Tremor etc.), Mutants (specific attack(s) for Bloodsucker and Pseudogiant, they try to hide or throw you down if you are on elevation or surround in group attack) and few other areas, previously also mentioned.
-Various endings which depends obviously from your own decisions. They are related to some NPCs and locations, like in Fallout. Doing something in different way or not at all, death of specific NPCs etc. Some of them can be felt during the game or in Free-play.
I could mention few things but I can't be ask right now, maybe someone else will do. Overall CoP is better then SoC and CS together combined and a good game, even with some faults.
StrangeCase said:
It can happen occasionally. One mission in particular has you guarding some guys while they measure anomalies. There's a spawn point about ten feet away from them, and people frequently run into magically appearing (usually unfriendly) Stalkers there.
Mutants and Zombie Stalkers, some spawn if there is not enough of them around. Other run from somewhere.