STALKER Series Megathread: All news we get about STALKER 2 are bad jokes and concept art
3,630 replies, posted
[QUOTE=Muukkis;34448677]There's a lot of good ideas but limiting your savegames is something that I don't really see fitting at all in PC games, especially ones that are "open world". For those that savescumming is a problem, they should just unbind the quicksave key, really.[/QUOTE]
I think you misunderstood me, I mean just limiting where you save, like somebody plays the game. Saving only at safe places. Like GTA, you can only save at safe houses. Of course this game a bit different in that there's not constant danger about, but you don't always think of the risk of going outside. Maybe I'm misunderstanding you.
[QUOTE=Tinter;34448808]I think you misunderstood me, I mean just limiting where you save, like somebody plays the game. Saving only at safe places. Like GTA, you can only save at safe houses. Of course this game a bit different in that there's not constant danger about, but you don't always think of the risk of going outside. Maybe I'm misunderstanding you.[/QUOTE]
I could want this, but it'd also need unaccessible autosaves for level changers. Let me explain.
You save at the Bar which is now a save point. You go to the Garbage and it autosaves it when you spawn in the Duty checkpoint. If you die, it respawns you there. However, if you restart the game, it loads you from the savepoint.
[QUOTE=Etcetera;34448785]Maybe you could make carry-able food (tourists breakfast, bread, etc), far less effective at combating hunger, and make it so only hubs serve truly nourishing food, or you have to cook food on a campfire or something.[/QUOTE]
I think the foodstuffs should have radiation contamination if you find them "in the field". Especially everything that the zombies carry should be caked in radiation and they would be bad for you.
[QUOTE=Etcetera;34448785]Reading the TFW thread a few days ago, one of the devs suggested the idea of a "Psyche" bar that degenerated the longer you stayed without comfort and company, and spiked downwards at things like emissions, mutant attacks and anomalies, and could be regenerated with the use of certain items, and, more usefully, by sitting down with fellow STALKERs round a campfire or whatever. It'd be hard to implement it in a way that doesn't feel arbitrary, but I think there might be some promise in it.[/QUOTE]
The "psyche" bar seems really arbitrary but I think there could be some effects like your "psy-protection" and natural health regeneration and stamina staying higher if you spend regularly time near campfires and eat food that is properly cooked, sleep regularly and such. Something subtle but still useful to an extent. Then maybe some gambling for small amounts of rubbels.
[QUOTE=Etcetera;34448785]For it to work, though, I think they'd have to be some other worthwhile thing to do while sitting round the campfire. Maybe you could build rep with fellow Stalkers or get contact details or something..[/QUOTE]
Definitely, that'd be fun, atmospheric and actually useful.
[QUOTE=Tinter;34448956]If they don't go with the whole 1 single level idea, then they should definitely include it.[/QUOTE]
Why can't people just grow a spine and unbind the quicksave key ? Do you have any idea what'll happen when GSC designs the difficulty while keeping in mind that the game doesn't have a quicksave function anymore ? It'll be turned into a casual babbyfest like Call of Pripyat vanilla or even worse.
[QUOTE='[Green];34448873']I could want this, but it'd also need unaccessible autosaves for level changers. Let me explain.
You save at the Bar which is now a save point. You go to the Garbage and it autosaves it when you spawn in the Duty checkpoint. If you die, it respawns you there. However, if you restart the game, it loads you from the savepoint.[/QUOTE]
If they don't go with the whole 1 single level idea, then they should definitely include it.
I'd love some more relation between the player and random NPC's. Like, you are on your first day, head to a camp and find a lonely stalker. A bloodsucker attacks, you kill him, saving the stalker.
Since stalker doesn't always have dubbing, you could just sit around and talk about various things. Every NPC would have a random generated personality, but a simple one, consisting of attributes defining their dynamic behavior, and their conversational opinion.
Then you could maybe travel with him, while he [B]or[/B] you would be the "boss" leading your way and actions (of course, his actions probably couldn't be really complex), or just go apart and say meet him at a bar months later. He may or may not have advanced with his experience and fortune, and maybe he has a little change of mind on certain matters, which he would explain if asked in conversation.
This wouldn't be anything too necessary, but it would certainly put a smile on a stalkers face to see the zone so "alive".
[QUOTE=proch;34449225]I'd love some more relation between the player and random NPC's. Like, you are on your first day, head to a camp and find a lonely stalker. A bloodsucker attacks, you kill him, saving the stalker.
Since stalker doesn't always have dubbing, you could just sit around and talk about various things. Every NPC would have a random generated personality, but a simple one, consisting of attributes defining their dynamic behavior, and their conversational opinion.
Then you could maybe travel with him, while he [B]or[/B] you would be the "boss" leading your way and actions (of course, his actions probably couldn't be really complex), or just go apart and say meet him at a bar months later. He may or may not have advanced with his experience and fortune, and maybe he has a little change of mind on certain matters, which he would explain if asked in conversation.
This wouldn't be anything too necessary, but it would certainly put a smile on a stalkers face to see the zone so "alive".[/QUOTE]
I think it would be too hard too make it right or it would be too badly done.
I actually think it would be possible to make it, and make it good, but the effort would extend what its worth.
[QUOTE=proch;34449296]I actually think it would be possible to make it, and make it good, but the effort would extend what its worth.[/QUOTE]
I'm thinking mostly of what the dialog would be like, you would probably talk to quite a lot of stalkers, it would be a lot of conversation files, and there's the fact you have to give them each a unique personality, how you would do that without making it too complicated I don't know.
The logic on the maker of Misery is just fucking dumb. I'll go fetch some comments.
[QUOTE=Tinter;34449339]I'm thinking mostly of what the dialog would be like, you would probably talk to quite a lot of stalkers, it would be a lot of conversation files, and there's the fact you have to give them each a unique personality, how you would do that without making it too complicated I don't know.[/QUOTE]
I mean it would be like this,
The personality generator makes its roll, and assigns certain, pre-done "opinions" to the characters.
Now, every opinion would have its own dialog on a specific subject.
So it wouldn't be anything big, really.
[QUOTE=Tinter;34448808]I think you misunderstood me, I mean just limiting where you save, like somebody plays the game. Saving only at safe places. Like GTA, you can only save at safe houses. Of course this game a bit different in that there's not constant danger about, but you don't always think of the risk of going outside. Maybe I'm misunderstanding you.[/QUOTE]
Would only make sense with an engine that doesn't crash at random. Among else.
I forgot another thing in my huge ass posts.
With the slot machine quest maker, after it had generated a quest using one of the variables, it would either blacklist them, or put it as low priority. So you don't 3 quests where you have to kill mercs and duty at Quarry.
[img]http://puu.sh/f1ij[/img]
He's the man on the bottom.
So apparently, a weapon 4 times as expensive as an AK-74 is cheaper.
You are starting to sound dangerously like people getting hyped for SoC back when it was oblivion lost
[QUOTE=proch;34449458]I mean it would be like this,
The personality generator makes its roll, and assigns certain, pre-done "opinions" to the characters.
Now, every opinion would have its own dialog on a specific subject.
So it wouldn't be anything big, really.[/QUOTE]
Yeah, but you'd still need to put in a lot of dialogues to stop it being jarring and repetitive.
[QUOTE=Zezibesh;34449551]You are starting to sound dangerously like people getting hyped for SoC back when it was oblivion lost[/QUOTE]
We're not getting hyped, we're just thinking.
[QUOTE=Nikota;34449525][img]http://puu.sh/f1ij[/img]
He's the man on the bottom.
So apparently, a weapon 4 times as expensive as an AK-74 is cheaper.[/QUOTE]
Who needs semi-auto, anyway, when you have limited ammo and the majority of combats are conducted at long range.
[QUOTE=Nikota;34449525][img]http://puu.sh/f1ij[/img]
He's the man on the bottom.
So apparently, a weapon 4 times as expensive as an AK-74 is cheaper.[/QUOTE]
Who the hell chooses an AK74 over an Abakan?
Seems like the amount of people reading this thread boosted.
[QUOTE=Etcetera;34449552]Yeah, but you'd still need to put in a lot of dialogues to stop it being jarring and repetitive.[/QUOTE]
Yup. And that's pretty much the part making it highly doubtful to have this in the game.
Either the writers would need to cook their asses of doing all those, or GSC would hire more of them, which in their financial situation would be quite silly.
[QUOTE=proch;34449625]Yup. And that's pretty much the part making it highly doubtful to have this in the game.
Either the writers would need to cook their asses of doing all those, or GSC would hire more of them, which in their financial situation would be quite silly.[/QUOTE]
Dialogues are on of the few things you could semi-crowdsource, as with a bit of QA you could get decent stuff for free from Stalker's many fans (and surely some of us can write at a higher level than that ponyfic a bit back), but actually adding them to the game files would probably involve a lot of hard graft.
[QUOTE=Etcetera;34449552]We're not getting hyped, we're just thinking.[/QUOTE]
Yeah, it's really refreshing to have these speculations again after two months of doom and gloom over GSC's unclear situation.
Even if none of these features would find themselves in STALKER 2, the best ideas could be implemented in mods.
[QUOTE=Lyoko774;34449932]Welp, wasn't expecting that.[/QUOTE]
He probably read [del]a Paravin story[/del] that horrible K-On & S.T.A.L.K.E.R-crossover fanfic / saw some of that good ol' Crisis stuff :v: .
[QUOTE='[Green];34449961']How do you guys manage upgrades on your guns?[/QUOTE]
Depends on the type of the weapon and what purpose I generally try to field it.
I. Assault rifles :
1. accuracy
2. reliability
3. recoil
4. handling
5. flatness
II. Carbines / SMG
1. recoil
2. rate of fire
3. handling
4. reliability
5. -----
III. Sniper weapons
1. accuracy
2. recoil
3. flatness
4. reliability
5. -----
IV. Pistols
1. recoil
2. handling
3. accuracy
4. reliability
5. rate of fire
Oh, and I never upgrade mag capacity, except on maybe pistols.
How do you guys manage upgrades on your guns?
I prioritize them like this:
1. flatness
2. accuracy
3. reliability
4. recoil
5. other
[QUOTE='[Green];34449961']How do you guys manage upgrades on your guns?
I prioritize them like this:
1. flatness
2. accuracy
3. reliability
4. recoil
5. other[/QUOTE]
accuracy
accuracy
accuracy
maybe flatness
everything else is worthless compared to those
[QUOTE='[Green];34449961']How do you guys manage upgrades on your guns?
I prioritize them like this:
1. flatness
2. accuracy
3. reliability
4. recoil
5. other[/QUOTE]
1. accuracy
2. reliability
3. flatness
4. There are other stats?
[QUOTE=chutney;34439392][img_thumb]http://cloud.steampowered.com/ugc/594691738643363667/4470597D8A9A553A12E3D4E4CABB86E30AFEB97E/?.jpg[/img_thumb]
HYELO MARKED VUN
OH GOT TO GO ITS HALF PAST CRUCIFIXION TIME[/QUOTE]
hero of the zone
[IMG]http://i.imgur.com/ErpJF.jpg[/IMG]
[QUOTE=Gum;34450027]1. accuracy
2. reliability
3. flatness
4. There are other stats?[/QUOTE]
change of caliber, mounts etc
[QUOTE=proch;34449225]I'd love some more relation between the player and random NPC's. Like, you are on your first day, head to a camp and find a lonely stalker. A bloodsucker attacks, you kill him, saving the stalker.
Since stalker doesn't always have dubbing, you could just sit around and talk about various things. Every NPC would have a random generated personality, but a simple one, consisting of attributes defining their dynamic behavior, and their conversational opinion.
Then you could maybe travel with him, while he [B]or[/B] you would be the "boss" leading your way and actions (of course, his actions probably couldn't be really complex), or just go apart and say meet him at a bar months later. He may or may not have advanced with his experience and fortune, and maybe he has a little change of mind on certain matters, which he would explain if asked in conversation.
This wouldn't be anything too necessary, but it would certainly put a smile on a stalkers face to see the zone so "alive".[/QUOTE]
I would do it, but the conversation system in the STALKER games is so fucking asinine it's ridiculous.
I easily spent four days adding dynamic dialog to my CoP mod that never finished (things, as always, get in the way :v:). The dialog was for filling the encyclopaedia I added. Rather than running around and magically getting info on things, you had to talk to stalkers, and ask if they knew anything interesting.
There was a good chance they wouldn't know anything, but sometimes they would - the NPC would pick a random encyclopaedic-object (place, anomaly, mutant, whatever) and talk to you about it. Each one had its own dialog.
It was such a bitch to implement though. Adding conversations via script was a pain in the dick. Couple this with STALKER's extremely limited ability to save script-related variables, and it quickly becomes unfeasible to do.
Otherwise, I would do it.
[QUOTE='[Green];34450048']change of caliber, mounts etc[/QUOTE]
Changing the caliber is pretty pointless imo, because the type of ammo you change your gun to is equally available to the standard caliber most of the time.
I mean, the concept of building a personality generator is really enticing. I'm almost considering doing it as a fun project, but because of the reasons mentioned above, I know it won't get anywhere.
[editline]fish[/editline]
Fuck off, ToxiQ. Why'd you go and ruin my automerge? :v:
[QUOTE=ToxiQ;34450128]Changing the caliber is pretty pointless imo, because the type of ammo you change your gun to is equally available to the standard caliber most of the time.[/QUOTE]
I agree, but it is a modification.
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