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S.T.A.L.K.E.R 2 Suggestions?

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  21:03:04  2 March 2011
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JacoX
(Senior)
 
On forum: 05/16/2007
Messages: 125
I just want Stalker 2 too keep is essence, meaning that, please don not dumb it down, or make it suffer from "consolitis".
  14:47:51  5 March 2011
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Floyd 89
(Novice)
 
On forum: 02/13/2011
Messages: 14
No argument there. I've seen so many series start off promisingly, but then get downgraded to consoles, both in terms of their difficulty and their intelligence. And I have no idea why this should be the case. It's more mainstream I guess, and with that comes more money, but it's the equivalent of selling out.

Stalker has always been a difficult, but intelligent game. You need to have fast reflexes, be observant and patient.

Having said that though, CoP and even SoC at times were too easy, especially towards the end of the game when it didn't matter if a grenade exploded next to you or you walked into an anomaly because you had better armour and weapons. At the start, firefights were nailbiting and fierce.

I'd like to bring back a greater atmosphere of fear. In some of the concept art, you can see characters hiding from mercs or masked figures as they walk past. I think sometimes the game's AI notices you far too easily, and often the only course of action is violence, where shooting the enemy is the easiest and only option and it makes no difference whether you're outnumbered.

I think it would be far more exciting and terrifying to have to hide from enemies rather than be forced to kill them. I'm thinking something along the lines of the Modern Warfare mission 'All Ghyllied Up', coincidentally set in Pripyat.

http://www.youtube.com/watch?v=9LQiOf-e-DY&feature=related

I can easily imagine wandering a moonlit village with the shattered remains of brick houses and coming across a chimera and having to sneak around it, or a Monolith patrol in a swamp and you're forced to hide almost submerged in the water.

Stealth was something that was more or less overlooked in the previous games. There were stealth missions, but these almost always involved having to kill everyone anyway, and it made little difference whether you did it at 4 in the morning or 2 in the afternoon. I'd love to plan properly before a mission and actually have it matter - buy a dark suit, wait until there's a new moon, buy silencers and subsonic ammo etc. You could drag bodies but it made little difference.

And one last thing - I'd like to see more character interaction. This was improved in CoP with named characters like Trapper, Gonta and Garry, but it was very limited. I'd love to be able to talk more with NPCs, other than just getting them to 'tell me something interesting'. If these are going to be real characters, then they deserve real characteristics and better dialogue.

I know I've mentioned this before, but I want to be able to join stalkers round a fire and hear their tales (in English) of mutants they encountered, artifacts they found, stories they've heard, and other folklore.
  03:01:09  6 March 2011
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754

---QUOTATION---
And one last thing - I'd like to see more character interaction. This was improved in CoP with named characters like Trapper, Gonta and Garry, but it was very limited. I'd love to be able to talk more with NPCs, other than just getting them to 'tell me something interesting'. If these are going to be real characters, then they deserve real characteristics and better dialogue.

I know I've mentioned this before, but I want to be able to join stalkers round a fire and hear their tales (in English) of mutants they encountered, artifacts they found, stories they've heard, and other folklore.
---END QUOTATION---



You know what would be dandy, typing texts to talk with NPCs!

It would be like chating with a chatbot, except you can now get more information by asking questions. Like "what's the way to the Bar" or "Do you know when the next blowout would strike?". It would add a whole ton of immersion too, imagine talking to a Stalker that just took part in a raid, telling the player his tales of action, then barter with him for an expensive artifact he dug up from the raid. Wouldn't be too hard, would it?
  22:30:45  6 March 2011
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regulator
(Novice)
 
On forum: 03/06/2011
 

Message edited by:
regulator
03/06/2011 22:33:07
Messages: 2
Besides the usual "bigger levels, more houses to explore, more everything", which would be nice, but is pretty hard to realise on a technical level, I have some suggestions (or wishes^^) for the next part of Stalker.
Most of them are aiming towards more "realism" or a more believable overall picture of the zone.
Lets start with the NPCs - the "minor" stalkers follow some sort of rudimentary day/night rhythm - they leave the bases during the day, but that is pretty much anything. In SoC and CS some of them laid down to sleep, which I missed in CoP.
How about extending their day rhythm to
"Sleeping to dawn->hanging around in the bases for some time and eating something->leave bases to do daily work->return to bases in the evening->hanging around in the bars or something similar->going to sleep after dusk".
This would also be an improvement for the important NPCs like Trapper or Hawaiian. Trapper seems to be sort of shaolin monk - stands with arms behind back day and night for weeks and months.
What about sleeping, roaming around in the station, eating or telling other Stalkers how to hunt (same applies to Nitro, Beard and so on).
This would greatly reduce the "Every important NPC is just there for me, even though they have community jobs"-feeling.
I would also like to see that NPCs react to the weather - sitting in the rain and playing guitar does not make sense (even if they are wearing hightech suits), what about taking cover from rain and thunderstorms?

The next thing is the foreseeable respawning - there is always a new controller in the tunnel near the cooling tower and it is back when you return from Kopachi after having killed the two zombies there. What about some more spawning points and less often spawning - or spawning on the borders of the maps and slowly moving travelling through the map?

The items are also sometimes a nuissance: canned food and sausages are pretty believeable because they are packed and possibly chock-full of preservatives, but bread? It is lying around for years in X8 and it is stil edible. It would rather be musty or hard as stone.
I would suggest an all-canned-food-strategy: canned bread (we all know it from our time at military service^^), sausage, canned vegetables! (to stop the current inadequate nutrition^^) and bottled water (similar to Fallout3).
And to speak of items: why are injured NPCs leaving their guns after they have been healed?
You should also be able to see whether a dead NPCs already has been plundered - why do they still wear a pistol in the holster even after they have been plundered? I'd suggest empty holsters, torn-up suits and flat backpacks.
  19:02:17  11 March 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15
Floayd 89, that would be absolutely awesome!!

Id like there to be low paying low risk jobs for when your just absolutely tapped out of money, like go to way point blah blah and keep an eye out for trafic or keep the area around bar free of mutants for the day. Your reward? Your choice of ammo, money or meds (food included) if you abandon your post? everyone you trade with gives you a stink deal.

simple, yet real.
  18:08:13  16 March 2011
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bsq
(Novice)
 
On forum: 10/11/2010
Messages: 4
I found Controller mutant bit dissapointing. He could melt your brain off but he was enough stupid to expose himself and get shot.

I think he should be very intelligent mutant possesing lethal powers, but still being human trapped inside. A sociopath outkast who blames people for what he is. Mix of worst traits broken soul can have.

When if we know who Controller is, it will be more easy to imagine his actions againts Stalkers.
I liked the mission in Janov Tunnel when he made stalkers into his zombie puppets. He could use zombie hordes more often, ordering them to guard his territory or hunt for boars. As for being people hater he will also send zombies to Stalker bases and controll them from safe distance.
Another thing could be changed is his combat power, at long distance he will try to annoy you (zombies, go get him!) or he gonna try to change you into a zombie (attack we already know). But when you will get too close he will be seriously scared and this time he gonna use all his psychokinetic power to literally blown your head off with one hit. Even zombie wont survive that.
  20:41:05  16 March 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
A controller wouldn't send zombifieds out to hunt boars. A controller has no use for boars. They eat mushrooms.

.
  01:33:27  17 March 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306

---QUOTATION---
A controller wouldn't send zombifieds out to hunt boars. A controller has no use for boars. They eat mushrooms.

.
---END QUOTATION---



and the only reason they attack humans is the finger bones are excellant tooth picks
  14:12:17  11 April 2011
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MG421982
Senior Resident
 

 
On forum: 03/02/2008
 

Message edited by:
MG421982
04/11/2011 14:21:14
Messages: 151
There are so many things I would love to see in S.T.A.L.K.E.R. 2.......

Floyd 89 summed it up very well.....

First and first I personally want to see more movement in the Zone. Most of the time, especially in freeplay (see CoP), if you don't go to a main camp you barely meet any human AI !!! I think CS was (much) better than CoP regarding this aspect, I mean the factions system kept on spawning AI (some friends, some enemies) that filled many places and made things more random -> interesting. Cannot forget the bandits fighting all the time for Flea Market......
Then I want to be able to find money too on the human AI. Related to this aspect the devs should make all the weapons, suits and upgrades available somewhere around 66% of the completion of the game. I mean what's the point of giving all of the best stuff on the final moments, enjoying it just 2% of the game. If someone considers the game will be too easy, then it should be balanced by selecting a harder difficulty level.
Then again, I would love to see some kind of dramatic, turning point mission (for the player); something like the robbery part from CS where the player was left without nothing, but exactly the opposite..... I'm thingking about something that will make the player very rich OR give him the whole arsenal from the game at once. It would be some very hard mission, maybe something like a side mission (not to interfere with the main plot dramatically) available only on master difficulty; maybe attacking the mercenary headquarters or some enemy faction!

Still dreaming......
  17:44:23  18 April 2011
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karpar
(Novice)
 
On forum: 06/29/2008
Messages: 4
I'd love to see different seasons in the Zone, especially winter (with snow). This would introduce some really cool possibilities for the A-Life in terms of mutants behaving differently depending on the season, or having different coloration in different seasons, as well as tracking possibilities based on footprints in snow (and good blood on snow decals could look amazing). There could also be a need for extra protection against certain weather conditions - heavier clothing in winter, can't carry as much without getting exhausted in the summer, that sort of thing. The way the story progressed in the existing games isn't really suited for showing the progression of seasons, since there's a certain urgency that drives you constantly forward, but if S.T.A.L.K.E.R. 2 focused a little more on just living in the Zone as opposed to completing some very important mission as quickly as possible, the seasons could become "chapters" of a sort, with the completion of specific missions closing out one chapter/season and jumping things ahead to the next. Or they could just progress based on the amount of time the player has spent in-game, but that runs the risk that some players will never see all of the seasons (if they do a speedrun or something). Just imagine Pripyat or the Red Forest covered in snow - that would be fantastic.

I definitely want to see the story remain centered on Chernobyl. I haven't finished CoP yet, so I don't know if the ending makes the Zone disappear or something, but hey, even if that happens, it's the Zone - it can do anything!

It might also be nice to allow the player to spend time/money to learn how to do basic repairs on their own, or improve their medical skills in order to get more out of health items - like a leveling system, but not expressed explicitly as gaining new levels.

Truth be told, whatever GSC puts out, I'm going to buy and play and probably adore, but I'd love to see these things included.
 
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