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

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  17:51:55  18 April 2011
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Ombrenuit
(Novice)
 
On forum: 04/02/2007
 

Message edited by:
Ombrenuit
04/18/2011 17:59:57
Messages: 30
I loved gun upgrades and invisible artifacts! Those should definitely make a return.

Stealth could use some improvement and would add to the tension / immersion.

I like the batteries idea as well. Could be used for your flashlight / night vision.

Hunger should make a return. I like the resource management aspect of this.

Guns can get shot out of enemies hands!

Headshots always = instant kill. I'm not sure if this wasn't the case in Clear Sky as I couldn't play it too well on my rig (lots of slow down). But I seem to remember feeling like enemies could be hit in the head and not die instantly.
  19:16:26  18 April 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
04/18/2011 19:17:17
Messages: 5171
Stalker games don't seem to count certain areas of the head as part of the head.

An old news story about SAS chaps shooting IRA terrorists in Gibraltar years ago made much of how the SAS had killed their targets. A bullet to the Medulla Oblongata, the part of the brain that runs down into the spine, is instantly fatal.

Hit an NPC in Stalker there and it isn't a headshot.

Maybe NPCs keep their brain somewhere else - in their backpack maybe.

.
  02:09:31  19 April 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333
Hello,

there are many things that 3 games have all together but none of them has everything.

So for STALKER 2 I would like the best features combined:

1. artifact hunting, meaning need detector on hand, but not limited to fields like cop.
2. some scripted events to make me jump, like the one in CS agroporm where a group member was grabbed by a moster
3. a strong main story like SHOC ( and the neat side missions of cop) and a Main character that I can relate to...and some nice animations like Metro 2033
4. Ranking system and some kind of rpg levelling system like SGM....nothing to do with your skill , at least not like fallout series

In addition Some new features much neededby now:

1. New facial and body models...they are outdated...but most important better NPCs animations and physix (there are games out there that shows that it can be done better)
2. No weapon upgrades ...just some "special Models" which will make ur exploration much worthy.

and last but not least:

---- Please bring back A-life from shoc where a character could move in any level and could die...so what if I miss a quest?? no 2 games in a row wil be the same and this is priceless...pls no more random generated npcs like cop who died from a single dog.
  02:26:46  6 June 2011
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markoconnor20112011
(Novice)
 
On forum: 06/02/2011
Messages: 7
monster improvement

Whatever the new S2 is like they will have to make the monsters more scary. Some of the ones at the moment are just plain stupid. Burers for example look for like old women.

Everyone wants the new S2 to be more scary. And that's because the current monsters are crap
  10:59:09  6 June 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
 

Message edited by:
Bladewraith
06/07/2011 2:17:55
Messages: 306

---QUOTATION---
monster improvement

Whatever the new S2 is like they will have to make the monsters more scary. Some of the ones at the moment are just plain stupid. Burers for example look for like old women.

Everyone wants the new S2 to be more scary. And that's because the current monsters are crap
---END QUOTATION---



i wouldn't go as far to say they're crap, just in need of new abilities and tactics.

Chimeras should stay quiet until they were on you and should be able to knock you down, that would improve them massively,
the dogs as a pack surround the player from a distance and they all charged in at once.
The dwarves should only pick up things from behind you until you spot them, rather then walking into the room and instantly a box floats into the air, too much warning.
Poltergeists should be able to physically attack you themselves, becuase i just stand there and unload rounds into them and they frequently pass straight through me!
There should be some form of death from above without doubt
  21:37:54  6 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8424
Extend the sight distance for where things appear so that sniper rifles really can make a difference
  05:34:52  7 June 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
Extend the sight distance for where things appear so that sniper rifles really can make a difference
---END QUOTATION---



The stuttering you get now isn't enough for you?

.
  13:52:52  7 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
 

Message edited by:
nashathedog
06/07/2011 13:56:50
Messages: 8424
---quotation---Extend the sight distance for where things appear so that sniper rifles really can make a difference

The stuttering you get now isn't enough for you?---end quotation---

It is a shame as one of the things I dont like is not being able to utilise the long range weaponry to its fullest potential. I hate trying to check somewhere out with the binocs and seeing nothing but empty space but you know when you get there its gonna be a different story. I had hoped that maybe seeing as they are creating and using a new engine that they might have sorted the problem, But not knowing the dynamics of how this system works(or the last). I just dont know whats possible, But I can hope.
EDIT:Steelyglint,Yes I would rather not have worse stutter issues though.Your right especially with how much some mods aggravate them.
  14:48:23  7 June 2011
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230

---QUOTATION---
Extend the sight distance for where things appear so that sniper rifles really can make a difference

The stuttering you get now isn't enough for you?

.
---END QUOTATION---



If the engine wasn't as shitty as it was there wouldn't be stuttering. I think they failed hard when they ported the large amount of functions to lua. Lua is fast, but it's not fast enough to port half the game to speak back and forth between C++ and Lua. If it wasn't for LuaJit I don't think the game would have been possible to even create this way.

They really should have written a majority of those scripts in C++ or used some other engine with a much stronger API.
  16:14:28  21 June 2011
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Blocks100
Pseudogiant's gonna getcha!
(Resident)

 

 
On forum: 03/22/2007
Messages: 971
By the time of Stalker 2, men would have been exploring the Zone for years. Prolonged exposure to the Zone will have resulted in some Stalkers developing 'mutations'. Some may have gone mad like Noah, others may have developed special abilities like Forester. It's the latter that intrigues me as this could give rise to a new Faction in the Zone.

Stalker brethren who have been 'blessed by the Zone' with physical or mental abilities could seek each other out, banding together to form a Faction of 'Outcasts'. Shunned by some Stalkers for their physical deformities, this group blurs the line between 'Stalker' and 'Mutant'. Others may revere them for their abilities and insights into the Zone. Duty will label them 'The Tainted' and seek to purge their existence from the Zone.

Having such a faction would open up additional storyline possibilities. Perhaps you'll come across a young Duty recruit who is beginning to display physical mutations. Do you inform his Commander of this and reap the reward for turning in a 'mutant'? Or do you seek to make contact with the Outcast so the recruit can find shelter among his own kind?
 
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