ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Call of Pripyat Forum » Questions and Suggestions to Developers
S.T.A.L.K.E.R 2 Suggestions?

« Previous 10 events | 1 ... 11 12 13 14 15 16 17 18 19 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  17:00:45  21 June 2011
profilee-mailreply Message URLTo the Top
nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8353

---QUOTATION---
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?
---END QUOTATION---


Some good ideas in this post, I like it
  17:46:15  21 June 2011
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
Some good ideas in this post, I like it
---END QUOTATION---




You're thinking of Facebook, mate.

.
  18:02:31  22 June 2011
profilee-mailreply Message URLTo the Top
Blocks100
Pseudogiant's gonna getcha!
(Resident)

 

 
On forum: 03/22/2007
 

Message edited by:
Blocks100
06/22/2011 18:04:41
Messages: 971
There might even by a way of extending the 'blessings of the Zone' to the player too. If you spend significant time getting near-lethal rad doses whilst searching anomaly fields, or get bitten enough by Bloodsuckers , the Zone should 'reward' you with some specific attributes.

e.g. Charred Skin - all that time spent getting shocked by Electros has toughened your hide against unwelcome electrical discharges (10% electro resistance in future encounters). Some Stalkers are now wary of your slightly scorched appearance (slight negative effect on Loner faction rep)

These 'gifts' could be bestowed on the player in much the same way as Achievements were in CoP. The key difference being the player could seek treatment to remove his 'mutations' by paying the Doc. Two development paths would then be open to the player. Seek to remain a pure-bred Stalker, untouched by the Zone's 'corruption'. Or embrace these 'gifts', becoming an Outcast.

Having the environment shape player attributes (whist still giving the player the choice to 'opt out') could be a great way to increase the RPG elements in Stalker 2.
  23:03:39  22 June 2011
profilee-mailreply Message URLTo the Top
Shodan_Reincarnate
(Senior)
 
On forum: 08/01/2007
Messages: 53
Kinda reminds me of Fallout 3 and the various mutations you could get... If they did it for this game, it should also affect relations/interactions with NPCs throughout the zone too... Obviously DUTY wouldnt be too happy with you running around like that.
  12:43:13  9 July 2011
profilee-mailreply Message URLTo the Top
Sonblade
(Novice)
 
On forum: 07/09/2011
 

Message edited by:
Sonblade
07/09/2011 13:11:53
Messages: 18
Semi-Realistic in-game changes, and Multiplayer Overhaul

Multiplayer:
This would be a total overhaul from the Multiplayer from the previous versions, as it would resemble the Single Player game. Basically, what I would like to see is all players start out at a rookie village, and work their way up in the Zone. Quests will, instead of being story based, will be on a first come first serve basis from NPCs. Missions will range from escorts to retrieval, and of course hunting. A-Life would be run on-server, which while it will cause odd lag issues (Such as having a higher ping leads to getting hit behind walls), it would lead to better immersion on servers hosted nearby.

Of course, the servers will be dedicated servers, so that they can run mods, and won't suffer from the DERP of service shutdowns. Player size would be customizable so that the servers could be for small groups of friends, or open servers for many players. With better use of multi-threading, a more complex A-Life system could be implemented for online play. Dedicating a core for A-Life would be a pretty good idea for this setup. One sacrifice for system stability could be the generic hidden stashes. Instead, you'll have to get your weapons and supplies from corpses, traders, or other Stalkers.

As for factions, players can associate themselves with Freedom, Duty, Bandits, Loners, or of course, just be massive dicks to everyone. To join Duty or Freedom, you'd have to kill other players of the opposite faction, or do a few generic missions given by their leader. Doing a mission for Duty would lower your reputation with Freedom, so that players won't be playing nice with both sides. Working your way up through the ranks will net you some nicer armors, with one faction's armors being better suited to certain aspects, like anomalies/mutants/bullets, than the other.

For such a complex overhaul, there will be a need for a system in which it saves character info. One solution is a unique ID generation system, in which the server creates a file in which it saves such info. So that people can rejoin the server and keep their character, it would require something like checking a machine's ID (like in Freelancer), or the CD Key/account system of Steam. The Machine ID I could see backfiring as characters would be lost if you get a new computer. The CD Key/Steam system though, would probably work best. The info file would probably include the player's ID, Name, inventory/item upgrades, current health/ailments, and coordinates. The CD-Key would be kept out of the file so that they can't be stolen, so the server would be contacted by the hub server (which displays the server list) about who the player is.

One nice thing that can come out of this, is that since there are no more normal hidden stashes, the players can hide things they want to keep but can't carry. the items would be marked on an info file so until they are picked up, they will be saved in that spot. Players can shadow other players to find where they keep their stashes, and steal their stuff for example. This can lead to players also calling out hits on people who stole their stuff (if they get found out, of course).

Other tweaks that I can't think of at the moment will likely be needed of course.

Jesus, that was a long one.

Weapons:
-Warsaw Pact weapons should be incredibly cheap and in vast quantities at traders. They have been noted as being found in abandoned warehouses, so they should be readily available in the Zone.
-NATO and other weapons should be significantly rarer, not available at traders, and if you do find someone selling them, even an LR-300 should be fairly expensive. More exotic imports, like the G36 and F2000, should only be available off of high-ranking Monolith, or from an importer like Nimble.
-Tracer rounds should be a separate type of ammo, which would be combined into magazines of normal ammunition, every 3 shots or so.

Entry into the Zone:
-If the story is of a newbie Stalker just entering the zone, the actor should be very poorly equipped. You should need to find something relatively decent, like in SoC, instead of starting off with an AK.
-At the very start, there should be a force-spawned pack of weaker mutants on the way to the nearby safe area to strike home the fact the Zone isn't very hospitable.

Spawns, Mutants, & A-Life:
-Packs of dogs should act similar to what they were in SoC. In was annoying that in CoP, even after you wiped out a good portion of the pack, what was left would still go after you. They should run away in fear if your took out a majorit of them.
-Unseen bloodsuckers should take their time stalking their prey, so that the player always need to be wary of his/her surroundings.
-Mutants like Bloodsuckers and Controllers should be more copious in areas surrounding X-Labs or areas that used to have high human activity, and less likely to be seen out in the wild.
-Bears, what would be more scary than a gigantic bear mutant roaring at you while you're going through the brush.
-Taking from the Burer from X-8, there should be a few wild ones that use their voice to pretend to be other Stalkers to draw you in and kill you.


I had a few more ideas, but am drawing a blank since I just thought of all of just after I woke up this morning.
  23:53:03  9 July 2011
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
07/09/2011 23:54:02
Messages: 5171

---QUOTATION---
Semi-Realistic in-game changes, and Multiplayer Overhaul

Weapons:
-Warsaw Pact weapons should be incredibly cheap and in vast quantities at traders. They have been noted as being found in abandoned warehouses, so they should be readily available in the Zone.
-NATO and other weapons should be significantly rarer, not available at traders, and if you do find someone selling them, even an LR-300 should be fairly expensive. More exotic imports, like the G36 and F2000, should only be available off of high-ranking Monolith, or from an importer like Nimble.
-Tracer rounds should be a separate type of ammo, which would be combined into magazines of normal ammunition, every 3 shots or so.

Entry into the Zone:
-If the story is of a newbie Stalker just entering the zone, the actor should be very poorly equipped. You should need to find something relatively decent, like in SoC, instead of starting off with an AK.
-At the very start, there should be a force-spawned pack of weaker mutants on the way to the nearby safe area to strike home the fact the Zone isn't very hospitable.
---END QUOTATION---



You seem to be contradicting yourself with the first parts of each of these paragraphs. If 'AK' weapons are so common and freely available what is wrong with a newbie to the Zone showing up with a nice, shiny AK74 and plenty of ammo for it?

In the case of Degtyarev in CoP I thought he was woefully underprovided at the start. Fair enough, giving him an exo and a G36 to start with would have made it sort of obvious he was being bankrolled by somebody. But he should have entered the Zone with a good 100,000 Rubles on his PDA - on such an important mission what government would send an operative with so little? He could then legitimately (as far as other stalkers could see) buy all that top-rank equipment.

.
  04:35:17  10 July 2011
profilee-mailreply Message URLTo the Top
009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754

---QUOTATION---
For such a complex overhaul, there will be a need for a system in which it saves character info. One solution is a unique ID generation system, in which the server creates a file in which it saves such info. So that people can rejoin the server and keep their character, it would require something like checking a machine's ID (like in Freelancer), or the CD Key/account system of Steam. The Machine ID I could see backfiring as characters would be lost if you get a new computer. The CD Key/Steam system though, would probably work best. The info file would probably include the player's ID, Name, inventory/item upgrades, current health/ailments, and coordinates. The CD-Key would be kept out of the file so that they can't be stolen, so the server would be contacted by the hub server (which displays the server list) about who the player is.
---END QUOTATION---



You just need to log in to an online account. Simple stuff.
  04:48:21  10 July 2011
profilee-mailreply Message URLTo the Top
Sonblade
(Novice)
 
On forum: 07/09/2011
Messages: 18

---QUOTATION---
Semi-Realistic in-game changes, and Multiplayer Overhaul

Weapons:
-Warsaw Pact weapons should be incredibly cheap and in vast quantities at traders. They have been noted as being found in abandoned warehouses, so they should be readily available in the Zone.
-NATO and other weapons should be significantly rarer, not available at traders, and if you do find someone selling them, even an LR-300 should be fairly expensive. More exotic imports, like the G36 and F2000, should only be available off of high-ranking Monolith, or from an importer like Nimble.
-Tracer rounds should be a separate type of ammo, which would be combined into magazines of normal ammunition, every 3 shots or so.

Entry into the Zone:
-If the story is of a newbie Stalker just entering the zone, the actor should be very poorly equipped. You should need to find something relatively decent, like in SoC, instead of starting off with an AK.
-At the very start, there should be a force-spawned pack of weaker mutants on the way to the nearby safe area to strike home the fact the Zone isn't very hospitable.

You seem to be contradicting yourself with the first parts of each of these paragraphs. If 'AK' weapons are so common and freely available what is wrong with a newbie to the Zone showing up with a nice, shiny AK74 and plenty of ammo for it?

In the case of Degtyarev in CoP I thought he was woefully underprovided at the start. Fair enough, giving him an exo and a G36 to start with would have made it sort of obvious he was being bankrolled by somebody. But he should have entered the Zone with a good 100,000 Rubles on his PDA - on such an important mission what government would send an operative with so little? He could then legitimately (as far as other stalkers could see) buy all that top-rank equipment.

.
---END QUOTATION---


I was thinking of it more as the actor is just someone sneaking past military checkpoints to enter the Zone, so you haven't been able to get access to the weapons available there yet.

@009:
I was other thinking it quite a bit, since I did think & type up the post around 5 AM.
  02:09:04  11 July 2011
profilee-mailreply Message URLTo the Top
bsq
(Novice)
 
On forum: 10/11/2010
Messages: 4
Hello again, here's few more ideas I'd like to share:

Autosave every 5 minutes - I think I'm not the only one who was so sucked into game he often forgot to quicksave it. It sometimes resulted rage quit from the game, because you lost hour of progress just by that small mistake. For bigger challenge new autosave won't work if there's enemy nearby.

Hard level being harder - you can't quicksave when enemy is aware of your presence, no crosshair, free aiming system like in Red Orchestra, no magic healing (you can't shoot at same time while patching yourself up)

Terrain affects your speed - on flat area you're going fast while in bushes or deep water you barely walk (I liked water walk in Clear Sky).

Meat bait - When you eat diet sausage, smell of it will bring dogs attention. They will follow you, or go any place you throw the food (like Bantits firecamp

Bottled water - most useful in polluted areas in centre of the Zone. I really like elements of survival.

Helmet immersion - When you wear gasmask, hood or eco suit enviourment sounds more dull, or you can hear wind blowing in your head (like in real life). You also can see dust and raindrops on your goggles That would be also cool to see stalkers taking off their gasmasks when entering the base.

PDA Radio - yeah I bet devs already had in mind radio stations. I have an idea to sauce that up - when you have turned radio on, it can be sometimes interupted by surreal and disturbing noise waves - a proof that Zone lives. Great source for noises are records from space [link]http://www.youtube.com/watch?v=9C6lymtHG60[/link] mixed with pieces of concrete music: [link]http://www.youtube.com/watch?v=3XfeWp2y1Lk[/link]. I think it's great nightmare fuel for the game
  10:36:52  12 July 2011
profilee-mailreply Message URLTo the Top
Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306

---QUOTATION---
Autosave every 5 minutes - I think I'm not the only one who was so sucked into game he often forgot to quicksave it. It sometimes resulted rage quit from the game, because you lost hour of progress just by that small mistake. For bigger challenge new autosave won't work if there's enemy nearby.
---END QUOTATION---


The problem with autosave, is it makes it too easy, i liked the lack of autosaving, it was sometimes annoying, but it supposed to stop you running in and doing something stupid, and taking that big risk, like in reality, it shows being slow and careful pays off in the long run.


---QUOTATION---
Meat bait - When you eat diet sausage, smell of it will bring dogs attention. They will follow you, or go any place you throw the food (like Bantits firecamp

Bottled water - most useful in polluted areas in centre of the Zone. I really like elements of survival.
---END QUOTATION---



yes that would be good
Is that a type of bird, i've heard of Blue tits but never Ban Tits


---QUOTATION---
PDA Radio - yeah I bet devs already had in mind radio stations. I have an idea to sauce that up - when you have turned radio on, it can be sometimes interupted by surreal and disturbing noise waves - a proof that Zone lives. Great source for noises are records from space [link]http://www.youtube.com/watch?v=9C6lymtHG60[/link] mixed with pieces of concrete music: [link]http://www.youtube.com/watch?v=3XfeWp2y1Lk[/link]. I think it's great nightmare fuel for the game
---END QUOTATION---


would be good, but...
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Call of Pripyat Forum » Questions and Suggestions to Developers
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.