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

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  19:34:30  10 July 2010
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Draugen1P
(Novice)
 
On forum: 07/10/2010
Messages: 18
I'd also like to make a few suggestions, even if this series is already magnificent as it is.

- For starters, I really liked the mutant hunting sidequests in Call of Pripyat, so maybe it would be an idea to implement this more prominently the next time. Like, there being one NPC who continually gives out quests to hunt certain mutants, but without things ending quickly like in CoP. There are several possible structures for this. It could be like:

1) NPC gives you a quest to say, kill 2 Bloodsuckers and 4 Wild Boars. He doesn't tell you where to find them, you'll have to go out and hunt yourself.

2) More like in CoP, where NPC informs you of a particular sighting of a mutant, for example the 2 Burers near the Eastern Tunnel. You have to kill those specific Burers in order to succeed.

In the end I don't really care how it happens, but this would add some purpose to hunting mutants, as well as having a nice extra way to earn money for the more courageous.

- Bot support in multiplayer. It might sound stupid, but if one thing bothers me about modern shooters it's that almost none of them have bot support. I want to gradually become good at this game, and fighting bots is an excellent way of getting to know the maps, gameplay modes, and basic mechanics of multiplayer without having to get shot like a noob on my first 20 tries. I was genuinely confused when I first played STALKER online, as I didn't quite get the hang of the whole buying system, and didn't really understand what was happening in general. If bot support is added to the next STALKER, it would make me incredibly happy. Here's hoping I'm not the only one.

- I don't know if this is technically possible, but here goes. I always like how, in STALKER, most NPCs speak Russian. I don't understand nearly everything they say, but it just makes sense that you're in the Ukraine, and people don't communicate in English. But then, in the international version, all spoken dialogue directed at the player is in English. The voice acting is great, but it just seems illogical that people only speak English to you, even if your character is Ukrainian. What I would like to see is an option (so it can be turned on/off) to have all dialogue spoken in Russian, but with English subtitles. Of course all text dialogue should just be in English for the international version. I don't know if this sounds in any way logical, but there are games out there with this option (the Godzilla games allow you to switch to Japanese, for example), and it'd just make the experience even more believable.

- You know how some NPCs, mainly traders, have radios? It would be cool to have such a radio in places like Yanov Station or the Skadovsk, with the player being able to select certain songs the game, such as the Firelake soundtrack.

- Include an online version of the Arena? Could be fun.


That's it for now, I hope that was helpful in one way or another.
  00:23:47  11 July 2010
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punishersal
Lone Merc looking for a job.
(Resident)

 

 
On forum: 06/05/2009
 

Message edited by:
punishersal
07/11/2010 0:24:01
Messages: 1801
An option to fight against mutants in Arena. And winning you could get not only money, but some useful item too, like ammo or medkit.
  20:22:21  17 July 2010
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StalkerDave
(Novice)
 
On forum: 07/16/2010
Messages: 1
A Co-Op mode.

Seems to me the game is almost meant to be played that way.
  19:48:46  18 July 2010
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Mysterious Mr M
Senior Resident
 

 
On forum: 08/06/2009
 

Message edited by:
Mysterious Mr M
07/18/2010 20:05:43
Messages: 178
me got some suggestions too.

1. better and more realistic weapon handling.
the ballistics in stalker may be the best i've ever seen but the weapons handle like in any other FPS.
making the weapon an physical object you're holding that can collide with the world, has inertia and sways around a bit would be realistic and very immersive.

2. better immersion.
while immersion depends on a huge amount of thing, one thing no developer had done is to actually attach the camera to the characters head.
also in most games there are 2 distinct models with different animations, the 1st person model and the 3rd person.
however it would be far more immersive if there was no real 1st person model, so you could actually see yourself like others see you.

3. getting a new engine.
i don't know if GSC has the money to licence a engine like the CryEngine3.
however if they do, they can spend a lot more time on the game itself rather then the engine.
for example Far Cry 2 is the result of too much time spend on the engine and not enough on the game itself.
(btw fanboys, the engine doesn't create the feel of a game, someone could create a mario game on the X-ray engine or a STALKER game on the CryEngine3, it's all in the content they create.)

4. more realism, in all forms.
no lengthy explanation here.

5. bit more cunning AI.
i know STALKER has one of the best (if not the best) AI in a game.
however the fact they sometimes just stand in the open without cover during combat.
or the fact they never really sneak up to you is rather troubling, especially the mutants as they will simply attack you straight away instead of sneaking up to you and attacking you from behind.

6. jobs.
even in the zone people need to do simple jobs, like smuggling things in and out, guarding a base, patrolling a area, hunting mutants etc.
you can reliably make a little money, or better, take the job but betray them for greater profit.

EDIT:
7. civilian firearms.
it's a bit annoying how almost everybody had military grade automatic weapons.
adding some weaker semi-automatic weapons would be a great thing for rookies.
for example the ruger mini-14, sks, pistol cartridge carbines etc.
and maybe even .22LR... ... ... ... with poison bullets!
(btw, for those who know what the .22LR is, even this caliber is deadly if you can hit a person in the right place with it, and with the fact it is very quiet when suppressed makes this caliber dangerous.)
  01:13:27  19 July 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
You'll get little support for the idea of using the CryEngine.

Would you expect Rolls Royce to build the best (not fastest, biggest, most powerful or anything else - just best) car in the world, then power it with a 2 litre Ford diesel engine?

They would never do such a thing. They build cars and use their own engine design.

GSC make Stalker games and use their own engine design.

As it should be. World without end. Amen.

.
  01:16:58  19 July 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667
I don't see why your wasting your time writing these. GSC doesn't check the english forum. GSC will make a great game, as they always have, without your ideas.
  02:34:01  19 July 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
~Mysterious Mr M
1) Weapons already have sway and inertion.
2) You can add options to your user.ltx to switch between 1st person, and two 3rd person views already
3) Engines are game specific. Each one defines its own unique atmosphere. GSC is already said they are using their own. Fullstop. End of Story.
4) Hunger, sleep, and Medium difficulty. Real enough. What else do you want?
5) Pet gripe of mine. Smart terrain settings override some of the alife features. Had a good way of doing it in SoC, but GSC ditched it in favour of squad bases units in CS and CoP. Only valid suggestion IMO.
6) Already in CoP. Have you even tried any of the side quests, or did you just rush through and didn't look for any.
7) Try Gosukes weapon mod. Adds a Revolver and bolt action rifle.
  11:55:44  19 July 2010
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Mysterious Mr M
Senior Resident
 

 
On forum: 08/06/2009
Messages: 178

---QUOTATION---
~Mysterious Mr M
1) Weapons already have sway and inertion.
2) You can add options to your user.ltx to switch between 1st person, and two 3rd person views already
3) Engines are game specific. Each one defines its own unique atmosphere. GSC is already said they are using their own. Fullstop. End of Story.
4) Hunger, sleep, and Medium difficulty. Real enough. What else do you want?
5) Pet gripe of mine. Smart terrain settings override some of the alife features. Had a good way of doing it in SoC, but GSC ditched it in favour of squad bases units in CS and CoP. Only valid suggestion IMO.
6) Already in CoP. Have you even tried any of the side quests, or did you just rush through and didn't look for any.
7) Try Gosukes weapon mod. Adds a Revolver and bolt action rifle.
---END QUOTATION---


1 the weapons in stalker don't have inertia, and the sway is very rough as it moves from vector 1 to vector 2 at a constant speed instead of accelerating and decelerating.
2 i meant that your own model you see in 1st person mode should be the same as in 3rd person mode, or at least synchronised with it.
3 Unreal engine doesn't make everything brown, and cryengine doesn't turn everything into a tropical paradise, and the x-ray engine doesn't give the stalker feel.
have you worked with many different engines? downloaded about 100GB+ of mods for different kinds games on different engines?
like i said before, the engine is just a TOOL, what the game will be like depends on the content that is created for it.
ok, so GSC decided to stick with their own engine, but it'll certainly have to be upgraded quite a bit.
it's their choice but it'll certainly add a year to the production time.
4 ....... i don't think you know what realism means... just go outside and take a look around.
5 maybe, i haven't played SoC much after all so i haven't taken a good look at the AI there.
6 that's the problem, they are side-quests... all scripted out the same way and not repeatable.
7 a bolt action rifle and a revolver... that's like 2 weapons?
i don't know where u live but if you can, try going to a shooting range and just take a look at all the different weapons.

just what is it with people that they don't want anything improved? and in addition to that keep on saying "it's good as it is"?
i call that ignorance... and that is something that will lead to stagnation.
there is nothing that can't be improved, something good can always be made better.

in case you're wondering why i'm posting stuff here even though the devs most likely won't read it.
you read it, you even reply, it's an exchange of opinions and ideas, a conversation.
  01:56:02  24 July 2010
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Shodan_Reincarnate
(Senior)
 
On forum: 08/01/2007
Messages: 53
As far as ideas for the next, if any, stalker iteration? I would think as far as a Sci Fi storyline that STALKER has chosen around the whole "zone" there would be plenty to work with or make up for a new storyline.
Keep on improving on the gameplay mechanics, AI, and environments as you are, as seen with the three current releases, each has improved on the last in some way.

Now new ideas?

Well, make it more personal, more survivalist in some way.
Perhaps add that as you progress along the storyline, you gain followers, people that would help you establish and build up your own camp, using some of the many large structures. Give it a sandbox or open kind of feel, so you have a choice between locations. Old burt out factory or compound, abandoned scientist bunker, large hospital or apartment block.. who knows. This could be cool if they need new blood in the STALKER universe, say maybe you play a forward scout or something for a new group who sneaks into the zone to setup operations of their own, slowly getting in a trickle of the key NPCs like medic.. barman/trader, guide... etc.
Once you choose your location, you start building it up over time, perhaps give you something to do while doing the main storyline by collecting and salvaging all kinds of stuff you find in the zones around you. Metal scraps here, wood there, all that extra food and booze you find can finally goto a better use then just vendor fodder. They can get pretty creative using the stuff thats already ingame. Not only finding resources to "build" said camp, but also keep it supplied.. guns ammo and food. Upgrades even for the main services for your little town. Tools, computers, benches ETC for your engineer guy and medic. Create relations with smugglers or scavengers found throughout the game to increase the supplied goods your camps vendor has.
As far as growing your town too, maybe the more you upgrade it, the more attention it draws, and the more people come to seek safe haven, where you can choose what they do, what kind of position they fill, if any. Guard, Hunter/Gather(stalker?) Soldier/Patrol(likely good for taking out with you to take spots or help on main storyline mission) Would think the more people you take on, the more services you improve, the more attention it draws, good or bad. Maybe this starts drawing the envy of roaming bandits, certain mutants like blood suckers or the more rare baddies.
Hopefully, when they rework their XRAY engine again, perhaps they can add a object movement/placement system... So you can build your town a little bit, nothing too complicated, like walls or barricades that are scripted to be objects of attack and can only take so much damage before a breach occurs. Lookout points, lighting(for those dark areas, not going martha stewart here) If they cant or dont want to implement a sandbox building method, then have several pre-selected locations that are good for inhabiting for your base, or moving into(upgrading to) later, that each have options for upgrades, so that when you talk to your towns engineer/builder npc, choose the right upgrade that you have met the requirements to, and then some script goes into action that places/alters said area. Less user choice true, but still you can get alot going that way too, and its up to the level designers to choose how the changes are made, so that it doesnt clash with the level itself. Better too this way since they can script the smart terrain.. or whatever it is the npcs use to get around and interact with things...So said camp fire, gathering area, lookout post doesnt stay empty or you get npcs standing around doing nothing, and in the case of the random spawns where you have to defend your town, your npcs put up a good fight... watching npcs in small roaming groups try to fight off mutants and die so easily...doesnt seem to cannon as far as the storyline.. They lasted this long before you came on the scene, how are they dieing so fast now?

This whole player camp/town idea would be a great secondary storline that can run along side the main storyline, like all the side quests in the current iterations of STALKER, but just a bit bigger. Could also give alot to do as far as after-story Free Roam which was greatly appreciated in CoP. If you have multiple locations to choose from, adds a bit of replay-ability too. Give you a challenge too if its constantly forcing you to slow down and explore more of the world that GSC so painstakingly design and detail...You can miss out on so much uber-ness when you rush through the main storyline without detouring much. I think that might be why they added free roam to CoP, wanting people to see their skill in designing these worlds more, when the previous two games shut you down once the main storyline was complete. I still wanna see the powerplant map. Looks like there is soo much out there, but in CoS and CS, you had to fight to the center, all under heavy fire and being rushed by a time limit, and you didnt get to see any of it either.

I am in no way versed in the fiction involved with the zone, or anythign outside the game itself, so I wont put out any "suggestions" as far as how to go with the storyline... Just this player town, which should go alongside or complement whatever gem you guys are working on.

For the smaller ideas, as far as content to add or change...

Maybe add in some new weapons to mix it up a bit.
Perhaps some sort of flame thrower. Those always seem thrown together in games or movies you see, and seem basic in design. Would add a new element of gameplay. Setting things on fire, so far there doesnt seem to be anything "fire" related in the STALKER games.. i think if you stood on the camp fires you could take damage, then also the anomolies... but no after burn...not sure if the red tint and fire icon you get when in such anomoloes is what that is supposed to simulate... They added in dynamic water affects and smoke with dx10 apparently, so why not add in a "fire system" too. Would be cool if you could even affect the zone maps themselves, burning out all that overgrowth for whatever reason you may have, and have it slowly grow back over time. Would be cool in maintaining a defensive point or your town...
I dunno, in such a down and dirty, survivalist type of game, dont you think fire should play a bit more of a role in the game mechanics? hehe.

Another idea, some more weapon/armor mods and add ins. Such as attachable flashlights.. or TAC-lights i think they are called, laser sights, that way you can have said red dot option that people like to change around in mods as apart of the core gameplay, or even further, laser dots that light up on the enemy your aiming at, but for asethetic appeal, and also, maybe if you point your dot at an enemy, said enemies partner could see the dot and they become aware of a sniper near by... THAT would be cool, force you to think out how you draw your aim, how long you wait. Instead of sniping someone, and since you too far away, their AI doesnt come up with a target, and they just mill about.
those are two simple ideas that would be cool. In CoP I already noticed that they took mods to a new level with certain weapons having more options like that, scopes with built in night vision, sperate helmets you could mod accoringly.. stuff like that. Maybe add in some more factors or elements you could mod into the exsisting array of attributes. Not sure at the moment what to suggest.

More armor? Aside from giving you a bit more customization with your armor, why not break them apart more? In CoP we saw helmets added to the game, seperating them from the all in one suits.. they probobly already are planning to do this, but why not break them down more? Pants, Boots, Gloves? Sure you might say its starting to look more RPG ish, but Boots and Pants can be deciding factors too in how the zone affects your character. Want rubber boots so your more grounded, protected from electricity, lighter boots so you loose less stamina or run faster... Pants that affect your cargo capacity, pockets pockets pockets XD, Gloves can affect your aim as well, more bulky protective gloves for protection or strength, or lighter, fingerless gloves for those marksmen? could even go specilization or techno with em too, have special little devices that can be added in for certain things.. think adding nightvision for helms.. Maybe something in the gloves that allows better scavenging chance, crafting change.. who knows. Would also bring a bit more variables into how all the people look in the zone, not everyone looking the same as the next guy.

Add or change the artifacts around again. Didnt see much of a change through the 3 STALKER iterations, maybe some balance. But some time has passed, why not inject some new artifacts, maybe some rare ones that offer combo enhancements? Would be cool and add a bit of game play time/replay ability.

Add in a bit more in the way of weather? God i love the storms, sometimes i play with the idea of just letting the game run to listen to the storms.. like people who buy those white noise CDs with rainstorms hehe... Its russia.. snow? Wet coastal area... fog? Adding in snow would take alot of re-texturing and loading, since everything's look would change. Fog would be easier since it affects just game view rendering. Maybe add in a new mutant that likes to come out and stalk around in the fog.. extra level of creepiness there hehe. Could add alot to gameplay too, say if you got to run escort for a group and your ambushed when a fog bank rolls in from outa nowhere hehe. See someone screaming as they get pulled away and out of sight lol...

Maybe... hire on a few more basic level designers to open up alot of the buildings that are ingame.. no more fake doors.. or less. Could just do a simple copy and paste.. rooms are simple. This would go great for my whole player town idea, since you could hide "resources" for your building in them. Chairs for wood.. doors.. bla bla bla. Adds in more replay ability, more to explore after the main story is done. I personally tried building stuff like this on my pc, but its crap so it didnt run the toolset very well. Barely ran CoP btw...

LAst thing I can think of. With your smart terrain thing, or the nodes where once the npcs wander to and take up residence at, such as camps, have several sets of "behaviors" and "nodes" scripted, each for the seperate faction.. I.E.. stalkers behave differently then say bandits... Stalkers plop down and get comfy, with some lookouts, bandits could do the same at basic camps, or when its a good ambush point, have them sit as if waiting in ambush... Military can move in all commando style, fire and secure.. then do their own thing. this would be great i think, and could also lend to the survivability of NPCS out wandering on their own. where there are camps inside buildings, have some idle nodes setup so they are in prime guard or lookout positions, and are more likely to engage something further off, instead of waiting till the mutants are running around inside with them. Improving on the behavior of the AI life in the extra npcs that wander around would line up better with the storyline i would think... they are so easy to kill it seems by each other.. if they were that fragile, then the whole zone would be a ghost town i would think. If they are going to choose a camp to use, you would think they would be able to defend it far better... Perhaps it just means they need to have increased awareness of the area around their camp. They dont seem to be able to handle mutants well, but sure as hell give you a run for your money.. as far as aim and all. Camps should be a bit safer for the NPCs... tired of coming up and finding half or all the camps occupants dead and lots of dog bodies around.


Thats all i can think about as far as tweaks, changes or add ins. Kinda proud of the player town idea myself. Gives you alot of extra content to play with and more reason to explore the "photo-realistic" areas to explore.

Comments and critiques are welcome.. but no flaming lol.
  03:49:41  24 July 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
4 ....... i don't think you know what realism means... just go outside and take a look around.
---END QUOTATION---



If you want realism you need to wait - like the rest of the Stalker universe - for the release of 'Lost Alpha'.

The mod team making it also made Priboi Story - and in the testing for the 1.1 release there were three testers killed by bullets flying out of the screen.

How much 'realism' do you want, for fek's sake?

The thing is, it isn't real. And one man's 'Realism' is another man's plastic pig. How does a lone modder, or even a team, satisfy the 'realism' desires of everyone? They don't. They give you a working mod and access to all the files. Make it as 'real' as suits you.

.
 
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