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

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  21:00:42  26 August 2010
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198

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

I've always felt like you had a better chance of scribbling a note
and stuffing it in a bottle and throwing it into the ocean and hope it
would float to GSC than getting them to read anything in this section.

TS
---END QUOTATION---



Yes but it does give the modders ideas
  22:55:16  3 September 2010
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Mr. Mutant
Senior Resident
 

 
On forum: 08/04/2008
 

Message edited by:
Mr. Mutant
09/03/2010 23:14:33
Messages: 210
My ideas...
Being able to add music from your computer to your in game PDA to listen to.

Having to charge your PDA, Detector, Nightvision, and Suit by paying traders/technicians, using an artifact, or using guass rifle ammo, etc..

Red dot sights

Civilians that have survived in the zone since 1986. Just the local crazy people

More explosives and explosive weaponry(RPGs more common). Russia is full of RPGs why wouldnt they be in the zone?

Postal Service. A line of boar mounted stalkers that deliver mail across the zone

New Mutants like mutated goats, bunnies, giant frogs, mutated fish/swamp creatures.(lochness monster hahah) Boss mutants!
mutants mutants mutants

Vehicles. Motorcycles, trading trucks, trading routes, mutated pack animals. That would really add some realism to the zone economy. How do you think the tons of weapons and supplies get to areas deep within the zone?

Adding every area to the zone(Bar especially!) creating an enormous landscape full of hours of gameplay and exploring and side quests I get really tired of the same three environments in CoP- Swamp, uhh Swamp, and desolate city... lame. Thats why i liked ShoC, and CS alot more. interesting and ever changing environments and zones.

I was also thinking like instead of just a suit to equip how about more in depth. Boots, Pants, Vests, Helmets, Masks, Gloves, Coats, Backpacks, and under armor

Customizable character. Looks, starting point and name.

Seasons. SNOW! well atleast winter would affect the outskirt zones but not really most of the zone since radiation and constant explosions would destroy the atmosphere. Really there shouldnt even be rain in NPP. Except acid rain

Having your own home that is upgradeable for instance, a basement(to survive blowouts and stash valuables), safes, reinforcing walls, burglary protection(damn bandits always trying to vandalize your home), booby traps, maybe hiring a guard or a pet mutant > , buying electronics such as radios, scanners, laptops, computers to keep you updated on whats what, garage to store your vehicle, fencing, heat sources, idk anytihng else that a home in the zone needs. Home in the zone... awesome

Having a squad that you lead or possibly creating your own faction. Companions Being lone wolf should still be more well suited.

Being able to join a squad

Down-loadable Black Market App for your PDA. Imagine being able to order all sorts of illegal weaponry and supplies straight from your PDA

More active military

Being able to grow plants for cooking and making special food. Radioactive apples mmmm

Just my random ideas...

I hope the some amazing ideas are being brought up in the Russian forum
  23:41:57  6 September 2010
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plastic
(Novice)
 
On forum: 07/25/2010
Messages: 25
> Better, detailed animations conveying a feel of weight, acceleration etc for pc and npc.

> Bigass, bigger than morrowind map, big enough to warrant travelling in improvised suv's, zaporozhets, buggies, dirtbikes and hired helicopters. Scrounging for fuel for these, thus making use for them bit rare. (Reading thru this thread, there seems to be a lot of scepticism regarding this and xray's inadequacies...no harm in wishing.)

> less humans in the zone centre. cop had too many. Also humans travelling in increased group numbers as you approach the centre or less inhabited, less explored areas.

> Guns and ammo rarer and more expensive. cop had enough to start a worldwide export business from teh zone. not everyone you encounter should have a gun at all, let alone an auto rifle or shotgun.

> Knife fighting and CQC supporting improvised weapons like stones, screwdrivers, wrenches, hacksaw blades, vehicle handles, rusty pipes, bottles, suitcases??...i dream of my chances against a bloodsucker with only a knife or a broken bottle....or better yet, bare fist.

> Ranking or reputation system with consequences such as people offering more missions as your experience increases or inviting you to join their trophy collector club.

> Aquatic or amphibious mutants and anomalies and swimming.

> full pripyat city. pripyat in soc was great but never got to explore it without mods. cop was BS.

> small stalker villages, slums and shantytowns randomly located and constantly changing locations depending on AI dynamics llike faction wars, mutant attacks, anomaly movement.

> Theres a lot of unnatural deaths in the zone. So, perhaps ghosts of dead stalkers haunting about at a particular time of day??

> sleep requirement with consequences for the lack. therefore, sleeping bag.

> arent there monkeys in ukraine? theres no death from above to watch out for.

> population cycle. rising human population affected by mutant attacks and rising mutant population curbed by human hunting parties.

> poaching industry and peta prescence in the zone. maybe a zoo?????

> you shouldnt be able to carry 50 kilos and still be able to run.

> armour decals indicating faction, status, rank, identity.

> varied npc models.

> Better arena and more diversions.
  23:46:35  6 September 2010
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bile
(Novice)
 
On forum: 09/06/2010
 

Message edited by:
bile
09/07/2010 0:05:41
Messages: 3
Some things being on my mind...

1. More advanced stealth system - if the player wants to play unseen and unheard assassin.
1.1 Customizable suits - buying different camouflage patterns/colors for armor, suitable for different areas in the zone - that should affect the stealth factor.
1.2 Intel - ability to gain intelligence reports for given location (through PDA, laptop, informants, traders etc.) including shifts, unit locations, patrol areas and routes etc.
1.3 Decoy hardware - think Noise arrows in Thief
1.4 Stealth clothing and weaponry - like suits boosting jump height, crawl height, run speed and so on.

2. Expanded item construction/upgrade system - player can find parts, disassemble weapons for spare parts. One very annoying moment in all three games is that the player cannot use the armor of the fallen enemies. Something like taking parts from enemy armor, to upgrade or repair own suits would be nice - like nv modules, servomotors, kevlar plates, healing systems and so on.

3. Safehouse owned by player with upgradeable storage, interior, defense systems

4. Artefacts - the real good ones - more difficult to obtain, more bonuses for the player.

5. Factions wars - like CS, but better scripted and with more benefits/disadvantages for the player. I dont believe that freedom never heard a word about my char, doing a ton of missions for duty for example.

6. Freeplay, freeplay, freeplay - working factions wars, artefact respawn and hunt, non scripted quests (there cant be too big variety in that, but at least it is something), monster raids should be enough to keep the player busy and interested.

7. All levels from the tree games, plus those, that was not used (like dead city, radar and so on). Some unseen and completely new locations wont hurt too

8. All this is very short explained - if I have time, I'll write more detailed thoughts.
  23:54:38  6 September 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424

---QUOTATION---
> Better, detailed animations conveying a feel of weight, acceleration etc for pc and npc.

> Bigass, bigger than morrowind map, big enough to warrant travelling in improvised suv's, zaporozhets, buggies, dirtbikes and hired helicopters. Scrounging for fuel for these, thus making use for them bit rare. (Reading thru this thread, there seems to be a lot of scepticism regarding this and xray's inadequacies...no harm in wishing.)

> less humans in the zone centre. cop had too many. Also humans travelling in increased group numbers as you approach the centre or less inhabited, less explored areas.

> Guns and ammo rarer and more expensive. cop had enough to start a worldwide export business from teh zone. not everyone you encounter should have a gun at all, let alone an auto rifle or shotgun.

> Knife fighting and CQC supporting improvised weapons like stones, screwdrivers, wrenches, hacksaw blades, vehicle handles, rusty pipes, bottles, suitcases??...i dream of my chances against a bloodsucker with only a knife or a broken bottle....or better yet, bare fist.

> Ranking or reputation system with consequences such as people offering more missions as your experience increases or inviting you to join their trophy collector club.

> Aquatic or amphibious mutants and anomalies and swimming.

> full pripyat city. pripyat in soc was great but never got to explore it without mods. cop was BS.

> small stalker villages, slums and shantytowns randomly located and constantly changing locations depending on AI dynamics llike faction wars, mutant attacks, anomaly movement.

> Theres a lot of unnatural deaths in the zone. So, perhaps ghosts of dead stalkers haunting about at a particular time of day??

> sleep requirement with consequences for the lack. therefore, sleeping bag.

> arent there monkeys in ukraine? theres no death from above to watch out for.

> population cycle. rising human population affected by mutant attacks and rising mutant population curbed by human hunting parties.

> poaching industry and peta prescence in the zone. maybe a zoo?????

> you shouldnt be able to carry 50 kilos and still be able to run.

> armour decals indicating faction, status, rank, identity.

> varied npc models.

> Better arena and more diversions.
---END QUOTATION---



Agreed with everything except the zoo, what the fuck?
Ghosts, yes, actually more horror altogether. Hallucinations, more wierd mutants, more disturbing zombies, the ones that already are there are laughable, just moaning meatshields... CoP was not scary at all, and the empty you always felt was not empty as in "oh shit its TOO silent..." but more "goddamn nothing is going on."
  07:51:30  7 September 2010
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plastic
(Novice)
 
On forum: 07/25/2010
Messages: 25

---QUOTATION---
and the empty you always felt was not empty as in "oh shit its TOO silent..." but more "goddamn nothing is going on
---END QUOTATION---



yup yup. Also better less interfering background music. There were times I got nervous and started firing about in all directions because of a bit of electronic droning in the bg music that I mistook for a controller playing with me. But pripyat day music was just great.

Also, does anyone think stalker series could use a topdown turn based squad tactics rpg type game? I somehow fancy that to be really great. Just thinking of all the tall grasses and abandoned vehicles and buildings in stalker gets me dreaming of a jagged aliance 2 set in teh zone.
  10:20:23  7 September 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424

---QUOTATION---
yup yup. Also better less interfering background music. There were times I got nervous and started firing about in all directions because of a bit of electronic droning in the bg music that I mistook for a controller playing with me. But pripyat day music was just great.

---END QUOTATION---



Haha, yeah, the music had me alarmed quite a few times as well. Sometimes it's just too up in your face.


---QUOTATION---
Also, does anyone think stalker series could use a topdown turn based squad tactics rpg type game? I somehow fancy that to be really great. Just thinking of all the tall grasses and abandoned vehicles and buildings in stalker gets me dreaming of a jagged aliance 2 set in teh zone.
---END QUOTATION---



NO, FPS all the way.

But if someone else than GSC were to make it i would'nt give a shit lol.
  12:50:21  7 September 2010
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plastic
(Novice)
 
On forum: 07/25/2010
 

Message edited by:
plastic
09/07/2010 12:52:00
Messages: 25

---QUOTATION---
1.1 Customizable suits - buying different camouflage patterns/colors for armor, suitable for different areas in the zone - that should affect the stealth factor.
---END QUOTATION---



yes boss. we need that.


---QUOTATION---
But if someone else than GSC were to make it i would'nt give a shit lol.
---END QUOTATION---



ok. lets scratch out turn based....topdown realtime tactical rpg sounds good...I can even imagine it. I want it badly.
  00:24:30  11 September 2010
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Bioris
(Novice)
 
On forum: 09/10/2010
 

Message edited by:
Bioris
09/12/2010 17:23:32
Messages: 3
Suggestions for STALKER 2

1 - The character:

- Customizable: face, hair, clothes, nick (and real name imposed for voice dialogues of the game).
- Customization of weapons that could put a "texture" on the butt for example.
- Experience recordable on the official website of the game to continue his career in the future versions of Stalker.
- A true hiding place or to put his equipment and sleep.
- We can customize his hideout (posters, word on the door).
- Being able to have their picture taken by another Stalker alongside other Stalker => Windows wallpaper!
- To have faster access to the best weapons to enjoy it.




2 - Realism and atmosphere:

- Keep the atmosphere due to the sad situation and climate désatreuse little known (but a little sun eh ...)
- A very realistic thanks to:
=== Be quiet moments without stress, provide go into action when we want (like CoP).
=== Materials, realistic weapons and not farfetched
=== Travel gear realistic (and not Jetpack)
=== Power light a fire, join a group around a campfire, playing guitar, smoking, ...
=== Add the factor "temperature" that would play on the speed of recovery from fatigue and injuries => fire can warm up and get it faster!
=== Mutants ok, but do not end up having powers worthy of Superman, we can have realism in fantasy.
=== Huge Map, one must feel that the field is infinite.
=== To be able to bring his life in the game, become a Stalker who seeks artifacts and blows his hand.
=== To be able to ask for help from a group and to attack grouped.
=== The guide does not go away every time, he can sometimes take us back, and follow us.
=== Guide and group stalker can follow us to help us (sometimes) and on our request.
=== Still a great variety of mutants more or less frightening and more or less difficult to kill.




3 - Time and Weather:

- You can sleep at night or to jump forward an hour = absolutely!
- Always a fast time when 1h happens in minutes.
- Variable weather = great, but a bit more sun "sometimes"
- Emissions = it takes almost every day like Stalker CoP (random)
- Add fog (but rarely), any map in the morning.




4 - The style of play:

- Provide go wherever we want when we want (or almost) and not having to follow a "corridor" as happens in SoC and CS.

- FPS: First Person Shooter, one sees what the character sees, but it would take an outside view sometimes just to take pictures for example, to se our custom character.
- The Map is huge, it goes where we want, we enchaine goals as we want (as in CoP).
- Vehicles for travel, but rarely because the fuel is scarce!
- The end is not mandatory, the game is designed to last virtually forever (not like CoP where you end up with an almost empty Map).
- Servers cooperation would be joined in the Map where there would be 100 Bots (characters controlled by the game, stalkers, bandits, mutants ...) and allow 2 (or 3, 4) to enter and play in COOP or by clashing clans. If it dies, looses its experiences and its equipment but we can return.



5 - Theme:

- Always the same place at least for the start (Chernobyl and its surroundings).
- The area may have spread to Europe!
- The aliens can happen, indeed they are responsible for the disaster at Chernobyl in 1986 because it allows them to colonize our planet, everything is explained!



6 - The name of the next Stalker :

Stalker, Invasion of Europe "
it come from space

=== Three phases to the game:
1 - It is life as usual, with some classic missions, you get his gear.
2 - We become aware of arrival of extraterrestrial gradually.
3 - It's War against the ET, all the clans together with the military and even the bandits!

(But we will lose, ... in the stalker following (The 3!) is the whole Earth is invaded, the Zone is EVERYWHERE, but this time we will win!)

-----------------------

That's all

I really hope that Stalker programmers will read my message

Best regards
  11:22:12  21 September 2010
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jef123456
(Novice)
 
On forum: 08/08/2008
 

Message edited by:
jef123456
09/21/2010 11:25:36
Messages: 40
I'd like to see the zombie element more worked out, in cop you come across loads of zombified stalkers and military zombies but for some weird reason (they are scared shitless ) no zombie bandits ever pop into view.
And maybe we could witness a scripted moment from behind glass were we see a buddy of ours being 'transformed'?

I'd also like to do big business with local traders or the outside world, not just selling the occasional artifact, but making a name for yourself by sneaking past the border to export artifacts and other valuable collector items.

A couple of sneaky missions (the kind where you are forced to do so because of the enemy's crazy fire power) inside enemy camps would also be nice

Something else, you don't have to make the map enormous but i'd like to see the pripyat (or limansk, take your pick) skyline on the horizon to give a bit more feel.

The roaming population could also be decreased, i liked the pripyat level because it gave me a bigger idea of total desertion then the others two levels.
 
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