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

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  07:40:46  20 May 2010
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Research And Dev
(Novice)
 
On forum: 05/20/2010
 

Message edited by:
Research And Dev
05/20/2010 7:47:39
Messages: 1
S.T.A.L.K.E.R 2 Suggestions?

What suggestions do "you" have for the next installment in the S.T.A.L.K.E.R series?
Gameplay mechanics or strictly cosmetic.
  07:43:25  20 May 2010
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Stoned Chef
hehe ^.^
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On forum: 07/06/2009
 

Message edited by:
Stoned Chef
05/20/2010 7:43:50
Messages: 1299
S.talkers kiling stalkers!!!!!!! And getting drunk.
  07:52:05  20 May 2010
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300000
Addicted to Sunrise suit
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On forum: 01/29/2009
Messages: 727
I doubt that devs will ever read this :/
  03:29:37  21 May 2010
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Darkh4
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On forum: 04/01/2007
 

Message edited by:
Darkh4
05/21/2010 3:31:41
Messages: 1177
Hmm...maybe I'm just naive, but is it possible this is legit?

Of course, it's entirely possible that someone created a brand new account, named it Research and Development, and asked our suggestions for Stalker 2, just to mess with us.

But on the off-chance, here's what I'd like to see.

1. More to do in freeplay.
Provide more reasons to revisit locations. Artifacts, mutants, NPC's, etc. CoP has a few places worth revisiting, but many more areas simply seem to be set pieces for a single scripted scenario. Once that scenario has played out, nothing ever happens there again and there's no reason to go back. X8 is an example of this.

2. More exploration of buildings, with more details
It's frustrating seeing interesting looking buildings that we can't explore. Interiors should show more evidence of the people that used to live and work there.

3. More underground levels and survival-horror feeling
This speaks for itself. SoC had plenty of both, but CS and CoP have moved away from this a bit. Underground levels that can be returned to to flush out mutants and maybe collect an artifact or two would be ideal.

So anyway, this is probably falling on deaf ears, but who knows.
  03:40:00  21 May 2010
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Steelyglint
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On forum: 06/06/2009
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Probably be a few more bells and whistles if this was 'official'.

.
  14:20:37  21 May 2010
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punishersal
Lone Merc looking for a job.
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On forum: 06/05/2009
Messages: 1801
Interesting main story. Something unexpected.
  19:54:23  30 May 2010
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F!xou
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On forum: 10/06/2009
Messages: 416

---QUOTATION---
Hmm...maybe I'm just naive, but is it possible this is legit?

Of course, it's entirely possible that someone created a brand new account, named it Research and Development, and asked our suggestions for Stalker 2, just to mess with us.

But on the off-chance, here's what I'd like to see.

1. More to do in freeplay.
Provide more reasons to revisit locations. Artifacts, mutants, NPC's, etc. CoP has a few places worth revisiting, but many more areas simply seem to be set pieces for a single scripted scenario. Once that scenario has played out, nothing ever happens there again and there's no reason to go back. X8 is an example of this.

2. More exploration of buildings, with more details
It's frustrating seeing interesting looking buildings that we can't explore. Interiors should show more evidence of the people that used to live and work there.

3. More underground levels and survival-horror feeling
This speaks for itself. SoC had plenty of both, but CS and CoP have moved away from this a bit. Underground levels that can be returned to to flush out mutants and maybe collect an artifact or two would be ideal.

So anyway, this is probably falling on deaf ears, but who knows.
---END QUOTATION---



I second everything that Darkh4 said ! and maybe more weapons like in Smrter mod
  06:20:27  2 June 2010
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METREONFUTURE
(Senior)
 
On forum: 03/29/2008
Messages: 80
what about, stalker in outer space?

maybe?



we definitely need to go back to the sarcophagus to clean up this shit. they didn't destroy the zone after all.


we must smash it!
  06:20:28  2 June 2010
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METREONFUTURE
(Senior)
 
On forum: 03/29/2008
 

Message edited by:
METREONFUTURE
06/02/2010 6:30:29
Messages: 80
what about, stalker in outer space?

maybe?



we definitely need to go back to the sarcophagus to clean up this shit. they didn't destroy the zone after all.


we must smash it!

oh, and yeah, fewer un-openable doors would be nice. i mean, why can't i just blow them down with grenades?


and also, you really REALLY need to go over the top with the creepiness. the next one must be the creepiest ickiest thing ever made.

more AND BIGGER underground levels would be nice.

also, it would be nice if things were a hair more linear. i hate the feeling of wandering around for nothing, but i also hate the feeling of having nothing to explore.
call of pripyat seemed to have a lot of places to explore, but none of them had much size or depth.

i would prefer a smidgen fewer places to explore that are better fleshed out... and bigger and more detailed and more important. AND MUCH CREEPIER!!!

making the artifacts harder to find and MUCH more powerful would be nice.

also, making the weapon's innate qualities more important would be nice. making it to where the sniper rifle played a larger role and that sort of thing. make it to where certain weapons are needed to complete a mission instead of just making the mission slightly more convenient to conquer.


we need more detail on the wicked experiments these sicko scientists conducted.


pseudo giants should be a lot bigger.

and perhaps the game could have more locations than just around the reactor. in COP the Caribbean was mentioned as a place of experimentation.

also, it would be nice if, instead of hordes of mutants, one would find a few that were more intricately tied to the story and the labs.


also, a walking brain with tentacles couldn't hurt.


that's another thing, maybe the artifacts could be made more important to the story line. kinda like in zelda where you have to find new items to tackle obstacles. but flesh it out in a way that doesn't seem formulaic.
  11:46:13  2 June 2010
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Ancient
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On forum: 03/31/2007
Messages: 678
Don't make Stalker 2 multiplatform!
  21:39:07  3 June 2010
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Taffy
Barely leaves the Cordon...
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On forum: 03/19/2009
Messages: 672
Create a character perhaps?
  19:34:41  5 June 2010
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Randolph
(Novice)
 
On forum: 11/15/2009
Messages: 46
Things that are mentioned on first page+more and larger locations
  19:38:52  5 June 2010
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GrimReaperBG
(Senior)
 
On forum: 06/04/2010
Messages: 58
Maybe much more factions, and much more RP between them, and the factions war !
  03:51:28  12 June 2010
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Ewe
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On forum: 06/12/2010
Messages: 193
Make the game what it should be!


---QUOTATION---


1. More to do in freeplay.
Provide more reasons to revisit locations. Artifacts, mutants, NPC's, etc. CoP has a few places worth revisiting, but many more areas simply seem to be set pieces for a single scripted scenario. Once that scenario has played out, nothing ever happens there again and there's no reason to go back. X8 is an example of this.

---END QUOTATION---



Freeplay is what makes games now, scripted ending games are a waste of money. The maps could be bigger and populated with structures and such. As it is now...it looks like a 1/2 attempt to make a map area.


---QUOTATION---

2. More exploration of buildings, with more details
It's frustrating seeing interesting looking buildings that we can't explore. Interiors should show more evidence of the people that used to live and work there.

---END QUOTATION---



Agreed! Or destroyable structures or building damage.


---QUOTATION---
3. More underground levels and survival-horror feeling
This speaks for itself. SoC had plenty of both, but CS and CoP have moved away from this a bit. Underground levels that can be returned to to flush out mutants and maybe collect an artifact or two would be ideal.

So anyway, this is probably falling on deaf ears, but who knows.
---END QUOTATION---



Just more of what is there. It took me under a week to complete the game, it is hard to sell my friends in trying or buying it when it's over so quickly. This game has SO MUCH potential and yet is seems like it was just piecemealed together.

Rolling all the series into one would be great.

Scripting better, the game has so many obvious flaws such has NPC hitting their weight limit in loot and just sitting there or mobs spawing in your field of view when there are plenty of structures and bushes to hide the spawn in.

Weapon durability is a joke. For one, weapons dont wear out that fast nor would a stalker, merc or bandit be running around with a worn weapon. Weapons are your life blood in this game. Give weapon durability some love.

Humans should run to the nearest shelter, not pathed to some distance place prior to a blow out.

Mines / boobytraps

Better scripted paths / patrol routes for monsters and humans. How come the bandits aren't laying in wait somewhere instead of walking down the middle of the road asking to be shot?

Make the maps bigger! Oh..I mentioned that.

Make the maps bigger!

Females...not for looks, but it would change many game play... Besides I know a lot of female FPS players.

Manipulate objects better like in Oblivion...I like to be neat The ability to turn on and off building lights (that have power) or be able to shoot out lights in enemy areas.

Don't wear out the weather, it rains more in this game than it did on me during the monsoon in Asia.

Change the relationships, monsters should have a food chain, zombies should not be exempt...they are humans...dumb ones but human.

Those are some changes just to name a few. They really could have made this game stand out, but as it is; it's a short term single player quick game...

More exploration with bigger maps with the ability to discover all kinds of things instead of just doing quests, exploring what little is there then...game over. Rolling all 3 games into one would almost be about the right size even though all the other maps are quite small. It would take much to beef them up and populate them. Even populate with some of the military interaction...random patrols, fly overs etc.

There is so much that could be done with this game without making it a huge programming nightmare. They stopped too short.

They need to review older games like Novalogic Delta Force for the scripting and area builds.

Doom for area exploration and detail, no the game doesn't have to be top of the line graphics, what is there is good, but turning off lights, opening or breaking down any door. The trailer on YouTube gives a very good showing...a stalker exploring; something limited in the game.

/sigh I'll get of my box for now :\
  04:31:08  12 June 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
If you beat the game in a week you
A) played through it so quickly you didn't even really explore
B) have WAY to much time on your hands

GSC has made the maps bigger in CoP compared to SoC/CS. Any bigger, and most computers would pack up, ctd, bsod and complain at the load the alife, level geometry, and everything else the game provides.

NPC's spawning in field of view. What the F^&k did gsc do with the spawn restrictor that was designed to stop this happening when regular spawns were happening in CS and SoC.

Weapon condtion is set when the npc dies holding onto the weapon. If you injure them to the point where they lie down injured, their weapon is in perfect condition.

GSC changed the travel system between CS and CoP. NPC's no longer follow way points to smart terrains, but free roam instead, choosing their own paths. Why aren't npcs lying in wait? Cause the zones so empty. You'll get bored too lying on a roadside for several days, and when someone did come along, your more likely to celebrate seeing another human being than shot them. And you want npcs to follow predictable paths again?

Weather. Time passes at the rate of a minute ingame for every real 6 seconds real time. Weather is updated every hour. And it's the zone, nothings really normal, including the weather.

Food chains. Have you even stopped for 10 minutes to observe mutants after wiping out a pack of stalkers?

Destroyable terrain. Xray engine isn't designed for it. Full stop.

There's more content in this game than SoC and CS, and you want more? And more maps? Sounds like you want to play v0.45 of smrter zone.

Mines/boobytraps. Anomalies anyone? And there are mines ingame already.

GSC focuses on making a storyline orientated game, but they have been learning from previous games. They implemented faction wars in CS cause that's what SoC modders were doing in SoC. They implemented free play mode after game completion in CoP cause that's what CS modders were doing in CS.

Female NPCs are planned for stalker 2 already.

All the stalker game have potenial (even CS, despite public opinion), its just that GSC cannot fully unlock it all, else they'd spend all their time making the game. This is where modders come in.

A more interactive environment would just increase the load on xray and computers. Xray simply isn't designed atm for something like this. I've played game with shitter graphics, ai, and smaller levels, and they strain my computer. Xray has quite decent sized maps, an excellent alife system (even better after modding), and runs quite well.

Freeplay is what makes game now? So why are linear shooters like Call of Duty, FEAR, and other similar game still so popular? They're so linear and scripted, you can't even lift a finger without hitting a linear or scripted component.
  05:54:47  12 June 2010
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Ewe
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On forum: 06/12/2010
 

Message edited by:
Ewe
06/12/2010 6:49:10
Messages: 193

---QUOTATION---
If you beat the game in a week you
A) played through it so quickly you didn't even really explore
B) have WAY to much time on your hands
---END QUOTATION---



B



---QUOTATION---
NPC's spawning in field of view. What the F^&k did gsc do with the spawn restrictor that was designed to stop this happening when regular spawns were happening in CS and SoC.
---END QUOTATION---



Beats me


---QUOTATION---
Weapon condtion is set when the npc dies holding onto the weapon. If you injure them to the point where they lie down injured, their weapon is in perfect condition.
---END QUOTATION---



That has not been my experience.


---QUOTATION---
GSC changed the travel system between CS and CoP. NPC's no longer follow way points to smart terrains, but free roam instead, choosing their own paths. Why aren't npcs lying in wait? Cause the zones so empty. You'll get bored too lying on a roadside for several days, and when someone did come along, your more likely to celebrate seeing another human being than shot them. And you want npcs to follow predictable paths again?
---END QUOTATION---



Agreed for the most part, but there is traffic and a bandit would be watching such in and out of bases...was just a thought. I was just making an example of scriptive behavior.


---QUOTATION---
Weather. Time passes at the rate of a minute ingame for every real 6 seconds real time. Weather is updated every hour. And it's the zone, nothings really normal, including the weather.
---END QUOTATION---



Constant rain can be depressing


---QUOTATION---
Food chains. Have you even stopped for 10 minutes to observe mutants after wiping out a pack of stalkers?
---END QUOTATION---



Yes, that isn't exactly what I was referring too.


---QUOTATION---
Destroyable terrain. Xray engine isn't designed for it. Full stop.
---END QUOTATION---



Not every company sticks with the same engine over time, or they develop it and improve on it. I'm somewhat aware Xray engine limitations.


---QUOTATION---
There's more content in this game than SoC and CS, and you want more? And more maps? Sounds like you want to play v0.45 of smrter zone.
---END QUOTATION---



Did and done for his last release. Probably be awhile before 0.45 is released


---QUOTATION---
Mines/boobytraps. Anomalies anyone? And there are mines ingame already.
---END QUOTATION---



No there isn't. You can't place the ones I'm talking about. Though anomalies make great boobytraps.


---QUOTATION---
GSC focuses on making a storyline orientated game, but they have been learning from previous games. They implemented faction wars in CS cause that's what SoC modders were doing in SoC. They implemented free play mode after game completion in CoP cause that's what CS modders were doing in CS.
---END QUOTATION---



yeah...


---END QUOTATION---
Female NPCs are planned for stalker 2 already.
---END QUOTATION---


Thanks, I wasn't aware.


---QUOTATION---
All the stalker game have potenial (even CS, despite public opinion), its just that GSC cannot fully unlock it all, else they'd spend all their time making the game. This is where modders come in.
---END QUOTATION---



No one fully unlocks it a game, their are limited ideas in a group, it was of my opinion they could have done more. It's too simplified. Staying in line with the OP


---QUOTATION---
A more interactive environment would just increase the load on xray and computers. Xray simply isn't designed atm for something like this. I've played game with shitter graphics, ai, and smaller levels, and they strain my computer. Xray has quite decent sized maps, an excellent alife system (even better after modding), and runs quite well.
---END QUOTATION---



I'm aware of the limitation, but some of the recommendations is just plain scripting. Increasing the size of the play area would hammer most computers.


---QUOTATION---
Freeplay is what makes game now? So why are linear shooters like Call of Duty, FEAR, and other similar game still so popular? They're so linear and scripted, you can't even lift a finger without hitting a linear or scripted component.
---END QUOTATION---



Have you looked around lately? It's not like the mid to late 90s...there really isnt much offerings out there in the way of gameplay, why some people hang on to games like WoW. What are they going to replace it with? (Though bad comparison since WoW is a social event game) Such is the same with CoD and FEAR. I still dig out some of my old games to play to break the boredom. Talk about scripted, Metro 2033...

Was just my .02 in regards to improving the game. That game is a vast improvement over the others.
  06:01:01  12 June 2010
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DeltaForce95
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On forum: 12/22/2008
 

Message edited by:
DeltaForce95
06/12/2010 6:07:47
Messages: 4762
More like SoC in atmosphere, I still find that its teh best out of the 3
Just let me have the option to choose between a knife or pistol(like the choice is have apistol holster on your leg, or have a knife sheath on your leg) or have the pistol in slots 2 or 3
or have any weapon in 2 and 3
Eitehr way, I feel that the knife in 1, and other stuff in 2 and 3 is still stiff
If I get rid of knife, I might not be able to have something that will break stuff open but whatever, I find the knife slot is out dated to hell, I feel melee button should be added
  09:03:53  12 June 2010
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Steelyglint
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On forum: 06/06/2009
Messages: 5171
Ewe, try the Sigerous mod.

Doesn't have the extra maps you seek, but it has almost everything else.

Wait for Smrter 0.45 for the rest.

.
  19:25:10  12 June 2010
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Ewe
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On forum: 06/12/2010
 

Message edited by:
Ewe
06/12/2010 19:33:45
Messages: 193

---QUOTATION---
Ewe, try the Sigerous mod.

Doesn't have the extra maps you seek, but it has almost everything else.

Wait for Smrter 0.45 for the rest.

.
---END QUOTATION---



Cool beans! I shall, thanks A good site to d/l it from? English version So many sites listed.
  21:23:03  12 June 2010
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ivanzu
Mutated into Mouse.
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On forum: 05/02/2010
Messages: 220
female stalker ,able to have a girl ,able to buy a small house or create one.
  21:36:32  12 June 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
Ewe, try the Sigerous mod.

Doesn't have the extra maps you seek, but it has almost everything else.

Wait for Smrter 0.45 for the rest.

.

Cool beans! I shall, thanks A good site to d/l it from? English version So many sites listed.
---END QUOTATION---



Take a look at the thread in the downloads section. Other assistance can be found in the discussions thread.

.
  09:57:13  23 June 2010
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chuppa
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On forum: 04/11/2008
Messages: 409
I only just saw this...

As I mentioned in my thread about playing Boiling Point, White Gold and Precursors those three games demonstrate that a huge persistent world map IS possible so I'd like a similar thing for future STALKER.

Things like real glass in windows (BP etc. have this) and destroyable lights would be nice as well as at least some destroyable structures. I also like the power source recharging requirement in Metro 2033 - that's the sort of thing STALKER should have had all along.

As far as overall game, in addition to the campaign story a nice freeplay mode would be nice.

Alife IMO needs to be further developed into something I'd call "Living World" which in part would use the existing Alife system but take the whole concept further. This could be achieved by having a selection of scripted npc missions for each class of npc - ie. have Soldier missions, Bandit missions, Loner / Merc missions etc. the kind of thing I mean for example would be to have some of the soldier missions simply be patrols of certain sets of waypoints, attacking or extorting bribes from anyone they detect during these patrols. Other soldier missions could involve attempting to take certain checkpoints. Yet others could involve going to mutant "nests" to wipe them out (that last gives player an opportunity to scavenge gear in the aftermath). Bandits and Loners / Mercs could have their own set of mission "templates" too - and even each mutant class could have sets of "missions" to select from.

In that fashion, the game "AI Engine" could be randomly selecting sequences of missions for the various classes and setting them on their way - and within that the "Alife" AI would also be active for each npc / mutant - that way with organisms acting with a purpose plus also reactive to their ongoing environment the game world would feel full of purpose as opposed to just being a bunch of random behaviours.

Ideally this "Living World" concept could be the basis of the game right from getgo - and then the campaign / story could be overlaid onto this. As such there could be flexibility for player designed campaigns and / or ongoing DLC campaigns.
  16:49:36  24 June 2010
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snorker
(Novice)
 
On forum: 03/07/2010
Messages: 6
glass


---QUOTATION---


Things like real glass in windows (BP etc. have this) and destroyable lights would be nice as well as at least some destroyable structures.


---END QUOTATION---



it'd be sweet if footstep noises could be dynamically worked into this, crunching glass underfoot could add an extra challenge to being stealthy

speaking of which, a wind direction indicator could also be an interesting feature, scent becoming a factor in being able to sneak up on critters/humans
  18:21:09  24 June 2010
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Steelyglint
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On forum: 06/06/2009
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I think 'scent' is already in there. Notice how you can sometimes get quite close to blind dogs without them being aware of you. And the way some of them stand when a pack is at rest with their nose in the air - sniffing for danger.

Chuppa, a 'huge persistent world map' is possible. But probably not efficiently with the X-Ray engine. FarCry did it, and some HL2 mods do it. But they're not working with X-Ray.

.
  00:18:46  25 June 2010
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chuppa
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On forum: 04/11/2008
Messages: 409

---QUOTATION---
I think 'scent' is already in there. Notice how you can sometimes get quite close to blind dogs without them being aware of you. And the way some of them stand when a pack is at rest with their nose in the air - sniffing for danger.

Chuppa, a 'huge persistent world map' is possible. But probably not efficiently with the X-Ray engine. FarCry did it, and some HL2 mods do it. But they're not working with X-Ray.

.
---END QUOTATION---



Yeah, the limitations of x-ray are a pain - I've suggested in other threads that GSC should adopt Deep Shadows' engine - either licence it from them if possible or the two companies should collaborate somehow.

Interestingly enough, I've discovered the other day that STALKER does have breakable glass - but it's used very rarely in the maps - and I don't think it crates a ground "object" that makes a sound when you step on it. I must check in Boiling Point if there's glass crunch near a window that's been shot. I have to say again that Boiling Point has received a lot of very undeserved bad feedback - it's actually a very well featured game and engine!!
  06:19:24  25 June 2010
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009
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On forum: 05/13/2010
 

Message edited by:
009
06/25/2010 6:36:33
Messages: 754
Well, here's what I want:

1)A major update to all of Stalker maps, adding and improving the existing area according to the players feed backs

2)Create semi-scripted events that is influenced by random variables and the games A-life system, similar to those in Call of Pripyat but more random.

3)Better faction system, faction strength (man power, equipments, etc) are randomly diversified when the game first start, factions will now use these variables to plan their attacks at later stages of the game, this will make faction wars much more interesting.

4)Fully enabled A-life, NPCs work to gain better equipments, ranking up, each NPC are unique in some way or another (random variables perhaps). Due to this, decrease the amount of NPCs on maps, not by lessening the amount of squads, but the amount of people in squad. Sure this will make the map feel more empty, but with the enhanced NPC behavior, its worth the risk.

5)Make NPCs fight more tactically, instead of running around shooting, NPC should move to better tactical locations such as covers, hills, bushes depending on there equipments (snipers should go up on hills while shotgunners should sneak up on bushes behind the enemies). While this sounds near impossible, I might have the solution, using smart terrains, when the NPCs know the location of the attacker, it determent the what smart terrain the attacker is on (might be a bit tricky on players), then it send that information to the smart terrain, and through scripted or semi-scripted jobs, the smart terrain order that NPC to a smart terrain that have a better tactical advantage than the previous, and that smart terrain will order that NPC to be more cautions, more stealthy, etc, apply that to individual NPCs in a squad rather than the squad it self and we might just have team work. Of course this will take a strain on computers, but with reduced A-life, it wouldn't be much.

6)More scarce equiments and suppiles, its stupid to buy 100 medkits and bandages at the start of the game, and its even more idiotic how one man can have this much weaponry
http://img413.imageshack.us/img413/2152/sshome062310220142jupit.jpg

7)No expensive and tacti-cool weapons like AA-12 Strikers and SOPMODed M4s, Nagant pistol please

8)Artifacts have more powerful (dis)benefits, for instance, an artifact that allow you to survive in blowouts but creates dangerous halculations that can hurt (and kill) you, similar to the ghosts in Yantar

9)Take you time to make the game, never rush for a release, especially with a complex and buggy game like Stalker, put some more love in the game

Well, thats it, hopes its not to over the top for the devs to do
  15:38:16  4 July 2010
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MarkedOne8
(Novice)
 
On forum: 07/04/2010
Messages: 5
Just continue like this!!!

I hope the story of S.T.A.L.K.E.R. 2 will remain in Chernobyl NPP...Whatever, I want to tell you that Call of Pripyat has very good in-game interface!!!I like inventory style,finding artifacts by radar,etc.
CoP is more real than CS and SoC.I have some sugestions...
1: Make story to be longer,CoP is short...
2: I would like to see more battles betwen fractions or just first-person alone battles...I hate when i have to pass many kilometers without a single shot fired!
3: I like the part of the game which lets you to subscribe to guy who will bring you extra stuff (It makes me feel good even it costs thousands of Roubles )
4: Finding tools is little bit stupid...I can only find them if I research whole game or watch guide on YTube!It would be better if you can make options like buying from Sidorovich or somebody else.
5: Bring back Sidorovich!
6: Weapon system is the think that S.T.A.L.K.E.R. game makes one of the best!!! I like every think in that system, but so I think you can even IMPROVE!!!
7: Mutants are ok but they are far from real...Mutants like ,,mutants' were unreal but maybe it would be better to remove them!(It will make game more realystic).If you have real weapon system,why should not have real environment!!
8: Arena(SoC) and Shooting facility(CS) are places where you can get money needed to buy stuff from courier,so I think that you MUST put something like that in S.T.A.L.K.E.R. 2!!!
9:I don't see reason why S.T.A.L.K.E.R. 2 should not be in are Chernobyl NPP...Chernobyl by itself is mystic and unresearched area...there still a lot of things to discover!
10: I know that this suggestions are epic long but I am TRULLY STALKER FAN!!!!!!
11:Anomalys must be reworked...Just little bit to make them more realystic
12: Cutting whole map to 3 sectors instead 7-10 is very good!!!(I never saw game with such sharp concept)
13: In case in which Chernobyl will be CENTER of the zone, There must be more realystic battles!It must least at las 1.5 hours!!!That is the key battle of the game,that's reason why it is CENTER of the zone!!!
14: I can't wait for news about S.T.A.L.K.E.R. 2
15: S.T.A.L.K.E.R. is un-cuted diamond which leads in numbers of innovative ideas...In some sections It is almost perfect!
  15:39:10  4 July 2010
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MarkedOne8
(Novice)
 
On forum: 07/04/2010
Messages: 5
Just continue like this!

I hope the story of S.T.A.L.K.E.R. 2 will remain in Chernobyl NPP...Whatever, I want to tell you that Call of Pripyat has very good in-game interface!!!I like inventory style,finding artifacts by radar,etc.
CoP is more real than CS and SoC.I have some sugestions...
1: Make story to be longer,CoP is short...
2: I would like to see more battles betwen fractions or just first-person alone battles...I hate when i have to pass many kilometers without a single shot fired!
3: I like the part of the game which lets you to subscribe to guy who will bring you extra stuff (It makes me feel good even it costs thousands of Roubles )
4: Finding tools is little bit stupid...I can only find them if I research whole game or watch guide on YTube!It would be better if you can make options like buying from Sidorovich or somebody else.
5: Bring back Sidorovich!
6: Weapon system is the think that S.T.A.L.K.E.R. game makes one of the best!!! I like every think in that system, but so I think you can even IMPROVE!!!
7: Mutants are ok but they are far from real...Mutants like ,,mutants' were unreal but maybe it would be better to remove them!(It will make game more realystic).If you have real weapon system,why should not have real environment!!
8: Arena(SoC) and Shooting facility(CS) are places where you can get money needed to buy stuff from courier,so I think that you MUST put something like that in S.T.A.L.K.E.R. 2!!!
9:I don't see reason why S.T.A.L.K.E.R. 2 should not be in are Chernobyl NPP...Chernobyl by itself is mystic and unresearched area...there still a lot of things to discover!
10: I know that this suggestions are epic long but I am TRULLY STALKER FAN!!!!!!
11:Anomalys must be reworked...Just little bit to make them more realystic
12: Cutting whole map to 3 sectors instead 7-10 is very good!!!(I never saw game with such sharp concept)
13: In case in which Chernobyl will be CENTER of the zone, There must be more realystic battles!It must least at las 1.5 hours!!!That is the key battle of the game,that's reason why it is CENTER of the zone!!!
14: I can't wait for news about S.T.A.L.K.E.R. 2
15: S.T.A.L.K.E.R. is un-cuted diamond which leads in numbers of innovative ideas...In some sections It is almost perfect!
  16:21:55  4 July 2010
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11733

---QUOTATION---
Hmm...maybe I'm just naive, but is it possible this is legit?

Of course, it's entirely possible that someone created a brand new account, named it Research and Development, and asked our suggestions for Stalker 2, just to mess with us.
---END QUOTATION---


GSC's would have probably had a VIP or moderator account and it would not have had a Yahoo email address. Research And Dev is just a US fan. My first guess was that he just wanted to start a conversation, but then he did not post ever again.
  19:17:48  6 July 2010
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Vlam
Zone metalhead
(Resident)

 

 
On forum: 04/04/2010
 

Message edited by:
Vlam
07/06/2010 19:19:48
Messages: 225

---QUOTATION---
able to buy a small house or create one.
---END QUOTATION---



It's the zone. Remember?

__

Anyway, The latest AMK SoC version had a map called "the caves" or something. Maybe use that one?
  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.

.
  06:38:48  24 July 2010
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754
Realism = Get a gun and go to the woods pretending to be a Stalker
  00:34:51  30 July 2010
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Blackbird_CaD_
(Novice)
 
On forum: 07/19/2010
Messages: 18
Definately CO-OP.
  00:50:50  30 July 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
The 'CO-OP' is a British retail organisation. It has the bad habit of waiting until a 'manager' is sacked from some other company for being useless, at which point the 'CO-OP' snap him up as highly-desireable material.

That's why they own all of the prime retail sites in the nation (other than London) and are still second-rate.

I know. I worked for them for 5 years.

.
  11:10:50  30 July 2010
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754
CO-OP is the name of my local supermarket
  14:34:26  8 August 2010
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Lucho
(Novice)
 
On forum: 06/08/2010
Messages: 4
Hi there! Why don't you change some things about STALKER 2? I mean, why do not you move on the teritory and the story? For example, look at Romania or Bulgaria. There are also nuclear power stations there, where STALKER can take place.


And developers, what are your planes about new STALKER? Where the action will take place and what might be the story?
  16:18:05  8 August 2010
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754

---QUOTATION---
Hi there! Why don't you change some things about STALKER 2? I mean, why do not you move on the teritory and the story? For example, look at Romania or Bulgaria. There are also nuclear power stations there, where STALKER can take place.


And developers, what are your planes about new STALKER? Where the action will take place and what might be the story?
---END QUOTATION---



I don't think moving the Zone out of Chernobyl is a good idea.
  16:19:35  15 August 2010
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Un1337
(Novice)
 
On forum: 04/17/2009
Messages: 9
SKS
FN FAL?

Some older cold war era weapons are something I always thought would work well in S.T.A.L.K.E.R.

Maybe old style rifle grenades?

OH and a Carl Gustav M/45 (you never see it in games!)

On a more serious (and less gun related) note, I think that more mutants would be interesting, maybe ones that are not instinctually hostile towards the player. Maybe even non-mutated animals from outside the Zone, if Stalkers can get through the barrier I guess animals could.

In RL I hear that there are large populations of Boars, Wolves, Deer and Bears in the Chernobyl Zone, as well as various bird species.

(also off topic, but can anyone confirm whether or not the 'Tark' mutant was an actual mutant concept or just made up by the internet?)
  16:36:32  15 August 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424
They really need alot of new material this time around, they cant just recycle the old shit for the third time. For three games we've been fighting the same mutants, the same factions on the same maps(-CoP) with the same weapons. Nothing has really changed substancially or been improved.

What i propose is ditch EVERYTHING old and do it from scratch. Im seriously tired as hell of the same old models being displayed in every game. All of the animals and the people needs a touch-up.
And if you decide to use the some old locations, FINE, just remake them completely, from nothing, and make them different this time. CS changed some stuff yeah, but its still really the same maps.

Time to make up some new mutants, bring in some new weapons and some refreshing ideas.
  01:41:35  16 August 2010
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
 

Message edited by:
Danlo
08/16/2010 1:42:33
Messages: 5198
Stalker is not like any other game - it doesn't need more/different weapons or gimmacks or even different maps. This game is about story telling and its telling one hell of a story in a very consistent manner.

So far all I've seen asked for is stuff the modders will do anyway - so if you want old style weapons you'll get a mod for it probably a week after the game has been released.

There have been hints that the Zone is spreading, which means that more and more of the Ukraine will be taken over by the Zone.

What I would like to see is more real life areas, improved graphics, better physics engine, larger maps, more buildings to interact with - sneakier play, like a cross between Thief and Stalker for some missions - imagine trying to sneak through a Zone engulfed Kiev looking for an item while avoiding mutants and bandits.

Gimmacks might sell other games but that's not Stalker, as far as I am concerned.

Co-op probably wont work the way the engine is set-up anyway - this has already been talked about in its own thread.
  03:17:21  16 August 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424
I'm not content with the old stuff in a new game. They've already used it three times, its really getting the same all the time, i mean whatever game i play it looks almost identical, except that SoC has the best graphics(or possibly CS, but it lags like a motherfucker). So yes i say it needs alot of new material.
  10:17:51  20 August 2010
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iceagecoming
(Novice)
 
On forum: 10/04/2008
Messages: 6
I would like to see Tornado anomalies/weather


http://farm5.static.flickr.com/4042/4659537444_413b818aff.jpg
  15:31:00  20 August 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424

---QUOTATION---
I would like to see Tornado anomalies/weather


http://farm5.static.flickr.com/4042/4659537444_413b818aff.jpg
---END QUOTATION---



That'd be awesome.

More mutants, please.
They've got quite alot to work with really. Apart from varieties of the already existing mutants, they've still got animals they havent used.

Oxes,
http://en.wikipedia.org/wiki/Wisent

Deer,
http://en.wikipedia.org/wiki/Roe_Deer
http://en.wikipedia.org/wiki/Red_Deer

MOOSES,
http://en.wikipedia.org/wiki/Moose

Beavers(lol),
http://en.wikipedia.org/wiki/Beaver

Bears(chimera?),
http://en.wikipedia.org/wiki/Brown_bear

Lynx(remake it the ones they have make me laugh),
http://en.wikipedia.org/wiki/Lynx

Pretty much all of those can make cool and scary mutants, no?
  16:25:16  20 August 2010
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User115
(Novice)
 
On forum: 08/20/2010
Messages: 3
My Stalker 2 wishlist:

* When looting corpses it happens a lot of times that the player *has to* pick up the enemy weapon first in order to be able to loot the body. That should be made better as it can be really annoying if one has to remove the unwanted weapon from the inventory afterwards again and again.

* Mutants should be lootable too (e.g. Flesh, Teeth etc).

* CoP felt so emty at times, there should have been more enemies. I like it that you don't have to shoot hordes of them as it adds to the atmosphere, but a few more would have been nice.

* There should have been more items and "treasures" to find too. It's a bit disappointing if you make your way through whole buildings just to find empty rooms most of the time (applies to enemies too).

* For people like me who prefer to play as a lone wolf, there should be places in the world which the player can use to make himself a save hiding spot/ home. e.g. an old tower, bunker etc with a mattress inside, candles, box ... - or something similar, so you don't have to stay with other stalkers all the time if you don't want to.

* Enemies shoul have better A.I. especially humans..

* some more city areas would be nice, that's what i liked best in the games as the atmosphere is the most intensive there in my opinion (because these places really do exist).

*higher floors of the high-rise flats should be accessible too and not all locked by iron gratings.

*Player should be able to set his own waypoints on the map /radar

*Player should be able to change zones by himself instead of having to pay a scout everytime.

*For later in the game, when the player has already discovered most of the map area by foot: a quad bike, to get faster from A to B.
  20:50:59  20 August 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424

---QUOTATION---
My Stalker 2 wishlist:

* When looting corpses it happens a lot of times that the player *has to* pick up the enemy weapon first in order to be able to loot the body. That should be made better as it can be really annoying if one has to remove the unwanted weapon from the inventory afterwards again and again.

* Mutants should be lootable too (e.g. Flesh, Teeth etc).

* CoP felt so emty at times, there should have been more enemies. I like it that you don't have to shoot hordes of them as it adds to the atmosphere, but a few more would have been nice.

* There should have been more items and "treasures" to find too. It's a bit disappointing if you make your way through whole buildings just to find empty rooms most of the time (applies to enemies too).

* For people like me who prefer to play as a lone wolf, there should be places in the world which the player can use to make himself a save hiding spot/ home. e.g. an old tower, bunker etc with a mattress inside, candles, box ... - or something similar, so you don't have to stay with other stalkers all the time if you don't want to.

* Enemies shoul have better A.I. especially humans..

* some more city areas would be nice, that's what i liked best in the games as the atmosphere is the most intensive there in my opinion (because these places really do exist).

*higher floors of the high-rise flats should be accessible too and not all locked by iron gratings.

*Player should be able to set his own waypoints on the map /radar

---END QUOTATION---



I agree with all of the above points.


---QUOTATION---
*Player should be able to change zones by himself instead of having to pay a scout everytime.
---END QUOTATION---



Yes, like in SoC and CS - but i think that if you're gonna have large maps like in CoP(which i dearly hope they wont), they should have transitional maps that you have to cross to get where you want, or you could pay that guide and not have to. The transitional maps should be as interesting as any other map, of course, and have some purpose.


---QUOTATION---
*For later in the game, when the player has already discovered most of the map area by foot: a quad bike, to get faster from A to B.
---END QUOTATION---



Cant say i like this idea, but if done correctly, sure it might work.
They certainly did not in SoC anyway. Man ive never experienced worse vehicle controls.
  21:24:03  20 August 2010
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198

---QUOTATION---
My Stalker 2 wishlist:

* When looting corpses it happens a lot of times that the player *has to* pick up the enemy weapon first in order to be able to loot the body. That should be made better as it can be really annoying if one has to remove the unwanted weapon from the inventory afterwards again and again.
---END QUOTATION---

never happened to me, ever - at least not in CoP anyway


---QUOTATION---
* Mutants should be lootable too (e.g. Flesh, Teeth etc).
---END QUOTATION---

this never bothered me when it was removed - I didn't really see the point of it in SoC


---QUOTATION---
* CoP felt so emty at times, there should have been more enemies. I like it that you don't have to shoot hordes of them as it adds to the atmosphere, but a few more would have been nice.
---END QUOTATION---

I liked the emptiness - brought back the emptiness of the original - most people thought CS was too crowded - can't have it both ways


---QUOTATION---
* There should have been more items and "treasures" to find too. It's a bit disappointing if you make your way through whole buildings just to find empty rooms most of the time (applies to enemies too).
---END QUOTATION---

Personally I thought this made it more realistic


---QUOTATION---
* For people like me who prefer to play as a lone wolf, there should be places in the world which the player can use to make himself a save hiding spot/ home. e.g. an old tower, bunker etc with a mattress inside, candles, box ... - or something similar, so you don't have to stay with other stalkers all the time if you don't want to.
---END QUOTATION---

this would be a really good idea for an RPG


---QUOTATION---
* Enemies should have better A.I. especially humans..
---END QUOTATION---

GSC apologised for that - but it was apparently necessary to dumb the AI down for CoP


---QUOTATION---
* some more city areas would be nice, that's what i liked best in the games as the atmosphere is the most intensive there in my opinion (because these places really do exist).
---END QUOTATION---

I completely agree -but I want more real world locations


---QUOTATION---
*higher floors of the high-rise flats should be accessible too and not all locked by iron gratings.
---END QUOTATION---

I want it realistic - if you can get to it normally then yes if not then no


---QUOTATION---
*Player should be able to set his own waypoints on the map /radar
---END QUOTATION---

this has been asked for since SoCI think and gets a thumbs up from me


---QUOTATION---
*Player should be able to change zones by himself instead of having to pay a scout everytime.
---END QUOTATION---

this is a trick that could have been used in all three games - the transition areas could have been used as places were we walk and then loading the next area in as we walk - streaming


---QUOTATION---
*For later in the game, when the player has already discovered most of the map area by foot: a quad bike, to get faster from A to B.
---END QUOTATION---

the mods that add working vehicles into the zone just don't add anything - any vehicle will eventually hit an anomaly and get blown to crap if it is being driven
  14:04:49  21 August 2010
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User115
(Novice)
 
On forum: 08/20/2010
Messages: 3
Another suggestion that came into my mind is to either produce real ingame-sequences or remove them completely. e.g. if you found a document in cop, the charcter said a few lines while the camera was rotating slowly around him. That was it... and i thought that's just ridiculus. Instead it would have been better if you pick up a document, the charcter says something and thats it. The "rotating camera" crap was just unnecessary.
  14:46:58  21 August 2010
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llama man
Llamanized metalheadstalker
(Resident)

 

 
On forum: 04/29/2008
Messages: 1424

---QUOTATION---
Another suggestion that came into my mind is to either produce real ingame-sequences or remove them completely. e.g. if you found a document in cop, the charcter said a few lines while the camera was rotating slowly around him. That was it... and i thought that's just ridiculus. Instead it would have been better if you pick up a document, the charcter says something and thats it. The "rotating camera" crap was just unnecessary.
---END QUOTATION---



I found it quite ridiculous myself as well. Despite it just being ugly and poorly made it also had to load for a few seconds to fetch the info. It would've been much more effective if he grabbed the documents, gave them a look over and said a line, all in first person view.
  23:59:04  25 August 2010
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Lobo_Won
Senior Resident
 

 
On forum: 08/25/2010
 

Message edited by:
Lobo_Won
08/26/2010 0:21:46
Messages: 176
STALKER 2 suggestions.

I think it would be very addicting to be able to order many more custom weapons/armor(at least 3 times as many more, as in CoP), and have them be random. Maybe set it up a little like the "mystery box" in COD WaW, to add a type of gamblers chance on purchasing an unknown customized weapon(or armor).

Maybe a special quest can be performed for a trader, before he will look for a customized weapon or armor for you.

Co-Op mode would be awesome for STALKER 2.

I'd like to see more faction wars, and the ability to do freelance work for or even join a faction.

Maybe you can take some game add on ideas from the modmakers of Oblivion Lost 2009, SMP mod 2.4, SMRTER Pripyat, and PRIPYATAN.

More weapons = better. Less CTD's.
  02:25:45  26 August 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
My Stalker 2 wishlist:

* When looting corpses it happens a lot of times that the player *has to* pick up the enemy weapon first in order to be able to loot the body. That should be made better as it can be really annoying if one has to remove the unwanted weapon from the inventory afterwards again and again.

* Mutants should be lootable too (e.g. Flesh, Teeth etc).

* CoP felt so emty at times, there should have been more enemies. I like it that you don't have to shoot hordes of them as it adds to the atmosphere, but a few more would have been nice.

* There should have been more items and "treasures" to find too. It's a bit disappointing if you make your way through whole buildings just to find empty rooms most of the time (applies to enemies too).

* For people like me who prefer to play as a lone wolf, there should be places in the world which the player can use to make himself a save hiding spot/ home. e.g. an old tower, bunker etc with a mattress inside, candles, box ... - or something similar, so you don't have to stay with other stalkers all the time if you don't want to.

* Enemies shoul have better A.I. especially humans..

* some more city areas would be nice, that's what i liked best in the games as the atmosphere is the most intensive there in my opinion (because these places really do exist).

*higher floors of the high-rise flats should be accessible too and not all locked by iron gratings.

*Player should be able to set his own waypoints on the map /radar

*Player should be able to change zones by himself instead of having to pay a scout everytime.

*For later in the game, when the player has already discovered most of the map area by foot: a quad bike, to get faster from A to B.
---END QUOTATION---



Most of that has been made available in the Sigerous mod.

The quad bike has not.

But the locked 'iron bar gates' blocking access to many higher floors are just not in keeping with the scenario - during the evacuation of Pripyat in 1986 the inhabitants were told to shut off gas/water/electricity and to leave their doors UNLOCKED.

Who came along afterwards and fitted iron security gates all over the place? The C-Con?

.
  02:30:09  26 August 2010
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
08/26/2010 2:31:21
Messages: 29408
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
  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.
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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.
  00:04:03  3 October 2010
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Vlam
Zone metalhead
(Resident)

 

 
On forum: 04/04/2010
Messages: 225

---QUOTATION---
Deer,
http://en.wikipedia.org/wiki/Roe_Deer
http://en.wikipedia.org/wiki/Red_Deer
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Mutated deer hell yeah! Then i can be a Chernobyl Redneck!
  05:00:57  12 October 2010
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cemtex
(Novice)
 
On forum: 10/12/2010
Messages: 3
A few things

I am a big fan of the concept, but I find myself disliking the unrealistic weapons and accuracy issues that even cause an issue with the gameplay itself. However, one of my favorite games has been SOC with super mod pack installed. The realism with weapons is a massive improvement and some lessons can be gained from it. I guess I can start with weapon issues and go from there.

Paintball sized tracers

I know the tracers in most of the weapons (this is really seen in CS and COP) allow the player to walk the stream of bullets to target, in real life tracers are almost never used due to ballistic reasons (they do not travel properly compared to a standard FMJ for instance) and they certainly are not as large in size. Tracers should be an option for certain calibers, but it should not be on every round in more than half the weapons.

Ejecting to the right

All the stalker games have the weapons reversed in a style just like counterstrike where the controls and layout of the weapon are inverted. It might be out of dramatic license to show an animated bolt and a casing ejecting, but what is the point in the casing is so poorly animated and inaccurate? These inverted controls also effect the reload animations, which are inaccurate unless you are left handed.

Shotgun issues

Almost every video game does this. The spread of buckshot, even from a sawed-off is very tight. Only a 5 to 8 inch spread at 20 yards. It is frustrating and useless in many games (including this one) when the spread is 36-48 inches at 10 yards.

So many scopes and other accessories

Even in super mod pack the only extra scope added was the ACOG and kobra. There are so many other scopes readily available. A quick trip to world.guns.ru or kalinkaoptics.com will show a bunch of modern red-dots and other scopes available for AK style weapons. For other rifles and carbines (primarily ones that use a picitanny rail) there are tons of products from EOtech, aimpoint, trijicon, nightforce, etc...

Flashlights on weapons would actually be useful in this game given the atmosphere and awesome lighting engine. A high powered flashlight could be attached to the muzzle of a carbine or rifle and be used to blind and disorient a monster or human enemy.

The AN-94 and other rare Russian weapons

The AN94's trick is the 2100RPM two round burst which has not been replicated in the game proper (it has in SmP). One thing that has not been reproduced at all is the full auto, which starts with the fast two round burst before going to a slower full auto.

There are so many other Russian and other Eastern Bloc weapons which are very interesting and would add more depth and realism to a game and the area of its setting. The Bizon, PP-2000, vepr, OTS-33, Stetchkin, AEK-971, etc... A quick reading on world.guns.ru will show many types of unique arms that are from the area.

Not so common weapons used

While a rare Russian weapon is plausible in a game like this, a whole bunch of people in game with the L85 or an LR-300 or a G36 throws off the immersion of the game. There are many more standard AR type rifles, FALs, G3's, AKMs and local variants therein, Chinese weaponry, etc... Those are weapons that multiple countries adopted and would easily be found in Europe or the Middle East (which technically is below where the game takes place). A larger and more plausible collection of arms (when distributed appropriately amongst the factions in the game) will add a lot more to the game.

the sounds

I have no way else of putting this. The default sounds are awful and not realistic at all. Unfortunately in real life weapons sound pretty much the same (the boom and supersonic crack drown out most other sounds associated with a gunshot) with small differences depending on type of weapon (a rifle, handgun, and shotgun have different enough sounds which you can tell the difference) and perhaps muzzle device (While the sound is standard, an AK74 is MUCH louder than a lot of other weapons out there)

The worst one, the cone of inaccuracy

This kills me any time I play stalker unmodified. The weapons have this random cone of inaccurate fire which makes it unnecessarily difficult and frustrating to play the game even when practicing actions to increase accuracy like stopping and crouching. The game makes it so almost all rifles have an effective range of 25 yards, when in real life 200-300 yards can easily be done with basic shooting techniques. Super mod pack fixes this very well and is the best lesson to take for the future.

Some misc. stuff

-Magazine size should be item dependent and not modification dependent, Also the 60 round quad stack in 5.45 is out there in Russia and is meant for the new AK-200.

-Item storage should be harder but in a more realistic way. Imagine having your main bag, and when you ditch it for a small satchel and your primary/secondary you greatly increase your speed and mobility. This would be great for going into the labs and other underground areas.

-MUCH weaker monsters. I understand that monsters should be feared and difficult, but it is very annoying (especially when combined with the inaccurate weapons) that it takes 30-60 rounds within 5-10 yards just to kill one snork, and in games like COP they are in large packs. COP has the major issue of having so many monsters with too much health and power.

-More human enemies. I love to spawn packs of 10-20 bandits or military om SOC with super mod pack. It would be nice to have waves of bad guys at points while with an allied force (like other stalkers or mercinaries) in a more unscripted way instead of the fake, forced-upon stuff you get in call of duty or in clear sky.

-More levels. Combine most if not all the levels from the previous games and go from there. Even in SOC there is so much to explore and build upon. A ton of potential for a massive game.

Stick to the SOC storyline. I loved the pick up the pieces story of strelok, and building on that would be perfect.

That is all I can think of at the moment. Hopefully it is a constructive start to making a good game (amazing awesome game modified) into a perfect game.
  01:44:45  15 October 2010
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snorker
(Novice)
 
On forum: 03/07/2010
Messages: 6
useful anomalies

theres some great ideas on this thread so most of the wishes are here already

i had a thought about anomalies, that not all of them are lethal, indeed like the artifact some of them could be used to a players advantage - for example an anomaly that covers a larger area than regular ones, has no artifacts but has a bonus effect of faster motion when in the area (with maybe some background radiation as a balance), expert stalkers could use these areas as a tactical advantage. other forms of these anomalies could have different effects - low gravity, no sound, thermal vision, higher rate of healing etc - mostly effects that artifacts produce but in areas of the map - physically like roaming clouds of fog, raditating from fixed objects like trees, or within the perimeter of a pond etc. the hard part of programming this would be the fading in and out of the area - and possibly make weaker and stronger areas within it.
  20:38:37  21 October 2010
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
 

Message edited by:
Bladewraith
10/21/2010 20:48:47
Messages: 306
My Simple Opinion

first of all, Please forgive me if i suggest anything that has already been suggested, and although i know many of my ideas are availible thanks to mods, i'm still suggesting a few things, anyway here's my suggestions:

Weapons that have been upgraded appear different from the outside, inner upgrades aren't noticeable but outer upgrades are, extended pistol mags extrude the bottom of the grip. Rifle mags are longer. special bolts appear diferent in colour on the gun, a simple retexturing goes a long way.

A REAL soldier goes out with about 120-150 rounds, special forces go out with about 400 for assualt missions, but they only carry about 4-8 magazines, this mean loading magazines, Players should need to purchase magazines in order to shoot, then you need to load these magazines. These appear as separate items in your inventory and take up more wait, although very little. this adds realism, and stops the general spray and pray of some players i've seen. it also leaves it open for modding mags as well, remember a tech can't mod a gun from 30 to 40 rounds capacity, but he can mod the mag.

Simple idea: Low power pistols can be duel wielded. 9mm guns can be duel wielded in real life, why not the zone, it's the sort of thing bandits would do, it appears scary but compared to an AR, it's merely looks

Many people have moaned on forums about Traders not buying guns that have some damage but this is realistic, it would cost the trader to have the gun fixed so he could sell it, it's not worth his time. techs on the otherhand would realistically take them for a pittance, to be used as parts.

You can purchase cleaning kits for your weapons and sit there cleaning them, these are multiuse kits, but allow you to prolong the life of your weapons, repairing them by 3 marks, every soldier in real life carries carries one and knows how to use one, Stalkers would two, it's also another extra realistic thing around a campfire, in a base, sitting down and cleaning and maintaining your gun.

You should be able to buy cigarettes, you see packs all around campfires, these mean that if your character smokes they will improve handling after having one, but decrease fitness, but if you smoke and don’t have one you will have worse handling. Also, real dogs tend to shy away from smoke, not all dogs i know but most, so smoking could discourage blind dog attacks

Very Simple If a stalker is killed by headshot and has a separate suit from his helmet, the suit can be removed and vice versa.

NPCs carry realistic equipment; they have detectors, binoculars knives and other things that every player carries. Even on the most difficult levels, this is the same. next time you raid a corpse, look how much the NPC is carrying, now look at your inventory!!!!!!!!!! however selling the equipment gets the player very little money.

something that is crucial!!!!! Mission critical items can be dropped, yes mods take care of this but still, i remember carrying all the documents from X8 around during freeplay and they just got in the way, or be able to place them in a combined folder to save space!

Money should appears as an item in the Inventory, it takes up two slots per 10,000 Roubles. This is designed to discourage players from carrying around so much money at any point. it also means it's stealable from corpses.

Traders should longer buy things at a set price, if they already have lots of an item in stock, they won’t pay good prices for it. However if they are out of stock of something, they will pay higher prices for it.

The Player should be able to engage in a number of games in Stalker Camps, such as poker, Black Jack and Lair’s Dice; they can earn large sums of money this way if they play correctly. but also lose large sums very easily.

There should be a limit to not only the weight a player can carry but also a limited number of inventory slots to use! therefore, it limits the amount of things the player can carry even more. This is more realistic, because with the addition of Artefacts and upgrades some suit can carry over 100kgs, however it is simply physically impossible to carry 10 RPGs, this is well under the maximum weight but there is too much space used up. believe me an RPG does not fit in a back pack and carrying two is a little awkward, 3 would be impossible

Players and NPCs should be able to buy and use lighters, this enables them to light campfires and can be used to search dark areas, and smoke cigarettes, lighting bonfires keeps the majority of Mutants away and attracts other Stalkers, i'm tired of wiping out some bandits and the fire going out... relight my fire!!!!!!!!!!

simple but over the top idea: New items should exist that fall into existing categories, such as food, this allows stalkers to have a preference and therefore they are more willing to pay a little more for food they like and less for food they don’t like, it also means gifts of something they like will gain more favour then others. These foods include chocolate, ration packs, whiskey, rum, soft drinks, coffee and water.

Optional extras can be added to weapons, scope mounts for MP5s are a prime example, drop handles for the fore grip on rifles would improve handling. Magazine clips would speed up the change between two clips. Like some have already suggested, a tactical light on the gun. they would have much greater range but much more confined, Slings allow the stalker not to drop his gun or have a Dwarf yank it completely away from him. i lost count in the hunt the dwarves mission from Trapper i'd be shooting the dware from the upper section and the damn thing would yank away my gun and it'd drop down to the floor... damn dwarves!!!!

Also If a rifle has a sling attached to it, when a stalker changes to a pistol, he would simply drop his gun and pull the pistol, it allows for a quicker change over, it's a much quicker then in the game, i'll admit you have to practice but i when i run out of ammo, a basically push my gun to one side so it goes round to my side/back and pull my pistol in an instant, and can keep suppressing an enemy target even though i've changed guns, and i know plenty of people that are much faster at it then i am!

Stalkers shoould be knocked over by a mutant attack or a grenade, it would take them a couple of seconds to get to their feet, and this would also often make them drop their gun. again stressing the usefulness of a sling!!! i'm tired of getting pounced on by a Chimera and just standing there and slightly slowing down.

I want to be able to drag bodies again, simply to clear areas of them,

Probably my best idea: in the three games... NO PDA has been the same! the look and programs on them have been different, PDAs shoould be able to be bought from Traders or found on bodies, and each PDA can have a set number of Apps downloaded onto it just like modern PDAs and phones. These apps range from the Interactive Map, to Faction Strength viewing, to Stalker Rankings, to General Player Stats. Mutant Hunter or MP3 Player, anything you can think of.

The Player should be able to purchase or find Guitars or Harmonicas, however, they need to learn how to play, this can be done by buying or finding sheets of music, if the Player sits and plays a song three times all the way through with the music sheet, they won’t need the carry sheet to play it again. If they sits in front of other Stalkers and plays, this increases their favour towards the player.

An emission is a visible thing, a wall of plasma like energy, comes towards the stalkers, lightning bolts will strike the ground before and after, like in the opening FMV of CS. If a Stalker is nearby to the CNPP, there is little warning of an emission as this is where they start from, however if a Stalker is in the Cordon they will have almost 10 minutes of warning. The further south the player is the more warning they will have... Simple

When an emission is on its way the player will notice animals acting differently, running for cover and the birds making noise and flying south until they reach cover. This would be advanced warning for any experienced Stalker and would come before the radio warning... god i want to see that included!!!

I don't believe we need more or less mutants or space, just a careful balance, SOC was Eerie when it was quite but COP was empty, and CS was too crowded. they only part in COP i was worried (not scared i do stress) was the bloodsucker lair the FIRST time i went in, you could see past Gouse and think, do i really want to go in there, but apart from that... nothing! more freaky moments like the ghosts some have suggested

the weapons are ok just a few more realistic ones like an AK-47 (rather then the 74) MP7s M4s, and proper MP5s not the A1 which the Viper is modeled on, just doesn't look right. M4s would easily be in the zone well before G36s, also the orignal AK-47 exists all over the world and is pretty much as good as the 74, but looks a million times cooler, i have a thing for wood on guns... sorry, also a revolver or two wouldn't go a miss.

anyway, feel free to shoot down any of my ideas these are things i would like to see for realisms sake, but i do understand that you can't make things too realistic, so any of the ideas above would be good for me, but the PDA Apps thing i reckon is my best idea, and also gives a reason why the PDA is always diferent.
  00:25:17  22 October 2010
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Teh Soul Eater
I didn't do it.
(Resident)

 

 
On forum: 03/21/2010
Messages: 1667
Why do people always decide to have crazy ideas? STALKER 2 will be on console, so I doubt it could have some of the things it has already, unless GSC decides to stand out and keep the PC version the same even if they have to cut half of the console content out.
  10:03:38  22 October 2010
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306

---QUOTATION---
Why do people always decide to have crazy ideas? STALKER 2 will be on console, so I doubt it could have some of the things it has already, unless GSC decides to stand out and keep the PC version the same even if they have to cut half of the console content out.
---END QUOTATION---



From all reports so far, it'll be multi platform, so PC will be included, GSC isn't stupid, they're not going to give up on the existing PC fan base.
  11:30:25  22 October 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
And PC's are bigger in the Ukraine/Russia, so Making S.T.A.L.K.E.R 2 on console first would be industry suicide. Ukraine/Russia is S.T.A.L.K.E.R's biggest fanbase, expect for Clear Sky, which is dead, the last Ukraine/Russia modder has shifted over here, where there are still a few flames of Clear Sky left alive.
I don't know why this argument must go on. All that we know for sure is that the engine will utilize multicore tech, and GSC has Xbox licensing rights. We could do with less media math here until we get more facts.
  14:42:21  27 October 2010
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StoleitfromKilgore
(Senior)
 
On forum: 10/27/2010
 

Message edited by:
StoleitfromKilgore
10/27/2010 14:49:49
Messages: 137
Map, guns and general gameplay

There are already a lot of really good ideas in this thread. I especially agree with a lot of what Bladewraith and cemtex said.

I´m unsure about the best way of approaching the "world-problem". I don´t really know how else to express this, but what I mean by this is, that size and population of the map are very important. Much of this is due to subjective preferences though. At least in my opinion a something like a 50 sqare-kilometer map (Hello Far Cry 2) should be avoided, since it´s not to be expected, that it can be filled with meaningful content. Fallout 3 had problems of its own, but if there´s something positive to be said about the world, than there surely were enough side quests and somewhat memorable questgivers (and other people), as well as a lot of possibilities for exploration. Even though this has nothing to do with the map, I also wanted to state, that Fallout 3 missed out on the really meaningful events almost completely.
Weird enough I can´t even determine my feeling about how crowded the maps should be. Clear Sky maps were a bit too crowded for my taste, but on the other hand it gave some of the locations a meaning, which wasn´t always the case in SoC (it´s ok if a ruin is just for decoration, but if the maps are already relatively empty and most side-quests are devoid of any meaning and mostly not even rewarding, then, that´s definitely a huge problem.) Such locations wouldn´t even need to be populated, but something, anything should be there to give the place an identity (artifacts, anomalies, even something like the philosophical guy (from Clear Sky I think))
Replayability was also an issue with all of the Stalker-games (aside from CoP, which I did not yet try). If I revisit a location, it would be nice, if it had changed, maybe reflecting the background of the world, we´re playing in. So, new people, new side quests (rather some few and big quests, than a lot of random, meaningless quests). People could regularly inform us about the changing situation, but also about the smaller issues, like their daily routine.
Also, if someting changes, then it should beter be meaningful. I mean nobody cares if the Stalkers at the SoC-Carpark get wiped out by dogs (by dogs!), if they had absolutely no personality. Another problem with such random raids, is that the player is not involved. No heroic attempt to defend the camp, no aftermath like captured people, which you could unfetter (this would be as twice as rewarding, if you actually cared about them) A-Life is nice, but it should be restricted somewhat (to certain areas maybe?)

Ok, so much for the map(s). Some really annoying issues are due to realism. If you´re trying to make a realistic game you go all the way. Having to pump half an AR-mag into some of the better protected Stalkers is just plain annoying and really implausible (In addition nobody wants to play the mini-game "shoot the head to save time and nerves" The fighting was ok in the earlier stages of SoC, since both you and your opponents did not have high-quality-equipment and mostly two groups engaged each other, often with one side behind cover. Such a battle is more entertaining and does not so much resemble the ridicolous meat grinder of later main quests.
Another weird, implausible thing about the gun-play was, that especially later in SoC, Stalkers often were less dangerous, than mutants. It was almost impossible to take on a pack of blind dogs in a straight fight, due to numbers, silhouette and quite high toughness. It´s ok, that a whole pack of them can tear a lone Stalker apart, but if I need like 5-10 hits per dog, which are surprisingly hard to achieve, it gets unrealistic again.
Concerning Bloodsuckers: Imo, they were one of the major successes of STALKER. Creepy, strong, hard to pin the location of the incoming Bloodsucker. What could be changed is, that there shouldn´t be just one location, where they live (the village). Maybe they are more active in the night and spawn from certain locations at sunset (on the edge of the map, from a otherwise apparently empty cave, or maybe they sleep somewhere, while the sun is up.) Would be nice to see the behaviour of ppl and animals changing, according to the day of time.

Suggestions for gameplay: One word: "Vietcong": In whatever difficulty you play that game it always feels quite believable. You run from cover to cover and if you use the ironsights you automatically aim over the cover (like a rock you´re ducked behind). The AI advances in a similar fashion, often only firing a salvo into the approximate direction of the incoming fire, like the AI sometimes did in Clear Sky. The guns feel and sound realistic, and what is more important, they also feel different (the AK 47 for example is not only very accurate and hard to control (when firing more than one shot), but also very loud in comparison > cemtex talked about weapon sounds in more detail. The only weapon I ever fired though was a Steyr AUG, while serving my six months in the Austrian Army, so I have no comparison.) Oh on top of the suggested changes the crooshairs could also be removed (just for the sake of more realism).

If GSC decides to go this way, the gun-fights might get more dangerous. Since we can just reload the last save as often as we want, there would have to be a punishment, for being too carelss. Maybe you just were wounded instead of killed and saved by somebody. Sou you have to start from some location, where, stripped of most your equipment, you would only be provided with some basic things. Thus, it would make a lot of sense, to lock away some advanced guns etc. in some save place. If "death" would have severe consequences, the experience of playing would be much more believable and immersive. It would also encourage different ways of solving a problem, like bribing the guards at a road block.
Since realistic weapons, would make it hard to reward the player for achieving something, through significantly better weapons (with the exception of precision rifles and some other weaponry) or body armor, I suggest an alternative. Powerful Artifacts (in SoC it often felt like there was no real impact), that grant massive regeneration of health or sharpen your senses, it doesn´t matter too much, as long as the difference is obvious and changes gameplay.

As far as the guns are concerned, it would be prudent to restrict the choice almost exclusively to Warsaw-Pact-weaponry (realism). Some additional western guns could be used by mercenary-groups or be available at traders.

Factions: It wasn´t very convincing to have Bandits or supposedly "neutral" Stalkers concentrated in monolithic blocs. (especially Clear Sky)

Well, that´s it for now, sorry for my bad English and the somewhat confused stream-of-consciousness-manner I did this in.
  17:16:22  2 November 2010
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306
@ StoleitfromKilgore

i agree with almost everything you've said but i can't agree with there being mainly Warsaw Pact weapons, i think there should be a bigger price gap or something like that. ANY... Arms Dealer worth his salt, legal or illegal can get hold of almost any gun. Usually it's easier for the illegal ones.

i don't mean to sound argumentative, its just that a friend of mine... a much older friend i'll admit, has a Arms Traders license, i'll admit he gets more trade for de-act weapons then functioning, but still if you ask him for some strange gun and can afford it he can almost always get it, this from Car 15s the civi model of the M4 and any pistol you want to Dragonovs and RPGs, i'll admit the RPGs he's got have dud warheads fitted but irrespective, guns are really easy to get hold of, 9 times out of 10 its the ammo for them that is harder, proven by the fact he has a German AA gun, don't know what model but his license doesn't allow him to buy the ammo for it.

also on a random note i'd like to see some spiders and things like that in the game. i know too many people who are terrified of Spiders this would add serious scariness for some people, also walking into a cave and getting tangled in some mutant spiders web, have to kill it while all tandled up and have to get your knife out to cut your way out. really could mean scary situations with very little effort on the programmers, even if they didn't put the spiders in, put the Web in means you couln't just go charging into a cave

I'd also like to see my headtorch batteries run out. the light going dim, giving me a reason not to walk around with it on permanently at night, might even discourage people from going out at night completely.
  22:00:33  16 November 2010
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Corrupt^
(Senior)
 
On forum: 09/21/2008
 

Message edited by:
Corrupt^
11/16/2010 22:04:48
Messages: 129
@Ewe

Even though it only takes a week to finish, it's still alot more then most FPS's these days. COD MW2 took me 4 hours... how sad is that?


---QUOTATION---
The worst one, the cone of inaccuracy
---END QUOTATION---



I actually like the way stalker handles recoil, with the exception being CS, in CoP alot of the early guns are horrible, but they do get alot better with upgrades, which wasn't the case in CS.
  11:05:57  21 November 2010
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
 

Message edited by:
-=Grunt=-
11/21/2010 11:40:27
Messages: 4119
I know some of these have been mentioned before but I'd love it if a couple of them will be in STALKER 2.

Weapons
Higher usage of Warsaw-pact weapons.

Animations even at 3rd person view, like the bolt of the gun moving when it's firing, the reloading, mag goes out/off the gun, thrown to/into the ground/pocket, pulling the bolt.. Better reloading animations.

*Who doesn't love going to an area that you saw before was empty, then you go back there, following the trail of spent cases and magazines on the ground and find a group of Stalkers dead, now that'd add a lot of immersion.*

Cases ejecting to the right, modeled cases with physics.. (At the moment, it's just 2d sprites) To help performance, perhaps make them static (Without physics) after X seconds.

Better skins and models.

The current weapon physics is alright, makes upgrades worth it.

Weapon randomization system based on rank and faction. I've seen mods do this and it's brilliant.

Modeled scopes, like the NSPU and ANPVS night vision scopes etc.

Not being able to use your suit's night vision while looking through a scope.

Better bullet penetration depending on caliber and gun. Like with an anti-material sniper rifle like a KSVK, a player could use it to assassinate a Stalker through a brick wall or kill a gunner of a military APC like the BRDM-2.

Armor and NPC clothing

More variety between NPC armor/clothing, maybe a randomization system depending on rank, faction etc. (And better character models and animations..)

Being able to see your own body.

Blood at the part of the body where the bullet(s) hit.

Better visuals when bullet hits a target, like in Fallout for example.. Shooting someone wearing "Power Armor" shows metal sparks when the bullets hit his/her armor. Shooting a guy's chest with a pistol while he's wearing an exo makes blood spray all over the place... Shouldn't that thick chest plate stop small pistol bullets?

Overall a better armor penetration/hit system would be great so the players will sometimes aim for the exposed parts of the enemy.

Shooting the leg of an enemy makes it limp or fall to the ground, shooting the arm might cause it to drop it's weapon or make it's aim "crappier". (This might be applied to the player in Master mode perhaps?)

Economy

I'd be happy to see difficulty based economy system, perhaps at Newbie mode, it'll be really easy to earn cash but at Master, you'll have to really work for a piece of equipment, making the difficulty... Well.. For "Masters".

Co-op

A 2-4 player cooperative mode to play online or on lan with friends through the Zone would be a great addition.

Story and missions

Perhaps make it so that the player can choose his "path" along the story giving it lots of replay-ability... This may affect the player's missions in freeplay, affect the whole Zone.

Freeplay-specific side missions, side missions that are "unlocked" depending on the story path you choose. This would give players to do something in Freeplay. (I know.. I know... This is kinda "too much work" but theres always hope)

Exploration

More rewards for the exploring type. Perhaps a unique/experimental weapon carefully hidden in a lab. Or maybe a unique weapon of an unfortunate Stalker that died.

More easter eggs... It's always fun to see them. Maybe a reference to the other characters like Scar or Degtyarev.

Sounds

Please no more "broken" un-commented sounds.

Better voice acting.

Properly synchronized sounds.

Misc

Better models of static vehicles and corpses.

"Real" a-life in Freeplay, roaming NPCs, pretty much free-will where the story NPCs can be seen roaming too, they can die, it's random. (To avoid broken story missions)

In CoP, it was almost a pre-defined routine for NPCs... Go out of the safe area at 8 AM, sit at the place they were sent to all day, pretend that they're looking for artifacts, go back to the safe area before dark.

Make the military a force to be reckoned with. Patrols with old BTR-60s, BRDM-2s or the newer BTR-90 APCs or simply UAZs with DShKM that'll rip you apart. Basically.. Messing with them isn't a good way to get loot for a new or under-equipped player.

Random military raids at strategic Stalker camps in Freeplay.

Different AI schemes depending on rank and faction.

Spetsnaz being the "elite" AI when it comes to fire fights, but they'll suck at fighting mutants.

Freedom being sharp-shooters, keeping their distance and of course with accurate shots..

Duty being great at killing mutants and close quarters. (High ranking Duty may have Spetsnaz AI due to some of them being former Spetsnaz but better at killing mutants)

Bandits, they'll fight like gangsters.. Reckless behavior.

A random chance for a Loner to get one of those AIs.

I think thats all of it..
  01:00:02  26 November 2010
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
My suggestion.

..Well.
Create a character.
Perhaps after completing the game or something.
Just naming a character. For immersions sake. I enjoy every mod that lets you name yourself, or customise your character a bit more than usual. (And there aren't many mods out there that do)
It's just what I enjoy.

And if the new stalker could let you do that. Well.
I'd adore it.

Oh, and I'd love the new stalker to have the Cordon at least.
Cordon is just, rookie heaven. Even after your not a rookie.
  02:07:17  26 November 2010
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Kaplan994
Animator/Modeler
(Resident)

 

 
On forum: 08/28/2010
Messages: 1062
more guns,suits,factions,more territories.being able to join all factions.also i like grunts ideas too,and the character being able to choose the "paths" is great.oh yeah add more missions and quests.something like bring a weapon\artefact\armor\proof that a stalker is dead,add assassinations!!!that would be awesome ,getting contracts to kill some special stalkers and getting money for that however that would affect reputation.some players like to play rambo style and some like the stealthy approach,make different equipment that suits each style,make sneaking something that is worth doing,like if you have a stealth suit you can sneak very close to a stalker and assassinate him.and make a large open world so that the players can explore a lot,and bring back some of the characters from the previous games and mix that with an mind blowing and intriging story story.
that's about it if i remember something else i'll be back here.
and just one question,there had to be farms and houses around the plant and in the place where the zone is,and they had animals,and amoung them rabbits.what happened to the rabbits?why aren't there some zombie bunnies!?
  21:35:26  11 December 2010
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bobwalt
Senior Resident
 

 
On forum: 04/02/2007
Messages: 217
I would like to see ideas from the most popular MODs incorporated into STALKER2. The weapon hunt from SMRTER Pripyat, the more intense feel from Oblivion Lost, and, of course, the free play from everyone. Please include all weapons they have added with the possible inclusion of some of the Israeli weapons. A wider weapon and suit modding capability would also be appreciated.

Do not permanently remove the crosshair. What one could do is make it a capability that is added in with the full helmet (i.e. those with a HUD). The thing to remember is that a computer game is not real life and even at high resolutions it is difficult to do long range shots with an iron sight especially on widescreen systems. Since you are also doing a console version please automatically disable all auto aiming for the PC. Thanks!

Bob
  19:06:30  27 December 2010
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Alomovica
(Novice)
 
On forum: 12/27/2010
Messages: 1
Fix the camera

I loved the game. But what i noticed is that the camera is diferent in CoP than in SoC. In SoC its better and nos so far away. And shooting is somehow better in SoC. Plus i loved how the AK-74 looks in Stalker Complete 2009. And ofcourse make a more playable freeplay. Make more missions not related to the main story. And make more types of missions that never run out. Hunt for Artifacts, Assassination missions, Equipment finding missions... Use your imagination. And in Complete 2009 they made ihe hame more atmosferic in the terms of landscape details. Im guesing since your going to use a new and stronger engine itst grafics is going to bee better.
  20:56:08  27 December 2010
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
Fix the camera

Use your imagination.
---END QUOTATION---



As the game storyline is fiction using their imagination is the only choice other than plagiarism.

.
  04:30:57  6 January 2011
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Mobius
Senior Resident
 

 
On forum: 07/11/2009
 

Message edited by:
Mobius
01/06/2011 5:03:29
Messages: 683
Recruiting other Stalkers
The ability to recruit others to come with you. Factors that deal with this function would be
A: Faction status
If you're in a faction you can recruit lower ranking individuals to help you on missions or guard you as you walk around the zone. The higher your rank in the faction the higher rank of people you can recruit (to a realistic extend of course, some of these people have important positions.)
B: Fame
You can recruit regulars from bars and safe zones if you're famous enough. These will randomly range from experiences veterans to new people and you can only have about two maximum. A system can easily be presented in both factors to prevent abuse, such as limiting the times per (day, week, month) you can recruit.


Factions
Why should a faction's quest line end? Clear sky had a decent set up with factions, which could easily be expanded upon. Territory wars, respect and reputation, the works would be awesome to see at a higher priority.
A good way to improve the player's history with a faction is allow the ability to plan or contribute to raids, whether it be going after another faction or hunting down a legendary artifact.


Less dependency on player
Today I saw a single stalker take out ten bandits with a MG on CoP, unscripted and all. It would be great to see veteran and seasoned stalkers actually act like it. You put a single duty soldier up against a single snork and it's more probable the soldier will get slaughtered, but the player has probably gone head to head with whole nests of snorks at once, nearly unscathed.
Sure they're suppose to be tough but it's not very convincing hearing about this unforsaken hellspawn demon's ground place and when you go there it's like four bloodsuckers which you easily dispatch in a few seconds.
My idea to fix this? : Limit medkit spamming, or give human AIs the ability to do it.
Make Stalkers maintain, modify, and pick up better weapons.
Make Stalkers also buy from traders, instead of the character seemingly being the only source of income for them. Have stalkers visually come up to traders, buy from them, and use what they've bought with money they have earned.
If that's too much, at least put up the illusion of it happening to add some form of detail and life to the environment around the trader.


Some harder mutants
Heres how I see it, in order from weakest to strongest
Tier 1 Mutants : Blind Dogs, Fleshes, Boars, Hamsters, Pseudodogs
Tier 2 Mutants : Bloodsuckers, Zombies (not really mutants), Snorks, Poltergeists, Controllers
Tier 3 Mutants : Burers, Chimeras, Pseudogiants

There should be at least a two more of tier 3 mutants, everything below a controller is hilariously easy on even the highest difficulty setting.


Better grass and trees
Trees and grass kind of just stand on the ground, they look like crappy props. Maybe give trees some sign of having roots and make grass render at full range and it will look far better.


Weapon engraving
A small thing, weapons being able to be engraved at technicians, along with different options like a wood, metal, or ceramic stock. It would add alot more depth, alot more personalization, it could easily be expanded upon in every which way, would provide much more continent for modders to work on, and would be overall much more enjoyable. Wouldn't be really hard to implement either, just a modification of the weapons mod system and some added skins and properties.

Leveling
Not like RPG leveling, but in a different sense.
your character would carry a title and be treated differently by the title they carry. The title would be effected by three factors :
How long you've been in the zone
How many mutants have you kills with a curve of how strong the mutants were
How many friends you've made in the zone

it would just be a nice touch of detail and depth.

Tracking
It would be awesome to see a way for players to teach themselves about the zone. How to track mutants and other stalkers, how to tell when a blow out is about to happen ahead of time, and how to figure out things like weapon shipments for the trader and when to ambush and such. The best part : don't make it obvious and don't point it out. Let it be something the player would discover on their own, giving them a feeling of accomplishment and a new found useful skill.
  14:35:01  14 January 2011
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phaTx64
(Senior)
 
On forum: 04/08/2007
Messages: 99
My Suggestions:

Now, there are not 2 many things I would change, mainly because I like the game play as it is, but there are a few things that drive me nuts!

** Assuming that STALKER 2 will have the same type of weather effects, might I suggestion a "in game option" to control the intensity and frequency of the weather (like rain and thunder). Have it set up just like you do for the view distance / lighting distance, the further you slide it over, the more intense and/or frequent the rain is, and sliding it back the other was lessens it. It should be from 0% to 100%, 0% being "no rain/thunder" and so on...

** Make the weapons degrade more realistic, in CS/CoP guns misfiring/jamming after going through 3 or 4 clips is "not" realistic. If guns truely degraded that way, World War II would still be going on right now!!!

** Ai enhancements. In CS and CoP (especially CoP), when in a heavy gun fight and having a stupid random STALKER run infront of your gun fire and being struck, all of a sudden 10 STALKER's want to kill you, yet they can accidentally shoot you and it's ok. I believe this should be made a little more tolerable. Accidentally killing one STALKER should not make all the others around you turn on you. Or, make it to where if one accidentally shoots you, you can then turn and kill him without any penalties (e.g: other stalkers after you). There's been many times I've randomly be trading with another stalker or other Ai in CoP, then some creature appear and they all open fire on it, but end up shooting me more than the creature! Naturally I want revenge!

** Stealth Technology! Some people may disagree on this, but I think it would be cool if you could buy a suit that had "cloaking abilities", like the Nano-Suit in Crysis, but the stealth abilities last longer and does not uncloak with gunfire/throwing a grenade!

** New Weapons! Not really sure which ones, just surprise us! A small mini-gun would be nice though! Just some new guns in the mix would be nice.

** Easier to deceive the factions. Ever hear the saying "what happens in vegas, stays in vegas"? Well.. what happens in the Zone, stays in the zone! Basically the ability to act like you are working with a faction, but the entire time your just a spy / trying to get information.

Other than that, the game is perfect! Of course will all want the better graphics / options, but that usually comes naturally with STALKER games, each game is a step up in graphics.

Please don't change the key mapping options or game play options, they are setup just right. GG!

Can't wait for S2 !!!
  14:42:11  18 January 2011
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killfactor
(Novice)
 
On forum: 09/18/2008
Messages: 46
Free Play or Free Roam CO-OP
I dont think STALKER single player gameplay leads well into coop gameplay as its very non linear and takes quite a lot of time.

However I do think it would be great to roam the ZONE with a buddy in coop and level up without specific story mission, only side quests and exploring/killing etc.

Would be even better if 1 player hosted a server and it was persistent

NPC Companion(s) or NPC for hire
Something I do miss from the STALKER games is an NPC companion or NPC which I can hire for $ that will work with me, help me out and keep me company in the harsh zone

I havent played Fallout series but have heard it does feature companions, I think this would be a great idea.

If having a story / detailed companion is too much work then maybe GSC could simply implement NPC Stalkers or Mercenaries which could be hired for a daily fee, they would simply follow the player and help them out.

More experienced/better equipped NPC's woulld charge more per day, and possibly would need the player to help them out with weapons and items such as meds etc. The player should be able to tell the NPC to wait, leave, follow, attack etc.. nothing too advanced.
If player is searching for artifacts the NPC could either help or wait.

Would be cool if the NPC had some thought of its own, and didnt run into crazy fire fights which meant sure death, in this case the hired NPC would notify the player he is leaving or wants more $

More than 1 hired NPC would be great too, for a large amount
  06:48:18  26 January 2011
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niadly
(Novice)
 
On forum: 12/18/2010
Messages: 35
only thing i would like is controller support. I use my good ol logitech dual action gamepad for every game.
I sit on my couch and play on my 55inch HDTV, and I really dont have room to drape a KB across my chest or lap to play.

its just nice to have the controller supported so the left stick can walk or run depending on how hard i press it.
I use Xpadder now, and it works for everything. but setting up the sticks is always a pain! have to select the mouse for right stick, then adjust sensitivity till it feels right....
....I can map every single action in the game to my 12 button controller so thas not an issue either. I just like it when games acknowledge us controller freaks.

please no KBM vs Controller arguements - i dont care about your opinion on the matter at all.
  00:54:21  27 January 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
Bollox!

Go button, shoot button, mouse ball steering.

Job's done.

Keypads, controllers, etc? Unnecessary distractions.

FPS = Keyboard/mouse.

.
  06:12:23  27 January 2011
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niadly
(Novice)
 
On forum: 12/18/2010
Messages: 35

---QUOTATION---
please no KBM vs Controller arguements - i dont care about your opinion on the matter at all.
---END QUOTATION---



apparantly you didnt read my post

your opinion doesnt interest me, only the devs.

why is it everytime someone says they use a gamepad, people come out of the woodworks to tell them how wrong they are? just deal with it, im not telling you that KBM is wrong, and you obviously didnt read my post, because i explain that i use a gamepad for comfort when i play in my livingroom.

so, in the nicest way possible, go **** yourself.
  17:11:12  27 January 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
Hope you got good medical cover - the 'devs' never come here, and never is a long time to wait.

If my opinion doesn't interest you why did you read it? Further, why did you reply to it?

There are no 'woodworks' anywhere near me. And my opinion is as valid as anyone else's - this is a public forum, not 'niadly's only'.

I might follow your final suggestion if I knew what it meant. As you appear to be familiar with it, what is it like ****ing yourself?

.
  03:14:21  29 January 2011
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AJantis
(Novice)
 
On forum: 01/25/2011
Messages: 1
Realism in penalties, eg equipment swapping when under attack, that sniper rifle is great at long range until those pseudo dogs attack when suddenly the Vintar or other AR's are more suited, putting that sniper on your back and pulling the AR out of somewhere isnt instant. Little things like this, that add to the pressure of a fight, when you decide you need to change up your strategy to win but have to accept some risks. Similar situation in armour swapping, sure that rad protecting armour was great a few minutes ago but now you have bloodsuckers in the room the radiation is gone and you want heavy protection so you equip the exo suit that was in your bag, dont worry, Im sure the bloodsuckers will wait while you attach the wires and calibrate the servo's.

Artifacts: Synergies between different types that augment their stand alone bonuses/penalties.

Armours: Different suits for different play styles, and stats that accompany this. Lighter camo armours giving bonuses to noise reduction for stealth kills. Exoskellies on the other hand giving a penalty due to the noise of the motors etc. It was briefly hinted at in CoP about the black trenchcoat that it was worn to reduce chance of being spotted at night, this should be developed. I never understood why the coat was standalone as an armour and not worn over the top of the sunrise suit etc, just doesnt make sense really imo, and the opening movie to SoC shows the stalker who found Strelok with a trench over armour, who is this man of incredible skills that he managed to put on a coat over a light armour suit.

Weather: Genuine effect on the character, it's raining constantly but people are getting round in sneakers and light fabric trousers and not dying of hypothermia or other side effects. A system where depending on how you are equipped for the weather will impact stamina decrease rates, someone who is soaking wet with 40 kgs of gear on wont be sprinting far, or shooting accurately. This would add a lot to the atmosphere, would add that pressure to the newbie stalkers as their lack of resources really makes the zone a life and death game, and demonstrates why the stalkers in the later areas made it that far.
  06:00:42  29 January 2011
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4119

---QUOTATION---
Realism in penalties, eg equipment swapping when under attack, that sniper rifle is great at long range until those pseudo dogs attack when suddenly the Vintar or other AR's are more suited, putting that sniper on your back and pulling the AR out of somewhere isnt instant. Little things like this, that add to the pressure of a fight, when you decide you need to change up your strategy to win but have to accept some risks. Similar situation in armour swapping, sure that rad protecting armour was great a few minutes ago but now you have bloodsuckers in the room the radiation is gone and you want heavy protection so you equip the exo suit that was in your bag, dont worry, Im sure the bloodsuckers will wait while you attach the wires and calibrate the servo's.

Artifacts: Synergies between different types that augment their stand alone bonuses/penalties.

Armours: Different suits for different play styles, and stats that accompany this. Lighter camo armours giving bonuses to noise reduction for stealth kills. Exoskellies on the other hand giving a penalty due to the noise of the motors etc. It was briefly hinted at in CoP about the black trenchcoat that it was worn to reduce chance of being spotted at night, this should be developed. I never understood why the coat was standalone as an armour and not worn over the top of the sunrise suit etc, just doesnt make sense really imo, and the opening movie to SoC shows the stalker who found Strelok with a trench over armour, who is this man of incredible skills that he managed to put on a coat over a light armour suit.

Weather: Genuine effect on the character, it's raining constantly but people are getting round in sneakers and light fabric trousers and not dying of hypothermia or other side effects. A system where depending on how you are equipped for the weather will impact stamina decrease rates, someone who is soaking wet with 40 kgs of gear on wont be sprinting far, or shooting accurately. This would add a lot to the atmosphere, would add that pressure to the newbie stalkers as their lack of resources really makes the zone a life and death game, and demonstrates why the stalkers in the later areas made it that far.
---END QUOTATION---



I like these ideas, specially the last one.

I'm imagining the hands of the next protagonist shaking due to the cold (Soaked from the rain) while trying to reload a gun hehe. It would make camp fires very useful too.
  12:02:21  29 January 2011
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Kaplan994
Animator/Modeler
(Resident)

 

 
On forum: 08/28/2010
Messages: 1062
we need rabbits in the zone.
  13:00:32  29 January 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
I'm imagining the hands of the next protagonist shaking due to the cold (Soaked from the rain) while trying to reload a gun hehe. It would make camp fires very useful too.
---END QUOTATION---



Trouble is that the Stalker games start out in a summer month. You'd only get major physical effects from the weather if you allowed the game to last into winter.


---QUOTATION---
we need rabbits in the zone
---END QUOTATION---



There are lots of rabbits in the Zone. But if you were a rabbit and knew that above ground there were tushkanos, dogs, pseudodogs, snorks, bloodsuckers and, by far the most dangerous, gangs of heavily-armed humans, would you risk poking your nose out of the warren?

There are ordinary rats and mice, too. You can hear them in the underpass.

.
  18:07:23  29 January 2011
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4119
We can all hope for a season-changing weather system for STALKER 2 haha.
  18:39:56  29 January 2011
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009
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On forum: 05/13/2010
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I have thought about the weather affection on the actor's health for a long time ago, several months to be exact. I planned it for my upcoming Stalker mod (if it ever lift off the ground) and even created several balancing ideas using it.

--When you have read to here, please note. This thread isn't about the fact that I though about it first or that I'm better than you or anything like that, it is simply to show some of my balancing ideas to contribute to your suggestion--

Alrighty then, let's move on to the meat of this: My idea is, weather affection will depends on temperature and moisture. Low temperature will induce hypothermia, which will be indicated by the screen freezing up (similar to Cryostasis), the possible effect will be health loss, a strong reduction in endurance (In my mod, there are 2 types of stamina: Instant stamina, which works like the sprinting bar in the original Stalker and Endurance stamina, which scales the speed, the rate at which Instant stamina will deplete depends on many variables, and in this case, the weather). However, high temperature on the other hand, will create dehydrations, heat stroke and even burns; in this case your view will disorientates, you will suffer from massive health and Instant stamina loss. In both scenarios, fainting is the worst possible outcome.

Moisture on the other hand affects other things, if you have an open wound in a hot and wet environment, you can get wound infections, diseases could build up in your body, and depends on the temperature, you can either get a bad fever or a cold, both are which very lethal in the Zone.

I designed this generally to increase the diversitility in suit's effectiveness and the need for early planning: You see the sky is turning dark as if it's about to rain, but you want to make an artifact hunting trip as soon as possible in the burned farmstead, what kind of suit and equipment would be best to bring to help you from the extreme cold of the rain and the blistering heat of the anomaly field? You ask your self. This is what I'm striving for.

To the suit balancing, this also makes some suits that are more fitful to long term Zone survival in limited combat conditions and other suits that can only allow you to survive for a short time in the Zone but gives you imense combat capability. For example, the Exosuit and the bandit trenchcoat. The Exo gives you nearly unlimited carrying weight, near 100% protection from bullets, heat tracking NVGs and a awesome demeaning look. It's perfect for combat, but in the Zone, it's servomotors will fall to the constant Zone's raining, it's joints needs to be maintained and oiled every day, and it's battery, which are rare in the Zone, happens to be changed regulaly. Meanwhile, the bandit trench coat gives you absolutely no protection from anything, but it can shield you from the rain extremly well (it isn't a trenchcoat for no reason), keeps you safe and warm at night, and only need to be taken to the laundry once a year

This is just one of the many feature I have planned (but might never going to do) for my Stalker mod.
  00:42:07  2 February 2011
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bsq
(Novice)
 
On forum: 10/11/2010
 

Message edited by:
bsq
02/02/2011 0:57:38
Messages: 4
Hello, this thread don't look like it's official, but oh well, I must get rid of all these ideas out my head

Anomalies:
- When you hide in shelter during emmision there could occure weak gravity anomaly, which will make small objects float like in space (or like here: http://www.youtube.com/watch?v=EftvKhCaHa4#t=6m26s.
- When you're shooting through gravity anomalies, bullets change direction.
- Psi artifact that makes you neutral to animal mutants.
- Some experienced Stalkers use artifacts to build anomalies among their hideouts (for camouflage or protection).

Weapons:
- When you want to upgrade/fix weapon, you loose it for several minutes (or hours), until gunsmith finishes his job.

Mutants:
- Hunger factor - it will force them hunt for stalkers or even attack their hangouts. They wont make noises during that, so you will be unaware until they jump at your face.
- You can use your food as bait.
- Unique, scary but neutral mutant who sucks energy from environment, including your flashlight, night vision and PDA. You can kill him by only tracking his foot noises (like Bloodsucker).

Zone:
- Supply vehicles travelling through zone - you can bribe the drivers to get on board. Motor draisine (yeah, like in the movie) and an old truck (with heavy bumpers to prevent bandit ambushes).

Other:
- Drunk rookies (might crawl right into anomaly!)
- You can sit down at fireplace.
- You can turn off PDA manually, or by stepping into electric anomaly
- Bolts are limited and have a slot (you can throw other objects after you put them into that slot)


My personal complaints about previous games:
- TPP view after death.
- No ability to prone.
- No dust or rain drops on glass of your helmet.
- Your own stashe isn't visible on PDA map.
- Stashes should not have unlimited capacity.
- NPC's are always attacking enemies, they don't even avoid them in order to survive.
- Anomalies should be at every corner, I missed them in Call of Pripyat
  06:47:37  2 February 2011
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-=Grunt=-
Cake Muncher
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On forum: 01/08/2009
Messages: 4119
Haha, think of throwing a rock at a vortex, then the vortex pushes it out and it hits the player's face killing him! (For the bolt suggestion)
  08:00:39  2 February 2011
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Maiman
Guess Who.
(Resident)

 

 
On forum: 01/22/2008
Messages: 3559
Bears...

Pseudobears....

Anthropomorphic Bears...

Bear Cavalry...

Robot Bears

Genetically Engineered Super Bears...

The zone needs more bears...
  09:15:34  2 February 2011
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754
You forgot the "Ped(r)o Bear"
  04:32:32  3 February 2011
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Maiman
Guess Who.
(Resident)

 

 
On forum: 01/22/2008
Messages: 3559
Vote for Pedro!
  06:25:53  5 February 2011
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netdigger
(Novice)
 
On forum: 07/08/2010
Messages: 34
how about the abilitiy to start my own faction?or the ability to hire bodygards?
  18:36:28  5 February 2011
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sinistral
(Novice)
 
On forum: 02/05/2011
Messages: 1

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

What suggestions do "you" have for the next installment in the S.T.A.L.K.E.R series?
Gameplay mechanics or strictly cosmetic.
---END QUOTATION---



I'd also like to see much larger areas, and limited use of vehicles. Transport is possible on the fringes of the Zone - in the Tarkovsky film there's a Land Rover (mk 2?) and a small "rail rover" - don't know the real name - as well as goods trains adjacent to the border. In the Strugatsky Brothers' novel the science faction has vehicles that are manually driven into the zone by a stalker then "auto-reverse", exactly following original route back to base using some kind of autopilot. And so on. Perhaps various inter-zone routes by different methods, each requiring a different deal with an npc. Rent a Land Rover from Barman, Bribe a rail worker to get a "rail rover", but don't forget your can of petrol, hide from border cops to get on goods train, or maybe fight them to get motorbike and sidecar.

For transport further into the Zone costs and risks would be higher. I imagine a variety of side-missions for various npcs to unlock transport. There's Cardan and his friend from CoP who plan to design vehicles for the Zone - I imagine a series of missions "Drive this from A to B and survive" "Okay, now do it again but don't catch fire" "Okay, this time I promise we really have fixed the fire extinguisher"...

Even the large spaces in CoP seem a little too small for me as an old Flashpoint player. I realise that long engagement ranges and view distances make for a heavy overload in processing AI and dogs, rats etc would need route waypoints through cover (or they'd all get shot from 800m away by stalkers), but give me a rifle that can hit something a mile away, and now and then I'd like to use it at that range.

I'd like to see a small area ingame that's outside the Zone, like the town in the Strugatsky novel, a place where barmen and leg-less ex-stalkers recruit and dodge undercover cops and Science faction security agents, a picnic spot near the Zone for tourists (to eat Tourist's Delight, naturally), and maybe discover they aren't so safe after all. Perhaps the first mission would be the player trying to get into the Zone, rather than start out dumped there.

Minor gripe - (disclaimer - I'm a civilian, but it seemed in the earlier games the grenade launcher ranges were too low. Felt I could throw a grenade as far as I could fire it. Is that realistic?)

So basically more and bigger.

However, I love all the Stalker games and tbh you could release PacMan, call it Stalker 2 and I'd still buy it.

ps - some people of facebook have been arguing about the AK-47. Get over it, it's a museum piece. Looks good but so does the WW2 anti tank rifle. As a gamer not a real-life expert, I'd favour a Galil or Valmet as the ultimate AK. But I don't know.
  23:08:48  14 February 2011
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Xseven
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On forum: 02/14/2011
Messages: 42
I want a pet mutant like what the doctor and noah has.

Kinda imposible to drag it around. Was thinking "if" in CS we can order teams to act perhaps it could with follow and atk command. but then again it is too much work.
  19:01:09  17 February 2011
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Bladewraith
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On forum: 10/21/2010
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---QUOTATION---
I want a pet mutant like what the doctor and noah has.
---END QUOTATION---



Problem is, you'd have to train it, which take time and thats somthing people get bored of quickly, so they wouldn't put it in. plus if it get's shot, you'd have to get another one.

Unless there was somekind of heirachery of pets, you start with a blind dog and work your way up to a Chimera.

*rubs chin of pet Chimera. "Good Chimmy, Good Chimmy"
  04:24:25  18 February 2011
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Steelyglint
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On forum: 06/06/2009
 

Message edited by:
Steelyglint
02/18/2011 4:28:22
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---QUOTATION---
*rubs chin of pet Chimera. "Good Chimmy, Good Chimmy"
---END QUOTATION---



Which chin?

Chimmy?

There is no 'ch' sound in 'chimera'. It is pronounced Keye - to rhyme with eye - meerah.

.
  10:24:19  18 February 2011
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Bladewraith
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On forum: 10/21/2010
 

Message edited by:
Bladewraith
02/18/2011 16:33:16
Messages: 306

---QUOTATION---

Which chin?

Chimmy?

There is no 'ch' sound in 'chimera'. It is pronounced Keye - to rhyme with eye - meerah.
---END QUOTATION---



I know, but you think of an cute name for a Chimera!
  12:50:00  18 February 2011
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Xseven
(Novice)
 
On forum: 02/14/2011
Messages: 42
Ok.. so how about a newbie stalker like what "Nitro" at yanov has as a pet.

It doesnt has to follow you everywhere. Just as a errand boy will do. Level him like gear him up so when you give mission with the such gear he will succeed according to the lvl of his gear.

In this case involving other npc to be paid to gear up your errand boy. Your errand boy could try find from simple ammo, weapons, item, to the elusive artifacts.... or maybe the rarest of all, ladies.

Like Nimble sitting and waiting your order. Except you can lvl him with equiptment.

The concept. Errand Boy(EB) can be lvl with gear. each mission given(with sum of rouble) has % successful +/- gear bonus. EB fails all gear destroy, he lay at the infirmary the doc ask fees as penalty for his revival.

Always wanted a henchmen. Like Divinity II ergo draconis game.
  16:33:44  18 February 2011
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Floyd 89
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On forum: 02/13/2011
Messages: 14
^ It's not really concurrent with the Stalker series though. The Zone is focussed entirely on the feeling of being alone amid a world that is incredibly beautiful, haunting and dangerous - and a companion, no matter how likeable, would dilute that.

Sorry, long post. Just joined here to give my appreciation for the unique and atmospheric Stalker series. I, like many others, purchased SoC and CoP over Christmas in the Steam sale, and was blown away by the power and beauty of the Zone and its ability to pull you into it.

For STALKER 2 though, I'm keen to see the game take it further, and it can take it so much further than it currently is. Primarily, the absolute joy of playing Stalker was in exploring the world - finding weapons, stashes, notes and artifacts. I guess it appeals to some primal scavenging instict.

In terms of suggestions, I agree with sinistral on most accounts.

- I love the idea of having to break into the Zone. Creating a sort of safe zone outside of the Zone itself where the army is in control, and where dozens of amateurs are looking to get in, would be perfect. It would give the Zone the introduction it deserves, and create a fantastic transition from the relatively normal to the terrifying as the landscape becomes more and more strange. At the moment you're just plonked anywhere with your equipment and things such as anomalies and mutants aren't anywhere near as exciting as they could be.

I'd love it if your first mission was to gather supplies through your underworld connections, cause a riot and to enter the zone through an old underground tunnel like the Great Escape.

- Make the Zone less tame! CoP really held your hand in this, and always told you what to do and where to go. Even finding artifacts, which in the first game was one of the greatest aspects, was reduced to just checking the map to see which ones were present. It made it too easy, and became a chore rather than a joy. The first did this far more successfully. Artifacts should be random and mysterious, not explained scientifically. The feeling of coming across an artifact by accident is far superior to making the rounds of the anomalies, checking to see if an artifact is there and moving on.

- Have more objects and artifacts scattered around the map. Exploring is one of the most satisfying things in the Stalker series, so improve and expand it. CoP was brilliant at laying small objects around a map – scraps of paper, documents – but they were always part of a mission. I’d love to come across these things by accident and piece together a story by myself – it’s a far more rewarding way of telling a story by letting the player do it themselves.

- More social behaviour. The use of Russian speech didn’t bother me except for when NPCs would sit and chat and I had no clue what they were saying. This niggle aside, I’d love to be able to sit down around a fire with other stalkers, and have real conversation emerging. Instead of having the awkward point and click conversations, you’d get stories of what they saw, artifacts they procured, mutants they escaped from. This could be an interesting alternative to finding out information instead of just asking them.

- I’d also love to be able to handle the artifacts like you handle a weapon. One description from the first game said that the artifact Soul was particularly beautiful to study by firelight – I honestly wanted that. It could just be an idle animation, and we get to see these amazing objects close up instead of them being just that – objects.

- Create more unique objects. Finding the unique weapons, PDAs, objects and artifacts was probably the most satisfying aspect of the game.

- There are times when the Zone feels more real and thrilling than any other game I've experienced. But there are also times when it doesn't, and it drags you back to reality, like when 30 mutants are all crammed into one area of the map and they’re all hostile towards you. I think players would appreciate the scenery and the mutants more if they encountered them less often. The first time I ran into a bloodsucker, it was terrifying. After the twentieth time it became frustrating, and that’s a shame. Especially with flesh and boar – it would be good if they only attacked you only if you attacked them or got too close.

It also didn’t make sense that you introduced mutants in their own context (chimeras coming out at night, burers in small dark underground spaces etc) but then come across a controller, pseudogiant, burer and chimera at once. It completely ruins the fear of them and their own story. I agree that they shouldn’t be limited to missions, but at least keep them in their own environment. For example, there could be a chimera that stalks a forest, or a controller that lives in one of the caves. They could venture outside, but that should be a very rare occurrence.

- More realistic environment. As beautiful as it was, CoP seemed to assume that players must get bored every 2 minutes and need something colossal to catch their attention. In every corner of the map there was a giant set piece or weird anomaly like the Claw or Boiler. Aside from looking completely out of place, it was a contrast to SoC, where the abandoned buildings, vehicles and homes were the environment, and did an infinitely better job of creating atmosphere. Also, everything was far too squashed together. Having three maps meant less loading screens, but it was all bunched together. Subsequently, to hide them all from each other, this meant lots of hills and valleys, but it was done so in a way that felt very compressed and unnatural.

I’d like to see variations on the weather. Perhaps set it during the winter, with icy rain and wind, or even snow? Also, it’s very rare that you get rain 3 times a day. It would be nice to have weather that remained constant for a day.

- I’d love to see more underground spaces. They don’t necessarily have to be for missions, but perhaps shortcuts. Sewers, mining tunnels, evacuation tunnels – they could all be used to get across maps and provide alternative routes.
  17:46:50  18 February 2011
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Bladewraith
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On forum: 10/21/2010
 

Message edited by:
Bladewraith
02/18/2011 17:49:21
Messages: 306
I already posted my ideas towards the start of this thread, but oh well, if i could have one of these following things... i want the true atmosphere back,

CS and COP were good, but when it was quiet that's exactly what it was, in SOC, it almost felt like if it was quiet, there was a really bad reason why... turn a corner and OH CRAP! i'm going to die sort of feelings.

And an extra few things

Change the financial settings drastically. making money is far too easy for an experienced player really early in the game even, so make finding an extremely good gun early in the game more worthwhile selling it, then saving it to use later.

And one little thing that would really got on my nerves, but i'd love it for that reason. All traders dsiplay kit relevant to the level in the game your at. why, show me everything he's got, and make me annoyed i don't have the moeny for it! or the stuff the factions will only sell to it's members... have the trader say, no that's only for Freedom/Duty/Bandits whatever. just to stick the knife in the player to say. hah! you want something that i've got and you CAN'T have it! tease the players

Like my girlfriends does to me all that time, i hate her for it, but i love her more for it! see what i mean.
  17:57:04  18 February 2011
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Xseven
(Novice)
 
On forum: 02/14/2011
Messages: 42
Welcome to the board/forum

Seriously for me Stalker need more ACTIVITIES in free roam. As CoP after the main storyline in free roam, it got bored very quickly unless with some imaginary to cope with it like the emerging liquidators.

BIG battle like in CS faction war is very interesting especialy in red forest bridge where wave after wave enemy coming from opposite direction. Ambushed in Limansk is also awesome. CoP underground path to pripyat and last moment in heli retreat/extraction also give the adrenaline rush.

To cope with low activities in free roam, some loop event needed to be introduced such as other forumers stated about base building where other faction would try to capture it and pet system where both is for economy management where player could invest with high risk. note that the longer the player in the zone the more veteran the player gets and his ECONOMIC prowess. alas being loner is also optional.

Speaking for high risk the game could also introduce gambling den but probably affect the game rating, moral issue and market strategy.
  19:50:54  18 February 2011
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Bladewraith
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On forum: 10/21/2010
Messages: 306

---QUOTATION---
Speaking for high risk the game could also introduce gambling den but probably affect the game rating, moral issue and market strategy.
---END QUOTATION---



It could be done very simply by introducing poker, or blackjack, cos lets face it, i carry a deck of cards around in my car a least 1 stalker would carry some into the zone. simple way of ambling, but could be done with ammo as well, i'll see your box of 9mm and raise you a box of 7.62 sort of thing.
  16:07:53  20 February 2011
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Floyd 89
(Novice)
 
On forum: 02/13/2011
Messages: 14

---QUOTATION---
Welcome to the board/forum
---END QUOTATION---



Thanks man, a warm welcome is always appreciated.

I definitely agree with creating activities for the player to do after the main story is over. For me, where CoP is vastly superior to SoC is in its storytelling, as well as upgrades that really encourage the player to find tools.

I'd love to see a tech tree that you can upgrade (and downgrade) and combine with others to create an almost limitless number of different combinations. This could possibly incorporate artifacts as well.

We've been told through the games that some weapons and suits utilise certain artifacts to gain special properties. How about being able to do this ourselves? If a player prefers stealth, with their focus on being travelling light and moving quickly, you should be able to encoporate artifacts into armour, which disposes of the artifact but increases your stamina.

Or perhaps combinations, so a Gravi combined with Moonlight might create a gravitational field around you that deadens your sound to others, increasing stealth. I'm just making this up but you get the idea. It's these sorts of endless combinations that could make artifacts feel far more integral and intrinsic to the game.

Nimble's weapons were also a brilliant addition. Having a weapon that was unique and had its own name was one of the best feelings in the game. I'd love this to be expanded though - we'd need to have full control over it - being able to choose precisely which weapon we wanted, and having all upgrades open to us, as well as downgrades - giving us the ability to change the principles of the weapon.

Perhaps even taking the idea a lot further and creating your own weapon entirely from scratch, or modifying it with parts you've collected yourself. This could be a form of the hidden packages you find all over the Zone. So you could take the standard rifle handle and replace it with a more ergonomic one that you scavenged from a deceased stalker to increase handling. Weapons are integral to the story, and if they were real, the relationship that stalkers would have with their weapons would be very important, to the point where they would name their weapons. Just throwing it out there.

Instead of simply finding a tool kit and having a whole load of upgrades available immediately, equipment and supplies could be dotted around the map in hidden caches, with rarer (or even unique?) pieces of equipment being given to stalkers for you to trade with or rob. This could make for very interesting gameplay late in the game, when you might be looking for a very rare tool to enable the last upgrade on your sniper rifle, but only a Monolith leader or a bandit boss has it. Subsequently this could lead to further missions, as you track them down, or in case of the bandit boss, do work for them, or be forced to fight them.

Finally, finding the Oasis without help was, for me, the most satisfying moment in CoP, and I'd love to see this expanded. Solving mysteries that take place over the course of the whole game and which aren't necessary to the story is very rewarding and gratifying. For example, you might have to track down a certain missing stalker, a unique trader, a mercenary who is on the run, or a dangerous mutant who seems to walk through walls, and purposefully it takes a long time to achieve.

Or an artifact so rare it has never been seen before, and appears just before dawn but momentarily disappears, then reappears within a certain area with a bright flash of light.

You might be able to hear clues from certain stalkers who tell stories around a fire, and say they saw this person or that artifact at this place and time. Again, if the Zone were real, the place would be full of rumours and stories, and not all of them would be true. They would all be optional too, having no bearing on the main story whatsoever.
  17:22:45  20 February 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15
long time stalker, first time poster.


The totorial should be about a new stalker sneaking into the zone -.- lets face it, there will be a tutorial.


Better stealth aspects, I mean even in the dead of night it was effen hard to pick off bandits with a sniper rifle without them being able to place you after 2 shots.

And layin booby traps (I saw this posted by someone else GREAT idea friend) e.i. bear traps to snare a good ol' tenticle face. Claymores to ambush monolith patrols. (although settin bear traps where there are alot of zombies would be fun)

batteries for flaslights or night vision goggles, if youve played AVP you KNOW how tense you are waiting for that flash light to recharge. It just creats tension. Plus its one more thing you have to be concious of.

Maybe the ability to set up a store (I had that many ak-47's at one point sheesh)
  19:35:19  20 February 2011
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Steelyglint
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On forum: 06/06/2009
Messages: 5171
Waiting for your light to recharge was something that seriously wound me up in HL2 - I don't want that in Stalker.

.
  23:27:31  20 February 2011
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Floyd 89
(Novice)
 
On forum: 02/13/2011
Messages: 14
Not to mention being completely unrealistic. You feel tension, yes, but it's frustration more than anything because any torch in real life lasts as long as the batteries, which, in game terms, might as well be infinite.
  10:33:14  21 February 2011
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Bladewraith
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On forum: 10/21/2010
Messages: 306

---QUOTATION---
Not to mention being completely unrealistic. You feel tension, yes, but it's frustration more than anything because any torch in real life lasts as long as the batteries, which, in game terms, might as well be infinite.
---END QUOTATION---



maybe not, remember game time goes quicker than real time, if you're searching throughout the night, having the torch on constantly all night would drain most torches with a resonable amount of power. so maybe not letting them recharge, but how bout getting dimmer towards the end of their battery life, realistic and tension building, and have to replace the batteries.
  11:02:14  21 February 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15
Sounds good bladewraith, dimmer and maybe an added flickering effect if you start moving around franticly. Maybe two or three different types of torches, ones that are solar powerd (initial cost high, but batteries are reletively cheap to buy at places) slightly cheaper ones tha run on either expensive good quality batterie or cheaper dirty batteries, ones thathave been recharged using anomalies ect. or the good old hand crank like in metro ^.^ I loved that light.

ALso i want to see proper magazines implemented. For your rifles ofcourse, not the nudie types.
  11:20:23  21 February 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
I wouldn't mind being able to attach different attachments. For example, I'd like to be able stick a PSO scope on my AK, and start sniping, then when the enemy gets in close, stick on a Kobra sight instead and start mowing them down. Lasers and rifle attached flashlights would also be handy.

As for melee, whacking the enemy over the head with my rifle is good enough. Or add a bayonet attachment to some weapons, and we can bayonet enemies instead of whacking them.

Being able to use artifacts to empower weapons would be nice. We saw in SoC that a chaser could be fitted with a fragment from a Gravi to increase its bullet speed and damage, being able to do this in STALKER 2 would add another level of depth.
  11:39:43  21 February 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15

---QUOTATION---
I wouldn't mind being able to attach different attachments. For example, I'd like to be able stick a PSO scope on my AK, and start sniping, then when the enemy gets in close, stick on a Kobra sight instead and start mowing them down. Lasers and rifle attached flashlights would also be handy.
---END QUOTATION---



Like desters LR 300 mod as seen on youtube? ^_^ sweeet. I really want to shoot things with that rifle.


---QUOTATION---
Being able to use artifacts to empower weapons would be nice. We saw in SoC that a chaser could be fitted with a fragment from a Gravi to increase its bullet speed and damage, being able to do this in STALKER 2 would add another level of depth
---END QUOTATION---



Or a gravity artifact to decrease weight or to decrease kickback
  16:22:22  21 February 2011
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Steelyglint
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On forum: 06/06/2009
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Just allowing the player to stomp on tushkanos when wearing an exo would be a bonus.

.
  18:51:32  21 February 2011
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Bladewraith
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On forum: 10/21/2010
Messages: 306
Stomping would be good, how about being able to grab an enmey's gun. steal their gun them shoot them in the head with it. irony!!!

Next thing... now bare with me on this one. i know i already suggested it, but ah well

in each game the PDA has been different, the things on the PDA have been different. how about, you can buy PDAs, with longer life, more space and what not, but this is the important factor. imagine it's a modern phone. you should be able to down load apps, the players start with just the MAP and stats apps, but if the player wants to take part in some kind of Faction war, then download the Faction war app, like seen in CS, if they want to be ranked the best stalkers, download the Ranking map, the Bluetooth identify app, the music list app, loads of different options that give the player som much more to do, but uses whats already known in the Stalker universe.

i think it'd work, but hey i might be wrong
  01:40:13  22 February 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15

---QUOTATION---
Stomping would be good, how about being able to grab an enmey's gun. steal their gun them shoot them in the head with it. irony!!!

Next thing... now bare with me on this one. i know i already suggested it, but ah well

in each game the PDA has been different, the things on the PDA have been different. how about, you can buy PDAs, with longer life, more space and what not, but this is the important factor. imagine it's a modern phone. you should be able to down load apps, the players start with just the MAP and stats apps, but if the player wants to take part in some kind of Faction war, then download the Faction war app, like seen in CS, if they want to be ranked the best stalkers, download the Ranking map, the Bluetooth identify app, the music list app, loads of different options that give the player som much more to do, but uses whats already known in the Stalker universe.

i think it'd work, but hey i might be wrong
---END QUOTATION---



I WOULD love to buy that music app, set up a sniper rifle somewhere high, boobtrap all around the access points to me, buy $h!t load of ammos, claymours and listen the sweet sweet sound of death, pulling the trigger to the beat itd have to be MY music though. Though listening to bob marliegh and sniping freedom WOULD be giggle worthy.
  03:00:47  22 February 2011
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Floyd 89
(Novice)
 
On forum: 02/13/2011
Messages: 14
Water has been almost entirely neglected in the series. It provides not only a great opportunity for new mutants, but possibly new artifacts too. It would be great to come across a large lake or swamp at night, and see an artifact flashing somewhere in its deep depths and having to swim down and get it.

Could provide interesting weapons mechanics, as the player would have to take the weapon apart, dry it and then reload to get it to work again.
  10:38:53  22 February 2011
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Bladewraith
Senior Resident
 

 
On forum: 10/21/2010
Messages: 306

---QUOTATION---
I WOULD love to buy that music app, set up a sniper rifle somewhere high, boobtrap all around the access points to me, buy $h!t load of ammos, claymours and listen the sweet sweet sound of death, pulling the trigger to the beat itd have to be MY music though. Though listening to bob marliegh and sniping freedom WOULD be giggle worthy.
---END QUOTATION---



And of course, flight of the valkries for taking out duty!


---QUOTATION---
Water has been almost entirely neglected in the series. It provides not only a great opportunity for new mutants, but possibly new artifacts too. It would be great to come across a large lake or swamp at night, and see an artifact flashing somewhere in its deep depths and having to swim down and get it.
---END QUOTATION---



and i would love to see the gun explode if you didn't drain it properly, however, that would increase the sale price of the SIGs, as they're marinised weapons. so long as you bring the rifle out of the water pointing down, it will draing quickly and freely!


---QUOTATION---
Could provide interesting weapons mechanics, as the player would have to take the weapon apart, dry it and then reload to get it to work again.
---END QUOTATION---



a cleaning kit for weapons would be a another good one, element of realism round the camp fire, stalkers paying guitar, harmonica, eating cleaning their rifle, drinking... sort of just fits in perfectly! and it could restore say 2 bars on the weapon damage meter
  03:01:21  26 February 2011
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754

---QUOTATION---
Stomping would be good, how about being able to grab an enmey's gun. steal their gun them shoot them in the head with it. irony!!!

Next thing... now bare with me on this one. i know i already suggested it, but ah well

in each game the PDA has been different, the things on the PDA have been different. how about, you can buy PDAs, with longer life, more space and what not, but this is the important factor. imagine it's a modern phone. you should be able to down load apps, the players start with just the MAP and stats apps, but if the player wants to take part in some kind of Faction war, then download the Faction war app, like seen in CS, if they want to be ranked the best stalkers, download the Ranking map, the Bluetooth identify app, the music list app, loads of different options that give the player som much more to do, but uses whats already known in the Stalker universe.

i think it'd work, but hey i might be wrong
---END QUOTATION---



Or better, let all NPCs have PDAs, and they can use it to store valuable informations, past conversations, and stash coordinates. It could add another level of immersion into the game. You kill a bandit, you snatch his PDA, and found a short message of him talking about a upcoming raid. You warn the Stalkers of the soon to be raid area, and give them a hand in the battle. Make in unscripted and we'll be good to go.


---QUOTATION---
maybe not, remember game time goes quicker than real time, if you're searching throughout the night, having the torch on constantly all night would drain most torches with a resonable amount of power. so maybe not letting them recharge, but how bout getting dimmer towards the end of their battery life, realistic and tension building, and have to replace the batteries.
---END QUOTATION---



Applying battery mechanics to all electrical equipment could also be used to balancing up the game. Make NV goggles, exo-suits, scopes and detectors need batteries to function, and batteries are as expensive as an AKS74U (It would take some time to smuggle good, non Chinese batteries, thus Sidrovich assholism, so why not) Then it could make toying around with high tech stuff be much more annoying and much, much more costly than the bare leather jacket. Further balancing out the game's broken late game economy.
  11:16:50  26 February 2011
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supervert
(Novice)
 
On forum: 02/20/2011
Messages: 15
Just remembered. It is the zone, you want sometime to run indefinitely you just hunt you a battery artifact -_- you'd need to make those artifacts SUPER rare if you're gonna implament man made batteries.

Still you could have a sort of craft skill or a mechanic/technician to add artifact effects to your bullets. Or artifacts to your flash lights lol line your sleeping bag with a thermal artifact. A snowflake artifact for your bagto keep Your food from spoiling. a healing artifact coupled with a hypodermic needle to heal yourself. Said needle only need be filled with water, inject into wound site.

Ofcoirse to have these things made you need a ridiculous amount of cash, a rare artifact that let's the technician smelt/hammer/swear things into submission. I mean desired shape. And what ever you want modified.
  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
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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.
  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?
  17:00:45  21 June 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8424

---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
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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
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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
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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
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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
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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
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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
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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
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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
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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...
  16:48:27  21 August 2011
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cribbie00
(Novice)
 
On forum: 08/10/2011
Messages: 3
Improvements/Stalker 2

Why aren't there any women in you games? Encountering a female stalker now and then would be refreshing. Have an officer from USS Special Forces investigate where all the zombies are coming from and how they're created. Make explosives and timers for them an item. Being able to blow open locked doors would be nice. If the main character has to use a key card to open a bunker that hasn't been opened in years, to get documents or something, how could there be zombies in there? Unless there's another entrance. Just saying. . .
  17:36:57  21 August 2011
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cribbie00
(Novice)
 
On forum: 08/10/2011
Messages: 3
Improvements/Stalker 2 Again. . .

Question: Where do zombies come from?
Answer: Zombies are STALKERS that have gotten killed while hunting for artifacts in an anomalous field by an emission. A "virus" is inhabiting the bodies. Everyone in the zone is infected by this virus to some degree, but it only gets switched on if the host is dead, and the body is in a anomalous field during an emission. Being attacked or bitten by a zombie will not turn you into a zombie. Zombies will not attack other zombies. Animals in the zone give zombies a wide berth, they smell like death. A zombie has a relatively short shelf life, there is no such thing as a "old" zombie. The bodies are decomposing and the virus is always on the look out for a new host. The virus can use the memories of it's zombie body, to use sight and hearing and use weapons, a lot of STALKERS are ex-military, which explains why they have and are using AK's. A zombies sole function is to kill humans and drag the body to the nearest anomalous field. You can only "kill" a zombie with a head-shot. Exposing the zombies infected brain to the air will kill off the virus. Shooting a zombie in the body is a waste of ammo and loosing a limb is just a minor problem for the virus. It will just seek out a new host. Zombies instinctively seek other zombies and they hunt in packs.
Just some ideas about zombies.
  18:29:12  21 August 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Oh, not another virus zombie infection. Hasn't Hollywood done this to death already?
And Stalker has 'Zombified', meaning zombie like, or having zombie like qualities, but not actually a zombie. The difference is important.
(Sorry, small pet hate kicking in)
  18:43:12  21 August 2011
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Halon
Senior Resident
 

 
On forum: 12/13/2010
Messages: 177

---QUOTATION---
Oh, not another virus zombie infection. Hasn't Hollywood done this to death already?
And Stalker has 'Zombified', meaning zombie like, or having zombie like qualities, but not actually a zombie. The difference is important.
(Sorry, small pet hate kicking in)
---END QUOTATION---



I agree there. But the headshot thing is a good idea to work on i think. Having exactly one way to kill certain things that live in the Zone would be yet another immersion adding piece of information you'd have to acquire.
  18:55:06  21 August 2011
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Blocks100
Pseudogiant's gonna getcha!
(Resident)

 

 
On forum: 03/22/2007
Messages: 971

---QUOTATION---


Just some ideas about zombies.
---END QUOTATION---



As Fluffy hints at, Stalkers 'zombies' are not born from a virus, but are the result of exposure to the Brain Scorcher and other associated installations that are used by C-Con to protect against unwelcome intrusions into their business. The zombies you speak of don't belong in S.T.A.L.K.E.R, sorry. (Sure trad sci-fi zombies were cut from SHoC, and for a good reason - they were pants!)

I'm not sure if I even want the Brain Scorched zombies to make a return in the sequel. C-Con should be using more sophisticated methods to prevent Stalkers from reaching the centre of the Zone. Strelok was a brainwashed operative sent to (accidentally) assassinate himself by C-Con - I want more of these kind of 'zombies' to be hunting in the Zone. Not the brain melted variety, but Stalkers under the mind control of C-Con sent to thwart the factions efforts to unlock the Zone's secrets.

Of course all this idle conjecture, because we don't even know if C-Con even exist by the time of Stalker 2!
  20:09:06  21 August 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
 

Message edited by:
nashathedog
08/21/2011 20:24:38
Messages: 8424
Stalker is not centered around zombie issues if you want that try one of a hundred zombie games available, Resident evil, left for dead.
I agree that it might be better if rather than the durr type zombies the zones version became more in control of there facultys and harder to spot from a normal stalker due to the C-cons improved mind control techniques. Making them more able to mingle among and infiltrate the stalker community right upto the point where there chosen target is there and then wallop full on mind control kill or be killed attacks. A new kind of smart bullet. Again all depending on the when and where part of Stalker 2.

I suppose the zombiefieds do serve a purpose in so far as they are supposedly the more capable stalkers who made it far enough into the centre to be attacked in this way and effectively made into another barrier to add to the centre's protection against others. Which is an effective use of available resources
  21:11:43  21 August 2011
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cribbie00
(Novice)
 
On forum: 08/10/2011
Messages: 3
Game Plausabilty. . .

Things that make me suspend belief. . .(I'm immersed in the game, but later I scratch my head)
1. Why no vehicles?
The ones in the zone are radioactive and fuel is a problem.
But he's a Major. Why didn't he bring one with him, along with a driver?
He didn't want to stand out, and again fuel is a problem.
2. Okay, I'm sorry I brought up the whole "zombie" issue. But where do they keep coming from? Along with the snorks and bloodsuckers? Mutated humans? Still from the brain scorcher?
3. Okay, so he's a Major in the Special Forces. Why does he start out with such crap equipment?
This does puzzle me. He should be carrying a better AR and a better suit and a lot more $.
  23:39:45  21 August 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8424
cribble00, For the question about his equipment, we are told that we join his story after he has already been in the zone for something like two weeks presumably travelling through areas like the Cordon and Garbage so we dont know whats happenend up to that point. He may have entered the zone kitted to the nines only to have his suit literaly torn off his back and him left having to replace it with what he can find. Two weeks is a long time in hostile territory. Using up whatever funds and kit he started with leaving him how we find him takes no great stretch of the imagination to see.
  00:58:53  22 August 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
Degtyarev went into the military after having been a stalker. That's why he was chosen for this mission.

He knows how things work in the Zone and is confident he can maintain his cover and improve his equipment as he goes along. After all, the best equipment for dealing with what's in the Zone is in the Zone.

.
  10:53:35  22 August 2011
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009
Senior Resident
 

 
On forum: 05/13/2010
Messages: 754
Zombies should be docile and would only kill if you disturb them. They should do things that the zombie once did before he was zombified. That'd be perfect.
  11:18:26  22 August 2011
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punishersal
Lone Merc looking for a job.
(Resident)

 

 
On forum: 06/05/2009
Messages: 1801

---QUOTATION---
Zombies should be docile and would only kill if you disturb them. They should do things that the zombie once did before he was zombified. That'd be perfect.
---END QUOTATION---


Yup. Because sometimes if you listen what thay are talking, you can hear them talking about usual stalker things.
  08:01:00  24 August 2011
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sourgrapes41
(Novice)
 
On forum: 08/24/2011
Messages: 1
just my 2 cents

I'd like STALKER 2 to have more weapons and ammunition types such as the G3A3, FAL and M60 LMG which fire 7.62x51mm NATO rounds. To make sense, they're often employed by Mercenaries who normally get access to high-end arsenal. Also, more melee weapons such as Axe, Shovel, Crowbar (lol), which can become substitutes for the Knife.

I'd also like to have female stalkers/npcs. The first 3 games are strangely asexual and I'd love to have gender diversity in the zone even though understandably, female characters should be very rare compared to their male counterparts.

Zombies in STALKER games were a very original and unique concept, I hope they don't get changed/ditched and replaced by some mundane virus infection.
  13:50:23  25 August 2011
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1975
* PC version not a port

close quarters combat (CQC)
extreme weather
flamethrower
throwable knife
grappling hook
handheld compass
swamp boat
scooter
mortar

I am looking forward to another wonderful gaming experience.
  19:30:52  27 August 2011
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Floyd 89
(Novice)
 
On forum: 02/13/2011
 

Message edited by:
Floyd 89
08/27/2011 19:35:24
Messages: 14
This is going to be a long one, but bear with me. I've pretty much just been listing all the good and bad points of all three games and then expanding them into hopefully useful suggestions.


---QUOTATION---
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.
---END QUOTATION---



- Good ideas! The radio would be a good item to have in addition to the PDA, something where you might have to tune in to a specific frequency in order to receive updates and information, but a sort of side benefit of that would be that at any time you could tune it manually and hear these strange and terrifying sounds.

SUGGESTIONS

- I’d also like to take realism up a notch in terms of environments. If I’ve learnt anything of game development, it’s the tiny details that make something feel real and draw you in. So when wearing a gasmask your vision and sound are very obscured, and bits of dirt get stuck to it. Wind should be a dynamic sound, so that it’s loudest when you’re facing it and changes direction as you do (like SoC did with its rain if you noticed).

- Possibly having cleaning objects as a secondary action. It sounds tedious but might actually be quite effective. Instead of having to find a mechanic to repair your weapons, you could do it yourself. It would take a while but it’s something to do when hiding from a storm or relaxing at a base. This could apply to gasmasks that become more dirty over time. It’s the small, every day actions such as turning on a light switch that make you feel that you can do anything in a game and really draw you in.

- Following on from that, I loved the unique weapons and would jump at any opportunity to personalise my own in STALKER. The men in the Zone would, in all seriousness, become attached to their weapons and personalise them, as with Strelok’s gun, or the Lynx rifle. I’d love to be able to paint it a matt black or engrave initials into it.

- Sound should also play a bigger part. In a similar way to the details being the key to drawing the player in, a huge expanse of sounds of all varieties make the place feel alive. As proof of the importance of sound to humans, you can show someone a picture of the scariest monster imaginable but it won't be frightening. You hear someone scream though, and we're immediately on edge. STALKER Complete did this especially well. When players are unable to tell the difference between an ambient sound and an NPC, you know you've done well. Also, sounds should be a huge mix, from the faded echoes of something banging hundreds of meters away in a corridor of an underground lab, to the tiniest footstep or rustle in the grass behind you.

- The Zone needs an introduction. Instead of just plonking the player down at the beginning where there’s an anomaly a few yards away, it would be far better to have the player start at an area of relative safety and comfort on the border of the Zone and progress inwards, watching as the world becomes more and more surreal and dangerous. There could then be a shift in the Zone that means that the way out becomes barred because of a new anomaly.

- Combine artifacts with objects to create benefits. In all three games you’ve had unique objects such as a vest soaked in an anomaly that has healing properties. If you expand this, you increase the value and appeal of artifacts. So for instance, combining a Goldfish with your suit might create a dense gravitational field around you that pushes bullets off their course and causing only glancing blows (for reduced bleeding or health), or deadens your noises to those around you (for increased stealth). Mixing Flash and Moonlight together and coating specific parts of a weapon could be a complicated, lengthy and expensive process, but might result in subsonic ammunition? There are a huge range of possibilities.

- More varieties of objects. Each object wouldn’t simply be a direct copy of another. In artifacts you’d get huge variations between each one, both in appearance and effect, and they seem like the sort of things to get only more powerful each time. It would be great to find a small Moonlight, but leave it in a hidden electrical anomaly one day and come back another and find it had become more stronger (or grown?). Or to come across an unusually strong Kolobok artifact that was twice as potent as the more common ones because it had remained hidden for longer. Would be a great way to reward exploration?

- This also applies to other objects such as light sources. A head torch would be ideal, but perhaps the player has to scrounge for objects first, finding only a cheap lighter and having to make his way through an underground facility with it, only to have it blow out occasionally or have to turn it off and hide quietly when a bloodsucker becomes attracted by the light.

- I’d like to see it become more realistic and challenging, but still keep elements of the first games. For instance, the PDA could be an in-game object that you view rather than a menu screen. It could tell you the amount of other PDAs or heat signals in the area, but not where they are or what faction they belong to. All it would do is beep faster when they come closer. But then again, not every NPC would have a PDA.

- Have more objects and artifacts scattered around the map. Exploring is one of the most satisfying things in the Stalker series, so improve and expand it. CoP was brilliant at laying small objects around a map – scraps of paper, documents – but they were always part of a mission. I’d love to come across these things by accident and piece together a story by myself – it’s a far more rewarding way of telling a story by letting the player do it themselves.

- More social behaviour. The use of Russian speech didn’t bother me except for when NPCs would sit and chat and I had no clue what they were saying. This niggle aside, I’d love to be able to sit down around a fire with other stalkers, and have real conversation emerging. Instead of having the awkward point and click conversations, you’d get stories of what they saw, rare artifacts they found, mutants they escaped from. This could be an interesting alternative to finding out information instead of just asking them.

- I’d also love to be able to handle the artifacts like you handle a weapon. One description from the first game said that the artifact Soul was particularly beautiful to study by firelight – I honestly wanted that. It could just be an idle animation, and we get to see these amazing objects close up instead of them being just that – objects.

- Create more unique objects. Finding the unique weapons, PDAs, objects and artifacts was probably the most satisfying aspect of the game for me.

FAULTS AND IMPROVEMENTS IN THE EXISTING GAMES

- Make the Zone less tame! CoP really held your hand in this, and always told you what to do and where to go. Even finding artifacts, which in the first game was one of the greatest aspects, was reduced to just checking the map to see which ones had appeared. It made it too easy, and became a chore rather than a joy. The first did this far more successfully. Artifacts should be random and mysterious, not explained scientifically. The feeling of coming across an artifact by accident is far superior to making the rounds of the anomalies, checking to see if an artifact is there and moving on.

- Realise that the most frightening aspect of the tension in STALKER is the wait. The first bloodsucker I encountered in the Agroprom was terrifying, but above ground in broad daylight and they become nuisance. Limit the most terrifying mutants to dark, narrow environments where they can pop up from anywhere, and lower the number. The less scripted they feel, the more frightening and unpredictable they become.

- It also didn’t make sense that you introduced mutants in their own context (chimeras coming out at night, burers in small dark underground spaces etc) but then come across them in the broad daylight and in the open. It completely ruins the fear of them. Limit them to their own environment, whether that be a chimera that stalks a dark forest or controller in a network of caves and you absolutely dread going in there because you know what awaits. It's important not to overuse your best asset.

- This also applies with more common mutants. I think many people simply got frustrated when they couldn’t go 50ft without being attacked by boars or dogs. If you make each encounter with these creatures rarer, you make them more exciting. Perhaps they attack only if you get too close.

- Environments – One severe disadvantage of CoP’s layout was that because there were only three maps, they had to cram everything in despite being so big, but to avoid the player seeing too much of the map at once, they introduced huge hills to mask the view. Whilst SoC’s many small maps made things awkward at times, it meant that developers had enough room to make these maps feel more natural.
  17:01:13  4 October 2011
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Oasisbhrnw
(Novice)
 
On forum: 10/04/2011
Messages: 1
I recently just played through Shadows of Chernobyl and Call of Pripyat for the first time. I loved them, here are some suggestions.

1. Many of the anomalies you can add to your belt are too weak and so you just end up selling them. I think there should be more useful ones so it's a more difficult choice whether or not to sell them.

2. In regards to weapons/armor upgrades the technicians do: I noticed some of the upgrades the technicians perform are quite worthless. For instance, one time I had a decision that was something like:

*Add 30% to armor
or
*Add 25% to psy protection

In this case the piece of gear already had a decent amount of armor so adding 30% more would be useful. However, it only had like 4 bars of psy protection, so adding 25% psy would only add one bar, which is worthless. So, basically, choosing 25% to psy is wrong. I don't think there should be any wrong answers when upgrading gear. I think the choices should be interesting and based on player preference.

3. Is there a way for the player to make their own mark on the map? If not, there should be. For instance, I make a mark on the map, that mark is blue, and now there is a blue arrow on the minimap along with the other arrow that is for the main quest. This would prevent players from having to bring up the main map so much in order to make sure they are headed in the right direction.

Sorry if these have been suggested before, I'm too lazy to read through all those pages
  22:54:33  8 October 2011
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Effalwayson
(Novice)
 
On forum: 10/08/2011
Messages: 1
Drop always on

"Protection from piracy? Part of the content will be located on the server and downloaded as the game progresses. Permanent internet access is required. Text information, code and quests will be loaded through that connection. Software piracy is an issue for us, we try to fight it, but within reason."

Always on is NOT within Reason you are number three then i will stay away from 1. ubi 2.blizz 3.gsc
  09:53:36  9 October 2011
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punishersal
Lone Merc looking for a job.
(Resident)

 

 
On forum: 06/05/2009
Messages: 1801
Look what I found:

---QUOTATION---

Some new details have emerged (thanks to NeoGaf Forum Member subversus for listing them in English) from the recent interview GSC gave.

Quote:-they do not use military experts but visit military forums often to gather info about weapons. The game doesn't aim for complete realism.
-TV series are postponed, a full-feature movie will be released first.
-they don't outsorce much but some stuff is outsorced like animation for example. They do object physics in-house but have Havok licensed.
-There will be Strelok
-There is high chance that X360 version will be released but PS3 version is unlikely even though they have it running. It will depend on what state it will be in at the moment of release.
-It was mostly their decision to cut content from SOC even though they are flattered by their fans blaming the publisher. But it wasn't the case, these areas just weren't up to snuff.
-no Hollywod stuff, the focus is on authenticity (read atmosphere won't change much)
-they are not that excited about special effects like motion blur. He said that stuff like that + narrow FOV could affect a cerebellum negatively so they will decide what effects will stay at the polishing phase. It's all about realism again.
-they haven't decided yet if they ship with multiplayer or not but they want to make it special if they do.
-the team is about 60 people
-the game will look different but still realistic as it is their main focus. They want to build a good post-soviet atmosphere
-they don't talk with Metro 2033 team (still seems bitter about their departure)
-they will start releasing media in 6 months before the release.
-they were building the engine for a year because "it would take a year to learn a licensed engine" so they decided to build their own engine to render post-soviet stuff in a proper fashion
-the engine won't be licensed, it will be free. There are bigger companies that license their engine so they see no use in competing with them.
-it's their bestselling game obviously and they have 65 books released. They are planning to send these numbers t Guiness as a longest fiction series for a videogame or something like that.
-system requirements won't be low as they focus on graphics.
-the game is out in 2012

---END QUOTATION---

  07:22:59  4 December 2011
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Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
I'd like to be able to distract the odd dog by throwing it a kolbasa. Or maybe even leaving a few of them lying around as a lure - that could bring anything in as all of the species in Stalker seem to be carnivores.

.
  08:48:04  4 December 2011
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8424
Being able to bait traps while out on the hunt would be good. Maybe you could make up a small parcel of boar legs to pull in a chimera your looking for or to liven up the area if you could chuck them over by some hostiles then sit back and watch the beasts do your job for you.
  20:58:44  6 December 2011
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Imagine havin a barbq in Zone while somwhere deep in zone
U would have lots of guest to share with, and share ur self as food
  08:27:46  25 January 2012
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blackwolfLT
A lone stalker with ak 74m...
(Resident)

 

 
On forum: 06/18/2011
Messages: 629
snow, changing seasons - good for people like Tejas who spend 9months in the zone

, drinking vodka animation, heat meter (like hunger meter),

after rain there is small water ponds on the map......
  22:26:02  6 February 2012
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stalkerROCKS
(Novice)
 
On forum: 02/06/2012
 

Message edited by:
stalkerROCKS
02/06/2012 22:52:02
Messages: 5
i read ur posts. the gsc have a lot to learn from u - nice thoughts. in my opinion, in stalker2 u could select 1 character from few in the beggining of the game, every character would change the storyline a bit. every character would have his abilities, features.
i think there should be more options in converations when going on quests. there was options in cop but only in few quests. these options in conversations would change the ending of quests, rewards or even the storylines ending a bit.

sorry for bad english.
  05:46:42  7 February 2012
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11733

---QUOTATION---
sorry for bad english.
---END QUOTATION---


It is fine, but don't make it worse by using abbreviations, like "u", and omitting capitals.
  18:12:22  28 March 2012
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bsq
(Novice)
 
On forum: 10/11/2010
Messages: 4
There could be awesome to add possibility of moving some props, then stacking and gluing one to another. So you can build your own hideout from garbage laying everywhere.

Also please take a look on modifications popular to this date: garry's mod and san andreas multiplayer. Players can there exploit game content and in result they code thundreds of unique gameplay servers. If STALKER 2 will allow more than 32 players to join the server, then you will get chance to gain popularity of the game.
  12:10:47  29 March 2012
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Roadkilll
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1307
Say what...
  13:24:36  29 April 2012
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blackwolfLT
A lone stalker with ak 74m...
(Resident)

 

 
On forum: 06/18/2011
Messages: 629
unfroze and finish stalker 2...
 
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Forum Index » S.T.A.L.K.E.R.: Call of Pripyat Forum » Questions and Suggestions to Developers
 

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