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Stalker 2 info

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  04:38:25  3 April 2013
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 3835

---QUOTATION---
On the bright side, it did introduce sleep
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Not sleep, that was CoP.

Can't say I like it much though, it feels like cheating to me.
  08:22:32  3 April 2013
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8421

---QUOTATION---
On the bright side, it did introduce sleep
Not sleep, that was CoP.

Can't say I like it much though, it feels like cheating to me.
---END QUOTATION---



Unfortunately the vanilla sleep system can be used to cheat like mad, I like the SGM system where you can't spam sleep, you need to wait an hour or so between sleeps and if you ignore the need to sleep you get a warning icon that gradually goes red and causes you to eventually pass out. I've had it happen in the middle of firefights and mutant attacks so you can guess the outcome in a situation like that. I reckon the sleep time should be limited to 8 hours instead of 24 though. Adding that to SGM's system would practically remove it's usefullness for cheating. The SGM sleep bag also has constraints so it can only be used during night hours.

Someone else made it so if you sleep for too long you die of hunger, a bit extreme and in need of a tweak but another good idea for removing the vanilla system's cheat factor.
  09:59:56  3 April 2013
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Tejas Stalker
Veteran of the Psychic Wars
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
04/03/2013 10:05:08
Messages: 29386
Stalker 2 info

{imperialreign}

---QUOTATION---

Agreed - CS has it's pros, and cons... I actually enjoyed fidding with the
FW by helping two factions at once, while attempting to not disturb my
relations with opposing factions. That can be a challenge. Sadly, though,
I don't think enough space on the maps was utilized for FW - prime
example being that once Duty starts pursuing Freedom, Bandits are
brought to a stand-still because of Duty movements. The bandits simply
can't retaliate with enough strength to hold their camps around their base...

---END QUOTATION---



Of course there's always some grumbling about what the Factions Wars
could have been or should have been. However I'm of the opinion that
the dynamics in place of the Faction locations with their individual strengths
and weaknesses are only a reflection of exactly what they are supposed to be.
Let's not forget that SoC in 2012 foretold of the Faction Wars with a 1,000
Men fighting for control of the Zone. The placement of the Factions in 2012
were the end result of that. Clear Sky does an excellent job of showing in 2011
where the Factions were before that and the battles they fought to get there.
Now look at the strengths and weaknesses of each of the Factions in 2011 and
you will see how it all makes sense for how they end up as they are in 2012.

Clear Sky is an amazing sequel made as a prequel to the Game we love.
For all the faults of the Faction Wars, I think it is a brilliant execution for
showing what, when, how and why things were before to the present Zone
we see in SoC and CoP in 2012. It may not be the best Game for playing a
"Faction War Game" but remember that it is a story & prequel first above all else.

TS
  16:13:04  3 April 2013
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 3835

---QUOTATION---
Unfortunately the vanilla sleep system can be used to cheat like mad
---END QUOTATION---


I think even a single sleep period makes it too easy to choose the most convenient time of day to do your missions. Compare this with Uncle Yar's mission in CS Dark Valley, where you have to wait around until nightfall before he gives you the mission, or walking around blindly in the CS Swamps at night.

Regarding the realism aspect, I don't think mandatory sleep adds much (it's enough that you sleep in real life, so closing the game might be regarded as going to sleep). Maybe it could be useful on very large maps if you have to find a safe camping spot every night to protect you from mutants.
  19:47:37  3 April 2013
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177
I like having sleep in the game because it helps add to the illusion of having a day-to-day routine in the Zone. I like being able to come back late at night from a long patrol, sell my loot, unwind for a bit at Skadovsk with a vodka and some guitar music, then doze off for a few hours.

Then I'll get up just before dawn, have a diet sausauge for breakfast, and head out just as the sky is starting to show the first signs of sunrise.

I agree though that there should be some limits on how long and how often you sleep. Sleeping for 24 hours at a time isn't really very realistic, either.
  21:26:31  3 April 2013
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DRIFTING PROPHET
Psi-Melder librarian and archivist
(Resident)

 

 
On forum: 03/29/2008
Messages: 2341

---QUOTATION---
Sleeping for 24 hours at a time isn't really very realistic, either.
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Unless you have passed out due to sleep deprivation or are seriously injured.
  16:40:21  4 April 2013
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
Messages: 3835
What do you gain by sleeping 24 hours? It's still be the same time of day when you wake up as when you went to sleep.
  17:26:54  4 April 2013
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8421

---QUOTATION---
What do you gain by sleeping 24 hours? It's still be the same time of day when you wake up as when you went to sleep.
---END QUOTATION---



Special orders from Nimble are instantly ready to pick up, It's a way to create artifacts in anomalies aswell. It's a cheat plain and simple. It should have an 8 hour max. I bet it's not that hard to change aswell.
  12:29:54  10 September 2013
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Ancient
Senior Resident
 

 
On forum: 03/31/2007
 

Message edited by:
Ancient
09/10/2013 12:31:44
Messages: 678
The exodus from Kiev's legendary GSC Game World:

http://www.polygon.com/features/2013/9/8/4568598/stalker-fallout-gsc-game-world


---QUOTATION---

Throughout the early 2000s, as GSC grew larger on the sales of Cossacks games, Prokhorov and others began to resent how the company's earnings all seemed to go to Grigorovich. Their CEO had stated many times that Cossacks earned the company more than $100 million, but Prokhorov says the wages of average employees remained comically low.

In 2005, six years into the development of the first Stalker, GSC employed 140 people. Prokhorov says that in the parking lot there were only four cars. Three of them belonged to Grigorovich: a BMW X5, a Porshe Cayenne and a Ferarri F430 with plates that read "Stalker."

The fourth car was a second-hand beater owned by one of GSC's programmers. One hundred forty people worked for Grigorovich, with only one car among them. There is anger, disgust even, in Prokhorov's voice as he tells the story.

---END QUOTATION---



I always knew that the biggest reason why Stalker 2 has failed is Sergei degenerate!
  14:20:33  10 September 2013
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11731
In addition to great games, GSC has always been famous for low pay and bad management.

Also, romulous already posted this article in SOC General.
 
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