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S.T.A.L.K.E.R. 2: Heart of Chornobyl

Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
864
"A-Life will work any second now, I promise, we just need $500 billion more to get it working, don't listen to the vatnik propaganda and keep buying the game and don't refund it."

- Volodomor Zolonsky, Lead Dovolopor, Stolkor 2: Hort of Chornobol
C9BFA08D0CFC59C374F57FDCE7F3BAAF71C486D4
 

Odoryuk

Educated
Joined
Mar 26, 2024
Messages
785
I feel like there might be some kind of a double sided bias going on all over the internet that intercepts and skews the reception of this game. I don't think there ever was something like this in recent 20 years
 
Joined
Mar 29, 2007
Messages
4,673
I feel like there might be some kind of a double sided bias going on all over the internet that intercepts and skews the reception of this game. I don't think there ever was something like this in recent 20 years

I'm 100% not surprised that STALKER 2 is getting canned by critics and audiences alike because of performance problems and issues with in-game mechanics.

Am I the only one who remembers a near identical reception of Shadow of Chernobyl when it was first released in 2007?

Or am I nuts to think that the original SOC critic reviews were in the 7.0 range and have been retrospectively inflated to match the game's huge cult following due to its dedicated modding community?

If SOC's third party development timeline provides a blueprint for what will happen with HOC, then it will be at least a couple years before the game will be polished enough for anyone other than beta testers and modders to fully enjoy.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,976
I ran into random empty village fairly close to base and two bloodsuckers jumped me :(
It didn't go well. This game needs traps and mines.. or flash or other types of grenades.

Also respawning enemies and mutants are really stupid. If they respawned every few days I could maybe say OK but they respawn multiple times per day..
Lower your difficulty setting :-D
Nah, I will come back when I have better armor and weapons.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,976
OK, I finally exited to the next region (north one) and got the quest to save some stalker guys from a factory full of ward soldiers. I was told to use stealth if possible but whatever I tried to kill one ward guy guarding each of the entrances using silenced pistol others soon get alerted anyways and then swarm me. Fighting that AI is then super irritating. They all act like they got thermal vision and always know where I am, even when I am behind walls and change position. Or I cannot see shit as I retreat through bush and hills and shit but they all see me perfectly and hit me easily with those shitty AKU weapons they carry. Feels like fighting invisible enemies with rifles.. this is stupid.
Game basically forces you into CQC with automatic weapons and hiding behind corners as that is only way to not get hit by this cheating AI.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,976
Also whoever here complained that you get too much loot and stuff didn't play enough to get to phase to need to repair their weapons and armor. Repair prices are hilariously expensive. Even with weapons and armor above 80% durability (that can get that just from one shorter raid) full round of repairs cost me like 5000+ coupons. I basically have to sell extra meds and shit so I am not broke after that.

Maybe in endgame you are swimming in money but end of first area, start of 2nd you are certainly not (at least I am not as I also spent coupons to upgrade weapons and armor I am using).
 
Last edited:

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,069
OK, I finally exited to the next region (north one) and got the quest to save some stalker guys from a factory full of ward soldiers. I was told to use stealth if possible but whatever I tried to kill one ward guy guarding each of the entrances using silenced pistol others soon get alerted anyways and then swarm me. Fighting that AI is then super irritating. They all act like they got thermal vision and always know where I am, even when I am behind walls and change position. Or I cannot see shit as I retreat through bush and hills and shit but they all see me perfectly and hit me easily with those shitty AKU weapons they carry. Feels like fighting invisible enemies with rifles.. this is stupid.
Game basically forces you into CQC with automatic weapons and hiding behind corners as that is only way to not get hit by this cheating AI.
Stealth is a hit or miss, most of times miss. Often the AI tried shooting me through walls. That and the broken spawning system, where at some places the enemies just keep respawning in front of you made me put the game on hold and wait for another half year or probably more to see if things get better.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,183
I thought this would be playable on my potato PC because I had around 40FPS in the tutorial areas, but then when a storm is happening it drops my framerate by 50% or more. No idea what it does to cause that.
Also, the in-game settings are kind of shit, even with the view distance set to lowest the actual in-game view distance is massive.
 
Joined
Mar 3, 2010
Messages
9,614
Location
Italy
There's a suspicious degree of certainty in saying that. Bruh, the game came out 17 years ago, you wanna tell me you remember how buggy or non-buggy it was? I call BS.
i do remember. most of its bugginess was about engine instability resulting in way too many crashes. other than that, i played 1.0 to the end with no issue. definitely not of the kind mentioned here, like t-posing and floors disappearing. that's really in the "what in the fucking fuck" realm stalker came nowhere close.
 

NecroLord

Dumbfuck!
Dumbfuck Shitposter
Joined
Sep 6, 2022
Messages
16,770
OK, I finally exited to the next region (north one) and got the quest to save some stalker guys from a factory full of ward soldiers. I was told to use stealth if possible but whatever I tried to kill one ward guy guarding each of the entrances using silenced pistol others soon get alerted anyways and then swarm me. Fighting that AI is then super irritating. They all act like they got thermal vision and always know where I am, even when I am behind walls and change position. Or I cannot see shit as I retreat through bush and hills and shit but they all see me perfectly and hit me easily with those shitty AKU weapons they carry. Feels like fighting invisible enemies with rifles.. this is stupid.
Game basically forces you into CQC with automatic weapons and hiding behind corners as that is only way to not get hit by this cheating AI.
Stealth is a hit or miss, most of times miss. Often the AI tried shooting me through walls. That and the broken spawning system, where at some places the enemies just keep respawning in front of you made me put the game on hold and wait for another half year or probably more to see if things get better.
Stealth was also not that well implemented in the original games.
I only remember using stealth in that mission where you have to infiltrate the military cordon and retrieve an item in Shadow of Chernobyl.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,976
OK, I finally exited to the next region (north one) and got the quest to save some stalker guys from a factory full of ward soldiers. I was told to use stealth if possible but whatever I tried to kill one ward guy guarding each of the entrances using silenced pistol others soon get alerted anyways and then swarm me. Fighting that AI is then super irritating. They all act like they got thermal vision and always know where I am, even when I am behind walls and change position. Or I cannot see shit as I retreat through bush and hills and shit but they all see me perfectly and hit me easily with those shitty AKU weapons they carry. Feels like fighting invisible enemies with rifles.. this is stupid.
Game basically forces you into CQC with automatic weapons and hiding behind corners as that is only way to not get hit by this cheating AI.
Stealth is a hit or miss, most of times miss. Often the AI tried shooting me through walls. That and the broken spawning system, where at some places the enemies just keep respawning in front of you made me put the game on hold and wait for another half year or probably more to see if things get better.
Stealth was also not that well implemented in the original games.
I only remember using stealth in that mission where you have to infiltrate the military cordon and retrieve an item in Shadow of Chernobyl.
Stealth is made worse by enemies all being able to see in the dark perfectly. They almost never use any light, fighting them in darkness looks like fighting a group of ninjas with machine guns lol
And since 1 minute in the game is 2s, days go by super fast and night fighting is way more common than I would like.

Funniest shit was when I did a previous mission where you need to enter a sphere thing, I arrived there around noon, went inside and by the time I reached objective it was night and by time I had to exit it, it was day already and I really didn't waste too much time inside.
So many bad design decisions in the game..
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,617
Codex 2013
Have someone looked at the actual code to determine that there's no A-life system in the game, or that its functionality has changed compared to previous iterations? Because the devs boldly claim A-life is still in the game.

I'm very certain that this dev team's idea of A-Life is just a random event spawner. As it is right now, A-Life as it existed in previous games definitely isn't in the game, or it's broken to the point that it doesn't work at all. The former being the most plausible explanation, considering we're missing stuff like binoculars (who needs those when nothing spawns further than 100m anyway?) and they sneakily removed all mention of A-Life from the store page shortly before release and gave a very unconvincing answer for why they did that.

People who haven't bought it yet should definitely hold off until it becomes clear what the true situation surrounding A-Life is. Lots of people are huffing copium right now ("but the devs said it will be fixed!!"), but of course the devs are going to say that. A-Life was pretty important in the previous games and if they admit that it doesn't exist in S2, it would tank sales.

Edit: literally just dropped on the Discord as I posted this:

Hello, stalkers. S.T.A.L.K.E.R. 2: Heart of Chornobyl is getting a new patch during the week to come — both on PC and Xbox.

The game has been out for several days now (it’s still surreal to say that), and we’ve been following your feedback in all possible forms carefully. To the more than one million stalkers in the Zone, thanks for playing — that means the world to us. We are sure you have things to handle in the Zone, but so do we.
The following update will include:

Crash Fixes, including: Issues and memory allocation failures, which previously caused the game to exit unexpectedly, particularly around rendering, skeletal meshes, and quest-related cutscenes.

Main Quest Progression Fixes, including: Several bugs blocking the main quest progression, NPCs getting stuck in objects, incorrect quest markers, and issues with quest cutscenes.Revision of the main quests (like Visions of Truth or A Minor Incident) to ensure smooth transitions, avoiding rare cases of players not being able to proceed further.

Gameplay & Balance Adjustments, including: Fixing the price of the weapons with upgrades installed compared to their value without attachments.

NPCs behavior, including the way they act when lacking a shelter during the Emissions.

Cutscenes & Visual Fixes, including: Rarely missing facial animations, misplaced NPCs, and visual inconsistencies like detached heads and clothes clipping.

Quality and stability improvements of the visual effects.

Softlock Fixes, including: Issue where players were unable to close the trade screen after putting ammo in a wrong slot while playing on a gamepad.

User Interface Improvements, including: Quest notifications now showed correctly during dialogues.

Corrected texts and missing interaction prompts.

Noted to be addressed in future updates: Analogue sticks dead zones bugfixes.

A-Life system bugfixes.

We want to reassure you once more that we will make every effort to constantly improve your S.T.A.L.K.E.R. 2: Heart of Chornobyl experience. We are truly grateful for your feedback and suggestions for improvement. Your GSC Game World team.

So no fixes to the A-Life system in the upcoming patch (if it even exists), even though it's the most complained about issue by the playerbase right now. Whomp whomp.
 

Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
864
There's a suspicious degree of certainty in saying that. Bruh, the game came out 17 years ago, you wanna tell me you remember how buggy or non-buggy it was? I call BS.
i do remember. most of its bugginess was about engine instability resulting in way too many crashes. other than that, i played 1.0 to the end with no issue. definitely not of the kind mentioned here, like t-posing and floors disappearing. that's really in the "what in the fucking fuck" realm stalker came nowhere close.
Yes, exactly. I even remember the specific place when my game used to crash most often, it was in the Garbage on the road in front of the train depot, while moving back from the Duty outpost in the direction of Cordon.

I also thought the fact I keep dying in one specific place while trying to rush to the NPP from the rookie camp was a bug, because I didn't know that I'm supposed to disable the Brain Scorcher before moving further in the game :cool:

Naturally I got the game on a pirated CD and had no Internet access back then, just playing the release version without even any patches. And other than the occassional crashes, it was not a bug-filled mess like Stolkor 2. But I guess after Cyberpunk 2077 the revisionist-consoomer consensus is that delivering unplayable games is perfectly normal, and that games were always like this.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,976
Have someone looked at the actual code to determine that there's no A-life system in the game, or that its functionality has changed compared to previous iterations? Because the devs boldly claim A-life is still in the game.

I'm very certain that this dev team's idea of A-Life is just a random event spawner. As it is right now, A-Life as it existed in previous games definitely isn't in the game, or it's broken to the point that it doesn't work at all. The former being the most plausible explanation, considering we're missing stuff like binoculars (who needs those when nothing spawns further than 100m anyway?) and they sneakily removed all mention of A-Life from the store page shortly before release and gave a very unconvincing answer for why they did that.

People who haven't bought it yet should definitely hold off until it becomes clear what the true situation surrounding A-Life is. Lots of people are huffing copium right now ("but the devs said it will be fixed!!"), but of course the devs are going to say that. A-Life was pretty important in the previous games and if they admit that it doesn't exist in S2, it would tank sales.

Edit: literally just dropped on the Discord as I posted this:

Hello, stalkers. S.T.A.L.K.E.R. 2: Heart of Chornobyl is getting a new patch during the week to come — both on PC and Xbox.

The game has been out for several days now (it’s still surreal to say that), and we’ve been following your feedback in all possible forms carefully. To the more than one million stalkers in the Zone, thanks for playing — that means the world to us. We are sure you have things to handle in the Zone, but so do we.
The following update will include:

Crash Fixes, including: Issues and memory allocation failures, which previously caused the game to exit unexpectedly, particularly around rendering, skeletal meshes, and quest-related cutscenes.

Main Quest Progression Fixes, including: Several bugs blocking the main quest progression, NPCs getting stuck in objects, incorrect quest markers, and issues with quest cutscenes.Revision of the main quests (like Visions of Truth or A Minor Incident) to ensure smooth transitions, avoiding rare cases of players not being able to proceed further.

Gameplay & Balance Adjustments, including: Fixing the price of the weapons with upgrades installed compared to their value without attachments.

NPCs behavior, including the way they act when lacking a shelter during the Emissions.

Cutscenes & Visual Fixes, including: Rarely missing facial animations, misplaced NPCs, and visual inconsistencies like detached heads and clothes clipping.

Quality and stability improvements of the visual effects.

Softlock Fixes, including: Issue where players were unable to close the trade screen after putting ammo in a wrong slot while playing on a gamepad.

User Interface Improvements, including: Quest notifications now showed correctly during dialogues.

Corrected texts and missing interaction prompts.

Noted to be addressed in future updates: Analogue sticks dead zones bugfixes.

A-Life system bugfixes.

We want to reassure you once more that we will make every effort to constantly improve your S.T.A.L.K.E.R. 2: Heart of Chornobyl experience. We are truly grateful for your feedback and suggestions for improvement. Your GSC Game World team.

So no fixes to the A-Life system in the upcoming patch (if it even exists), even though it's the most complained about issue by the playerbase right now. Whomp whomp.
It is really irritating. I entered area, killed a single guard and saved the game and loaded that same save and suddenly I was surrounded by 3 additional guards that were not there when I saved LOL
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,069
So many bad design decisions in the game..
Yeah, lets hope they fix it.
Tbh it has not even close to as many bugs as Cyberpunk 2077 on release for me, but I think biggest part of that is because of my rig.

While the game does look good, it does not look good enough for the resources it uses up. The quests and characters I have met so far, I really liked, also the world they build. While the stashes always have basically the same shit, some food, some meds, some ammo, it is still fun hunting it down and in my eyes realistic. I do not mind moving slowly back to a trader as my backpack is full with shit I want to sell, but it really isn't fun. Especially as while you are moving slowly through the zone you see how dead it is around you. No A-Life.

On the sphere location I did two hauls of loot, bought a shit ton of upgrades from it, but yeah ... it felt very gamey, it was just grinding enemies that kind of spawn every few second around you, sometimes even in front of you.

But yeah this game needs time, either it is the dev's fixing and improving stuff, or modders.
I just know after 12 hours that if I keep playing I will most likely not come back to play it again once the game improved.

Now I will do what you did when Jagged Alliance 3 released, I will play the original games with mods, lol I only played the originals back in the day and Stalker 2 really reminded me how much fun I had with these games back than.
 

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,069
A-life 2.0 is a glorified spawner, and I will walk you through the proof
Heya, I see a lot of discussion regarding A-life 2.0, and it's existence in the game, While yes, something resembling A-life is in the game, it's not actually a simulation, but rather a scenario script, and a huge one at that, spawning different events around you ranging from just people randomly walking past, to stalker fighting a lair, or finding a wounded group.

The point of this script is to give the illusion of life around you, while in reality, there is very little simulation if at all, because if it exists, I cannot find any .cfg's relating to it. Groups you find fighting are decided by a dice roll, emissions happening and stalkers running to your location to hide, is literally a script that spawns people in to hide with you, to give the illusion of people existing around you. Now you may say, that sounds like ♥♥♥♥♥♥♥♥♥, what do you know and where is your proof? Well, the proof is quite easily to find, UE5 is easy to decrypt and through the power of FMODEL we can actually peak into the game systems and it's variables that have been set.

And that bring us to AlifeDirectorScenarioPrototypes.cfg, the config in charge of providing the illusion of living world, while in reality it's fake. So lets actually go through the script, to look even further.

The script it self is about 2308 lines tall, with the average scenario taking about 23 lines start to finish. The type of scenarios range from, and these are directly from the file:

- Humans_Wounded_Friendly_vs_Dead_Mutants
- HumansFriendly (A group of passerby's, can be a single person, or a group of three)
- HumansVsDeadHumans_Friendly
- HumansVsHumans
- HumansVsMutants
- Mutants
- BlinddogPack
- And much much more, but these are most likely the ones you'll see the most, but now it's time to go through how it works.

How it works:
https://imgur.com/J955wMc

As you can see from the image, this is the starting section of the script, this defines the global rules of the script.

DefaultSpawnDistanceMin = 6000 / This defines the minimum spawn distance a scenario can appear.
DefaultSpawnDistanceMax = 6500 / The maximum spawn distance the scenario can appear, probably the same as the view distance in the game for objects.
DefaultSpawnDelayMin = 30 / The minimum cooldown time for another event to pop is atleast 30 minutes
DefaultSpawnDelayMax = 120 / The max cooldown time for another event to pop up.
DefaultPostSpawnDirectorTimeoutMin = 40 / Another time out regarding spawning. This one probably handles spawning time out for scenarios that have no PostSpawnDirectorTimeoutMin defined themself hence the default. Most scenarios do however.
DefaultPostSpawnDirectorTimeoutMax = Same as above but the max time out.
DefaultSpawnDirectionAngleMin = -180 / The infamous radius events can spawn around you.
DefaultSpawnDirectionAngleMax = 180 / The infamous radius events can spawn around you.
DefaultALifeLairExpansionToPlayerTimeMin = 120 / The min and max timeouts regarding Lair expansion scripted scenarios. Do not confuse this for "simulation", the script has a bunch of scripted scenarios regarding fights between groups of people, and designated "lairs" aka buildings they have designated as a possible location for this script to pop off in or infront.
DefaultALifeLairExpansionToPlayerTimeMax = 180 / Same as above but max timeout.
DefaultExpansionSquadNumMin = 4 / The size of the squads that fight in these scenarios. Ever seen a group of loners fight a bunch of soldiers at a checkpoint? This is that.
DefaultExpansionSquadNumMax = 7 / Same as above but the max size allowed. DefaultExpansionLairDistanceMin = 6000 / The range these expansion lair scenarios are allowed to spawn. Min max respectively.
DefaultExpansionLairDistanceMax = 8000
DefaultShouldDespawnNPCs = true / By default, unless specified different by a scenario, every scenario's spawned NPC's, be this factions, loners, mutants and such, will despawn if you go out of range.


Now comes the scenario group definers, this will filter the scenarios based on what should be able to pop in your area, This is for it to make sense as there would be no reason to pop a Mutant vs Loner event if you are in a military base.
DefaultContextualActionSearchRange = 7500 / not sure what this does, some events are marked with a ContextualActions, probably a pre-defined action you have to trigger for it to spawn.
DefaultEmissionScenarioGroup = Emission / These contain the events that can dice roll and happen during a emission , ever had a group of stalkers or a stalker randomly show up during a emission to hide next to you? That was a scenario from this group, there wasn't a real stalker nearby that was on a mission and just happened to hide near you. It was a actor that got spawned in to give the illusion of something around you. During Emission there is a scenario weight of 6 for Humans_Friendly to spawn, because of AI game logic, these friendlies will instantly try to search for a hiding spot during a emission
DefaultScenarioGroup = Global / All events categorised under Global, these contain the majority of the scenarios that spawn.
DefaultEmptyScenarioGroup = EmptyGroup / Literally no event spawn, it's a empty strut, probably for times during a heavily scripted mission or in a mission area.

Within the scripts there is also a EALifeDirectorScenarioTarget:
As you can probably guess, this defines the target that these events go after, once spawned. These can include targets such as
- AttackEnemyLair
- Player
- AllyLair
- ContextualAction
- And more.

Now you might think, wow this makes the world alive! Yes, it does, but it's not real. The biggest problem is that, no it's not because this script of scenarios and rules exist, it's that everything involves spawning things that did not exist prior! That is the biggest issue! Instead of assigning these missions so to say, or rules to enemies and people existing in the world, actively walking around, instead everything involves just magically spawning what is needed at that time.

Instead of giving a pack of dogs roaming nearby a friendly lair, the trigger to go attack it at random chance, instead it spawns a pack of dogs to go attack it. There are no roaming mobs, no roaming bandits, no roaming soldiers, and no roaming factions. It's all spawned in whenever the director says it's time for them to spawn in AND you have to be in spitting distance for it to even happen. Nothing happens without you being there! The only time AI exists outside of these rules, is when they are part of a respawning base. Like, outposts for example, or the villages you visit with traders in them. These have actors placed that stay there and are on a respawn timer, clear a military checkpoint, come back later, and they have all respawned for example.

Now you can argue "Well the old games had this, so why does it matter?" Well the old games had this + actual persistent characters that would exist in the world and do things, and regardless, the last game was in 2007, using the argument "well the old game had it so why is it a problem here" is not as valid as you think. We moved 17 years, and we still can't have a improvement on the systems of old?

I highly recommend you unpacking the scenario file your self, and having a peak into it, it answers a lot of questions regarding how it works. And as you play the game, I recommend you keep the file open, and anytime and everytime something happens around you, you can literally find said scenario back in the .cfg files.

I however do want to say, that despite all of this, and it's disappointment to me personally, I don't mean this post as a f-you to gsc game world, I had different expectations coming into this game, partly because of what the marketing said. Sadly what I expected wasnt what I got, if you like the game how it is, and you have no problem with it, don't let me change your mind. I hope you have enough fun for the both of us, and I truly wish you a great time with it.

TLDR: A-life 2.0 is just a spawn sytem in your direct vicinity, unlike the original games where enemies actually roamed the world and had a "life".

source
 

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