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

Latelistener

Arcane
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Is this even noticeable outside of like some kind of long range sniping?
If there is an iconic weapon of the series it's VSS Vintorez. It's really damn good and it's silent and I personally used it a lot. And yeah at certain range you begin making adjustments otherwise it may not hit where you want it to hit.

And "If a player can't see it why bother?" usually leads to this:



 

Tacgnol

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I'm surprised no one is asking about ballistics. I guess no one will noticed then if it's missing?

Among a few things they actually did right was a proper ballistic system where bullets have trajectories and they don't fly infinitely and in a straight line.

Is this even noticeable outside of like some kind of long range sniping?
Generally speaking from a player perspective.. 'bullet go straight until hits object' is not generally immersion breaking or disjointing to gameplay?

Not sure how much CPU cycles you want to invest here into some ultra realistic falloff to your raytrace.

What's the experience when this isn't accounted for?

It was quite noticeable in the original trilogy, because guns had different muzzle velocities and lots of encounters took place at mid to long ranges.

The devs even put slightly different ballistic properties on different types of ammo for the same calibre.
 

passerby

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That dev trailer response is great. Takes away a lot of worries.

- inventory (because artifacts must go somewhere same as attachments attachments)

Artifacts works exactly like tonics from Bioshock, so a proper inventory system s not necessary to have them. That said I believe that inventory will be in.

The trailer gives me impression that it will be a soft SoC remake with almost no innovations, in the vein of Piranha Bytes games that all have the same gameplay, factions, locations and story.
 
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CappenVarra

phase-based phantasmist
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Is this even noticeable outside of like some kind of long range sniping?
Generally speaking from a player perspective.. 'bullet go straight until hits object' is not generally immersion breaking or disjointing to gameplay?

Not sure how much CPU cycles you want to invest here into some ultra realistic falloff to your raytrace.

What's the experience when this isn't accounted for?
dude

the CPU impact of external ballistics is negligible compared to pretty much anything else

you don't need a complex function describing the bullet trajectory (and even if you did, modern CPUs can calculate it with close to no effort) - for any type of ammo fired from a barrel of a known length, there's an easily available table listing the drop-off, velocity loss, etc.

e.g. a .45 ACP 230 grain round fired from a standard 5'' barrel, with sights hypothetically zeroed at 50 meters as far zero:
- shoots ~2.5 cm high at 25 meters, losing ~2% of its muzzle velocity (~4% energy)
- shoots ~11.3 cm low at 75 meters, losing ~6% of its muzzle velocity (~12% energy)
- shoots ~31.8 cm low at 100 meters, losing ~8% of its muzzle velocity (~15% energy)
...
- shoots ~84.6 cm low at 200 meters, losing ~15% velocity (~27% energy)

if you don't think a fall of more than 6" (common rule-of-thumb size of a human head btw) at 100 meters is noticeable even in modern CQC focused shooters, well... consult your ophthalmologist i guess?
 

Immortal

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Is this even noticeable outside of like some kind of long range sniping?
If there is an iconic weapon of the series it's VSS Vintorez. It's really damn good and it's silent and I personally used it a lot. And yeah at certain range you begin making adjustments otherwise it may not hit where you want it to hit.

And "If a player can't see it why bother?" usually leads to this:






Can I get a time stamp? there's a ton of shit in this video that has nothing to do with what your describing?

Is this even noticeable outside of like some kind of long range sniping?
Generally speaking from a player perspective.. 'bullet go straight until hits object' is not generally immersion breaking or disjointing to gameplay?

Not sure how much CPU cycles you want to invest here into some ultra realistic falloff to your raytrace.

What's the experience when this isn't accounted for?
dude

the CPU impact of external ballistics is negligible compared to pretty much anything else

you don't need a complex function describing the bullet trajectory (and even if you did, modern CPUs can calculate it with close to no effort) - for any type of ammo fired from a barrel of a known length, there's an easily available table listing the drop-off, velocity loss, etc.

e.g. a .45 ACP 230 grain round fired from a standard 5'' barrel, with sights hypothetically zeroed at 50 meters as far zero:
- shoots ~2.5 cm high at 25 meters, losing ~2% of its muzzle velocity (~4% energy)
- shoots ~11.3 cm low at 75 meters, losing ~6% of its muzzle velocity (~12% energy)
- shoots ~31.8 cm low at 100 meters, losing ~8% of its muzzle velocity (~15% energy)
...
- shoots ~84.6 cm low at 200 meters, losing ~15% velocity (~27% energy)

if you don't think a fall of more than 6" (common rule-of-thumb size of a human head btw) at 100 meters is noticeable even in modern CQC focused shooters, well... consult your ophthalmologist i guess?

Relax Sperg.
I don't play a lot of FPS games and never spent any real time thinking about this before, you went a little try hard here over nothing.

I was genuinely asking if it has a noticeable effect on gameplay to be worth it. My only experience with FPS games is like Counter Strike where it's really just a ray cast with a spread formula. I've never seen a game that implemented "drop off" of bullets. If anything I would of thought it would be annoying to people.

If I can get a time stamp of what your describing in that Crowbcat video I think I'd understand better. I assume you don't mean for grenade launchers / rockets / arrows - where it's actually very noticeable but literally bullet velocity. (Bullets usually just being a particle effect)

In my mind average players would be annoyed as fuck if their "head shot" missed over this - not saying we should cater to that.. but often times people have a certain expectation out of a game mechanic that doesn't map to real life.


It was quite noticeable in the original trilogy, because guns had different muzzle velocities and lots of encounters took place at mid to long ranges.

The devs even put slightly different ballistic properties on different types of ammo for the same calibre.

Interdasting.
 
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Tacgnol

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One of the most awesome things in the original trilogy was using the rangefinder on the PSO-1 scope on the SVD to pull off accurate shots at range.

Lots of games model rangefinders on scopes, but very few actually have it functional.
 

Immortal

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One of the most awesome things in the original trilogy was using the rangefinder on the PSO-1 scope on the SVD to pull off accurate shots at range.

Lots of games model rangefinders on scopes, but very few actually have it functional.

Yea, I find scopes are largely pointless in most shooting games, especially with an accurate crosshair.
Removing that crosshair suddenly makes these things far more valuable over spray&pray but again, many players find this intolerable - I think it sounds cool for a game going for immersion.
 

RoSoDude

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If you tried out the Vintar BC (VSS Vintorez) in any of the three STALKER games and didn't decide to make it your primary weapon right there on the spot, I don't want anything to do with you.

 

RoSoDude

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lol how does anyone ever run out of ammo in vanilla. Even if you somehow do blow through your scavenged rounds, just buy more from a trader for a dime a dozen. Resource economy in all three STALKER games is a joke (CS the least so in my experience).
 

Tacgnol

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lol how does anyone ever run out of ammo in vanilla. Even if you somehow do blow through your scavenged rounds, just buy more from a trader for a dime a dozen. Resource economy in all three STALKER games is a joke (CS the least so in my experience).

IIRC the biggest issue with stacking 9x39mm ammo wasn't the rarity but the weight of the ammo, but weight was never that big a deal in any of the vanilla games anyway as the default allowance was quite generous.
 

Twiglard

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Vintorez is underpowered for a sniper rifle. Better to go for one or two G36's in pristine condition when it's time to move through Monolith territory.
 

Grotesque

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the allure/charm of STALKER was the fact that it was rugged, untamed, it felt harsh, janky, wild, niche, it had well done communist style industrial architecture etc etc

judging from the trailer alone, the light in the game is off, like a murky honey like substance that fills everything, the faces of NPCs are bland, uninteresting, not regional with unrelatable smooth voices and the combat feels/ has a veneer of Call of Duty.
 

Beowulf

Arcane
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the allure/charm of STALKER was the fact that it was rugged, untamed, it felt harsh, janky, wild, niche, it had well done communist style industrial architecture etc etc

judging from the trailer alone, the light in the game is off, like a murky honey like substance that fills everything, the faces of NPCs are bland, uninteresting, not regional with unrelatable smooth voices and the combat feels/ has a veneer of Call of Duty.

It's just a trailer for the masses. All combat issues can be alleviated with decent difficulty options, should the developers choose to enable those.
 

Drakortha

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It's just a trailer for the masses. All combat issues can be alleviated with decent difficulty options, should the developers choose to enable those.

4dc.jpg
 

Beowulf

Arcane
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It's just a trailer for the masses. All combat issues can be alleviated with decent difficulty options, should the developers choose to enable those.

4dc.jpg


I know that on codex every new release is shit, but pre-release games are only potential shits.

I'm cautiously pessimistic when it comes to any info available pre-release, and this type of trailers are basically worthless besides showcasing general atmosphere they want to use for their marketing, but the game might still turn decent, as was the case with e.g. Prey and Dishonored. Their "gameplay" trailers were also painting a pretty poor picture.
 

CappenVarra

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one charming aspect of stalker is the inclusion of some very nerdish (for lack of a better word describing world.guns.ru visitors) firearms that didnt get much love IRL but had a noticeable impact on the game

e.g. LR300 and the Nikonov are pretty much irrelevant in any "realistic" evaluation of guns used for military purposes, but their actions are really neat on paper, and the games just wouldnt be the same without them

(or should i say, i would have never heard of these guns without the games, and i've grown very fond of them over the years, in a quirky kind of way)

any word about the guns included in this new game-product-thing?

the video shows what, MP5 and... uhm, UMP or what?
 

Immortal

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one charming aspect of stalker is the inclusion of some very nerdish (for lack of a better word describing world.guns.ru visitors) firearms that didnt get much love IRL but had a noticeable impact on the game

e.g. LR300 and the Nikonov are pretty much irrelevant in any "realistic" evaluation of guns used for military purposes, but their actions are really neat on paper, and the games just wouldnt be the same without them

(or should i say, i would have never heard of these guns without the games, and i've grown very fond of them over the years, in a quirky kind of way)

any word about the guns included in this new game-product-thing?

the video shows what, MP5 and... uhm, UMP or what?


I didn't realize how important this aspect of the game is.
I don't know diddly shit about guns so all this stuff flies under the radar for me but seems really important to people who appreciate it.
 

ADL

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Even with the most aggressive shader and texture replacements, STALKER doesn't come anywhere close even with OpenXR. This is about as good as it can get and I'm not a fan of the Escape From Tarkov look.

 

Latelistener

Arcane
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It's not like Reshade by itself make it look like Escape from Tarkov. If you don't like it you can tweak it.

And dafuq is OpenXR? The only thing I can find is OpenXRay, which isn't even a visual modification. At least it isn't the purpose of it.
 

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