Но мога да те уверя, че Unreal Engine 5.1 не е виновен за това. Няма дори един аспект в който да е по-лош от X-Ray. А A-Life може да се сложи във всеки един енджин стига да имаш source code-a. От id Tech 4 до Source 2 до Unity до UE5.
https://www.reddit.com/r/stalker/comments/1gwsxbv/alife_is_actually_present_in_the_game_code_here/
Когато играх 2023 leaked builda, реално работеше тогава. На ниво Call of Pripyat горе долу.
Въобще, има ли някое студио, което да е пуснало една опакована игра в диск, който знаеш, че като го инсталираш, ще имаш един готов продукт, който не подлежи на промени и подобрения? Защото, за мен, това е изкуството. Представете си всеки месец (след изложбата), Пикасо или който и да е там, да слага по нов слой боя върху картините си, с нагласата, че "сега е по-добре така". Най-малкото е несериозно. Kanye West прави същото с музиката си и е доста дразнещо, особено ако си си купил плочата когато е излязъл албума. Дано това се обърне като подход и да не става общоприета практика за всичко. Надявам се, че ще се яви някой наистина сериозен разработчик на видео игра, която ще стане стожер за качество и начин на създаване на изкуство и на един наистина добър продукт. Но днес, това може да стане само от някой независим новоизлюпен проект.
Иначе и мен леко ме дразни това: "Да, имаме много работа по играта, спокойно, ще ги оправим нещата" и това с голяма изненада се установява на ден 1, все едно не са знаели всички в студиото, че играта не става за пускане все още. Същият цирк беше и със Cyberpunk-а.
Мен не ме бърка особено, защото рядко бързам да играя на ден 1 и докато стигна до нея ще е изчистено всичко. Но така и така я отлагаха 5 пъти и хората бяха благосклонни към тях заради войната - ами да я бяха отложили за още 6 месеца и да бяха изгладили всичко.
Уви мисля, че това време вече е отминало завинаги.
"ами да я бяха отложили за още 6 месеца и да бяха изгладили всичко."
Реално това беше последната възможна дата. Или се пуска или се канселира.
Първият патч скоро
It is time for me to share my initial impressions on STALKER 2. Before that some disclaimers - I have a Ryzen 7 9800X3D, 64GB of RAM 6000C30, a 4TB PCIE4 SSD, and an RTX 4090. Also – I am a veteran STALKER fan.
This post will lean negative since I will specifically be critiquing the game. That is what this post is about.
Regarding the weapons we lost 1 feature – the ability to multi-chamber different shell types into pump action shotguns. While niche it allowed to mix and match buckshot with slugs or dart rounds to create cool situations where an opening shot may be a brutal headshot with a slug, immediately followed by a hail of buckshot. This is niche, yes. But it was super cool and unique. I hope GSC considers adding this into the game again.
I see that one of the revolvers in the game uses 9x39 for some reason. I need to double check but only one revolver IRL ever used that caliber – the RSh-9. If GSC used a different revolver to be their base for 9x39, then I consider this a flaw.
Overall, I do like how the game looks but there are some severe issues that need to be addressed long term. Namely the lack of dynamic shadows from certain light sources found in the game world. It is extremely odd how some interactable lights within the game world that can be turned on and off do cast realistic soft shadows dynamically, but others do not. Worse still – the player’s own torch does not cast shadows unto the environment. Something Shadow of Chernobyl and all other previous STALKER titles nailed over 15 years ago, even for NPCs and their own flashlights! However, while bad, this isn’t the worst of it. Weapon muzzle flashes do not cast shadows or light up the environment for some reason and this affects gameplay. Enemy NPCs in past STALKER titles would sometimes disable their flashlights when confronted by the player so as to be harder targets – that made the flashes from their weapons that always cast dynamic shadows crucial towards nailing them in combat. It also made it so that high end NPCs with suppressors had a small extra advantage over lower end or not as stealthy NPCs – since most of the flash would not be seen.
I already felt this in a few firefights where it was difficult to nail the enemy without this information. But to add to that – it is just super cool and dramatic when 2 or 3 or 4 groups of soldiers fight one another in an underground location or at night and everything lights up from their gunfire. It is cool, it is dramatic, so I believe that enabling this feature for weapon effects should be one of GSC’s priorities at a later date. The flashlight shadows too, but while important it is secondary to that.
The weather effects are super cool as well though again I need to criticize it a bit. The dynamic wet rain effect from STALKER Clear Sky is only semi-present in STALKER 2. A few surfaces imitate this effect but not as many as in the 2008 title. I suspect this is fixable via patching too and I do hope GSC addresses it too, at least on PC.
Mutants look lovely but they are tuned poorly in my opinion. I have identified 2 issues and 1 issue that is probably partially due to A-Life’s bugged nature ATM. Problem number 1 is how tanky some mutants are. Bloodsuckers in SoC and CS didn’t have that much effective health – they could be killed fast. The reason they were dangerous was because of their AI and aggression, plus the fact that 2-3-4 of them (rare to see 3 or 4) would work well together against the player. Call of Pripyat did make their HP far higher, but even then, if you placed several shotgun shells center mass or managed a headshot or two – it was game over. They were tough, but… this in Stalker 2 is IMHO a bit too much. Rely more on their AI and them working in groups (where it makes sense) to challenge the player. Not on them being able to tank so much damage. Plus, if what some people are claiming is true, that armour piercing is best against them… if true that should be changed (I need to experiment to confirm so take with a grain of salt). Do note – the problem of effective health affects other mutants too; I am using the bloodsucker as the easiest example but not the only one!
The second issue is that some mutants like the flesh or rates spam their special attacks (jumping) way too often. You see mutants already had some special attacks in Clear Sky and especially CoP but they did not rely on them all the time. They were a part of the arsenal, not the main event. Bloodusckers in Stalker 2 get that, but Fleshes do not. This IMHO should change so that singular attacks are not constantly spammed – let them come in to swipe old fashioned style as well at times. It may make them a tad easier, yes, but it will add to variety and make them less gamey.
Third issue I have is related to how aggressive they all are. While this makes sense for predatory mutants or outright monsters like the Burer or Chimera or suckers, the fleshes and to some extent boars and dogs weren’t always immediately so quick to annoy in previous titles. In fact, hey sometimes even fled from the player too.
Lastly as a minor quibble, when mutants in previous games took damage, this affected their animations, speed, and aggression. A Flesh shot in the leg is less aggressive, limps faster (! Yes for real!) and has an obvious indicator that it has taken massive damage. Other mutants are affected differently, but the bottom-line is that it looks cool and slightly affects gameplay. I am yet to see this in Stalker 2, though I admit I need to test it.
About the duration of a single day within the zone. In vanilla STALKER SOC/CS/COP, it was 2.4 hours. Which was quite nice, it made every single day count for something and it made sense to plan around it. It allowed a single day or night to experience a fair chunk of weather variation too. In STALKER 2 a single day is… 1 hour. Considering the gigantic size of the game if anything I expected each day to become longer, not shorter! I understand that GSC has their reasons here, but I flat out think this is a problem for the game. It all blends together when it is so short and planning matters less, damaging one of the gameplay loops.
Veteran difficulty for some reason makes the player do only 75% of the damage they do on Normal difficulty. This is bad, please change it. Make enemies more accurate, supplies less common – but don’t make things effectively tankier!
Other thoughts – we need to be allowed to choose for how long we sleep. This was a feature in Call of Pripyat. Also, I had situations where NPCs died to anomalies as if they were Wolf from SOC – namely in the Witch Circle anomaly in Red Forest.
And lastly – we need a photo mode!
@igra4
Чакай според мен. Особено ако имаш Series S...
Да не е нещо бъг при теб. Аз при ъпгрейд на броня като цъкна на малките картинки ми дава в ляво какво точно ъпгрейдват, с колко и дали евентуално не е в противоречие с друг ъпгрейд. Примерно ако сложа повече броня, не мога да сложа устойчивост към радиация или каквото там беше. За другите оръжия не съм се опитвал да ги ъпгрейдвам, ама при пистолета също виждам кой ъпгрейд какво прави.
Ботовете не са много интелигентни, ама се държат що-годе логично. Мятат ми гранати та да ме изкарат, като ги пукам отдалеч се крият зад нещо, докато не се приближа или изляза наяве. Но иначе са сравнително глупави, в старите Сталкъри ме фланкваха доста по-добре.
Играта има доста косури, ама на РС модърите взеха да фиксват някои докато чакаме официалните фиксове.
Това е единственото, което засега по-конкретно може да се каже:
During Epic Games' lawsuit against Apple in August 2020, documents revealed that S.T.A.L.K.E.R. 2: Heart of Chornobyl would have a three-month exclusivity deal with Microsoft for Xbox (The Verge). This means a port to Sony's PlayStation 5 could happen as soon as February 20, 2025.
However, this doesn't guarantee it, as a developer from GSC Game World said in 2021 in an interview with GamingBolt that there were "no plans for now" to bring the game to PlayStation 5.
Източник: https://thedirect.com/article/stalker-2-ps5-release-when