I have also tested if NPCs despawn when you leave and come back and I can confirm that they stay on the map when you are not there ❤ Edit: The Online a-life “bubble” is still small, that’s why we see things spawn in for now, this is most likely to save performance while they work on optimisation, in the future I’m sure it will be fixed! The most important thing is that the offline a-life seems to be working well.
they only need to increase the spawning distance to 300meters or more and thats is ,in 97% of the game you would not notice the npc despawning in the distance that way . We are so effing close to PEAK STALKERING
@@emanuel81111 It's still nothing like the older games, where A-Life could have events happen in entirely different zones with way more variety. STALKER 2 is still very static. I did like it well enough, though, but I would say it falls behind, especially compared to an overhaul for SoC. I'm not sure they'll be able to implement A-Life as it existed in the older games.
Yeah I have a feeling they’re gonna be cooking this pot for a long time. I’ve held off on playing for 7 years, I will hold off for another 6months for when it’s al dente
@@juular4968 yeah but it was not better at release so what ? they are updating it now and will update in the future You should've make better decisions in your life and avoided mistakes you did, so what now ? cry about it ? or move on and improve what you can ? I absolutely don't understand what is the logical explanation to comments saying something should have been on release, like ok ?
This is dope. Optimization and A-Life changes are what I’m waiting for mostly. I want to discover the ecosystem because A-life makes no two games alike. It’d be cool to see them eventually loot corpses and artifacts, and have goals.
I hope NVG's or sleeping bags are added soon-ish as well, right now night time combat is almost impossible at medium to long ranges. But yes, agree everything else you said.
@ oh shoot, admittedly I haven’t even played enough to deal with that. I probably played for like an hour when the game dropped and thought to myself yeah I’ll just go back to GAMMA for now lol. I did hear about the lack of night time optics, in my opinion that should be added ASAP. Would be so dope to get some stalker companions kitted out and do night raids with decked out tacticool AKs
@Eggsecuter it's kinda hard to move over from base building, and Arrival mod for Gamma 😅 And the game is like 70 bucks still, Xbox took the game pass one dollar thing away and that was the only way I would even think about trying stalker 2. My computer got a score of 3000 something when I downloaded this cpu thing. So I think I can run it at least. I don't see how a computer blasting gamma at full spec can't run stalker 2 when stalker 2 doesn't have half the stuff, like nvg scope and whatnot. In a few years this same PC I have will be able to run stalker 2 , with the optimization that will release eventually
@onceuponatimeonearth sleeping bags is an anomaly thing, ogs stalker games didn't have it, but it would be a welcome addition if the devs want NVGs on the other hand were in the originals and should be added to the game together with binoculars
I like the two loners at the end, just chilling by the fire next to the anomaly, minding their own business. They get randomly attacked, defend their themselves, go back to chilling. Shame one of them ultimately got killed. Alas, such is life in the zone.
In my Gameplay before this patch, i see both times a stalker looting a body, the unique bad thing about that, IS that the body is locked for me to loot It instead of him saying 'Ey thats my loot if you try to steal It i will kill you' or smth like that like in previous games, i loved that mechanic. I wish that they improve that too
NPCs should also use a second weapon when they run out of ammunition in the first one. There is also a lack of tactics. When, for example, 1 group is attacking another group that is sitting by the camp, they should hide behind some wall ruins and use leaning
@@alyctro8158 It was present in CoP. I thought after 20 years you keep the same functionalities and add more not less. But heck, what do I know? In 2024, less is more! :D
Uhhmm yesterday Bandit dropped G36 for me in Lesser Zone dunno if it's intentional and how he obtained it. But I got it, fixed and upgraded now it's mine.
The A-Life is half the reason I love STALKER so much. Life in the Zone is unpredictable and rarely feels scripted. So good to see how well it is in STALKER 2
I'm new to stalker world and I started playing Radiophobia 3. It's quite good experience. Question related to A-Life system. If anyone knows, does modded CoP have better A-Life than Radiophobia 3? And what about Anomally and Gamma? Which from those has the best A-Life implementation?
@@Гримм_Ньюгейт it was tested by few people, they already exist there in off mode, just for opt player dont see them, lets hope in future we will see them in greater distance
@@Wunderwolf they already got enough cash in the first 48 hours of the sales, that they could drop the game and the studio and live their lives. Yet they still fix the game and make it better - and remember, this is NOT Cyberpunk, COD or Assassin's creed. Metro 2033 was extremely buggy and bland, Stalker Shadow of Chernobyl was also extremely buggy and basically didn't even work - yet these games got fixed and polished, and now remain one of the best in their genres.
It's like webcams installed in a nature reserve - we can all watch the Stalkers in their native habitat. Can't wait to try this patch; looks like the Zone will be a much more dynamic place now.
In other stalker games you could take a quest for killing dogs. And while you are in pripyat and dogs are At cordon you could get a message that quest is completed. That was A Life. Somebody else killed those dogs even at unloaded map. Did not see it in Stalker 2 yet
Just a note to anyone not keeping up with updates, the devs have stated in the patch notes as well as on the discord that this is the FIRST set of A-life fixes. We can expect to see more improvements in further patches.
Same. I'm not normally into paranormal and sci-fi stuff but am a sucker for a detailed open world to explore. This game definitely scratches that itch.
First stalker game but i was a huge fallout fan. I know its not exactly the same but it was enough similarities that i gave stalker a try and its great.
@@F.B.I What's russia doing here? They're fucking bastards who kill civilians for fun. These games have nothing to do with russia, if you associate it with Russia I feel sorry for you, really
Issue now is render distance, its way too short at 85m. And that its not possible to change it using Cvars anymore, so Alife mods cant really do anything since it seems like its more hardcoded ingame. Well see in a few days if they manage to figure something out
I think they increased the render distance to about 200m but i think its still too short. Overall i think an npc draw distance mod is all i need really
I don't think people should be attempting any A life mods. At least until the game becomes stable. It's going to have the same problem Skyrim SE did when it turned to AE and broke thousands of mods. This made people quit modding Skyrim. What is the point of making mods if you're constantly trying to keep up with updates.
@@Cragmortistrue, I think about that a lot. It’s like walking up a down escalator. I guess a lot of these mod devs get donations and want to be the first
It seems people still have no clue what Alife is and what it does. Alife is an attempt to create simulation of persistent world. It does it by switching 2 modes constantly. There is online radius of Alife - it's what happening around the player. And there is offline radius - what is happening in the Zone. Let's say you met stalker with name and equipment A. Online radius is 50-75 meters because that's render limitation. This stalker exists in this radius. If you leave this place, his persistence will be saved into offline radius. So if you return to this place after leaving it, he will be there because his persistence was saved in offline radius. So when you get into online radius, it switches from offline to online and spawns the same stalker with equipment and name A. And same is true for mutants. The bigger online radius is, the more processing power you will need. XBOX can't handle it. If render will be increased from 75 m up to 150 and so does online radius of Alife, that will put XBOX on the 15 fps experience in best case scenario and will cause constant crashes. In Shadows of Chernobyl offline radius works between nearby locations, in CS it was improved to support constant conflict between factions and in Call of Pripyat it's the entire world. Online radius in OG is 150-300m. In Stalker 2 render distance is 50-75m, online alife 75m, offline - ? There is a reason in freeplay mods for OG we limited all spawns in 75m away from player. So, is there Alife in S2? No, at the moment system is very limited. Mutants are still not persistent, and it is unclear if there is offline alife at all. There is also built in progression which makes things even more complicated for alife system to work. It is why midgame everyone and their mom wearing SEVA and later everyone using EXO.
You mean difficulty scaling to always make the player feel weak and non-special, non-successful. “Oh you have exo? Now everyone will have exo!HAHAHAHAHA!”
@@floppaTVV that literally not how an ecosystem work (and that not the definition of it, nor what it means), mythomane. If you gain a better armor, not everyone else gain better armor in life. Also in the game you are literally the protagonist of the story and the player, what are you mumbling about. Life do not have difficulty scaling. If you gain muscle, not everyone else gain muscle. It would be the equivalent of everyone becoming boxing world champion to instantly match the current world champion. In life, you can get better than others, you can have a better life than others. What you are doing is just lying, lying by omission while feigning invincible ignorance and pretending that nothing exist outside of you, it's a very unsubtle “cite every intricacy of life, or they don't exist”.
@@polomarco7053Wtf, why did they literally copy paste the level scaling from Oblivion, have they gone mad? Probably one of the biggest drawbacks of the game.
@@Hevdan1 Hi, You think they have gone mad, but let me try to explain theirs mentality to you. See in the world some peoples enjoy different things. Some peoples are evils. They have malevolent obscure evil fetish, according to themselves. In fact, they sometime even call themselves “total psychopath”. They enjoy painful thing, such as clunky ui, or “being weak” (of course mostly only in video game, they will strongly rape anyone who dislike theirs fantasy.) But what they also enjoy is to force theirs fetish upon others, and they enjoy scamming others, so what they will do is advertise a game as having progression, but will sneakily, willfully, put difficulty scaling into the game. On top of it, it means the game in truth have no progression. Here is a theoretical example, you have 100 health and the enemy kill you in two hit. You level up, got 150 health - or maybe more armors - now, and the enemies scale to still kill you in two hits, so nothing change, but they will say “he-he the numbers changed”.. [They also hate body armor and “the power fantasy that powerful body armor provide”, especially if it's the player who have access to it] That what they enjoy. Cordially.
Great video, glad to see A-Life is mostly working. I was waiting to do my first playthrough till they got it going, might still give it another month or two before I play so they can polish more and better mods can come out
so many comments don't understand that the map is relatively flat and the draw distance is low so you are gonna see NPCs "spawn" but that is just them walking into the draw distance
The game is still very undercooked regardless of the draw distances thing. I have an i7 13700k with a 4070 and can’t get a semi playable frame rate without downscale/upscale and frame generation. Which is stupid because even then the performance is ass.
@@aim8369I play at 30fps 860p and it's fine for me I think you're just spoiled, the game isn't gonna be perfect especially considering what the devs went through
@@aim8369 my 6700XT without framegen gets almost 60 in any scenario, i use FG to assure ill always have more than 75 fps (75HZ monitor), and the input lag at 96 fps ( the frame rate i get with mostly HIGH settings at 2560 x 1080 resolution w FG on and FSR 3.1 on quality) isnt that noticeable if at all.
i like the changes but the draw distance on the NPCs still is too small. when you can see them pop in right in the enviroment it doesnt feel the same as Stalker did back then. i Hope they patch that up soon enough as well. other than that thats a crazy patch already :)
yeah, it was easier in the OG games cause online/rendered was just the entire map you are on basically, but bumping up NPC draw distance would definitely improve this more
@kopz77 I wonder if they will be able to make it so the whole area you are currently in will be "online" and other areas won't be? There's still a lot of optimization and improvement to go. I still haven't seen the results of a gunfight yet by just happening upon bodies. I always hear the fight in the distance before I hear bodies.
@@Spetsnaz--21 that is maybe possible but also entering an area like rostok and the entire rostok area suddenly coming online would be rough... my thought is up draw distance and make offline fights within a certain range of the player turn online. offline bodies don't exist afaik so that is why you never find them from offline fights
@kopz77 ahh ok that makes sense. Would be cool to come across a location and find bodies already around! I think this could be done using online mode, it would just have to increased in distance substantially
Wrong. I’m currently playing Shadow of Chernobyl, and NPCs often don’t spawn at all when I reach certain places. I either need to reload or wait a few minutes. So far, this has happened with Duty before the Bar, bandits before Agroprom, and stalkers/military at Agroprom
Great video! I played for about two hours yesterday after the 1.1 patch dropped and it has made a huge difference in how alive The Zone feels when just exploring the map. I still loved the game as it was pre-1.1 but now it's even better.
Ever since the update it seems like every area i go to there is some dudes chilling and suddenly SOMETHING shows up. It can be a group of bandits, mercs or a new faction I've never seen before. Richter: The zone! It's alive!
They should also put civilians and traders roaming and doing normal activities there, now it is just a battleground. I will wait 6 months to return to the game
I don't know if it can be considered a-life if mutants still spawn within sight and there are constant npcs skirmishes. As I understand it, they were partially able to run A-life and now at least npcs don't unload after you leave.
in real a-life all the npc's on the map are rendered? The main problem, as I think, is exactly this drawing distance, which will become more than enough when enlarged by 2-3 times, but for this you need a good optimization
I think that the amount of patrols and general amount of npcs should be lowered, but the spawn distance should be increased dramatically, as well as the hearing&detection&reaction distance. The last one is super short judging by the last scene - where the fight was breaking out just 40 or so meters away and the guys at the campfire didn't even move until those bandits came even closer to them. Comparing this to the SAIN AI mod for tarkov, where npcs can travel 300+ meters in reaction to the noise of explosions and prolong firefights - and it's like day and night. I get that those are different situations, but still - npcs being blind and deaf after just 40 meters of distance is not serious. When we would be able to achieve spawning distance of 200 meters, and detection&reaction distance of at least 120 meters - that will be more like it. Also the combat behavior is in need of improvements - standing in the open or slowly approaching enemy positions while in the open during firefights needs to go. NPCs need to use cover and run from cover to cover, not standing there like scarecrows.
It's definitely an improvement but still a long way to go. In Garbage, I raided a bandit outpost. Moved on and 500m from there found a hidden quest in abondend house. It had a jumping puzzle with buldozer. The POI from the quest lead me to the same location where I was earlier. I really hoped the enemies would stay dead but they respawned. A-life needs to be functional for these reasons. The game world feels artificial and shallow. When I see and experience things like this the will for playing the game immediately dies. I don't want to spoil my first vanilla playthrough with broken system that's crucial for the series.
This is all I wanted man! Can't wait to get off holiday and start a fresh playthrough! All it really needs now is a proper ultrawide fov fix and a gamma slider that works in HDR.
Ive experienced an epic encounter between three bloodsuckers and a group of Stalkers yesterday. It was awesome to watch it play out. But they still have to adjust the AI. Enemies are still sniping you with machine pistols and assault rifles at absolutely impossible distances. 100 % hit rate with every burst and that at night without any line of sight to you.
Happy about progress, but its not even near to 15yo engine/game where monolith was actually killing someone in pripyat and i was getting notifications being in Cordon. Also live stalker count in the zone and other epic things. . . Hope some day . . .
Wow, I know this is just a test for A-Life but I can see these also being full hour "atmosphere" type videos. it's very much like Andrei Tarkovsky's Stalker film with the camera just sitting there, capturing life in the Zone. Absolutely love it, hope to see more!
I decided to hold off on playing this game for the moment because I am in the middle of buildling a new PC (this game was the final push I needed to start) and Im even more hyped to get back into it with my new build now because with this update alone it looks like it'll damn near be a whole new experience for me. Let alone all the other patches they've put out since I put it down. I fuckin love GSC man.
Super cool that they got to work and fix things! It needs some more love but it looks good. I hope that the offline/online A-Life will work without Spawning in reach of Campfires. It is still a lonely road... Thank you for that Showcase! Well done!
I never would've thought watching npc's doing their thing would be that entertaining, you could even make a story line by following one of them in a day.
Нет, не исправили, в сталкере ещё куча ошибок, недоработок и есть проблема с текстурами, которые криво наложены и их не исправить никак, только если заново перерисовывать, проблемы с тенями.Пройдёт два года прежде чем сталкер станет игрой
@@nikitap.2140 текстуры пофиксили ещё с первым патчем 1.01 и 1.02 а проблема с тенями достаточно редко у кого есть не знаю знал ли ты но уже вышло 4 патча
So, basically Alife so far is just a "more bloodbaths" variable into the equation. I don't see any NPCs sleeping or eating, I don't see NPCs healing other NPCs, I don't see NPCs looting or selling gear, I don't see NPCs hunting for artifacts. Hopefully all of this will be added later.
@@drakodrizzt7795Well, I remember situations when an NPC from one faction was lying wounded, and another NPC from the same faction came up and gave him a medkit, so that the wounded person stood up and thanked him out loud. Alternatively, an NPC from the enemy faction would take out a pistol, approach the wounded and finish him off. I also saw stalkers from various factions looking for artifacts. You could then find these artifacts in their inventory - either by trading or after killing them. At the Garbage Duty stalkers on the road to Rostock often killed fleshes and dragged them on the ground, looting them. The same with killed stalkers. Some players didn't like it and even created mods that prevented nearby stalkers from looting dead bodies so they wouldn't steal the loot. AI was very complex and realistic for those years, it also gave a lot of role-play possibilities.
@@seushimarejikaze1337 Modded? may be. But OT never had npcs healing each others. Never had Loners or any other faction hunting artifacts in the middle of anomalies, except for scripted dead for you to watch out for said anomaly or after you get the quest in Radar were zombies dont care about anomalies and die walking into one like mutants. Selling gears? I give you that, you're right and I missed that.
@@drakodrizzt7795 In COP vanilla the squad can send one stalker to actually hunt artifacts into an anomaly. I don't know if they really find something or just play an animation, but I saw one walking in an anomaly with artifact detector. They don't sell gear though. At least in COP they loot corpses, but I have never seen them interacting with trader, aside of one scripted quest. The thing which I also missed in this video is squad sitting at camp and playing at guitar and talking.
Bro, I loved the format you did! I wish you could do more videos like this, diferent camps and on each video diferent game zones. But not speeding fights and leaving there for the 24 hours without speeding much, leaving a video of 15 or 30 min, good STALKER ASMR IMO haha
So nothing has changed. NPCs still appear behind the player's back and disappear in their line of sight. Minute 00:26 - left corner - NPC disappears suddenly. 0:39 - boars appear suddenly. Maybe they'll fix this game in a year. I don't remember a game release being this broken in a long time.
that's unrelated to a-life. A-life is a spawning system mixed with a goal system for stalker and mutant squads I think most of the changes to the more gameplay oriented ai this patch was their alertness
@@Aanderan a-life is the ai system from og stalker games. It means online ai simulation and offline simulation. Npc in og games didn't have xray vision. It was possible to fool them in a fight, to flank them or to disengage and make them look for you. This isn't the case here.
Modders! You don't just need to compare and release random squads, you need to create logical ZONES for each group and ACTIONS for each group: 1. Ward patrols around their bases\camps more often than others and stays alert 2. Bandits are reluctant to go to remote areas. Bandits do not just more often sit in the camp, but ambush near camps and abandoned places 3. Stalkers, on the contrary, go further, but encounter dangerous mutants more often, stalkers buy detectors and collect artifacts 4. Bloodsuckers actively move at night, but during the day they look for holes, shelters, enter empty buildings and hide there in an ambush mode (invisible) 5. Duty can clean up an entire location from mutants and bandits at day, but they return to the base camp, since they do not have the resources to hold large territories P.S. It is necessary to separate the concepts of A-Life and the war of groups\clans, so far the current A-Life reproduces precisely the war of groups and randoms, I don't see nothing more, there is no logic tied to zones, bases, territories, etc for now and it's sad.
@@khorkhi7107 No need to relax when one is just pointing out the issues that are still present in its first iteration. It's informative for people who didn't know the in-depth details of what's left to improve. Like myself; I'm still waiting till they fix the main problems of the A-Life before playing the game, and a lot of people are already acting as though the only issue left to resolve is draw distance. This comment allowed me to know what was left to be done, so I know what to look out for now. Hate comments like yours, telling people to relax or calm down when they're being entirely normal.
@@khorkhi7107 This is not a comment for GSC developers, who in the first stalker did not dare to approach A-Life to maximum freedom without violating the plot, but rather for modmakers who dive deeper.
Ok the only thing they need here is when the Bandits kill the boars, they loot them for meat, go back to fire, cook it up, eat it, and move on or goto sleep depending on how late in day it may be. Could be same with most other factions too, however military/science/monolith probably wouldn't do this.
@@HybOj Point to me 3 old titles which had this type of mechanic. Stuff like sleeping may be okay, but hunting, preparing food, etc. is just too much for a game that doesn't focus on NPCs too much. The only game that achieved that was RDR2, and even it didnt make it perfect.
Seems to be working better. Hopefully the changes carry over to the feeling in game. I think this is the first stalker video I've seen with the English VO lol
man that was cool to see. I was testing it a bit too yesterday and can confirm, if they despawn because they move out of your bubble, they are still there but just not rendered. I was expecting a longer time until we see the first patch for A Life. good job GSC!
Interesting. So human npc's seem to actually roam, but the mutants seem to still spawn in at medium range without active roaming (looking at the boars they just spawned in just after 0:38) and the dogs also seemed to spawn in; the human npc's would've otherwise started engaging them at much longer range. I imagine the bloodsucker just spawn in and then start patrolling a bit but not actively roam and persist. Maybe in a future patch. Regardless this is already much better than it used to be.
Mutants never roamed in the og games either, they just kind of had an area they walked around and slept in. Stalker is still a pretty dense game, so I think the idea was always that roaming mutants would cross paths with hubs and POIs too often and make the entire zone a non stop warzone
Mutants need to spawn eventually somewhere, otherwise all will be killed fast. I saw twice bloodsucker fights blind dogs as well. Are they supposed to, not sure. Bloodsucker looks to attack everything / or dogs attack everything.
I did see snorks, bloodsuckers, zombies and fleshes roam past me during testing but I will do more, the online alife bubble is still too small though so that’s why we can see them spawn
But also remember that there is a range of pop-in, it doesn't necessarily mean spawning. It can be going from Offline into Online mode as well as simple render distance. But they probably did spawn honestly
@@zoneslug Yeah, the fact they spawned in that close is still an issue. @nikitogaming6353 if you used the debug mode on your pda it would show that some mutants actually did patrol but it was only a handful of times and the spawn of the patrol was always random.
I had to uninstall an A-life mod from Nexus because the addition of the new patch made squads of 10 Ward and Mercs spawn within 50-80 meters of me almost constantly. It was insane to see them fight against other allied factions though. Just a bit too much on screen all at once. With the removal of the mod, it seems A-life works more as intended, albeit a bit unfavorably sided against the player still. It still breaks immersion that NPC's disappear once you move a little over 50 meters away from them though.
Still feels a bit too close for it to really feel authentic assuming you're standing on the roof of the house. I mean, you're looking at them as they spawn, kill each other, and blam. Then you wait like 30 seconds and another group spawns in the same place and bam bam bam again. Then rinse and repeat. Yikes.
24th year. Here is shown the technology of 2010, which as a joke has not yet been fixed. What bubble. What is it for? Random NPC movements. Came, sat, went out to the mutants, died. They do not hide, do not interact with the world. Just a shootout. Why can't we split the map into sextors and mathematically calculate the number of characters using simple formulas, and create random models. I don't care about some Vasya who can be found in different parts of the zone. I would like to see a narrow but more conscious response to the environment. Let this character be generated now and then disappear. But how he will react to corpses, mutants, anomalies is quite important, and not a bubble of shootouts
@@FloppaTheBased ruzzians (diferent fron russians) are even paying people on telegram to leave bad reviews, also latin putin lovers and conservative americans that love russia and hate ukraine are too trying to push negativity towards the game
Literally first load up after the patch, i was in front of ward building in zayliese. Two ward dudes walking together head in the direction of the entrance of the building and disappear. Literally happened less than 10 seconds after loadining in lol. I think that was the end of thier path.
A step in the right direction, but still many months/a year or so away from what it should be. Literally saw the boars spawn right on top of that guy. Everything is still relatively short distance and "for the player to see". Have yet to see or experience a fight happening outside of 500m and then traveling said 500m to discover bodies. Also, the AI Stalkers don't even attempt to loot. In the Zone where resources are scarce, they don't even care to program an animation of the victors squatting/bending over the dead in order to make them look like they're looting. Still needs a ton of work. Will still wait before playing.
it seems like the spawn timers are still really fast? by the time anyone leaves the camp theres almost immediately another spawn which comes to fill its place or comes to fight. doesnt seem like the zone feels very "lonely"
We went from "a-life is not in the Game" to "Theres some things in the Game But it’s janky" a nice improvent. We still have the super low AI render distance, But AI now exists offline. But that offline AI isnt doing anything unlike in older Games.
I have also tested if NPCs despawn when you leave and come back and I can confirm that they stay on the map when you are not there ❤
Edit: The Online a-life “bubble” is still small, that’s why we see things spawn in for now, this is most likely to save performance while they work on optimisation, in the future I’m sure it will be fixed! The most important thing is that the offline a-life seems to be working well.
Oh hell yeaaaaaa thank god
Niice thats a good detail and glad you noticed it and told us about it!
They looting each other or not?
@@bK_4308No
@@bK_4308No
Nice ! It’s much better and it’s been only a month since release
I believe it’s gonna get even better
they only need to increase the spawning distance to 300meters or more and thats is ,in 97% of the game you would not notice the npc despawning in the distance that way . We are so effing close to PEAK STALKERING
@@emanuel81111 It's still nothing like the older games, where A-Life could have events happen in entirely different zones with way more variety. STALKER 2 is still very static. I did like it well enough, though, but I would say it falls behind, especially compared to an overhaul for SoC. I'm not sure they'll be able to implement A-Life as it existed in the older games.
Yeah I have a feeling they’re gonna be cooking this pot for a long time. I’ve held off on playing for 7 years, I will hold off for another 6months for when it’s al dente
It should've been much better at release
@@juular4968 yeah but it was not better at release so what ? they are updating it now and will update in the future
You should've make better decisions in your life and avoided mistakes you did, so what now ? cry about it ? or move on and improve what you can ?
I absolutely don't understand what is the logical explanation to comments saying something should have been on release, like ok ?
these bandits had a long ass day
Ironic given how short the days are in stalker 2
In that case this was an intense 30 mins
😅😅😅
Damn those bandits seem to have gotten their hands on a lot of grenades since the original games.
3:32 me going back to the Target bathroom to re-wipe my ass.
LMFAO
Hilarious! :D
U Nasty
Relatable to all good sir. Thanks for the chuckle
Oh god it’s so accurate
This is dope. Optimization and A-Life changes are what I’m waiting for mostly. I want to discover the ecosystem because A-life makes no two games alike. It’d be cool to see them eventually loot corpses and artifacts, and have goals.
I hope NVG's or sleeping bags are added soon-ish as well, right now night time combat is almost impossible at medium to long ranges. But yes, agree everything else you said.
@ oh shoot, admittedly I haven’t even played enough to deal with that. I probably played for like an hour when the game dropped and thought to myself yeah I’ll just go back to GAMMA for now lol.
I did hear about the lack of night time optics, in my opinion that should be added ASAP. Would be so dope to get some stalker companions kitted out and do night raids with decked out tacticool AKs
@Eggsecuter it's kinda hard to move over from base building, and Arrival mod for Gamma 😅
And the game is like 70 bucks still,
Xbox took the game pass one dollar thing away and that was the only way I would even think about trying stalker 2. My computer got a score of 3000 something when I downloaded this cpu thing. So I think I can run it at least. I don't see how a computer blasting gamma at full spec can't run stalker 2 when stalker 2 doesn't have half the stuff, like nvg scope and whatnot. In a few years this same PC I have will be able to run stalker 2 , with the optimization that will release eventually
Graphics can only carry something so far
@onceuponatimeonearth sleeping bags is an anomaly thing, ogs stalker games didn't have it, but it would be a welcome addition if the devs want
NVGs on the other hand were in the originals and should be added to the game together with binoculars
6:18 R.I.P. brave loner 😢
bro lose his close friend..
At last he won and got revenge.
I like the two loners at the end, just chilling by the fire next to the anomaly, minding their own business. They get randomly attacked, defend their themselves, go back to chilling. Shame one of them ultimately got killed. Alas, such is life in the zone.
кіно?
There still needs for NPCs to search bodies for better weapons and gear.
In my Gameplay before this patch, i see both times a stalker looting a body, the unique bad thing about that, IS that the body is locked for me to loot It instead of him saying 'Ey thats my loot if you try to steal It i will kill you' or smth like that like in previous games, i loved that mechanic. I wish that they improve that too
NPCs should also use a second weapon when they run out of ammunition in the first one. There is also a lack of tactics. When, for example, 1 group is attacking another group that is sitting by the camp, they should hide behind some wall ruins and use leaning
I thought that was only a part of mods
@@alyctro8158 It was present in CoP. I thought after 20 years you keep the same functionalities and add more not less. But heck, what do I know? In 2024, less is more! :D
Uhhmm yesterday Bandit dropped G36 for me in Lesser Zone dunno if it's intentional and how he obtained it. But I got it, fixed and upgraded now it's mine.
The A-Life is half the reason I love STALKER so much. Life in the Zone is unpredictable and rarely feels scripted. So good to see how well it is in STALKER 2
Me too it’s a huge addition to the immersive world
I'm new to stalker world and I started playing Radiophobia 3. It's quite good experience. Question related to A-Life system. If anyone knows, does modded CoP have better A-Life than Radiophobia 3?
And what about Anomally and Gamma?
Which from those has the best A-Life implementation?
@@K0xm4N, в анлмалі і гамма однакова система а лайф
it was shit on release with the appearance of about 15 meters behind your back, now this shit appears at 30 meters, 0:38, WOW THIS IS LIFE, soy boy
@@Гримм_Ньюгейт it was tested by few people, they already exist there in off mode, just for opt player dont see them, lets hope in future we will see them in greater distance
It's definitely an improvement.
one amidst of dozens, i hope gsc keep working on the game and fixes it like no man's sky devs did with their game
@@Wunderwolf they already got enough cash in the first 48 hours of the sales, that they could drop the game and the studio and live their lives. Yet they still fix the game and make it better - and remember, this is NOT Cyberpunk, COD or Assassin's creed. Metro 2033 was extremely buggy and bland, Stalker Shadow of Chernobyl was also extremely buggy and basically didn't even work - yet these games got fixed and polished, and now remain one of the best in their genres.
@F.B.I even though lots of people are jumping on the hate train against stalker 2, we stand in belief that gsc won't give up on us
@@Wunderwolf no man's sky виправлялася років так 5-6.. Ця група розробників це зробить за 12-15 місяців! Цініть GS game world
@Sout96_ if gsc manages to fix it in only 12 months i will buy another copy of the deluxe edition of the game, not joking
THIS IS EXACTLY WHAT I WANTED when I saw the patch notes, nice
REJOICE! ALIFE HAS RETURNED!
Hello hello wo von sprichst du? A Life? Alife! Aaaaaaa Life!? Wo bist du aaaaaa Life?!
@@ScarGhost7 english please german
It's like webcams installed in a nature reserve - we can all watch the Stalkers in their native habitat. Can't wait to try this patch; looks like the Zone will be a much more dynamic place now.
In other stalker games you could take a quest for killing dogs. And while you are in pripyat and dogs are At cordon you could get a message that quest is completed. That was A Life. Somebody else killed those dogs even at unloaded map. Did not see it in Stalker 2 yet
Man! You're totally right! You made me remember those instant happy moments❤. Definitely something that will prove A-Life is back.
Just a note to anyone not keeping up with updates, the devs have stated in the patch notes as well as on the discord that this is the FIRST set of A-life fixes. We can expect to see more improvements in further patches.
Im gonna wait it out then. Love what I have played but has a way to go.
So they lied about all the other a life fixes
What I don't like is that they still pop out of nowhere in the middle of a field
*Victorious Bloodsucker leaves area*
What a surprise
Thanks for this awesome video! This is an awesome start to bring A-life back!I hope we get a lot more tuning and additions.
Me too thanks for the comment
2:31 lmao guy gets flung by his own grenade
Once you pull the pin, mister grenade is no longer your friend
@@Renard380😂😂😂
This is my first stalker game and I’ve been hooked right from the beginning.
Same. I'm not normally into paranormal and sci-fi stuff but am a sucker for a detailed open world to explore. This game definitely scratches that itch.
First stalker game but i was a huge fallout fan. I know its not exactly the same but it was enough similarities that i gave stalker a try and its great.
@@F.B.I What's russia doing here? They're fucking bastards who kill civilians for fun. These games have nothing to do with russia, if you associate it with Russia I feel sorry for you, really
You guys should play the old STALKER games. They're amazing
@ I definitely will
I wish NPCs could interract with dead bodies. Like looting them (human npcs) or consuming them (mutants). That would add even more life to the zone
Issue now is render distance, its way too short at 85m. And that its not possible to change it using Cvars anymore, so Alife mods cant really do anything since it seems like its more hardcoded ingame. Well see in a few days if they manage to figure something out
in a few days it is a charismas bru chill they have to spend time not only with bloodsuckers but with families
I think they increased the render distance to about 200m but i think its still too short. Overall i think an npc draw distance mod is all i need really
@@nostalgemus-8396Exactly what I’m trying to say
I don't think people should be attempting any A life mods. At least until the game becomes stable. It's going to have the same problem Skyrim SE did when it turned to AE and broke thousands of mods. This made people quit modding Skyrim. What is the point of making mods if you're constantly trying to keep up with updates.
@@Cragmortistrue, I think about that a lot. It’s like walking up a down escalator. I guess a lot of these mod devs get donations and want to be the first
It seems people still have no clue what Alife is and what it does. Alife is an attempt to create simulation of persistent world. It does it by switching 2 modes constantly. There is online radius of Alife - it's what happening around the player. And there is offline radius - what is happening in the Zone.
Let's say you met stalker with name and equipment A. Online radius is 50-75 meters because that's render limitation. This stalker exists in this radius. If you leave this place, his persistence will be saved into offline radius. So if you return to this place after leaving it, he will be there because his persistence was saved in offline radius. So when you get into online radius, it switches from offline to online and spawns the same stalker with equipment and name A. And same is true for mutants.
The bigger online radius is, the more processing power you will need. XBOX can't handle it. If render will be increased from 75 m up to 150 and so does online radius of Alife, that will put XBOX on the 15 fps experience in best case scenario and will cause constant crashes.
In Shadows of Chernobyl offline radius works between nearby locations, in CS it was improved to support constant conflict between factions and in Call of Pripyat it's the entire world. Online radius in OG is 150-300m.
In Stalker 2 render distance is 50-75m, online alife 75m, offline - ?
There is a reason in freeplay mods for OG we limited all spawns in 75m away from player.
So, is there Alife in S2? No, at the moment system is very limited. Mutants are still not persistent, and it is unclear if there is offline alife at all. There is also built in progression which makes things even more complicated for alife system to work. It is why midgame everyone and their mom wearing SEVA and later everyone using EXO.
You mean difficulty scaling to always make the player feel weak and non-special, non-successful. “Oh you have exo? Now everyone will have exo!HAHAHAHAHA!”
@@polomarco7053 yep, This is the meaning of an ecosystem, you are not the protagonist on the zone, Just another one
@@floppaTVV that literally not how an ecosystem work (and that not the definition of it, nor what it means), mythomane. If you gain a better armor, not everyone else gain better armor in life. Also in the game you are literally the protagonist of the story and the player, what are you mumbling about. Life do not have difficulty scaling. If you gain muscle, not everyone else gain muscle. It would be the equivalent of everyone becoming boxing world champion to instantly match the current world champion. In life, you can get better than others, you can have a better life than others.
What you are doing is just lying, lying by omission while feigning invincible ignorance and pretending that nothing exist outside of you, it's a very unsubtle “cite every intricacy of life, or they don't exist”.
@@polomarco7053Wtf, why did they literally copy paste the level scaling from Oblivion, have they gone mad? Probably one of the biggest drawbacks of the game.
@@Hevdan1
Hi,
You think they have gone mad, but let me try to explain theirs mentality to you. See in the world some peoples enjoy different things. Some peoples are evils. They have malevolent obscure evil fetish, according to themselves.
In fact, they sometime even call themselves “total psychopath”. They enjoy painful thing, such as clunky ui, or “being weak” (of course mostly only in video game, they will strongly rape anyone who dislike theirs fantasy.) But what they also enjoy is to force theirs fetish upon others, and they enjoy scamming others, so what they will do is advertise a game as having progression, but will sneakily, willfully, put difficulty scaling into the game. On top of it, it means the game in truth have no progression.
Here is a theoretical example, you have 100 health and the enemy kill you in two hit. You level up, got 150 health - or maybe more armors - now, and the enemies scale to still kill you in two hits, so nothing change, but they will say “he-he the numbers changed”..
[They also hate body armor and “the power fantasy that powerful body armor provide”, especially if it's the player who have access to it]
That what they enjoy.
Cordially.
Great video, glad to see A-Life is mostly working. I was waiting to do my first playthrough till they got it going, might still give it another month or two before I play so they can polish more and better mods can come out
so many comments don't understand that the map is relatively flat and the draw distance is low so you are gonna see NPCs "spawn" but that is just them walking into the draw distance
The game is still very undercooked regardless of the draw distances thing. I have an i7 13700k with a 4070 and can’t get a semi playable frame rate without downscale/upscale and frame generation. Which is stupid because even then the performance is ass.
@@aim8369 😱
What do you mean by playable frame rate?
@@aim8369I play at 30fps 860p and it's fine for me I think you're just spoiled, the game isn't gonna be perfect especially considering what the devs went through
@@Fartula7you just have low standard and no respect for yourself
@@aim8369 my 6700XT without framegen gets almost 60 in any scenario, i use FG to assure ill always have more than 75 fps (75HZ monitor), and the input lag at 96 fps ( the frame rate i get with mostly HIGH settings at 2560 x 1080 resolution w FG on and FSR 3.1 on quality) isnt that noticeable if at all.
i like the changes but the draw distance on the NPCs still is too small. when you can see them pop in right in the enviroment it doesnt feel the same as Stalker did back then. i Hope they patch that up soon enough as well. other than that thats a crazy patch already :)
yeah, it was easier in the OG games cause online/rendered was just the entire map you are on basically, but bumping up NPC draw distance would definitely improve this more
@kopz77 I wonder if they will be able to make it so the whole area you are currently in will be "online" and other areas won't be? There's still a lot of optimization and improvement to go. I still haven't seen the results of a gunfight yet by just happening upon bodies. I always hear the fight in the distance before I hear bodies.
@@Spetsnaz--21 that is maybe possible but also entering an area like rostok and the entire rostok area suddenly coming online would be rough... my thought is up draw distance and make offline fights within a certain range of the player turn online. offline bodies don't exist afaik so that is why you never find them from offline fights
@kopz77 ahh ok that makes sense. Would be cool to come across a location and find bodies already around!
I think this could be done using online mode, it would just have to increased in distance substantially
Wrong. I’m currently playing Shadow of Chernobyl, and NPCs often don’t spawn at all when I reach certain places. I either need to reload or wait a few minutes. So far, this has happened with Duty before the Bar, bandits before Agroprom, and stalkers/military at Agroprom
Lmao! I could watch these all day, even started rooting for different groups in each fight, it’s hilarious. Well done gsc
Great video! I played for about two hours yesterday after the 1.1 patch dropped and it has made a huge difference in how alive The Zone feels when just exploring the map. I still loved the game as it was pre-1.1 but now it's even better.
3:30
Rare footage of me trundling out of my room to grab Cheezits
I'm so glad I waited and never explored past the right side of the map!! Now I get the full experience still
Meanwhile, I have the entire map explored and have done only a few main missions.
I've got 150 hours in the game and have full map uncovered, now I feel like I'm in new game plus :D
Ever since the update it seems like every area i go to there is some dudes chilling and suddenly SOMETHING shows up. It can be a group of bandits, mercs or a new faction I've never seen before.
Richter: The zone! It's alive!
Now when i hear fire i start to run on my path where there was no one before.
03:58 what the working society sees when i'm coming home from a party early in the morning
fr
Lmao
Slowly improving.
Now all we need is the stalker encyclopedia, faction relations ,faction identification and patches
What about the radio on the PDA and more silly and useless stuff to loot ?
@@zwart0 Yes I’m really hoping for the same
Don’t forget binoculars and night vision
@@boxkicker7784 binoculars and NV are very easy to add, so its probably expected in a couple of next patches
@ that’s what I think too. And you can see NPCS with both everywhere
3:36 when your girl says "babe... we need to talk..."
They should also put civilians and traders roaming and doing normal activities there, now it is just a battleground. I will wait 6 months to return to the game
Really like how duty wiped out the camp and then more bandits just sauntered up and sat by the campfire to roast sausage once the coast was clear.
I don't know if it can be considered a-life if mutants still spawn within sight and there are constant npcs skirmishes. As I understand it, they were partially able to run A-life and now at least npcs don't unload after you leave.
in real a-life all the npc's on the map are rendered? The main problem, as I think, is exactly this drawing distance, which will become more than enough when enlarged by 2-3 times, but for this you need a good optimization
Those Boars just suddenly appeared in front of the Bandit. Isn't that exactly the thing that people were complaining about?
I think that the amount of patrols and general amount of npcs should be lowered, but the spawn distance should be increased dramatically, as well as the hearing&detection&reaction distance. The last one is super short judging by the last scene - where the fight was breaking out just 40 or so meters away and the guys at the campfire didn't even move until those bandits came even closer to them. Comparing this to the SAIN AI mod for tarkov, where npcs can travel 300+ meters in reaction to the noise of explosions and prolong firefights - and it's like day and night. I get that those are different situations, but still - npcs being blind and deaf after just 40 meters of distance is not serious.
When we would be able to achieve spawning distance of 200 meters, and detection&reaction distance of at least 120 meters - that will be more like it. Also the combat behavior is in need of improvements - standing in the open or slowly approaching enemy positions while in the open during firefights needs to go. NPCs need to use cover and run from cover to cover, not standing there like scarecrows.
I agree, GSC are doing good so far so hopefully it will get to that point, if not then we have a very good modding community
It's definitely an improvement but still a long way to go. In Garbage, I raided a bandit outpost. Moved on and 500m from there found a hidden quest in abondend house. It had a jumping puzzle with buldozer. The POI from the quest lead me to the same location where I was earlier. I really hoped the enemies would stay dead but they respawned. A-life needs to be functional for these reasons. The game world feels artificial and shallow. When I see and experience things like this the will for playing the game immediately dies. I don't want to spoil my first vanilla playthrough with broken system that's crucial for the series.
5:58 spawn bandits 100 meters
It might be offline/online mode change
Absolutely LOVE what i'm seeing, keep up the amazing work!
This is wine in mod form that's getting better as time progresses.
0:25 dude on the left disappears, just a couple steps from leaving the frame and do it unnoticed
I had no idea Bloodsuckers and zombies could wander, I thought they were always spawned in and tied to locations. Thanks for the vid!
That loner is the MC we are just happen to play in his game😅
This is all I wanted man! Can't wait to get off holiday and start a fresh playthrough!
All it really needs now is a proper ultrawide fov fix and a gamma slider that works in HDR.
Those two camping Loners really stood their ground against number of Bandit attacks
Ive experienced an epic encounter between three bloodsuckers and a group of Stalkers yesterday. It was awesome to watch it play out. But they still have to adjust the AI. Enemies are still sniping you with machine pistols and assault rifles at absolutely impossible distances. 100 % hit rate with every burst and that at night without any line of sight to you.
Happy about progress, but its not even near to 15yo engine/game where monolith was actually killing someone in pripyat and i was getting notifications being in Cordon. Also live stalker count in the zone and other epic things. . . Hope some day . . .
exactly what i was looking for in YT. Thanks for testing it!
"We fixed the a-life system" they said as 15 monolithians, 5 dogs, a blood sucker, and some mercs spawn right infront of me.
Wow, I know this is just a test for A-Life but I can see these also being full hour "atmosphere" type videos. it's very much like Andrei Tarkovsky's Stalker film with the camera just sitting there, capturing life in the Zone. Absolutely love it, hope to see more!
the last guys, defending that fireplace , i think they need to move from that place xD
I decided to hold off on playing this game for the moment because I am in the middle of buildling a new PC (this game was the final push I needed to start) and Im even more hyped to get back into it with my new build now because with this update alone it looks like it'll damn near be a whole new experience for me. Let alone all the other patches they've put out since I put it down. I fuckin love GSC man.
Funny to think we're probably just NPCs in someone's game.
bold of you to assume you are not an actual playable character, and the player is just fucking around instead of playing normally
@jatr1x701 That would be funny because I spend most of my time playing games. So my player is playing Stalker 2 through me... 😄
Get out of here stalker!
the whole plot of the game is about it
At 2:50 I was legitimately waiting for the bloodsucker to set up camp 🤣
Thanks for taking your time with this! I enjoyed it a lot. Hope you make more videos like this in the future!
I appreciate that thanks ❤
Super cool that they got to work and fix things! It needs some more love but it looks good.
I hope that the offline/online A-Life will work without Spawning in reach of Campfires. It is still a lonely road...
Thank you for that Showcase! Well done!
I can watch this the whole day, just seeing what The Zone is up to. Think it's time to get back into it!
I never would've thought watching npc's doing their thing would be that entertaining, you could even make a story line by following one of them in a day.
Can you do a video actually following a patrol around from start to finish and possibly where they spawn and what they do?
Thank you, that’s a good idea I will see if I can do it
I just noticed we're still missing the faction chat, those messages are really immersive
Absolute must have for me. PDA of other stalkers is a very important part of the series.
Stalker devs fixed their game faster than CDPR fix Cyberpunk 2077
Нет, не исправили, в сталкере ещё куча ошибок, недоработок и есть проблема с текстурами, которые криво наложены и их не исправить никак, только если заново перерисовывать, проблемы с тенями.Пройдёт два года прежде чем сталкер станет игрой
Nah it’s still fucked
Compare how vast both games are compared to each other bruh
@@antonflystrup932How so
@@nikitap.2140 текстуры пофиксили ещё с первым патчем 1.01 и 1.02 а проблема с тенями достаточно редко у кого есть не знаю знал ли ты но уже вышло 4 патча
So, basically Alife so far is just a "more bloodbaths" variable into the equation. I don't see any NPCs sleeping or eating, I don't see NPCs healing other NPCs, I don't see NPCs looting or selling gear, I don't see NPCs hunting for artifacts. Hopefully all of this will be added later.
Hopefully it will be added, but none of that were in the OT, except maybe npcs looting corpses and sleeping or eating as iddle animations.
@@drakodrizzt7795Well, I remember situations when an NPC from one faction was lying wounded, and another NPC from the same faction came up and gave him a medkit, so that the wounded person stood up and thanked him out loud. Alternatively, an NPC from the enemy faction would take out a pistol, approach the wounded and finish him off. I also saw stalkers from various factions looking for artifacts. You could then find these artifacts in their inventory - either by trading or after killing them. At the Garbage Duty stalkers on the road to Rostock often killed fleshes and dragged them on the ground, looting them. The same with killed stalkers. Some players didn't like it and even created mods that prevented nearby stalkers from looting dead bodies so they wouldn't steal the loot. AI was very complex and realistic for those years, it also gave a lot of role-play possibilities.
@@drakodrizzt7795 literally every thing he pointed out was in original trilogy. Why are you lying?
@@seushimarejikaze1337 Modded? may be. But OT never had npcs healing each others. Never had Loners or any other faction hunting artifacts in the middle of anomalies, except for scripted dead for you to watch out for said anomaly or after you get the quest in Radar were zombies dont care about anomalies and die walking into one like mutants. Selling gears? I give you that, you're right and I missed that.
@@drakodrizzt7795 In COP vanilla the squad can send one stalker to actually hunt artifacts into an anomaly. I don't know if they really find something or just play an animation, but I saw one walking in an anomaly with artifact detector.
They don't sell gear though. At least in COP they loot corpses, but I have never seen them interacting with trader, aside of one scripted quest.
The thing which I also missed in this video is squad sitting at camp and playing at guitar and talking.
Dude that badass NPC loner vs bandits fight is awesome, 5:21 exactly like real life footage
Aren't there two loners in that scene?
Bro, I loved the format you did! I wish you could do more videos like this, diferent camps and on each video diferent game zones. But not speeding fights and leaving there for the 24 hours without speeding much, leaving a video of 15 or 30 min, good STALKER ASMR IMO haha
Thank you, this was a bit of a rush video but I will do more!
The stalker at the wall camp is glorius
So nothing has changed. NPCs still appear behind the player's back and disappear in their line of sight. Minute 00:26 - left corner - NPC disappears suddenly. 0:39 - boars appear suddenly. Maybe they'll fix this game in a year. I don't remember a game release being this broken in a long time.
говно случается
@@alexprojectonline9855 no shit sherlock, talk about asinine...
thanks for the proof. but just today running around the zone hearing gunfights in the distance warmed my soul..
npcs still have x-ray vision
It was like that in the previous games.
that's unrelated to a-life. A-life is a spawning system mixed with a goal system for stalker and mutant squads
I think most of the changes to the more gameplay oriented ai this patch was their alertness
@@Aanderan ik, but what I mean is that they fixed a lot of things but stealth is still broken
@@Aanderan a-life is the ai system from og stalker games. It means online ai simulation and offline simulation. Npc in og games didn't have xray vision. It was possible to fool them in a fight, to flank them or to disengage and make them look for you. This isn't the case here.
@@mr.pinscher Let's just take the win on this for at least 24 hours...
yay can't wait to download the entire game again as an update
Modders! You don't just need to compare and release random squads, you need to create logical ZONES for each group and ACTIONS for each group:
1. Ward patrols around their bases\camps more often than others and stays alert
2. Bandits are reluctant to go to remote areas. Bandits do not just more often sit in the camp, but ambush near camps and abandoned places
3. Stalkers, on the contrary, go further, but encounter dangerous mutants more often, stalkers buy detectors and collect artifacts
4. Bloodsuckers actively move at night, but during the day they look for holes, shelters, enter empty buildings and hide there in an ambush mode (invisible)
5. Duty can clean up an entire location from mutants and bandits at day, but they return to the base camp, since they do not have the resources to hold large territories
P.S. It is necessary to separate the concepts of A-Life and the war of groups\clans, so far the current A-Life reproduces precisely the war of groups and randoms, I don't see nothing more, there is no logic tied to zones, bases, territories, etc for now and it's sad.
It's the first iteration relax bro
@@khorkhi7107 No need to relax when one is just pointing out the issues that are still present in its first iteration. It's informative for people who didn't know the in-depth details of what's left to improve. Like myself; I'm still waiting till they fix the main problems of the A-Life before playing the game, and a lot of people are already acting as though the only issue left to resolve is draw distance. This comment allowed me to know what was left to be done, so I know what to look out for now.
Hate comments like yours, telling people to relax or calm down when they're being entirely normal.
@@theblobconsumes4859 tldr your chatgpt essay
@@khorkhi7107 Didn't know essays could be this short. Learn to read.
Also, I wrote it myself. I don't use A.I. of that sort for anything.
@@khorkhi7107 This is not a comment for GSC developers, who in the first stalker did not dare to approach A-Life to maximum freedom without violating the plot, but rather for modmakers who dive deeper.
Well it's a good start towards a fully functioning A-life 2.0.
Ok the only thing they need here is when the Bandits kill the boars, they loot them for meat, go back to fire, cook it up, eat it, and move on or goto sleep depending on how late in day it may be. Could be same with most other factions too, however military/science/monolith probably wouldn't do this.
This aint Red Dead, man. This is too much.
перегнув палку 😂 може ще захочеш всі механіки з сімс 4?
@SoundTrackJ its 2024 and this is how old games worked
@@HybOj Point to me 3 old titles which had this type of mechanic. Stuff like sleeping may be okay, but hunting, preparing food, etc. is just too much for a game that doesn't focus on NPCs too much. The only game that achieved that was RDR2, and even it didnt make it perfect.
@SoundTrackJ in OT that happened, not in that particular order, but definitely sleeping, eating and killing fleshs and blind dogs happened a lot.
Could you do one of just a random wild area not by any POIs?
@@DanVille1000 Yes I will test more tomorrow in between areas
Seems to be working better. Hopefully the changes carry over to the feeling in game. I think this is the first stalker video I've seen with the English VO lol
Ye it really is just tuning the offline to online switching. I do believe that NPCs are persistent but the distance at which they switch is too close
Yes exactly right
man that was cool to see. I was testing it a bit too yesterday and can confirm, if they despawn because they move out of your bubble, they are still there but just not rendered. I was expecting a longer time until we see the first patch for A Life. good job GSC!
Efin A, the zone is back and thrivin
I'm happy to see it's getting improvements, hopefully they will continue to improve this.
Interesting. So human npc's seem to actually roam, but the mutants seem to still spawn in at medium range without active roaming (looking at the boars they just spawned in just after 0:38) and the dogs also seemed to spawn in; the human npc's would've otherwise started engaging them at much longer range. I imagine the bloodsucker just spawn in and then start patrolling a bit but not actively roam and persist.
Maybe in a future patch. Regardless this is already much better than it used to be.
Mutants never roamed in the og games either, they just kind of had an area they walked around and slept in. Stalker is still a pretty dense game, so I think the idea was always that roaming mutants would cross paths with hubs and POIs too often and make the entire zone a non stop warzone
Mutants need to spawn eventually somewhere, otherwise all will be killed fast. I saw twice bloodsucker fights blind dogs as well. Are they supposed to, not sure. Bloodsucker looks to attack everything / or dogs attack everything.
I did see snorks, bloodsuckers, zombies and fleshes roam past me during testing but I will do more, the online alife bubble is still too small though so that’s why we can see them spawn
But also remember that there is a range of pop-in, it doesn't necessarily mean spawning. It can be going from Offline into Online mode as well as simple render distance. But they probably did spawn honestly
@@zoneslug Yeah, the fact they spawned in that close is still an issue. @nikitogaming6353 if you used the debug mode on your pda it would show that some mutants actually did patrol but it was only a handful of times and the spawn of the patrol was always random.
I had to uninstall an A-life mod from Nexus because the addition of the new patch made squads of 10 Ward and Mercs spawn within 50-80 meters of me almost constantly. It was insane to see them fight against other allied factions though. Just a bit too much on screen all at once. With the removal of the mod, it seems A-life works more as intended, albeit a bit unfavorably sided against the player still. It still breaks immersion that NPC's disappear once you move a little over 50 meters away from them though.
Seems they've taken a big first step with this patch. I wish there were a way to know the names of the characters coming and going.
Its Dmitri, Vlad and Ivan
Good start.
Hope it will be more advanced soon 👍🏻
Them bandits surely mean business.
Still feels a bit too close for it to really feel authentic assuming you're standing on the roof of the house. I mean, you're looking at them as they spawn, kill each other, and blam. Then you wait like 30 seconds and another group spawns in the same place and bam bam bam again. Then rinse and repeat. Yikes.
24th year. Here is shown the technology of 2010, which as a joke has not yet been fixed. What bubble. What is it for? Random NPC movements. Came, sat, went out to the mutants, died. They do not hide, do not interact with the world. Just a shootout. Why can't we split the map into sextors and mathematically calculate the number of characters using simple formulas, and create random models. I don't care about some Vasya who can be found in different parts of the zone. I would like to see a narrow but more conscious response to the environment. Let this character be generated now and then disappear. But how he will react to corpses, mutants, anomalies is quite important, and not a bubble of shootouts
Thanks for making this video.
No problem thanks for watching
I’m honestly loving stalker 2 no matter how many angry Russian try to tell me otherwise.
same
Yes that’s good, Just play the game and look at all the info and make up your own mind
no angry russian told you anything bro😂
@@FloppaTheBased ruzzians (diferent fron russians) are even paying people on telegram to leave bad reviews, also latin putin lovers and conservative americans that love russia and hate ukraine are too trying to push negativity towards the game
@@FloppaTheBased you don’t know that so why would you say that? Lol kids🤣
1:38 duty rolls up, shoots everything, leaves
Ga damn
thnx for the nest cam footage. god bless
No problem thanks for the comment
Literally first load up after the patch, i was in front of ward building in zayliese. Two ward dudes walking together head in the direction of the entrance of the building and disappear. Literally happened less than 10 seconds after loadining in lol. I think that was the end of thier path.
Good to see developers fixing their game so we can enjoy it 👍
Yea, it reached almost 300Gb! Interesting, how far they're prepared to go?
Hello hello wo von sprichst du? A Life? Alife! Aaaaaaa Life!? Wo bist du aaaaaa Life?!
@@valdastamasauskas??? 300gb where?😅
I got a strange situation: bloodsucker was fighting chimera and it took forever, none of them could kill the oponer
A step in the right direction, but still many months/a year or so away from what it should be. Literally saw the boars spawn right on top of that guy. Everything is still relatively short distance and "for the player to see". Have yet to see or experience a fight happening outside of 500m and then traveling said 500m to discover bodies. Also, the AI Stalkers don't even attempt to loot. In the Zone where resources are scarce, they don't even care to program an animation of the victors squatting/bending over the dead in order to make them look like they're looting. Still needs a ton of work. Will still wait before playing.
Mods help pretty well with that tho
2:22 STALKER if they sold comically loud gameboys in the Zone instead of guns and artifacts:
I played for 8 hours after patch 1.1 no problems at all zero 👍👍👍👍👍
it seems like the spawn timers are still really fast? by the time anyone leaves the camp theres almost immediately another spawn which comes to fill its place or comes to fight. doesnt seem like the zone feels very "lonely"
We went from "a-life is not in the Game" to "Theres some things in the Game But it’s janky" a nice improvent. We still have the super low AI render distance, But AI now exists offline. But that offline AI isnt doing anything unlike in older Games.
This is the video ive been looking for, some proof of the A life working. Hopefully they increase the spawn distance in the future