Bjossi on 16/4/2007 at 13:16
If you'd have met Wolf in the Garbage, wouldn't that just aid to the fakeness?
You want good AI, a good AI doesn't follow the same pattern but a random one. Wolf could be somewhere else in your case.
Rogue Keeper on 16/4/2007 at 13:25
Quote Posted by Bjossi
good AI doesn't follow the same pattern but a random one.
But not a totally random pattern, since it obviously leads to stupidities as FallenKeeper said "dying in anomalies" and doing other stupidities. Certain framework of logical behavior is necessary for them.
And I have noticed a minor change in spawning pattern in the Garbage recently, the automobile cemetery is no more occupied by stalkers and attacked by bandits, instead there are about five pseudodogs running around.
Perhaps the spawning pattern changes over a longer time and we as players just progress too fast to notice major changes in AI "migration" ?
Phatose on 16/4/2007 at 14:32
It possible. I've seen a few odd things, like Duty guys hanging out by the lab in zombieland, electro-djinnis floating around by the train tracks, military guys wandering around in the bar. Weird shit happens.
Fallen+Keeper on 16/4/2007 at 15:10
Quote Posted by Phatose
It possible. I've seen a few odd things, like Duty guys hanging out by the lab in zombieland, electro-djinnis floating around by the train tracks, military guys wandering around in the bar. Weird shit happens.
Well, Dutyers in Yantar is something new. Was it after the mission in Yantar's lab or before?
Military guys wandering around the bar?..... Strange.
EDIT: One thing though. The game in the beginning is heavily scripted for the story' sake. But once you progress into the story, more and more scripts are set off. For example, when you talk to an npc and he fulfills his role out, he begins to wander left to his own a-life.
I wonder, did anyone really slow down the pace and look around the zones after the path to the North became available? At this point there shouldn't be many story-scripts left. I'm thinking about it because shortly after [SPOILER]I finished Yantar mission and the military came in to clean up the zombie-mess, in Wild Territories I met a lot of stalkers and Duties. All of them were heading for Yantar.[/SPOILER] Maybe that's why Phatose saw all those Duties in the zombieland.
Rogue Keeper on 16/4/2007 at 15:31
I wonder if there will be more interesting to see in terms of AI migration if you decide to continue playing after finishing the game (IF they implement this suggested option).
Wille on 16/4/2007 at 15:31
I've seen some stalkers coming from loading zones, for example Bes (stalker leader in Garbage vehicle pit) was later found in Dark Valley defending a farm. Also I met one of the top 20 stalkers randomly in Pripyat garage (he played an invisible guitar :laff: ).
Working A-life or not, Stalker's world is far more living and interesting than in most games out there.
Rogue Keeper on 16/4/2007 at 15:51
In my Zone, Bes has died during one of those continuous bandit attacks.
Good riddance. I botched his Respond to Call for Help quest everytime. :devil:
242 on 16/4/2007 at 17:12
There's a mod that fully enables "a-life" (as it was left by devs, finished or not) for all NPCs, but enabling it causes real chaos and quests will become infeasible because key NPCs most probably will be killed or lost sooner or later.
I heard devs plan to enable "a-life" for unimportant NPCs in special mode of gameplay in one of the future patches.
Fallen+Keeper on 16/4/2007 at 20:39
242, we know about the AI mod :) I've mentioned it 4-5 posts above. Actually, on the previous page ;)
Anyway, Willie is right. It's still one of the better games of the last years. It's just a pity it's not exactly what the devs have promised.
I think that if we had no expectations about it, it would blow our minds with its scope.
And after 100 HOURS, I still discover and experience new things. Just like the one I experienced 5 minutes ago.
I was so shocked, the thing got me so unprepeared that I dropped the mouse and jumped on my seat. After a while I was laughing for 5 minutes. :D I wasn't scared... I felt like caught with the pants down and I even dropped my weapon in the game... literally :D
Well, maybe for you it's not so new... just get close to a mean looking stalker (the effect is increased ;)), like let say an exo-skeleton wearing Duty type, draw your weapon and stick it into his face. Use ironsight for better effect :) Then try to make him talk by pressing interaction key until you manage to.
daprdan on 16/4/2007 at 23:06
All this talk about a second patch.
Where is the damn thing?I went to the website and other places and all I see is the first (USA) patch and the realism mod.Is the realism mod the official second patch?I have skimmed this thread and all I see are links to other forums.
A little help please.Thanks in advance.And if I missed it somewhere please forgive.