The basics are there stalker behaviour can sometimes be good, maybe a bit glitchy but again it's a good start. I would like to see updated behaviour for snorks etc going into buildings also? usually most mutants are just running around like crazy during the emission. I will keep testing... Let me know what other tests I should do next
@@Artemvladimirov4 naaah mate they moved to UE5 before announcing the april 2022 release date, you can check >met the problems yeah right, two months before the release their developers talked to journalists saying that the game's doing fine, interviews are free to read))
The moment I knew that they were talking the right steps with A-life was when an Emission hit while I was in a firefight. They just stopped and we all rushed into the same shelter. It felt like there's some sort of treaty happening where all fighting stops whenever there's an emission. Once it was over, we left the shelter and didn't continue the firefight.
In my play-through enemies in the same cover building would fight inside during emission until one group survived. I'd normally just sit in corner and watch. Free loot...
Pick Myself ending See Chimera. … Emission. Emiission. Emission Stalkers: WTF is this, its been going on for hours! That one Chimera: Please, Kill me quickly. Skif: I am not the wish granter. Emission.
The tips section (or maybe it appears while actually in game) actually says mutants aren’t effected at all by emissions so that’s probably why the zone is washed out of them
@@zoneslugcan confirm this as well, I've seen them healing comrades multiple times after a fire fight following which the healed teammate will comment that they owe them one
I bet your test videos aren't just fun little observations for us but also useful for devs in finding things about a-life they might've overlooked, keep up the good work man
@@mr.bright5712 At first i really gave a negative impression with how they'll fix things up, even thought that A-life is just a marketing scam. But after they released this 110gb patch with the first A-life fix. They got my hope back and there's hi chance they'll add those item back later in.
I kind of got scared when an emission happened because I didn't know the NPC rushed to get into a room also, i pulled out my gun thinking someone was trying to kill me but we both were just taking cover lol
I got stuck on an auto save, over encumbered and slightly lost in one of the train yard areas, right as an emission rolled in. I reset a few times, re exploring everything to find something safe. Finally I said F-it, dropped all my guns and quicksaved then started running to the next poi, in a direction I thought was just an open area. The storm rolls in fully red and I see, waaaay off in the distance, a lone NPC casually making his way in the opposite direction as me. I beelined it to him and he led me to the one area of shelter in the POI I hadnt been to yet. Right around the outer enclosure of buildings at the edge of the POI. What an absolute homie 🤘🤘
My head canon is that Sidorovich controls the emissions and he uses it as a weapon against Stalkers that go against him. I did a mission for him where I decided not to go with what he wanted. He phones me afterwards, “…the zone has plenty of ways to deal with the likes of you” A few minutes later he called in an emission and I died 😂😂😂
Sid is a confirmed Eldritch God that came from another game universe. Most likely something originated from Bethesda because he likes ripping people off. In older games he can't be killed by any means, so that must mean everything i said is true surely. Probably a spoiler but the games are pretty old. (Sorry)
Once they find shelter, mutants are also completely docile during emissions. I shared a cave with a flesh and it just sat panting during the emission, but tried to attack me as soon as it was over. This behavior was also present in older games, I did not test if shooting them would turn them hostile (they were completely pacified and would not defend themselves on older games). Hostile Stalkers however will resume fighting as soon as they find shelter. If you are unlucky (or lucky, considering how exciting and memorable it is) you might have to fight you way into a shelter, or defend it from incoming hostiles. Outside they seem to ignore fighting in favor of running to safety.
it's a great start. I love the fact that even mutants react also. It's something I have always wanted to see. I would love to see dens and nests that mutants could run into to survive emissions.
It's better than launch but I sure hope they can implement more persistent AI across the gameworld - squads going out of bases during the day to defend/attack/hunt and coming back at night, squads defending or patrolling towns or points of interest, squads artifact hunting, etc. The current iteration they have implemented is still more of an AI director that spawns AI and gives them an online/offline mode.
I just started a new playthrough and idk if it's a bug or a-life thing but the quest where squint sends you to the cave, everything inside was already dead :o
i dont know, i was at rostok, made 10 feet from the exit and saw a group of 3 stalkers walking by when the emission notiff dropped, i ran back instantly, but the stalkers just keep walking like nothing when the emission ended i get where they were back and picked up their loot from their cold-heated bodies, all guns were completly red, but their bread and vodkas were still eatable
@@zoneslug i've been enjoying these lasts update so far, the zone was uneventfull before the a-life update, now i always find action, altho it would be nice for stalkers to thank me when i help them take down wild dogs or bandits, i dont remember it they did in the first one
@@morpheus_uat the fact we already got a-life patched in is a good sign. I was expecting next year by the earliest so it was a nice surprise. Can't wait to see what they cook up and the release of the SDK
I once followed one of those large rat things and it lead me towards a building; I noticed some npcs running in and decided that’s where I’m going to shelter myself; once through the door I realised it was a bandit base and got myself into a firefight, needless to say the bandits weren’t a problem anymore but I always follow anything I see just incase there’s a cave near by etc
I had encountered a group of bandit's while exploring an abandoned ship who tried to attack me. An emission then began and I took cover in the ship and waited it out. When it was over I came out and went looking for them and they where turned into zombies. Thought that was pretty cool.
@@b.s.7693not on such detailed maps, and physics, only company I can think of that does that is rockstar (rdr 2) which is one of the most detailed open worlds games to this day, and that was a last gen game
Fun fact, you can survive an emission by sleeping. Naturally it's impossible to fall asleep once it begins, however, if you're already sleeping while it's happening, you won't wake up, and it won't fry your brain. It's because when you're in a state of sleep, your consciousness is subdued and the psi emission doesn't have the same effect.
These videos help so much in understanding just where we are at with the current alife, still needs a bit of work here and there but what we have already is better then 99% of modern games already. Thank you
I had a pretty cool encounter during an emission out in the wild, I ran into an underground hangar looking bunker and there already nine other stalkers in there, half loner, half freedom and judt before the emission hit, suddenly I saw one freedom fall to the floor and start convulsing and I'm just sitting there hella confused thinking that maybe the place the guy was at was bugged and he wasn't protected from the emission, then his buddies start shooting him which confused me even more, then a loner fell over, same thing but this time he managed to get up as a zombie and then I realized we were getting attacked by a controller from somewhere outside, I peeked out the door and instantly got psi blasted from WAAAAAY out in the woods where I couldn't see him from my position and then saw about seven zombies slowly shambling towards the bunker with the guys inside slowly getting their brains turned into soup by the controller and a huge firefight broke out with me guessing where the controller was by taking potshots at it, by the time the controller was dead and the emission was over, I was almost dry on ammo and two of the nine stalkers were alive in the bunker, both were loners everyone else either became a zombie, got gunned down by the zombies outside and one just ran into the emission, I'm pretty sure that was a pathing bug but I think it's cool to think that he would've rather died in the emission than get turned by a controller.
I rescued three guys from bandits in Zaton and an emission started as they ran out of the building, they all died. So of course when I turned in the mission, the dude was upset at me that they didnt survive, as if it were my fault lol
Lorewise an emission previously caused mutants to run tiresly from the center to the border, thats was called "Гон", thats how everyone knew the emission starts by litteralyy seeing mutants gone crazy. Thats why border walls and border guards existed, thats why Duty existed - to protect free people of the world from the horrors of Zone. It had lore, meaning and aim and made sence, today everything just dies peacefully, stalkers doesnt get zombified, Duty and freedom doesnt stuck into the shelter together pointing guns at each other sweating hard to survive not only emission but also the depths of grug addicted anarchist's mind, hoping human would prevail... I hope they add sence in patches...
Would be interesting if you went to a shelter and its a full on gang war in there between stalkers, military and monsters because everyone close by the shelter went there.
Hi, I’m new to the games, so what exactly does an emission do to the human body? Massive radiation to the body? Is it like a massive sand blaster to the body? What exactly does it do?
always fun watching the muties eat shit in anomalies. Once at that big chemical fissure neat the Yantar facility I aggro'd a bloodsucker in a cave down below. I heard it grunting and hissing in pain as it ran around in circles through the poison gas clouds. It was funny at first, but I eventually got bored and did some looting at the comple;, not *too* far away (but still somewhat far), but when I came back nothing got aggro'd, even when I shot off some rounds. I wonder if it just despawned or it actually died while I was away.
in the game files mutants have parameter if they avoid anomalies bloodsuckers never run into gravitational anomalies no matter how hard you try to lure them but snorks are dumb
In the old games the stalkers go to heal their bleeding teammates on the ground. In stalker 2 they just leave him there to die. They should really solve this issue
@zoneslug if by that up mean mods, then yeah, there's some hope. Don't know about the devs themselves though. Also doubt they'll change the lore, story and characters that they absolutely ruined and turned into clowns..
Maybe I'm just being nerd without friends but its a bit funny to me that people right now are exploring this AI in stalker with such curiosity when it was already developed since original games or even perfectly moded into SOC itself (all these NPCs hiding from emission, looting other bodies, healing other NPCs, I remember seeing on moded SOC in 2011-2012). It also actually shows that current games didn't much progress in terms of gameplay actually, in terms of looks yeah, but in terms of game mechanics everything pretty much the same as in 2004-2010 lol. Even Stalker I must say that Stalker 2 didn't bring anything much new to the series in terms of gameplay mechanics . Starting from Clear Sky its just the same mechanics going from one game to another they at least changed locations in Call of Pripyat. In retrospective its also crazy for me that Clear Sky by lots of people considered the weakest stalker, but its actually the most innovative one. I really miss fraction wars
Unreal engine 5 vs their self made X-ray engine. UE5 is notorious for being a pain in the ass, and finicky. Maybe not ps3 level difficult. But i mean, the Xray engine was and is a house. Graphical stalker 2 is gorgeous, i'm curious if we'll get some in depth interviews as to why they went UE5 and some of the issues and goals they wanted with it. If the can get the allocation of stuff optimized- how far and just what can they get from A-life 2. This is a heavily demanding game, but its been fun running it. I eagerly wait with each development
Faction war was soooo great I really wish we would get something like that for Stalker 2 (tho modders will do something like that for sure at some point lol)
while it's innovative, doesn't mean it good or implemented well, it's even mostly optional in Clear sky and I'm love that Clear sky doesn't disable faction wars after your side win so you can enjoy the constant call of support by loner/duty for the rest of the game about how they losing against infinite respawning herd of mutants and replaying the message when they win against their respective enemies while you busy fighting for your live in the hospital/CNPP.
@@srt7248 yeah true as well, I think I just hoped that they might bring it on some another level later in series. Or make some rougelike option to play as it is in Anomaly/Gamma but as seperate game mode apart from Story Mode
Don’t know if you know but you can do that in older stalker games and anomaly gamma, I would always team up AI stalkers is cool when doing missions out there in the zone makes them feel like they’re doing the missions with me as a team
Definitly needs higher difficulty but I think we will get what we want just from mods and that is ok.Dews would probably just adjust damage etc. but what we need is way less loot,damage balance,better meds so they don't heal instantly and things like that so I think we will get that from mods
@@BladeRunner031In previous games raising the difficulty reduced the loot you found, not sure if it’s the same for S2. They should bring Master difficulty back, and yeah I’m sure modders will take it the rest of the way.
@@thezone709 I dont know,I never tried lower than veteran but I know on veteran that is way way too much loot but ok,not everyone likes what I like that is why we have mods and I agree about master diff yes
Hopefully they keep improving A-Life radius, especially the distance NPCs spawn. Just yesterday saw whole squad of bandits appear out of nowhere pretty damn close to me lol
I think Mutants are meant to have a certain amount of resistance to emissions but clearly it doesn't always work out. Also NPC's getting pathfinding locked is common. They seem to snag up in the oddest of places that you'd think they shouldn't tho.
No amount of patch is going to fix the core absence of real persistence but with 1.1 and as displayed here it’s starting to look more like a Stalker game now.
Yes they should add a chance for them to be zombified, Stalkers already turn into zombies if they enter a highly psi area so I guess it would be easy to add in
A-life is slightly fixed (from far away you still wont be able to see NPC unless they are within a certain range) and the stealth system is completely fucked. as someone who has been a stalker fan since i was a kid, this release is still pretty disappointing to me. definitely needed another year in the oven for polishing and it doesn't feel right trying to shill this game when i know that it should've been better to us OG fans.
I just wish enemies didn’t spawn so close to me like I know they updated the distance but I keep constantly being ambushed directly behind me maybe 20 meters away.
A-Life hasn't changed. Everything appears around the player. If you meet someone, they appeared and did not come from a landfill, for example. I have never seen that there was a battle somewhere, but I came and saw just its consequences, everything is always happening before my eyes... (If I am in a landfill at the cordon, no one kills anyone) And if you follow someone, sooner or later they will attack the person you are following because you are nearby, like the camera in the video.
It’s a good start but let’s be real here. They still have a *long* way to go before the game is in a state even comparable to GAMMA or Anomaly. Stalker 2 has NPC squads still popping into existence and if you sprint from point A to point B, you will not encounter anything as the AI cannot spawn things in fast enough for you to interact with it before you leave the radius. There remains a lot of work.
yeah and? pretty sure Anomaly/GAMMA also keep spawning new squad to repopulate the map, also the concept of npc able to hunt artifact sound cool but super annoying considering the limited number of them per anomaly and npc immunity against anomaly allowing them to just run straight and pickup the artifact.
@@zoneslug the game will be among the greatest ever made once it is fixed. I stand by that statement firmly. I *love* stalker which is why I’m critical of it. I cannot wait for them to fix it:)
це дурниця, у старих Сталкерах були обмежені переходи - на цих переходах створювали загони сталкерів які розходились по локації якщо бігти швидко- треба було взаємодіяти на переходах з локаціями це працює, а у відкритому світі ні 😸
Everyone talking about alife and its not even implemented in the game. theres no persistent npcs other then static ones. Spawning npcs is not alife. All other games npcs could be visable on the pda in different sections of the map there's none of this in this game. Wheres the persistence.
Firstly go stand on the water tower for a few hours and tell me what you see. The fact you haven't moved yet npcs have appeared on the edge of a spawn bubble fighting tells you alife doesn't exist. If it did they somehow all walked up to the edge of the bubble and decided to fight this wouldn't happen all the time. Also what's the respawn rate for alife npcs? The older game repopulated the map over time due to npcs dying so wheres the setting for the repopulating npcs? There isn't one. You really don't know what you're talking about all becuase you can follow a god damn spawned npc.
@@BensSistersUndies What you're talking about is called the drawing distance, and you can't check if there are npcs outside of it STAYING IN PLACE, not chasing them beyond that drawing distance. Once again I'm convinced that you don't know what you're talking about
@@callisto537 I am not from GSC so can't predict anything about adding new content. There are clear indicators of cut locations, so I at least hope that we get more on existing ones in the base game, and maybe cut locations as dlcs.
@nickgotvyak5890 ppl clearing the map in 100-120hrs rn, more content is always welcomed of course, but do you need to wait 6months so you could play an extra 20 hours in a 100 hour long game?
The basics are there stalker behaviour can sometimes be good, maybe a bit glitchy but again it's a good start. I would like to see updated behaviour for snorks etc going into buildings also? usually most mutants are just running around like crazy during the emission. I will keep testing...
Let me know what other tests I should do next
They need to have 1 more sprinting speed for human NPC's. The SKIF sprint speed, why is skif the fastest zoomie in the zone?
Are the stalkers actuallu doiung something when they are out?
When night comes does the patrols whne back to base? Or camp somewhere for tje might?
>maybe a bit glitchy but again it's a good start.
>again it's a good start.
>original release date: april 2022
>it's a good start
kek'd
@@humanandhalf4118 It`s release was before they moved to UE5 and met the problems.
@@Artemvladimirov4 naaah mate they moved to UE5 before announcing the april 2022 release date, you can check
>met the problems
yeah right, two months before the release their developers talked to journalists saying that the game's doing fine, interviews are free to read))
The moment I knew that they were talking the right steps with A-life was when an Emission hit while I was in a firefight. They just stopped and we all rushed into the same shelter. It felt like there's some sort of treaty happening where all fighting stops whenever there's an emission. Once it was over, we left the shelter and didn't continue the firefight.
In my case before these patches, the NPC still runs into the emission those times so I gunned down the bandits in the shelter.
Not my experience. Though we all ran into the same shelter, the hostility remained and only one person walked out.
so cuuuute
That happened to me once.
In my play-through enemies in the same cover building would fight inside during emission until one group survived. I'd normally just sit in corner and watch. Free loot...
That Chimera could probably outlast 3 consecutive emissions with its massive HP pool lol.
Maybe more haha
Probably uses them to find food. Its basically a buffet if it finds were all the people went.
Chimera be like: Saying to emission - B#*$h, you can't hurt me 😂
Pick Myself ending
See Chimera.
…
Emission.
Emiission.
Emission
Stalkers: WTF is this, its been going on for hours!
That one Chimera: Please, Kill me quickly.
Skif: I am not the wish granter.
Emission.
The tips section (or maybe it appears while actually in game) actually says mutants aren’t effected at all by emissions so that’s probably why the zone is washed out of them
So fuckin cool that stalkers check their PDA before running for shelter, nice little detail
Wow, checking the PDA (to find a shelter?) is pretty neat.
Yes thats what I was thinking
Yeah this game is unfinished but still full of crispy details
@@u4yree Crisp and juicy details
0:51 - In previous games, stalkers healed wounded comrades. I hope GSC will fix it in S2
I have seen NPCs use healing items on downed friends mutiple times, just not working all of the time at the moment
@@zoneslug I wonder if it's dependent on whether an NPC has a medkit in their inventory.
@@zoneslugcan confirm this as well, I've seen them healing comrades multiple times after a fire fight following which the healed teammate will comment that they owe them one
@@BababooeyGooey That is a good thought, you might be right
They do it maybe he ran away because emision started? They seem to also ignore enemies during it. Or just a bug its still very buggy game
I bet your test videos aren't just fun little observations for us but also useful for devs in finding things about a-life they might've overlooked, keep up the good work man
Thank you, yes if my videos can help with improvements i will be very happy
I'm in love with this A-life series and this Channel. I'm very interested in previous games A-Life systems.
Thank you, as the game improves over the years I plan to test more updates, possibly an A-Life adventures series or something similar too
The previous systems actually worked. Even in the original games. But knowing what was loss will only make you sad
You'll be in dissapoinment to find out what is gone missing in the Stalker 2.
@@nier3072I miss my NVG and my binoculars, also the SG550 assault rifle
@@mr.bright5712 At first i really gave a negative impression with how they'll fix things up, even thought that A-life is just a marketing scam. But after they released this 110gb patch with the first A-life fix. They got my hope back and there's hi chance they'll add those item back later in.
I kind of got scared when an emission happened because I didn't know the NPC rushed to get into a room also, i pulled out my gun thinking someone was trying to kill me but we both were just taking cover lol
I got stuck on an auto save, over encumbered and slightly lost in one of the train yard areas, right as an emission rolled in. I reset a few times, re exploring everything to find something safe. Finally I said F-it, dropped all my guns and quicksaved then started running to the next poi, in a direction I thought was just an open area. The storm rolls in fully red and I see, waaaay off in the distance, a lone NPC casually making his way in the opposite direction as me. I beelined it to him and he led me to the one area of shelter in the POI I hadnt been to yet. Right around the outer enclosure of buildings at the edge of the POI. What an absolute homie 🤘🤘
...why do I find the fleshes sleeping cute?
Piggy snoring
You should cuddle with them
Whats scary to imagine is being attacked because of something taking shelter with you
This happen ti me several times
In mods for previous games in the series, especially in "Anomaly", unexpected emissions were the cause of a wide variety of difficult situations.
My head canon is that Sidorovich controls the emissions and he uses it as a weapon against Stalkers that go against him. I did a mission for him where I decided not to go with what he wanted. He phones me afterwards, “…the zone has plenty of ways to deal with the likes of you” A few minutes later he called in an emission and I died 😂😂😂
Sid is a confirmed Eldritch God that came from another game universe. Most likely something originated from Bethesda because he likes ripping people off. In older games he can't be killed by any means, so that must mean everything i said is true surely. Probably a spoiler but the games are pretty old. (Sorry)
Old Sid were the true Master of C-Con.
Once they find shelter, mutants are also completely docile during emissions. I shared a cave with a flesh and it just sat panting during the emission, but tried to attack me as soon as it was over. This behavior was also present in older games, I did not test if shooting them would turn them hostile (they were completely pacified and would not defend themselves on older games).
Hostile Stalkers however will resume fighting as soon as they find shelter. If you are unlucky (or lucky, considering how exciting and memorable it is) you might have to fight you way into a shelter, or defend it from incoming hostiles. Outside they seem to ignore fighting in favor of running to safety.
Awesome video, i really want to see a lot more of these
Thank you, more coming :)
it's a great start. I love the fact that even mutants react also. It's something I have always wanted to see. I would love to see dens and nests that mutants could run into to survive emissions.
Yes that would’ve really good, or even if they use large tunnels or underpass/bridges
Thanks for another great npcs behaviors video, I enjoy every single one🎉🎉
Glad you like them thank you
i need more of these a-life stalker sims in my life. keep em coming.
Thank you I will!
Thank you very much for these videos though your the best
Thank you for the support
Checking the PDA gotta be the coolest thing ive seen
Ah
Сталкер вибив двері ногою на 2:53?
Yes haha, I've also seen zombies kick doors!
Good video, sir. You've been killing it recently.
Good choice of music btw, it's one my favourite tracks :)
Appreciate it man you too, Yes the first one is my favourite track :)
It's better than launch but I sure hope they can implement more persistent AI across the gameworld - squads going out of bases during the day to defend/attack/hunt and coming back at night, squads defending or patrolling towns or points of interest, squads artifact hunting, etc. The current iteration they have implemented is still more of an AI director that spawns AI and gives them an online/offline mode.
@@Kilo1158 it’s exciting to think what the game will be in a few years
@@zoneslugi think months
Keep up the great work
Thank you for the support :)
I just started a new playthrough and idk if it's a bug or a-life thing but the quest where squint sends you to the cave, everything inside was already dead :o
Not sure about that one, did you hear gunshots?
@zoneslug There was a warzone going on near me when i got to the windmill 😂
@@zengineer3369 The zone is a bit crazy at the moment haha
@@zoneslug haha fr, but i got high hopes considering how much better they made it in just 1 month.
he wants the artifact that's inside that cave, there's one entrance and another place that you can only get out, get some attention on that.
i dont know, i was at rostok, made 10 feet from the exit and saw a group of 3 stalkers walking by when the emission notiff dropped, i ran back instantly, but the stalkers just keep walking like nothing
when the emission ended i get where they were back and picked up their loot from their cold-heated bodies, all guns were completly red, but their bread and vodkas were still eatable
Yes it’s unfortunately glitchy sometimes, hopefully in the new year they can fix and update it with patches
Yeah same in wild island camp soldiers just waiting outside im emision and when i got back he was still standing there no damage was done
@@u4yree wild island soldier are ex monolith and seem to be immune because of their past effects on them
@@zoneslug i've been enjoying these lasts update so far, the zone was uneventfull before the a-life update, now i always find action, altho it would be nice for stalkers to thank me when i help them take down wild dogs or bandits, i dont remember it they did in the first one
@@morpheus_uat the fact we already got a-life patched in is a good sign. I was expecting next year by the earliest so it was a nice surprise. Can't wait to see what they cook up and the release of the SDK
i love your content ❤❤❤ IMA WATCH ALL YOUR VIDEOSS
Im really glad you enjoy it, thank you
I once followed one of those large rat things and it lead me towards a building; I noticed some npcs running in and decided that’s where I’m going to shelter myself; once through the door I realised it was a bandit base and got myself into a firefight, needless to say the bandits weren’t a problem anymore but I always follow anything I see just incase there’s a cave near by etc
@@hallzyy8023 small moments like that are what makes it fun
The Solid Snake scream was perfect 😂😂
I wonder how much of this is bugged and how much is working as intended.
це справжній реалізм )
I had encountered a group of bandit's while exploring an abandoned ship who tried to attack me. An emission then began and I took cover in the ship and waited it out. When it was over I came out and went looking for them and they where turned into zombies. Thought that was pretty cool.
Imo, the whole NPC logic is nothing better than what we have since 15 years or so...
I’m hoping it can be improved
even if this is true it is still much harder to implement on full big map without loading screen
@@Z3rgatul not so sure... devs back then achieved great things.
@@b.s.7693not on such detailed maps, and physics, only company I can think of that does that is rockstar (rdr 2) which is one of the most detailed open worlds games to this day, and that was a last gen game
Fun fact, you can survive an emission by sleeping. Naturally it's impossible to fall asleep once it begins, however, if you're already sleeping while it's happening, you won't wake up, and it won't fry your brain. It's because when you're in a state of sleep, your consciousness is subdued and the psi emission doesn't have the same effect.
i guess the Monoliths are the true champions
These videos help so much in understanding just where we are at with the current alife, still needs a bit of work here and there but what we have already is better then 99% of modern games already. Thank you
I hope you continue doing more indepth work
I will thank you
Maybe A.I is verifying the best route to a near shelter?
With the PDA? Yes that’s what I was thinking
@zoneslug yeah, maybe a cosmetic reaction, though a very interesting, if you asks me.
I had a pretty cool encounter during an emission out in the wild, I ran into an underground hangar looking bunker and there already nine other stalkers in there, half loner, half freedom and judt before the emission hit, suddenly I saw one freedom fall to the floor and start convulsing and I'm just sitting there hella confused thinking that maybe the place the guy was at was bugged and he wasn't protected from the emission, then his buddies start shooting him which confused me even more, then a loner fell over, same thing but this time he managed to get up as a zombie and then I realized we were getting attacked by a controller from somewhere outside, I peeked out the door and instantly got psi blasted from WAAAAAY out in the woods where I couldn't see him from my position and then saw about seven zombies slowly shambling towards the bunker with the guys inside slowly getting their brains turned into soup by the controller and a huge firefight broke out with me guessing where the controller was by taking potshots at it, by the time the controller was dead and the emission was over, I was almost dry on ammo and two of the nine stalkers were alive in the bunker, both were loners everyone else either became a zombie, got gunned down by the zombies outside and one just ran into the emission, I'm pretty sure that was a pathing bug but I think it's cool to think that he would've rather died in the emission than get turned by a controller.
I would like to see if the NPCs look for artifacts
So snorks are not ex-monolithians, interesting.
Snorks are the first military response soldiers to the zones second event
I rescued three guys from bandits in Zaton and an emission started as they ran out of the building, they all died. So of course when I turned in the mission, the dude was upset at me that they didnt survive, as if it were my fault lol
Another 6 months boys ... Ill get it then... Its going to be amazing
Lorewise an emission previously caused mutants to run tiresly from the center to the border, thats was called "Гон", thats how everyone knew the emission starts by litteralyy seeing mutants gone crazy. Thats why border walls and border guards existed, thats why Duty existed - to protect free people of the world from the horrors of Zone. It had lore, meaning and aim and made sence, today everything just dies peacefully, stalkers doesnt get zombified, Duty and freedom doesnt stuck into the shelter together pointing guns at each other sweating hard to survive not only emission but also the depths of grug addicted anarchist's mind, hoping human would prevail... I hope they add sence in patches...
гарна казочка, такого ніколи не було у грі
You know what I actually see...stalkers loot who they kill, if you are not too fast xD
It's crazy how the A-Life works. Maybe someone should tweak the real world stuff. Apocalyptic video games are an escape from the madness lol
Хорошая работа👍
Thanks I appreciate it
The first chimera ur supposed to meet is unkillable unless u have over 300 rounds... i suggest stock up on water and energy drinks and outrun it
In 2-3 years Stalker 2 will become the best self playing game ever made by humans
That’s the dream
>2-3 years
I like the Cyberjunk 2077 era
his is insane updates
Would be interesting if you went to a shelter and its a full on gang war in there between stalkers, military and monsters because everyone close by the shelter went there.
I have seen enemies collide in shelters it was quite funny
Hi, I’m new to the games, so what exactly does an emission do to the human body? Massive radiation to the body? Is it like a massive sand blaster to the body? What exactly does it do?
It’s a massive release of different types of energy from the zone which fries your brain mostly and can also burn you up like we see happen to crows
@@zoneslug neat. thanks bro. love learning new stuff about games i like to play
2:53 best moment :D
Perhaps the emissions are too damaging, because at this rate the entire Zone would be wiped of life.
1:13 what happend to that guy who missed to find the open door?
He entered through the other door on the back side
@zoneslug ok, but didn't saw that.
@@b.s.7693 sorry I forgot I cut that clip shorter
2:43 lol a snork got killed by an anomaly
always fun watching the muties eat shit in anomalies. Once at that big chemical fissure neat the Yantar facility I aggro'd a bloodsucker in a cave down below. I heard it grunting and hissing in pain as it ran around in circles through the poison gas clouds. It was funny at first, but I eventually got bored and did some looting at the comple;, not *too* far away (but still somewhat far), but when I came back nothing got aggro'd, even when I shot off some rounds. I wonder if it just despawned or it actually died while I was away.
in the game files mutants have parameter if they avoid anomalies
bloodsuckers never run into gravitational anomalies no matter how hard you try to lure them
but snorks are dumb
I wanted to ask if you noticed if all factions behave same way in combat? For example if some are more aggressive
Cool and all but they really left gamebreaking bugs in like the main story being progression blocked
Even npcs are not safe in the Zone 😬
In general, mutants should not get killed by emission, but they would freak out
At least as I can remember
In the old games the stalkers go to heal their bleeding teammates on the ground. In stalker 2 they just leave him there to die. They should really solve this issue
@@bogdanmiu09 I have seen them stim a friend to get them up but may depend if they have healing items
Still waiting to get game. A-life is worse. What's better in this game than previous games? Size, dialogue, cutscenes, graphics.... what more?
Gentleman Snork
i still get mobs spawning on me....
Nice
Thank you
@zoneslug can you give me please a ❤️ my comment
Stalker 2 will be the greatest game when everything works.
It’s a very good base to build upon
Whats with the nonstop psi attacks? Comes out of nowhere and nothing to do but reload an earlier save. Im ready to uninstall this trainwreck.
Is it happening when you eat?
psudogiants just sitting down😅
I think they would survive anything haha
2:54 😂kkkkk
Yet I cant lower my guns to my chest when im exploring...............................ig i have to mod it in, disappointed
@@daviiidavo5100 this is something I’m really missing also
Emissions are woke in stalker 2. In other stalkers you felt as if the whole building you were hiding at was going to fall down on you
Wish the main story worked
Shame your adsense application got denied. Unless you're Russian then IDFK why they would deny it.
Npc are so real and cute living creatures in the zone
every patch they made make game more and more broken...
Still a pretty sad excuse for what the way older games had...
I agree the old games are much better but I have hopes for the future
@zoneslug if by that up mean mods, then yeah, there's some hope. Don't know about the devs themselves though. Also doubt they'll change the lore, story and characters that they absolutely ruined and turned into clowns..
This video is profoundly sad
Maybe I'm just being nerd without friends but its a bit funny to me that people right now are exploring this AI in stalker with such curiosity when it was already developed since original games or even perfectly moded into SOC itself (all these NPCs hiding from emission, looting other bodies, healing other NPCs, I remember seeing on moded SOC in 2011-2012). It also actually shows that current games didn't much progress in terms of gameplay actually, in terms of looks yeah, but in terms of game mechanics everything pretty much the same as in 2004-2010 lol. Even Stalker I must say that Stalker 2 didn't bring anything much new to the series in terms of gameplay mechanics . Starting from Clear Sky its just the same mechanics going from one game to another they at least changed locations in Call of Pripyat. In retrospective its also crazy for me that Clear Sky by lots of people considered the weakest stalker, but its actually the most innovative one. I really miss fraction wars
Unreal engine 5 vs their self made X-ray engine. UE5 is notorious for being a pain in the ass, and finicky. Maybe not ps3 level difficult. But i mean, the Xray engine was and is a house. Graphical stalker 2 is gorgeous, i'm curious if we'll get some in depth interviews as to why they went UE5 and some of the issues and goals they wanted with it. If the can get the allocation of stuff optimized- how far and just what can they get from A-life 2. This is a heavily demanding game, but its been fun running it. I eagerly wait with each development
Faction war was soooo great I really wish we would get something like that for Stalker 2 (tho modders will do something like that for sure at some point lol)
while it's innovative, doesn't mean it good or implemented well, it's even mostly optional in Clear sky and I'm love that Clear sky doesn't disable faction wars after your side win so you can enjoy the constant call of support by loner/duty for the rest of the game about how they losing against infinite respawning herd of mutants and replaying the message when they win against their respective enemies while you busy fighting for your live in the hospital/CNPP.
@@srt7248 yeah true as well, I think I just hoped that they might bring it on some another level later in series. Or make some rougelike option to play as it is in Anomaly/Gamma but as seperate game mode apart from Story Mode
The game needs to add the ability to team up with AI NPCs and issue squad commands. And in return, the game gets more difficult.
Don’t know if you know but you can do that in older stalker games and anomaly gamma, I would always team up AI stalkers is cool when doing missions out there in the zone makes them feel like they’re doing the missions with me as a team
Definitly needs higher difficulty but I think we will get what we want just from mods and that is ok.Dews would probably just adjust damage etc. but what we need is way less loot,damage balance,better meds so they don't heal instantly and things like that so I think we will get that from mods
@@BladeRunner031In previous games raising the difficulty reduced the loot you found, not sure if it’s the same for S2. They should bring Master difficulty back, and yeah I’m sure modders will take it the rest of the way.
@@thezone709 I dont know,I never tried lower than veteran but I know on veteran that is way way too much loot but ok,not everyone likes what I like that is why we have mods and I agree about master diff yes
Humans did the same thing in Anomaly, except they wouldn't stop fighting usually if an emission was happening. Otherwise, they'd seek cover too.
Hopefully they keep improving A-Life radius, especially the distance NPCs spawn. Just yesterday saw whole squad of bandits appear out of nowhere pretty damn close to me lol
4:29 Metal Gear Solid
--------------------------------------------------------------------
Snake are you okay? Snake? Snaaaaaake!!
I think Mutants are meant to have a certain amount of resistance to emissions but clearly it doesn't always work out.
Also NPC's getting pathfinding locked is common. They seem to snag up in the oddest of places that you'd think they shouldn't tho.
Well , even Alife 2.0 is not 100% implemented and optimized its so much better now❤
I gave up on this game. The Faust boss fight crashes my Xbox every time I kill him smh
No amount of patch is going to fix the core absence of real persistence but with 1.1 and as displayed here it’s starting to look more like a Stalker game now.
still bugged as hell, mutants dying cuz of emission is crazy lol
Cant locate cover:
PANIC!
cant wait till it occationally makes the stalkers caught out into zombies
Yes they should add a chance for them to be zombified, Stalkers already turn into zombies if they enter a highly psi area so I guess it would be easy to add in
But emissions were not psi radiation, were they?
@MrKamillordo
It is Noosphere related, so kinda?
A-life is slightly fixed (from far away you still wont be able to see NPC unless they are within a certain range) and the stealth system is completely fucked. as someone who has been a stalker fan since i was a kid, this release is still pretty disappointing to me. definitely needed another year in the oven for polishing and it doesn't feel right trying to shill this game when i know that it should've been better to us OG fans.
ти точно грав у Сталкер, у будь-який?)
I just wish enemies didn’t spawn so close to me like I know they updated the distance but I keep constantly being ambushed directly behind me maybe 20 meters away.
Für mich sieht es noch immer scheiße aus. weiß nicht was daran so krass sein soll. Ist einfach komplett schwach was hier abgeliefert wird
A-Life hasn't changed.
Everything appears around the player.
If you meet someone, they appeared and did not come from a landfill, for example.
I have never seen that there was a battle somewhere, but I came and saw just its consequences, everything is always happening before my eyes... (If I am in a landfill at the cordon, no one kills anyone)
And if you follow someone, sooner or later they will attack the person you are following because you are nearby, like the camera in the video.
It's fake A-life
It’s a good start but let’s be real here. They still have a *long* way to go before the game is in a state even comparable to GAMMA or Anomaly.
Stalker 2 has NPC squads still popping into existence and if you sprint from point A to point B, you will not encounter anything as the AI cannot spawn things in fast enough for you to interact with it before you leave the radius.
There remains a lot of work.
Between the updates and mods in the coming years I think it will be interesting to see
None of these are canon
yeah and? pretty sure Anomaly/GAMMA also keep spawning new squad to repopulate the map, also the concept of npc able to hunt artifact sound cool but super annoying considering the limited number of them per anomaly and npc immunity against anomaly allowing them to just run straight and pickup the artifact.
@@zoneslug the game will be among the greatest ever made once it is fixed. I stand by that statement firmly. I *love* stalker which is why I’m critical of it. I cannot wait for them to fix it:)
це дурниця, у старих Сталкерах були обмежені переходи - на цих переходах створювали загони сталкерів які розходились по локації
якщо бігти швидко- треба було взаємодіяти на переходах
з локаціями це працює, а у відкритому світі ні 😸
Everyone talking about alife and its not even implemented in the game. theres no persistent npcs other then static ones. Spawning npcs is not alife. All other games npcs could be visable on the pda in different sections of the map there's none of this in this game. Wheres the persistence.
Go into the game and check for yourself that npc's don't disappear when you leave, stop lying
Firstly go stand on the water tower for a few hours and tell me what you see. The fact you haven't moved yet npcs have appeared on the edge of a spawn bubble fighting tells you alife doesn't exist. If it did they somehow all walked up to the edge of the bubble and decided to fight this wouldn't happen all the time. Also what's the respawn rate for alife npcs? The older game repopulated the map over time due to npcs dying so wheres the setting for the repopulating npcs? There isn't one. You really don't know what you're talking about all becuase you can follow a god damn spawned npc.
And go stand there another hour or so same shit happens probably different enemies
Then go stand in one spot for an hour with proper alife in old game you will see the difference.
@@BensSistersUndies What you're talking about is called the drawing distance, and you can't check if there are npcs outside of it STAYING IN PLACE, not chasing them beyond that drawing distance. Once again I'm convinced that you don't know what you're talking about
I’ll wait another 6 months this is a start but it isn’t enough
You think it’s too early still? I am hesitant to buy it yet also. A-life and stealth is fixed no. What do else you think should be improved?
@callisto537 lighting, balance, and content in the second half (side content outside of the main story is non-existent from a certain point).
@@nickgotvyak5890 you think they are going to add more side quests within 6months?
@@callisto537 I am not from GSC so can't predict anything about adding new content. There are clear indicators of cut locations, so I at least hope that we get more on existing ones in the base game, and maybe cut locations as dlcs.
@nickgotvyak5890 ppl clearing the map in 100-120hrs rn, more content is always welcomed of course, but do you need to wait 6months so you could play an extra 20 hours in a 100 hour long game?
🤮
сер-гей ?)
lHow are you 3rd party spectating???
mods
Нужно запретить эту игру
You need to be banned.
@@TheAngrySaxon1почему?
@@dirindindin1а зачем такие?
a-lie 2.0
Cry more
A big fat lie
Entitled Gamers 3.0
@@marsMayflower I mean, he's not entirely wrong.
@@ca11mekarma42 not entirely,just 95%