S.T.A.L.K.E.R. (Stalker) Thread

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Back in Cordon. Man, it's insane to think about how timid I started out. I really did take out the bandits at the car park like Rambo this time around. Getting in just close enough to minimize bullet spread and double tap every time not just in case of a miss but also them surviving a headshot. No bothering with guns against mutants: just taking out the knife and stabbing them right in the brain. I wish I recorded the fight with the military guarding the path to Garbage. Armored soldiers with assault rifles and I was having them duck for cover with a peashooter.
I'm pretty sure I am that Kiwi, and I'm also pretty sure this is the post you're referencing (damn, it was nearly a year ago...), if that isn't what you're talking about, then it doesn't really matter, I still share your opinion on the matter.
I think that's the one, yeah.

I've thought about giving Clear Skies a try but I only ever hear bad things about it.
 
It feels like a massive step forward in every regard save the actual Stalker bits

GSC neutered half the Zone and added nothing new to replace the "danger" they removed. Think about it, the Military and the Bandits are neutral, the Mercenaries only have scripted appearances and the Monolith barely exists at that point in the story.
I'm probably misremembering shit, but IMO the first 2 STALKERs were a lot more linear in practice than people think.
There's a few things people attribute to A-Life, like the pseudodog dragging away the blind dog corpse, that I'm pretty sure are just scripted events. The story of each game pans out in a very linear Dragon's Dogma "worldstate" kind of way - its a big world with a lot to explore, but you have only a couple options to move things forward.

Pripyat I think tries way harder to be an actual sandbox, with respawning artifacts and patrols and relying more on actual A-Life than scripted things that  look like A-Life, but wants it both ways by also having the linear story worldstate shit, which watered it down.

I'm pretty sure that's why CoC blew up as fucking hard as it did: because it abandoned the story and leaned so much harder into the sandbox bits, which is the other half of the STALKER "fandom" or whatever you wanna call it.
 
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I couldn't leave without paying some old friends a visit
All in a day's work.jpg
 
Speaking of "hostile runs", a few years ago I decided to try a genocide run in SoC. The rules were simple: I had to kill every single stalker I ran into, hostile or not. The only exceptions were the characters in areas where you can't unholster your weapon, of course.

I actually managed to beat the game on Master difficulty this way. I want to write down what I remember from this run:
  • I didn't go out of my way to clear whole maps but I did follow the rules and killed every single stalker that appeared on the minimap.
  • God bless "the knife method". Not sure if this is normal behavior or I was just lucky with my version of the game, but neutral stalkers very rarely turned hostile if I stabbed others around them to death while crouching. They went into this funny alert mode, running around for a while and looking for an enemy, not realizing that what killed their friend was I, the weird guy crouching above the corpse with a knife in my hand. Anyway, I was glad for this because it made a lot of the run significantly easier and it's how I purged the loner camp at the very beginning of the game.
  • There were no problems with the main questline. Every time I killed a quest giver the moment I met him, the game just immediately switched to the next goal. No softlocks at all, pretty cool.
  • The first difficult challenge was the railroad blockade at the beginning because I was stupid and forgot it's possible to approach the Army guys unarmed and bribe them to let you pass. I could've used that to get close to them instead of spending a lot of time gunning them down from the tracks above using shitty early game guns.
  • After entering the Garbage I popped the crates full of Viper ammo at the top of the tower next to Bes' group, that made a lot of fighting much, much easier because Viper is an excellent early game weapon. I killed Bes' group before he managed to speak to me, but I don't remember if that triggered the bandit assault or not.
  • I skipped the Agroprom tunnels because Mole never took me to the entrance. Why? Well, he was stabbed to death.
  • The Bar. I was deathly afraid of getting to the Bar because of all the Duty guards stationed there, but thankfully I managed to kill most of them using the knife method. At some point it stopped working, however, and I had to finish off the rest of the Bar population with my guns. The whole Duty was purged.
  • I ran into a bug (or maybe it was expected behavior?) that made my loot-selling trips to Barman a little irritating - the "come in, don't stay there" guy turned hostile and put a few bullets in me every time I entered the bar and since it's not possible to unholster your weapon on the stairs leading to the bar, I couldn't kill him. I tried it with grenades, no luck.
  • I achieved terrible reputation very, very fast. Also, my PDA was full of failed missions.
  • The game kept respawning small groups of hostile loners in Bar. I had to deal with them every time I returned there to sell found loot.
  • Skull's group posed no problem at all thanks to the patented knife method.
  • The whole Freedom was purged, but for some strange reason the knife method failed every time while I was outdoors, so I stabbed everyone in the HQ building and the shot the rest of the base.
  • I rescued the imprisoned Duty member at the banding base only to stab him to death right after that.
  • I did keep one "bread" on me until the end of the game.
  • I didn't help the scientists with the measurements because the aides died of knife wounds the moment we left the bunker.
  • The knife method didn't work at the Freedom barricade, I had to shoot everyone there. The game becomes a very linear shooter once you reach the Red Forrest anyway, so nothing really special happened there, just shooting everyone.
  • Killing the group of exoskeleton stalkers that you are supposed to accompany through Pripyat was hard because the knife method didn't work there.
  • The entrance to the power plant was a bitch, that was probably the most frustrating part of the entire run because of the chopper and all the rockets flying around. It took me many restarts to get through this part.
  • My main weapons during the run were (in this order): Viper, TRS, GP37.
  • I decided not to go for the real ending and finish at the Wish Granter instead. I got the "I want to be rich" ending. A little disappointing.
P.S. I swear I am not a psychopath.
 
I looted so many artifacts that I need to offload them on to the barman.
wop wop wop.jpg
they were in the way and i was planning on killing them regardless
 
Personally I always turn on the "Show dead bodies on minimap" one and turn off Campfire Saves too, at bare minimum.it.
Unless they've fixed whatever was wrong with it (possibly nothing, it may just be dev tism) and turned it on themselves by now, I recommend enabling the "enemies can't see through foliage" one too. Because you sure fucking can't see through them with high detail bushes and places like the swamp are hell otherwise.

I don't know why people want to be able to buy guns, part of the fun is stripping absolutely everything and building a lil gunsmith base to hold the shipping container worth of parts you accumulate over the course of the game.
 
YES!
After fucking hours, I found an advanced repair kit!
I can now create medium repair kit and fix up my rifles.
No more light garbarge.
 
I found so many goddamn artifacts in Agroprom. Even found my first Moonlight, which I didn't even know existed in Chernobyl.
holy fuck dude.jpg
And of course, I had to finish things with Duty.
done duty.jpg
Honestly, I was expecting a harder fight.
 
Unless they've fixed whatever was wrong with it (possibly nothing, it may just be dev tism) and turned it on themselves by now, I recommend enabling the "enemies can't see through foliage" one too. Because you sure fucking can't see through them with high detail bushes and places like the swamp are hell otherwise.
Ye, that's on by default now I'm pretty sure.

I love hiding in bushes so I'm pretty good at seeing through them myself, but jesus christ they cause so much damage falloff (or maybe deflection?) on bullets I swear the game treats leaves like glass or something. I always have to step/lean out of shrubbery far enough to expose myself, if I also wanna have my bullets land where I'm aiming
 
I need to check in the mod options where you can turn off that the enemy can see you through foliage.
 
I need to check in the mod options where you can turn off that the enemy can see you through foliage.
Just to be clear it's one of the modules buried in the launcher thing like @Lurkerish Kandor said, not the in game mod options.

I love hiding in bushes so I'm pretty good at seeing through them myself, but jesus christ they cause so much damage falloff (or maybe deflection?) on bullets I swear the game treats leaves like glass or something. I always have to step/lean out of shrubbery far enough to expose myself, if I also wanna have my bullets land where I'm aiming
Sounds like it's still worth checking what exactly the current behaviour is then. I found it far too annoying to be sniping and suddenly have a big pixel of bush clip into my scope when things get heated so I'd sit behind them instead (at least after the first guy alerted), or just duck into them to make an escape, but enemies acted like they were transparent and could laser you out of nowhere by default. With it on they still take blind shots and flank so I had some pretty memorable guerrilla fights with no inclination to do anything cheesy.
 
The ambush by the rogue Duty squad at the start of warehouses was harder to fight off than Freedom's entire base
freedom no more.jpg
On another note, the Sniper SGI is fucking amazing.

This is the canon run. After wiping out a military outpost followed by a base alongside numerous squads, Strelok saw Freedom and Duty as nothing more than the same. Just one bad run in or clash of interest and they'd fight anyway, so it was best to take care of them early. With only Monolith in the way, the zone is practically his.
 
Sounds like it's still worth checking what exactly the current behaviour is then
I get the feeling they're operating on some kind of Last Known Position style thing

If I try to hide in a single bush, any hostile NPC will laser focus on it and pop me the second I'm far enough out of it that I'm "allowed to be seen" -- but if it's a nice thicket, like that spot in the far north of Great Swamps near the train where bloodsuckers and Bandits spawn, I can move between different bushes while keeping Line of Sight broken. In those situations, I can legit sneak AROUND people, but still have the same problem that I need to fully jump out of the bush like an aboriginal murderhobo for the leafy textures to not block my shots.
 
Content update coming out tomorrow.
  • 8 quests that can take hours to complete
  • 7 locations to explore
  • 6 characters with their own backgrounds and stories
  • A unique weapon
  • A hub to create
The hub part appears to be not an actual custom hub that you can build, but one that can pop up in the Burnt Forest as one of the quest outcomes.
"one of the outcomes is a whole new hub appearing in a not-so-populated area of Burnt Forest. Technician, trader, medic, guide — everyone will be there"
 
Content update coming out tomorrow.
https://youtube.com/watch?v=4KCLiw3e-b8
  • 8 quests that can take hours to complete
  • 7 locations to explore
  • 6 characters with their own backgrounds and stories
  • A unique weapon
  • A hub to create
The hub part appears to be not an actual custom hub that you can build, but one that can pop up in the Burnt Forest as one of the quest outcomes.
"one of the outcomes is a whole new hub appearing in a not-so-populated area of Burnt Forest. Technician, trader, medic, guide — everyone will be there"
Doubting, as always.
 
Stalker 2 still inferior to an almost 2 decade old game or is it worth pirating now?
I just bought it last week and am ten hours in game. It's not bad but there are some things that rub me the wrong way. I wouldn't say its inferior, just is misguided and I am having fun. I played the original Stalker back in 2007 on version 1.0 where there were no shortage of bugs, incomplete things such as repairing weapons wasn't a thing despite degradation and the suits didn't have durability issues, and some enemies were missing despite being advertised on the website (military stalkers, chimeras, and burers were referenced but not in version 1.0). The game was playable and beatable and I think was a good game at the time but got reviewers gave it grief. I also played Clear Sky on release which was a bigger mess and I never beat it because I got bored with it. Call of Pripyat was even worse and felt like a downgrade compared the previous two and I got as far as reaching Pripyat and stopped playing. I think the comments about it being inferior are probably from people playing modded versions for years and forget what vanilla is like.

I hate how certain dangerous mutants like Bloodsuckers are overdone and don't fight like they do in the previous games. The old games had them run up to you invisible, eyes glowing to alert you and in the case of the Clear Sky, bloodsuckers were invulnerable until they stopped being invisible. They were also uncommon, were found deeper in the zone, and were solitary mutants. Stalker 2, has them all over the place, they run up to crouched over like a chimp despite having homind/human proportions, are bullet sponges, and can have multiple in Garbage. It wrecks the world building with the mutants and created a mutant that's not fun to fight especially if you encounter them early game when you use the early double barreled shotguns. Once you get the pump action and have wide open space to fight them, you can cheese them so hard. Again, wrecks the world building.

I'm really annoyed with the map size and how there are chokepoints to access areas despite being open world. I don't want to go south from Garbage to Lesser Zone through the broken bridge anomalies. It's not fun having to chuck bolts at everything to try to climb through a window. I also am annoyed at having to walk everywhere especially when overburdened because I found good loot and don't want to leave it behind. Now in defense of the game, Gamma is the same fucking way albeit with more guides but still is a slog to ferry loot from one place to another especially with a leg injury. I'm not going to get into how much I hate Gamma but I think it's unfair to praise Gamma despite the unfun mechanics and to bash Stalker 2 for the similar if not the same mechanics.

I also find it annoying that enemies can shoot you through certain cover despite no clear line of sight and shots can clip the top of terrain to hit you. Poltergeists can throw objects at you despite being two floors above them. For example, when you first get to the Garbage's Detention Center, there is a poltergeist in the basement. If you go down there and agro it, it will throw objects at you through the rest of the building and yes the objects will go through walls. These are very bad bugs and should be fixed. That said, Call of Chernobyl had one poltergeist in it in the first underground lab and it would throw objects at you despite no line of sight but at worst case it was a only one floor difference.

On positives, I like the look of the game, its more colorful than the original games but those games looked bleak and gray probably because a very common technique to get graphical fidelity back then was introduce grey coloring in the textures to help with compression, Killzone 2 is a good example of this. The original Stalker game was in development back when AGP cards were still relevant and it was an ambitious game at the time so I can see them using this technique and hence the world looked depressing and bleak. Gunplay feels alright when you use upgraded weapons. I also think the story is a little silly but I'm actually engaged and so far want to know what happens next. I really, really like the unified loot box system. I get the immersion breaking from not having mulitple stashes but I'm old and don't want to spend a lot of time portaging items from stashes. That was a pain in the ass in the other games.

I think its worth trying but it's not a $60 game so far.
 
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