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What do you want to be included in the next versions of AMK Mod


Vizzy

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Okay, here's something that really and truly needs addressing. It's about the A-Life system and how it can randomly kill off quest-related NPCs. Normally this isn't much of a problem, but it becomes a real issue when early on in the game non-random NPCs who are the targets of quests (like Friar, Poker, Father Diodor, Smartass, Scarecrow, Master, etc.) are killed by the A-Life system before the player is able to reach those who will give out quests to target them.

 

During my last attempted playthrough, I tried to get the "Kill the Traitor" mission from Baldy, and could not get it for no particular reason (most likely because Smartass, the quest's target, had already been killed). During my current playthrough, I tried to get the "Find the weapon of the dutyer" quest but could not, most likely because Friar, the NPC who has the weapon in question, was most likely killed in a way that destroyed the weapon too (such as getting caught in a Whirligig or Vortex anomaly). I am sick and tired of having to reload or restart my game when I find that I can't receive or complete a quest or when I get a PDA message saying a quest-related NPC has died (it's even worse with bandit NPCs or the like, whose deaths are never listed in the PDA death messages).

 

My solution to this serious problem is simply to make all NPCs who either give out quests or are targets of quests themselves completely invulnerable to anything, A-Life or otherwise, except the player's attacks. This way the player will always be able to get and finish the quests associated with those NPCs. This is especially important with regards to the main quest, since you won't be able to get the two C-Consciousness endings if Guide is killed by the A-Life system before you can talk to him and get the quest to talk to the Doctor at Strelok's hideout in the Agroprom Underground.

 

I do not believe this is impossible; the AMK team has already made NPCs who were previously in areas where you couldn't use weapons, like Barkeep, Sakharov, or Sidorovich completely invulnerable. Extending this invulnerability to quest-related or quest-giving NPCs, with the exception of the player's attacks, shouldn't be impossible either.

Изменено пользователем Mazryonh

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Master Bates,

 

I know it's part of the original STALKER, but I don't like how such a thing completely locks you out of certain quests or certain artifacts you can't get anywhere else.

 

Another bad example in my playthrough is how Friar, the target of the quest "Find the weapon of the Dutyer," either never spawned in or was killed in a way that destroyed the weapon he was carrying. Because I couldn't get that quest, I was locked out of Brome's "Old Glassbeads" artifact recipe, a highly necessary one to start the "Glassbeads" artifact series quests.

 

Also, for some reason Max at the Army Warehouses level got killed for no real reason while I was away. Without him you cannot complete the "kill the duty squad" mission (along with two others), and without that, Skinflint never stocks better stuff in his store, nor can you join Freedom (I think this would also mean that you're locked out of some artifact recipes as well, since I recently discovered that joining Duty gets you an artiface recipe). I would like it better if I could keep those options open, without having to restart the game each and every time something like this occurs.

 

Maybe if NPCs in a level you've never been in before were invulnerable to the A-Life system until you got there (kind of like how Professor Kruglov in Wild Territory always spawns in the first time you go there), it would make certain quests more achievable. Or, you could just have the NPCs in a level you've never been in before just not exist (at least, with respect to the A-life system) before you go to that level for the first time, kind of like how Kruglov and the mercenaries always spawn in when you first enter Wild Territory and cannot be killed by the A-life system until after you enter it once.

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