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Still waiting patiently! :) Can't wait.
Here's the thing about quests that make you travel so far - why? What's the point in sending me through 3 maps when all I am doing is "passing through"? And better question yet from a narrative point of view, why would a person require me to travel so far in the zone? Wouldn't they be conducting local business? And if the business is not local shouldn't they be sending someone they trust more?
Yeah I understand that. Fetch quests really need to have little stories attached to them, however, I do think that if there is lore surrounding "life in the Zone" that it would make sense for stalkers to undertake mundane tasks. Skyrim is a pretty good example of what NOT to do as it often sends players across the map to pick something up and send them back and there's often no compelling story to go with it beyond some NPc who lost it (and it raises the question of why a lowly store owner was in an ancient ruin with bears and trolls and somehow lost his family heirloom in the deepest reaches of the cave).
Honestly I think Stalker needs a lot more quests like this. In that I mean "repeatable" quests whose dynamic attributes come from the world itself. Stalker can become quite static, but I think it would be fantastic if factions, groups or even individuals could have a list of quests they need done (perhaps randomly cycled through).
Maybe stalkers need a simple "find this item for me" quest or a "raid this location" - maybe for Freedom and Duty simple quests like "assassinate the Freedom/Duty squad/squad leader" - perhaps traders could give simple tasks like "take this item to another trader (or special NPC)" type quests.
I'm just ranting.
Is there a YouTube upload for this? ModDB is being dumb again. :(
Edit: Nvm, checked your channel. Than you for uploading there too. Very helpful. :)
I think I was most impressed by the guy lighting the campfire lol
If it's possible to answer, how much was the intended paid price going to be?
That sounds awesome. I'd like to see a combined Pipyat (SoC, CoP) and also combined Red Forest (SoC, CS) too, but I know that would be very difficult and I'm probably the only one who wants those. :p Look forward to seeing your work.
Are these maps going to allow for CoP-style exploration and open world gameplay? (that is, moving around the maps more than the linear nature of ShoC maps)
Is there a way to become nuetral with the factions? I know Bandits are hostile by default, but can you become nuetral with them? Or perhaps even the Mercenaries?
Should this be installed on top of the 2.1 Beta?
Oh? What a shame. They seem to be doing some really awesome things. Oh well!
Shoker 2 has some amazing features, I hope you guys can use some of its features. Lots of new attachments, 3D scopes, using iron sights AND scopes on the same weapon at the same time without removing attachments, it could improve Misery even more!
Maps and other types of things would probably come in Misery 3, if they decided to continue. There's actually someone working on a base mod which includes many previous maps for use in CoP, so if that was the case the Misery team could realistically use that mod. (Call of Chernobyl)
This is really cool. I have wondered in the past if there could be "alpha" versions of mutants that would be tougher than normal. Judging by the screenshot it looks like the "bigger" ones can have different skins? What about models? (maybe baby boars don't have tusks or something similar for example)
I wouldn't worry too much about the name. It's the content everyone is after. :) A lot of mods have weird/bad names, Redux is pretty safe no matter what.
Minor item bug issue: I found an item called "bread" (quotation marks included). It cannot be used and has no description. I only jst noticed it so I don't know if it was in a stash or part of npc loot.
I love how much more reaistically designed these areas are. Vanilla Stalker games always seemed... odd. Even when seeing photos of their real world locations something about the in-game locations seemed completely unrealistic, but these seem on par with the Arma level of realism in terms of level/geography design. Really awesome. Can't wait to see packs of mutants or Stalker patrols wandering through here.
It's already been stated that a patch is being worked on - that work hasn't stopped.
If you can replicate this please provide a save game where this happens.
The new feature, if it's what I'm thinking, is an improvement on an already existing feature. It's something A LOT of you have been asking for, so shush.
You may need to run your game as Administrator or disable some anti-virus software. The Main Menu has a class selection screen (top/first option).
Another point to remember, at least to my knowledge: name another stalker game or mod that even HAS stealth? It may not work perfectly but the AI tweaks in Misery actually mean that there can be stealth. If any of you get the chance take a silenced pistol to the ranger station when there are only 3 bandits there. It can absolutly be cleared in 3 shots without alerting anyone. That's some great loot.
Making these kind of comments isn't helpful. Who was the enemy? Where were they? What sniper rifle were you using? Did your sniper rifle have a silencer?
The Mercenary's can very easily spot the player from pretty long distances. That's because they are expert stalkers.
Also, because Stalker is Stalker AI don't always behave as they should (i.e. they can see in the dark, and through bushes, because that's how the engine programs them to see).
Next time you get spotted run from that location and see what happens. You'll notice the AI will converge on your last known position. This gives you a good chance to flank them. Displace. Flank. Displace. Flank.
The mod comes in two parts. Part 1 is all the data and part 2 is the textures. When you install it - which ever method you choose - you need to put the textures folder inside the folder named "gamedata".
Dude have you ever played Stalker before? From what I recall he has always been invincible (or you couldn't use your gun around him anyway).
It wasn't broken during testing - as were many other things that seem to be breaking on release. But it good to see that you've got everything figured out.
While I wouldn't want to imply there is a "right" way to play Misery you're certainly doing a good job of it. :p
Wow this is amazing.