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Neat feature. How exactly does it work? For example, do areas of the map have bad air, or is there a constant bad air threat; if the latter does this mean we will always take damage (this could ruin poorly saved games) and if the former will there be an icon to show the air is bad?
Really liking these little details. It's a shame the devs never thought to allow players to start/put out these campfires or to cook food or do any camping stuff. But anyway, as I said these little details are really awesome. Can't wait to see what else you guys have done.
Any chance of being able to procure or hire followers? Everyone else in the Zone has friends, why don't I? :(
"...on second thought, maybe I'll go back to the bar..."
Ah that's awesome to hear. Is it possible to join a faction?
Is Sultan going to have more dialogue?
Does this mean that other statuses could be added also? Would it be possible add some like... broken bones and body temperature?
Grove Street for life!
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.