Comment History
patchedup
patchedup - - 23 comments @ MISERY

Thank you for the video about the stashes update.

Curious, you say stashes will add replayability so does that mean that they'll be completely randomized(within a certain limit) with different locations and different items each playthrough, because that'd be great!

I always hated how during the course of multiple playthroughs I'd have to "pretend" I didn't know where all the loot was at and what was inside it.

Good karma+1 vote
patchedup
patchedup - - 23 comments @ L.U.R.K.

Thank you for the video about the dev team.

Two questions:

1) Are you guys going to have the rangefinder work in-game, or is it just going to be used as graphic fluff?

2) Is the black & yellow construction tape everywhere in the interface a placeholder until you get something to put there?

Still rooting for you guys, and still waiting for some news on any of the work done with ballistics/recoil, heads up display, economy, artifacts, armor...etc

Good karma+2 votes
patchedup
patchedup - - 23 comments @ L.U.R.K. 1.2 Dev Diary - Panzerdraco

Thank you for the video about the dev team.

Two questions:

1) Are you guys going to have the rangefinder work in-game, or is it just going to be used as graphic fluff?

2) Is the black & yellow construction tape everywhere in the interface a placeholder until you get something to put there?

Still rooting for you guys, and still waiting for some news on any of the work done with ballistics/recoil, heads up display, economy, artifacts, armor...etc

Good karma+1 vote
patchedup
patchedup - - 23 comments @ Stash overhaul (teaser)

Curious, you say stashes will add replayability so does that mean that they'll be completely randomized(within a certain limit) with different locations and different items each playthrough, because that'd be great!

I always hated how during the course of multiple playthroughs I'd have to "pretend" I didn't know where all the loot was at and what was inside it.

Good karma+1 vote
patchedup
patchedup - - 23 comments @ L.U.R.K.

I really enjoy the improvements made so far to the user interface, even though they're a work in progress.

Most of the updates seem to have to do with audio, lighting, and gun textures; would you guys mind talking about some of the other features you're working on besides those?

Like any of the work done with ballistics/recoil, heads up display, economy, artifacts, armor...etc

Good karma+3 votes
patchedup
patchedup - - 23 comments @ LURK 1.2 3d dev diary 2

I really enjoy the improvements made so far to the user interface, even though they're a work in progress.

Most of the updates seem to have to do with audio, lighting, and gun textures; would you guys mind talking about some of the other features you're working on besides those?

Like any of the work done with ballistics/recoil, heads up display, economy, artifacts, armor...etc

Good karma+7 votes
patchedup
patchedup - - 23 comments @ MISERY

Looking forward to release.

Good karma+2 votes
patchedup
patchedup - - 23 comments @ L.U.R.K.

L.U.R.K. 1.2 for SoC.
I really can't wait for you guys to release, great work so far and I appreciate the updates!

On that note, besides the audio and gun textures, will other parts of the mod be updated?
Notably the horrible gun recoil, and HUD/bleedy eyes.

Good karma+1 vote
patchedup
patchedup - - 23 comments @ MISERY

Right on, great to see more armor in the game.

S.T.A.L.K.E.R. always felt like it just had half a dozen armors in it to me.

Good karma+2 votes
patchedup
patchedup - - 23 comments @ MISERY

Aha, sorry for the mixup, which one is Armory again?

Good karma+2 votes
patchedup
patchedup - - 23 comments @ MISERY

IIRC the original plan was to have the Armory Mod(different weapon skins/stats for same models) be a part of Misery. Then due to whatever(I forgot), you guys said the Armory Mod couldn't be part of 2.0 but maybe in the future.

So now, when you say "implementation of Armory Mod in a unique form", do you mean that it will not be the full Armory Mod and, maybe, a portion of it? Or will it be as originally planned, Armory Mod, fully a part of 2.0?

I just want clarification on this.

Thanks for your updates, and here's to Misery 2.0 before 2013, it's the best(only) mod around :]

Good karma+3 votes
patchedup
patchedup - - 23 comments @ MISERY

Misery can always use more money sinks, more things to spend RU on.

It feels strange when, in the spirit of 'realism' and 'challenge', I force myself to carry just around 100 ammunition for my primary and my secondary weapons each, when I have 100k RU.

It could help with reducing RU over-accumulation and provide more 'worth' to money.

Good karma+1 vote
patchedup
patchedup - - 23 comments @ MISERY

This is what assaulter needs, those glorious attachables! Please control your *******:

Is there any way to incorporate this mod into 2.0 or 2.x?

Good karma+9 votes
patchedup
patchedup - - 23 comments @ MISERY

The AK74 Kobra is the one I'm talking about: perfect red dot sight, but too low damage for my taste. Using it is more pumping bullets and spraying magazines at targets rather than quick, controlled bursts like with the AKM.

The G36 uses a scope in game I believe, I'll check again though. So it like zooms in all the way and you have no peripheral vision, so good for sniper, bad for assaulter.

And the SIG552's red dot sight is very faint, I can hardly make it out.

I really wish you guys could add attachable reflex sights or red dot sights just like you guys have all those scopes for the snipers, but even if you don't I still can't wait for 2.0 :]

Good karma+2 votes
patchedup
patchedup - - 23 comments @ MISERY

AKM.

Wanted to use IMI Galil, but it's iron sights are screwed up.

If the Kobra's damage wasn't so low I'd use that, since the red dot sight really helps in low light/night conditions. It's the only assault rifle in the game that has a sight that helps during night, sadly.

Good karma+2 votes
patchedup
patchedup - - 23 comments @ MYSTERY

Sure wish it was the gameplay mechanic overhaul Misery was...

But still, nice to have.

Good karma+2 votes
patchedup
patchedup - - 23 comments @ L.U.R.K.

That is really great to hear. I've been hesitant to keep playing since gun play is really a key component of the game.

I've been trying to look for a mod for SoC which has similar goals to what Misery does for CoP, a focus on realism and increased difficulty. And from what I've read and played, L.U.R.K. is definitely the closest.

Can't wait for 1.2!

Good karma+1 vote
patchedup
patchedup - - 23 comments @ MISERY

Thank you very much for the update Misery Team!

I read that one of the features would be for using Medkits/Bandages you can't be holding weapons.

If so, could you also add that using them, automatically disarms yourself? Instead of having to manually disarm THEN apply bandage/medkit. Like what L.U.R.K. did for SoC, just hit your medkit or bandage button, and it puts away your weapon automatically.

Also will armor have to follow upgrade paths like weapons now, or is armor going to be fully upgradable? I'd prefer sticking to paths, personally.

And lastly, when you complete Misery 2.0, have you guys ever looked into doing something for SoC or CS? I don't really count Mystery since it's just a graphical/audio mod. Mystery is nice, but not the overhaul I enjoy from Misery.

Good karma+4 votes
patchedup
patchedup - - 23 comments @ L.U.R.K.

Thank you. That helped a little, but short controlled bursts are still impossible unless the target is within 5ft.

It would be wonderful to know if the ballistics would be something on the board to improve for the next update.

Good karma+1 vote
patchedup
patchedup - - 23 comments @ L.U.R.K.

ADDENDUM:
Lastly the ballistics. The gun handling/recoil/accuracy. Strelok doesn't seem to be able to manage his recoil for ****, quite frankly. Fair enough if it's his first time firing a firearm, but 3~4 single shots with an AKM and he's looking at the sky(obviously short bursts are out of the question).

And aren't the AK series supposed to be quite accurate? I could be wrong, and please correct me, but I've heard that AK47s & AK74s have been used for short to mid range sniping. Yet Strelok can't seem to put together a nice grouping of single shots about 10 yards, while taking his time, at a stationary target.

Good karma+4 votes
patchedup
patchedup - - 23 comments @ L.U.R.K.

These might've been asked already, but anyways.

Are there any plans for the interface/HUD to be updated? Personally, not a fan of the bleeding eyeballs. The inventory screen gets the job done, but could be nicer looking.

Also, would it be possible for L.U.R.K. to expand the secondary weapon slot into a universal slot akin to CoP where you're not limited to pistols.

And as for the economy, could there be a mechanic similar to the Misery mod for CoP where traders only buy items at 75% deterioration, and have much higher repair/selling prices to boot? I find it too easy to amass a mobile armory just by selling whatever I loot.

Good karma+3 votes
patchedup
patchedup - - 23 comments @ MISERY

Well thats really too bad. It's really annoying that, as an assaulter, there is nothing I can do to give me an advantage during the night. Because even with night vision, if it's very dark, I'll have a lot of trouble aiming using iron sights.

Good karma+2 votes
patchedup
patchedup - - 23 comments @ MISERY

Do you think you could add attachable red dot sights and reflex sights like there are attachable scopes?
Upload.wikimedia.org

Also adding upgrade paths for painting on night sights?
Upload.wikimedia.org

Since snipers/marksmen have their night vision/infrared scopes, the rest of us should have something besides the AKS 74 Cobra for nighttime play.

Good karma+3 votes