Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Completed (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Completed) Locked
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Apr 14 2015 Anchor

Finished my Misery play through last week. The overal experience was amazing, thoroughly enjoyed it. The ending (albiet a fault of the original game, not of MDT) was underwhelming. I was all geared up for a really tough fight, and when I got there, STRELOK had killed all the monolith single handedly some how... I and the other soldiers killed perhaps only 10. Shame I really don't like freeplay. I'm really tempted to fire it up again, but I think I'll play SoC AA2.1 instead and hope that MISERY 2.2 is out in time for a second run :D

jasper34
jasper34 MISERY PR Lead
Apr 14 2015 Anchor

Now that's interesting ... I've never actually noticed Streylok even shooting anyone. The end is like that sometimes. I've had 30 second minor firefights and times where almost the entire group, Streylok included, get wiped out. Freeplay will get better, but to really be fun you need to piss off all factions and just survive them all hunting you. DesertEagles constant heavy fog would make that a bit more fun too.

Apr 14 2015 Anchor

I don't really like freeplay and all the quests that can do are done, so this misery experience has come to an end :) can't wait for round 2 once 2.2 arrives!

Edited by: harrymarshalluk

jasper34
jasper34 MISERY PR Lead
Apr 14 2015 Anchor

There won't be any new quests, but the new features are amazing Big Grin! The zone is more alive than ever.

Apr 14 2015 Anchor

jasper34 wrote: There won't be any new quests, but the new features are amazing Big Grin! The zone is more alive than ever.


Sorry, I meant I've no quests left in my playthrough without starting a new game :D

Edited by: harrymarshalluk

Apr 14 2015 Anchor

Congrats on the completion! Feels good to make it through Misery, doesn't it?


The last mission is quite odd. Sometimes it all goes smoothly. Sometimes it goes hilariously wrong due to weird AI or Alife, sometimes annoyingly wrong, and sometimes both.

Last time I was on that final mission, the soldiers had just run under the archway after clearing out the zombies. I was lagging behind, having made sure Solokov made it through alive. I see Kovalsky holding his radio, talking to the helicopters, but then notice the ground shaking. A random pseudogiant wanders up from behind the team and starts literally biting Kovalsky on the ass while he carries on talking on the radio. Kovalsky must have iron asscheeks because somehow he survives two bites while obliviously finishing his conversation. The soldiers are shooting like crazy but it's a pseudogiant so it shrugs off the bullets and does its special sumo stomp attack. This last attack is too much for Kovalsky, and he dies. I call bullshit and reload.

Edited by: Lomlom

jasper34
jasper34 MISERY PR Lead
Apr 14 2015 Anchor

The odd super mutant like a Chimera or Gigant sure mix things up. What's really annoying is when one of the snorks that magically climb across the roof, down the wall and back-up, repeat incessantly while the squad is stuck trying to shoot it "It won't stand still ..." Why can't you wake the wimpy medic up with a nice backhand when he squats and pisses himself? Sometimes I just wish I left him in the fridge Razz

Apr 15 2015 Anchor

An iron ass hahaha. That made me laugh. I love how you can never know what to expect in this game, and even with my hundreds of hours of playtime I still get surprised by things.

Apr 15 2015 Anchor

Completion eh? Alright time to try other classes and modified weather/weapon/ammo. Heavy fog sure does make an new game out of stalker, not only it blocks vision but reduce the distance of sounds too. I have tested with grenade launcher, if explosion is about 40 or 50 yard away then there won't be a sound or flash, there will be nothing, like the grenade vanished into fog. So everything happens in close range, making mutant fights really dangerous.

My last mission was bugged on my recon, Kovalsky and his minions refuse to move before reaching hospital zone, and Strelok does not stop. He just kept on moving forward, I thought hm... I can just keep him alive until the landing zone, after Strelok is 20 yard away from the landing zone, his brain wire crossed somehow, starts running backward towards the base. He made about 100 yard before got caught by group of snorks, I wasn't able to keep him alive, and by then time was running out so I headed to landing zone all by myself. I had about 10 secs left, then a cut scene with dialog between me and the pilot. "Everybody is dead, we are leaving."

I was like wtf was that, I can not escort bi-polar mentally retards cross a whole town, if I can knock him out and carry him on my back I would have made it.

jasper34
jasper34 MISERY PR Lead
Apr 15 2015 Anchor

xray ... they should have called it enigma usually circling back gets them to start moving again but sometimes they get distracted by unseen mutants near by and won't leave. I've had to hunt down the snorks/chimeras/whatever they were sensing before they would move on too. That's why I like to clean off most of the map before starting the final sequences. I never really notice the timer, but if you take your time and get there right before it runs out you need hardly do any fighting unless you are doing brief freeplay.

Apr 15 2015 Anchor

jasper34 wrote: That's why I like to clean off most of the map before starting the final sequences.


I think I'll start doing that from now on. I usually clear out the River Port at least. Frankly though Pripyat is scary and I usually want to get out ASAP :P

jasper34
jasper34 MISERY PR Lead
Apr 15 2015 Anchor

I think Pripyat was scarier in Vanilla, and always kinda empty compared to other maps, but all will be more populated in future. I think Pripyat should be the foggiest that would make it scarier. It would have to be clearer for end game, but with all the taller buildings it is more closed in. Clearing out the river port is the only fun part really.

Apr 15 2015 Anchor

jasper34 wrote: I think Pripyat was scarier in Vanilla.


I've found in Misery Pripyat that for some reason the regular dog packs are really passive and don't attack, even when provoked.

On the other hand there are sneaky cats, and Monolith are more dangerous than vanilla.

jasper34
jasper34 MISERY PR Lead
Apr 15 2015 Anchor

Some nice vampire bats to swoop down off those tall buildings would be cool. I think there are a few more monolith squads. The squad that sneaks in when you are looting the bodies from the Gauss mission can be a pain.

Apr 16 2015 Anchor

In one of may last playthroughs I was greeted by 3 chimeras halfway during last mission. Fortunately for me, I had almost all soldiers alive from the first mission (to get gauss rifle) so we had the numbers to take them out, but 2 soldiers died in the process. It was also heavy fog so when chimeras started popping out of it, I was like 'You have got to be kidding me'. It worked out in the end but Kovalsky seems to always die close to choppers.
Also, I have never been able to save Ice from the first mission when you get gauss rifle. The rest of the squad - ok. I can get monolith before they die if I get a bit lucky, but Ice - never.

jasper34
jasper34 MISERY PR Lead
Apr 16 2015 Anchor

He has an inferior over watch position, and is especially exposed to the first shot from the Gauss. I must be a selfish bastard, I have never even tried saving any of them. Where do you position yourself for the ambush?

Apr 16 2015 Anchor

I always thought Ice is scripted to get killed.

I have tried many positions in the ambush. The worst part is you have to stick close to the squad captain on the second floor to trigger the monolith bait. As soon as the event starts, these 3 walking baits will spawn, I have tried to jump down to the yard and take them out while the are still inside, didn't work very well. The next wave will spawn right inside the room where they died and one of them appeared out of thin air in front of me. There will be about 10 of them spawn at same time, on all 3 floors plus the Gauss rifle guy, not very smart stand in the open.

jasper34
jasper34 MISERY PR Lead
Apr 16 2015 Anchor

I ran around this play and stood by Ice and he dies without a shot being heard or a shooter seen. Interesting enough, I shot the Preacher/Gauss Sniper this time and wounded him enough to drop the Gauss, but he was not dead. No way to kill him after that since you can't get up on that roof. It will be interesting to see if it messes things up later. I wonder if anyone ever managed to lay enough mines ahead of time to take out virtually all of them. I've thought about doing it for end game just to see if I could.

Apr 16 2015 Anchor

I usually kill the first squad when they come out of the open, but I don't search corpses which spawns the rest of them. I go in the same way they came out and kill 5 monolith's in the room in the back. Then I come out at the same door I came in and wait for the rest of them to spawn. First one to get is the gauss sniper, then there is one or even two on the roof right above my position (same roof that gauss rifle falls to) which I also take out. After that, I just go in the building and kill the rest floor by floor. The catch is, rest of the military guys need to take good enough cover not to get killed fast by the rest of snipers or take some of the snipers themselves. Without their participation, most of them if not all will die anyway.
Never tried using IED's but that sounds like an idea. Placing at least 4 or 5 in key locations could ease this mission a lot. Benefit of getting military guys alive from this mission is that it makes last mission easier.

Edited by: ToothlessShark

Apr 16 2015 Anchor

jasper34 wrote: I think there are a few more monolith squads. The squad that sneaks in when you are looting the bodies from the Gauss mission can be a pain.


I hate them. Since they come from the North though down a wide open area, they can be ambushed though.


ToothlessShark wrote:
Never tried using IED's but that sounds like an idea. Placing at least 4 or 5 in key locations could ease this mission a lot. Benefit of getting military guys alive from this mission is that it makes last mission easier.


They can be useful in this mission but you have to be careful where you place them. I prefer to place just a few around the roof exit and westhern rooms of the east wing.

You could also be cheap and booby-trap the back room where the main Monolith group spawn. It certainly makes the mission easier, but I find it boring and too metagamey.

Either way, best to lay your IEDs before you start the mission.

Apr 27 2015 Anchor

I tell you what though, AA2.1 on SoC is super easy after playing MISERY. I have like 9 artefacts on my belt with no real radiation or weight penalties... seems like cheating after MISERY!

jasper34
jasper34 MISERY PR Lead
Apr 27 2015 Anchor

I rather have pretty difficult than just pretty ... Cheating your self of Challenge :D

Apr 27 2015 Anchor

jasper34 wrote: I rather have pretty difficult than just pretty ... Cheating your self of Challenge :D


True but I'm not aware of a misery like mod for SoC and AA2.1 is what was recommended to me by various members of the facebook page 'project S.T.A.L.K.E.R.'

kcs123
kcs123 Just Kcs123
Apr 27 2015 Anchor

Some of community members finding that Misery becoming too easy with each update, it offers little chalange for veteran stalkers.
My guess is that after few playtrough with Misery that very few mods could provide more chalange, even with dark mod with constant daylight radiation.

So, what do you think, does Misery mod is realy becoming too easy or you are get used to beating ?

--

Apr 27 2015 Anchor

I wouldn't say it is "too easy" or "too hard".

Stalker vanilla game is hard at first then become really easy once the players get use to it. Misery mod created new challenges and refreshing additions of weapon/food/drugs etc. It is very much the same thing, very tough for these who are new to the mod, then by the time players got use to the challenges, the game become easier and easier. Mainly due to the fact that players started paying attention to resource management at starting point, and most of the players remember the map and spawn points, and how the Ai behaves in combat. Equipped with these knowledge the mod won't bring much surprise to the veteran players.

I'd say the only real challenge we can add for the next patch is script the blowout event to drain player's power supply (UPD + all batteries), random equipment looses/damage due to blowout or other reasons. This way the players will face new challenges which never happens before, stash and personal GPS bags become important to survival.

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