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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Poll: MISERY 2: Does is seem good enough? (498 votes)
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Misery 2 suggestions (Mods : MISERY : Forum : General subjects : Misery 2 suggestions) Locked
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[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Nov 22 2012, 8:14am Anchor

I'd rather say this:


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Nov 22 2012, 11:13am Anchor

Nice I like that reflex sight!

Nov 23 2012, 3:16pm Anchor

this gun is a variant of the in game fn2000 f that is the base gun that particular weapon should have new textures like camo or sumthn similler cuz that version has slightly better handling and not to mention a grenade launcher aswell making it superior to this one off course this tactical version is light weight..i REALLY wish if some one makes it , it would be nice...plus the new recoil is not so accurate i.e horizontal shakes , it does go vertically up but not that shaky side ways...

Also as someone above mentioned the OPTICS UPGRADES are silly , lol i don't get it? i mean u have night vision installed in ur helmet then why night vision for scopes? Also there is a bug which was there in vanila game too the yellow contrast thing fr scope installing it makes gun unusable at night times when using night vision. It overrides the night vision...rendering it usless

  • Fix this yellow contrast thing for scopes and night visions, may be there should be a toggle button.

We should be able to play guitar , camera should switch to 3rd person, is it possible?

Nov 29 2012, 9:38pm Anchor
Elthosian wrote:*Idea 1: What about some System Shock/Deus Ex-style text-based narrative? I don't know if it's possible, but it would be pretty rewarding to be able to find some of these little notes/diaries near to corpses to get some immersion-friendly tips (nothing obvious, of course) on how to get to some stashes and weapons, or even just for the sake of reading some interesting stuff about the experiences of those already devoured by the harshness of the zone... Maybe part of it could be done like the load-screen thingie, with us users submitting our pieces to the team and some of them getting into the game, that would be MUCH better IMHO <3

*Idea 2: Is it possible to implement the AI cover-system from Clear Sky? It was one of the best things from that game, and I don't know why they decided removed it when making COP.

Thanks in advance guys, really, 1.0 has been the best FPS I've played in years, the definitive STALKER experience, and 2.0... Man, can't wait to get my hands on it!


No love for these two ideas? :( Now that I think about it, the second one is probably way too hard to implement, but I do believe that doing the first one would be amazing and not that complicated...

Edited by: Elthosian

Dec 6 2012, 12:17am Anchor

There are many awesome features in clear sky that would have enhanced Cop. Ahem cough..cough-faction wars. Plus clear sky was huge and scary, like 8 or 9 locations vs the 3 location in Cop. The cover system the npc's used when fighting each other was also really cool as you said. Though I don't recall the npc's using the same cover system when fighting the player, but it still looked awesome to witness the faction wars imho.

Dec 7 2012, 8:13pm This post has been deleted.
Dec 7 2012, 10:17pm Anchor

I thought so, but what about the text-based narrative idea? Or is it difficult as well?

Dec 7 2012, 10:24pm This post has been deleted.
Dec 9 2012, 9:24am Anchor

After Reading ''Logarithmic repair system'' i have suggestion if you pick up or find weapon in the zone you can ither sell it or dissemlbe it like remove whole weapon parts to fix your weapon for example : I have my favorite ak-47 (with camo) but it is bad condition, i have found another ak-47 (without camo) and it is in good condition so i can disassemble parts of that ak-47 that i found and fix my ak-47 that has camo. Maybe game will be less hardcore witch is bad but maybe you can do your magic that you always do and make mine idea more cooler and add that in the game. Here have a beer. :beer:

Dec 9 2012, 12:11pm Anchor

^ this.

Dec 9 2012, 1:25pm Anchor

If we could take parts from other weapons, then we wouldn't have to pay for repairs which would ruin the game economy.. There is so many weapons laying around that people wouldn't use the games natural repair system at all. It be bout as bad as cloning repair kits, bad idea imho and hope such a feature is not implemented. The game is already easy enough as it is, and repairing weapons with weapons just takes the challenge out.

whats more challenging, putting two weapons together to improve the condition of one, OR earning thousands and thousands pf rupees the old fashioned way to have a technician repair? Just sounds horrible to me. Hell, if you can repairs weapon like that, why not sell em for more money and become the riches man in the zone. thats why I think it's not a good idea. Sorry for ranting but that needed said. I'd hate to be the last sane man in the zone.

Dec 11 2012, 6:15pm Anchor

properly aim pistols down the sights in first person. (Should be farther away from camera object.)

Dec 11 2012, 11:53pm This post has been deleted.
Dec 12 2012, 3:05am This post has been deleted.
Alundaio
Alundaio Scripting God
Dec 12 2012, 5:46am Anchor
mark009vn wrote:
Someone wrote:Is it possible to implement the AI cover-system from Clear Sky? It was
one of the best things from that game, and I don't know why they decided
removed it when making COP.

Well..... AI using covers is a lot more problematic than you think.. I'm terms of implementation...

BUT WE STILL WORKING ON IT.


... OR AT LEAST I THINK WE'RE WORKING ON IT AND IT'S NOT BECAUSE OF A BUGGY AI SCRIPT....


Quote:They went with it anyway... Idiots

I don't know why you are insulting anyone especially when you are misunderstanding features or issues. I don't think anyone edited smart covers, that has to be done in the level editor (Has someone done this? I doubt it, but If so they didn't add the cover animations back into smart_covers_*.script) The issues with AI acting strangely was already fixed it was a config error in the profiles because Trojanuch had misunderstood some values equated to detection. NPCs turning their heads to look at an object but their body moves on a path or direction is a vanilla issue. The NPCs not talking because they think a surge is happening is a bug with Atmosfear, which goes away after a re-load.

I think people have gone so long without playing Vanilla they forget what it's like and blame the next guy who touches AI. How about how Stalkers will sit in cover in danger mode forever not talking to the actor or never ending combat in vanilla or Stalkers not looting all the corpses or the state manager bug where Stalkers get stuck in the prone animation after looting or changing weapons. Even the Bloodsuckers, Mitay and the meet the bandits quest are broken in vanilla if you push switch distance above 150.

Instead of being so pessimistic why don't you talk about the things that were improved or fixed with AI.

Quote:*Idea 2: Is it possible to implement the AI cover-system from Clear Sky? It was one of the best things from that game, and I don't know why they decided removed it when making COP.

The cover system mechanics were specifically for faction waring. It made fire fights look awesome but the AI was entirely vunerable and stupid to the player. Faction warring was poorly received by the community at large and thus removed for Call of Pripyat. There are still tons of smart cover in COP but it's used for the couch and shoot cover animation. As for the best AI in all three games, I would say COP because it added a lot of dynamic systems that modders, like Trojanuch, have discovered and unlocked it true potential, such as squad behaviors. Even the gulag is dynamic in COP which makes it much easier to add new levels and jobs which allowed people like Smrtphonusr to make such huge mods by themselves.

Edited by: Alundaio

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MDT's ex-scripting god. Now deserving the title "Scripting god". Forum title given by LoNer1
Dec 14 2012, 2:23am Anchor

Well.. I was just messing around like I always do.... :P

But yeah... Like Aaroe said, time for me to be quiet...

Also I think all my posts should be deleted then...

EDIT: Thanks

Edited by: mark009vn

Dec 15 2012, 3:58pm Anchor
harshmyth wrote:If we could take parts from other weapons, then we wouldn't have to pay for repairs which would ruin the game economy.. There is so many weapons laying around that people wouldn't use the games natural repair system at all. It be bout as bad as cloning repair kits, bad idea imho and hope such a feature is not implemented. The game is already easy enough as it is, and repairing weapons with weapons just takes the challenge out.

whats more challenging, putting two weapons together to improve the condition of one, OR earning thousands and thousands pf rupees the old fashioned way to have a technician repair? Just sounds horrible to me. Hell, if you can repairs weapon like that, why not sell em for more money and become the riches man in the zone. thats why I think it's not a good idea. Sorry for ranting but that needed said. I'd hate to be the last sane man in the zone.


I agree with you completely. The best part about MISERY is how expensive and difficult the economy is. In vanilla/most mods by the time you get two or three artifacts you've already looted enough goods and made enough money to last you through the rest of the game. MISERY keeps you on a tight financial leash and it continually challenges you, even late in Yanov, because of it.

If we had additional repair methods, especially ones that utilized very easy to find parts, it would destabilize the economic stability and MISERY would become more of a foggy weather simulator. As it stands, say you smoke a few bandits and bring home an AK-74. Depending on how much Beard likes you, you stand to profit anywhere from 100-600 RU after the repair kit. Let's say you could combine them Fallout3 style. All of a sudden you're profiting a straight up 1700 RU. So yeah, I agree, they should not make the economy 17 times easier (or twice as easy, depending on how you value the second AK-74 you destroyed to repair the first one).

Dec 30 2012, 11:14am Anchor

As it is better to discuss here in the forum I want to readress my wish!

In my opinion Merceneries are not different to a sufficient extent. They do not differ to much from Stalkers, because they basically have the same weapons and equipment. I therefore propose to implement a weapon which is realy suitable for Merceneries. The HK G3 is one of the most widespread weapons and especially easily available on the black market and often used by guerillas, armies or merceneries in certain areas in the world (latin america, arabian and african countries). It has some charakteristics, like a 20 rounds magazine, 7.62 mm calibre, reliability and accuracy which make it a decent weapon especially for globally operating militias and merceneries.
In my opinion this would make a difference, especially if the behaviour of the Mercs is adjusted to the weapon (firing well-aimed doublets). This would make Mercs a real challenge and much more realistic.
Merceneries should not have ordinary AK's on the one hand because ordinary AK's are weopons for ordinary Stalkers and Bandits. Reliable, easy to handle, but not accurate enough. On the other hand all Mercs running around with super modern combat equipment is a bit unrealistic in my eyes, because supermodern mercs would probably not enter the zone but fight wars for the Americans or people the like.
Although I know that you have decided against the HK G3 once, I really beg you to rethink that decision. A fine HK G3 A2 would really improve the atmosphere of the game, making a difference between Stalkers and Mercs.

Dec 30 2012, 5:59pm Anchor

I've got some suggestions from my new-to-Stalker-COP point of view.

Firstly the textures and weather included in this mod is excellent, going back to the vanilla game really puts that into perspective. The bump/parallax mapping on some of these textures make them look amazing.

I started as a sniper class and I find this mod extremely difficult to play. Stamina is ridiculously low. I need food to fuel that and the only place I've been able to find food is to buy it from Beard. For the price of a couple of pristine condition weapons I can buy a can of food that lasts for just about 10 seconds. Oh no! An emission is approaching and I cannot move because I don't have food... it's only funny the first couple of times you die. Or oh crap! better run because I'm being chased by a pack of mutated were-cats and a pissed off giant warthog... "You're exhausted" ... really? I've only run like 10 meters. At the moment I'm using a cheat/trainer to increase stamina to make this mod playable for >me< and not just plain frustrating.

* So I'm suggesting a revamp of the Stamina drainage speed.

I thought obviously I need some way to make money so after killing a couple of bandits and looting from corpses I find out that the vendor won't buy my guns because they're not in good enough condition. So I get them repaired and then find out that I can only sell them for less then what the repair costs where. I edited the vendor .ltx files to accept weapons of much lower condition. I'm happy about that fix it doesn't feel like a cheat.

* Maybe reduce the brutal costs of living a bit. And yes I know the mod name is "Misery". How about a "Happy" patch for noobs ;)

Still on the topic of money I get the impression that the Artifacts are what makes you rich. The problem is my sniper starts with a raincoat or something with the protection level of a wet tissue. So I cannot go into irradiated / hot / gassy / shocky anomaly areas without some protection. I've tried throwing bolts and using the Artifact detector but I haven't been able to recover a single artifact and the cheapest protective armour I saw was something like 17000 RU. Is there a trick to getting this type of equipment that I just haven't discovered?

Although the exterior lighting is excellent I find the interior lighting to be too contrasty. Shadows are a lot better regarding detail/resolution but they are unnaturally pitch black like in Doom 3 and things lit up by your flashlight seem too overblown/bloomy/intense. Is there any way I can adjust the lighting besides the sliders in the game?

* Ability to adjust more/advanced lighting options.

It's been suggested but not once have I been able to buy ammo for an AK-74 from Owl, it's a common weapon, I would think in Stalker that the vendors would always have this ammo type.

* Vendors stock more varying items.

* An option during install for the Russian only voice files. Although it's more authentic I find the English spoken in Russian accents to not be immersion reducing and I do like to understand what some NPC's are saying when there are no subtitles. (Easily fixed I just removed the folder with the Russian voice files in)

I want to congratulate and thank you guys for the work done on this mod, it's obvious a lot of effort has gone into it and it truly does transform the game into a nicer environment!

Dec 30 2012, 6:03pm Anchor

Eric_ It's kinda unbeliveable if no one buys your half descent weapon, when its capable of shooting, its still a tool, and to avoid simply selling it cheaply, it would be fun to repair it using other parts mostly because now you have a purpose of using and collecting all that loot (and getting into miserable situations because you are carrying 50 kilos of different weapons).

But there is a solid point in the fact that it actually WOULD make the game easier if you could just combine weapons and you sell, get rich. What might be done in this situation is that when you break down weapons for repairs, the repair repairs a very small percentage, so its very slow and tedious work to do that, but you can, and the purpose of hoarding a bunch of weapons back to your stash really makes sense. Maybe a mini chance game could be implemented whereby, ever Xrandom amount of times you try to fix it with parts, you fail.

Another important aspect of self-repair is that you could repair weapons in the field, albeit it would be difficult because you have to gather a bunch of weapons, but the important thing is, that it is doable, and you can recycle.

The ratio of benefit at which gathering old guns for parts to repair your gun, instead of buying a repair, could be balanced overall to make a very challenging game and still retain a good reason to just go around exploring and hunting your enemies for loot.

What is unecessary is hoarding a bunch of loot, and then seeing that only a piece of bread is of any use. The rest you have to chunk onto a dead body, or just make your stash untidy.

Dec 30 2012, 6:15pm Anchor

* And maybe an option during install to disable head bobbing. I know it's in the original game but it's easy to change in effectors.ltx if you know about it.

Dec 30 2012, 6:16pm Anchor

I have a suggestion about mutant hunting

Mutant hunting could be a subgame in its own right, and could be a very important way to self-sustain yourself in the harsh environment that is the Zone. It should be extremely difficult, but if done right, it should be rewarding.

Sorry if I'm repeating something someone else wrote, but bear with me (a bear :] )

What games usually do is that you just find meat inside the animal, and sell it, that is it. The mechanic should be expanded.

Imagine having randomised mutant sizes and quality. For an example, a simple color shader over the texture of the mutant, would indicate that some mutants are more worthwhile than other (although more dangerous), for an example, a Flesh mutant, could be a dull dark color, and carry simple, cheap meat, or a lighter color, and carry tasty and expensive meat. This I think could be easy to implement, even though I know nothing of programming. :]

Maybe make it even harder to spot the expensive ones, they could have a mark on their groin region, that is hard to see, so you have a reason to STALK on top of a safe position and just look through the scope, scouting good meat, and when you locate your expensive target, its a rewarding but rare experience.

Fallout 1 and 2 did something quite good in this context, they made levels of proficiency for extracting meat. You could spend money for a trainer to train you how to remove better meat, remove important stuff for scientists or just remove and stuff the head of the largest Flesh or Hound that you've seen. (if limited variations of size could be made).

And certain types of hunting would result in more lucrative sales, for example, if you sell your meat or brains or whatever to scientist, if you shoot the boar in its brain, you won't have a lot to sell to them.

So the player would be forced to adopt certain styles of hunting according to whatever he wants to sell.

My original account was banned because Moddb thinks I am a Spam bot (I wrote a forbidden word in a private message :], or so they say ), I wrote to them about this, but still nothing, and this is the account of my girlfriend. Oh wait, I got married to her... so Wife I guess.

My user account is damiendamien

Edited by: georgievanina

Dec 30 2012, 7:06pm Anchor

^ This is a good idea.

damjancd
damjancd Cornucopia
Dec 30 2012, 8:42pm Anchor

Hey, got my account unbanned. Freedom feelsgoodman.jpg
So I'm continuing what I wrote with georgievanina's account.

Another tiny tidbit I forgot to add about mutant hunting, and is of importance.

I think even though the Zone is harsh and unforgiving, in a game like this, where survival is a very important gameplay aspect, the player has to feel that if things get to worst possible, he could still manage to "live off the land", in this sense, live well enough to barely survive (food etc). And dependency on humans might not be everyone's style. If the mutant hunting aspect has some randomised and complex characteristics, we might see misanthropic humans living off of hunting mutant meat, and having minimal contact with bases (only during emissions and/or radiation pills). Emergent gameplay like this is quite exciting to enable since it opens up new ways to explore the land, interact with the game.

This could be balanced to not make the game easier AT ALL, on the contrary, having your hands dig in disgusting flesh each day, and being afraid for your life constantly, while hunting, is quite harder than normal gameplay. Iterations and randomisations of prey is very important to give a larger replayability of this "subgame" aspect of mutant hunting.

Imagine seeing smaller and average mutants most of the time, and then noticing a big ass hound, the largest ever (very rare event), with the shiniest pelt and the right mark on its groin that indicates its worth more than usual. That is when you go apeshit with joy, and run that fucker into hell as efficiently as possible.

One could collect a trophy from that animal, either to sell it, or as a status symbol, place it in your stash.

So by training in different techniques of hunting and gutting, you could hunt for bigger pray, shinier pelt, the mark of uniqueness around his groin area, and gather the following things (if trained to do and if you haven't senselessly shot them there):
-Brain (for the scientists to analyse)
-Meat (for the never ending hunger)
-Tasty Meat, (something that is expensive and rare meat)
-Skull (as a trophy)
-Pelt (to whomever)
....

And to acquire each one of these, you have to know by the looks and actions of the animal, what would yield the most profit, and where to shoot accordingly.
You
can't just come out blasting, unless you only want to survive.

Just in case I'm misunderstood, I'm completely and utterly all for making Misery as hard as possible, but I'm also for opening different ways for the game to be hard. Making hard games isn't hard, but making hard games that you want to play, IS hard, and the Misery devs are doing this superbly.

Edited by: damjancd

Jan 2 2013, 10:37pm Anchor

cover systems are for console players. misery is good because it steers away from those things

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