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

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Poll: MISERY 2: Does is seem good enough? (490 votes)
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Misery 2 suggestions (Mods : MISERY : Forum : General subjects : Misery 2 suggestions) Locked
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damjancd
damjancd Cornucopia
Jan 3 2013, 1:48am Anchor

One more avalanche of suggestions and I promise I will stay quiet :] I will try to be as short as possible, but these are suggestions that I've collected over a course of some time playing Misery 1 and a lot of thinking went into each one of these. I can go into detail into a specific one if you so require. 

  • Slower, more complex and engaging looting and frisking system. It takes time and effort to search the bodies, not just clicking one button. You need to physically look at different parts of the body and rummage into pockets, bags, areas of the feet. So frisking takes effort and time, while your back is vulnerable in the middle of the zone. This would balance out those quick foraging sessions where there is dead bodies all over an area, and you briskly walk on through all the mutants and zombies, pick the most expensive items and flee the scene. It also balances out looting which I think is too easy. Maybe you don't enter his inventory in specific areas of his body like its done now for the whole body, but have a small timer that gauges how long you have to keep holding F until the search is complete. Imagine that, sometimes, you'd have to turn a body on its back, or stomach to continue searching all over.
  • When NPC's are packing a lot, it shows. NPC that carry more, will have more visible bags, backpacks, trouser pockets filled, belt bags attached, so you can see from a distance that they are a valuable target.
  • Misery mod needs more misery culture, needs crazy deranged cult fractions (cannibalist, junkies, suicidal) that have their own major perks, but also major downsides when you decide to join in. For an example other (normal) fractions look down on you or even hate you, high trader prices etc. Many people in an atmosphere as Misery the Zone, would turn into dehumanized unethical people, or just plain crazy, that needs to be more present in the game I think, and go to extremes to accentuate that these people are afraid, desperate, have no other choice or just PostTraumaticSD'ed out of their minds. They need to be relatively normal people in the sense that they haven't been irradiated or influenced by psychic supernatural forces, they have just gone insane form the misery and the whole setting of the Zone.
  • Mutant body pulling mehanic , move a big find to a trapper so he could stuff it. Body pulling could be a subgame in its own right, for an example if you bring the body of a specifically large mutant to a trapper, you'd get more money for it, instead of just gutting it yourself. This would go along perfectly with the previously mentioned (in previous comments) expanded mutant hunting dynamics.
  • Delivery missions could be expanded and proceduralized by giving heavy items to the player to carry, the heavier item, the more money, and since you'd have to chuck all your other gear and carry a gun or even just a knife, a whole spectrum of interesting situations might arise, mostly death and danger :]
  • Emissions sprinkle very small amounts of stuff around the Zone, probably from dead bodies. This would be totally random, and force the player to keep an eye out for goodies constantly.
  • Multitools are the absolute best thing in post-apocalypse scenarios, maybe find small purposes as fixing small things, unlocking doors, small repairs, sharpen knives etc.
  • Looting could be more detailed and thorough as the player learns certain skills for searching for items where Stalkers usually hide them. Learn as in go to a NPC and pay to learn. 
  • When you shoot torso, bags and containers, you run the risk to destroy whatever items NPC was carrying. So aim for the head, to make looting more profitable. This would force the player to be careful where to shoot, especially targets that seem to be packing a lot of expensive items. Blazing guns approach wouldn't be that lucrative any more, and the game would reward precision and detailed approach to combat.
  • You anger higher ranking stalkers faster when you aim at them directly and close. They might shoot back
  • You can carry barrels and sand bags for makeshift fortifications, very heavy and slow. One at a time, but effective in situations where you want to build up a temporary defensive position. Its also quite fun to be able to get dug in.
  • Ethically uncomfortable dilemas. Turn to cannibalism, sell human brains for testing to dark scientists for more money. Headhunter, hated or disliked by other stalker factions, so you usually work alone in that situation. Ethically dark and nihilist decisions and or situations. The zone bleeds the humanity of people.
  • Camo clothes and weapons provide a actual benefit, npcs and non smell guided animals dont notice you that often.
  • Explain somehow that anomalies mess with the electric systems of cars so the only transport alternative is walking. So hauling or mulling is considered a very important aspect of inter bases resource trade and supply. And you could play a major role in that. Everybody looks down on muels or asses because they dont fight, they either hire mercenaries or sneak. They are pizda pussies. But they make some money, enough to survive, and maybe respect of the sellers traders.
  • Randomised mutant hunting episodes or missions together with a seasoned hunter, but you share the measly profits 20 : 80 afterwards.
  • Some stashes info found in random notes in puzzling or vague descriptions, like riddles. Wherre there are three treees and a lake, where etc.
  • Mutant breeding, having sex, doing nasty things like that.
  • Mutant feeding on corpses (not sure if this is already in the game), this could also serve as a way to clean off dead body piling.
  • Maybe rarely and at great risk to yourself, you could train some dogs to help you and follow you? Like feeding it right before it bites you, then when it tries to bte you, slashin it with knife. Wait a while repeat. Each time there is a small chance the dog will be tamed and follow you. Great symbol, wherethe man tames the beast and its nice to have some animal companions.
  • Respect hierarchy. Shouts change accordingly as you gain respect. Different greetings and even sometimes prices. Different reactions.
  • Friendship trees and connectionsDifferent stalkers are friends with other stalkers. If you endanger or hurt kill stalkers, their friends wont react nicely.

Thank you for reading, I hope this contributes in some way to the game and is not just an eyesore here :]

Jan 3 2013, 2:23am Anchor

A lot of this ^ looks pretty cool!

Alundaio
Alundaio Scripting God
Jan 3 2013, 8:28pm Anchor
Quote:Mutant body pulling mehanic , move a big find to a trapper so he could stuff it. Body pulling could be a subgame in its own right, for an example if you bring the body of a specifically large mutant to a trapper, you'd get more money for it, instead of just gutting it yourself. This would go along perfectly with the previously mentioned (in previous comments) expanded mutant hunting dynamics.

I thought about something similar before.

Quote:Mutant feeding on corpses

This is something that already exists in the game. Though it seems much rare then it did in the other games. Mutant AI is something I don't plan on touching any time soon other then the configuration files.

Quote:Randomised mutant hunting episodes or missions together with a seasoned hunter, but you share the measly profits 20 : 80 afterwards.

The companion system will be disabled in Misery 2. But I do have plans to fix it for my standalone mod AI Tweaks. It's a plan or hope of mine to fix and improve on the companion system and make new quests where you have stalkers accompany you for tasks or quests such as hunting mutants or leading lost stalkers to locations. So it is possible to see something similar in future versions or patches of Misery.

Quote:*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

If you know a writer who would be willing to write fluff for Stalker I would personally shove it in the game.

Edited by: Alundaio

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MDT's ex-scripting god. Now deserving the title "Scripting god". Forum title given by LoNer1
Jan 3 2013, 8:54pm Anchor

So I recently tried out  Absolute Nature and I thought it was pretty cool how the installer let you customize things like HD or normal textures, and being able to choose the colors of the zone. I was thinking that such customization would be great in the MISERY installer. :)

Jan 6 2013, 1:55am Anchor
Someone wrote:If you know a writer who would be willing to write fluff for Stalker I would personally shove it in the game.

I am. :3

Edited by: mark009vn

Spetsnaz_Reaper
Spetsnaz_Reaper The Russian
Jan 6 2013, 5:08am Anchor

Me too...

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Any Mission, any Time, any Place!

Jan 6 2013, 11:07pm Anchor

Me three, gentlemen.

I don't have many credentials, I guess. But, I do have the following:
Year 12 High Distinction passes in English Extension and Advanced. (Australian School.)
2010 Young Writers Finalist.

I'm also an occasional blogger, willing peer reviewist, firearms enthusiast (with particular detail paid to my extensive knowledge of WW2 firearms) and I helped edit the dialog of the Australian hunter "Finn" in the book; Stalker: Southern Comfort.
Oh, and I'm a 100+ day veteran of Misery. Recon Class.

So, if anyone would care for my expertise or help, I'd be MORE than willing to assist you gentlemen in adding...shall we say, history and mystery, to the zone.

Jan 7 2013, 12:42am Anchor

I posted a problem with MISERY 1.2.  

The problem is the insane amount of Zed spawns in Zaton after taking the tools from the sawmill and not killing all the Zeds there.  I would understand some zeds spawning but the amount is ridiculous.   Groups of 6+ zeds are way too common.  Smaller groups spawn literally everywhere (I am talking, three groups around the Skadvosk nearly around the clock).  This isn't a problem with MISERY but a problem with vanilla that is intensified by the MOD.  

Normally vanilla zeds would be killed by mutants and other stalkers.  In misery this rarely happens.   Zeds are practically invincible to mutants because mutants can't score head shots.   There should be a way that a large pack of dogs can kill one zombified stalker.  NPC stalkers have a rough time too because they don't go for head shots either.  I suggested that mutants can kill zeds so that they don't take over the world.  Also NPC stalkers should go for head shots against zeds.

Jan 7 2013, 3:05am Anchor
CrazyMcCookie wrote:Me three, gentlemen.

I don't have many credentials, I guess. But, I do have the following:
Year 12 High Distinction passes in English Extension and Advanced. (Australian School.)
2010 Young Writers Finalist.

I'm also an occasional blogger, willing peer reviewist, firearms enthusiast (with particular detail paid to my extensive knowledge of WW2 firearms) and I helped edit the dialog of the Australian hunter "Finn" in the book; Stalker: Southern Comfort.
Oh, and I'm a 100+ day veteran of Misery. Recon Class.

So, if anyone would care for my expertise or help, I'd be MORE than willing to assist you gentlemen in adding...shall we say, history and mystery, to the zone.


If you guys are interested, pm me, I'm doing some dialog works for Misery right now. I'm not in the team anymore due to some mishaps (I helped skin some New Ordinance stuff once, that's all I did basically...), but Aaroe would happily review my stuff when I'm done with them... So if you have anything just contact me and I'll add that ingame and show it to the team, I'm always open for new ideas. :)

Jan 7 2013, 7:53pm Anchor

I have a suggestion not for Misery 2.0 itself, but for any future videos you might want to check out Dxtory (quick google search will avoid paying for it) combined with x264vfw codec.  I can post/PM recommended settings.  Quality loss is minimum, file size tiny, and it hardly affects frame rate.  The reason I'm saying this is due to some silly comments I saw on the new video.

Jan 7 2013, 11:01pm Anchor

General improvements:

  • Reduce camera movement. This is one of my biggest complaints. It is SERIOUSLY annoying being shot and having the camera spaz out. My sense of direction is completely lost so I can't even find cover which may be right next to me. Secondly, it makes lining up a second or kill shot far more difficult than it should be. I don't really see this feature as being realistic and even if it is it doesn't make for a fun game mechanic.
  • Secondary to camera movement is how much guns sway. It's unlike no other game I'm played before (in a bad way). Especially with sniper rifles, but with all guns, I am actually FIGHTING to control the gun in a way I don't want to and shouldn't have to. The gun physically moves around and if I move up or down it moves far more than it should or I want it to. I feel like I have to keep compensating for a weapon with a mind of its own. Now while I understand that lining up a shot in real life and keeping a heavy rifle steady is a difficult task you can actually feel the game moving the rifle FOR you (i.e. against your will) - this has an incredibly undesirable effect and again takes away from the experience.
    • Possible fixes: well I don't really know. I feel like Misery removed a lot of the bullet drop/tracer round effects. Even with sniper rifles, due to recoil being so severe, I find it impossible to see where my shots even went let alone if they hit their mark. I think you guys should really loosen up with this aspect and make aiming and stuff a bit more like it is in the vanilla game. I feel like a lot of weapons, especially sniper rifles, are incredibly difficult to use - almost useless. It's near impossible to line up a shot and even when I do it's impossible to tell where the shot actually went. The NPCs don't seem to have any trouble with these aspects.
  • Difficult to comment on - NPC outfits. I know you guys have made some changes to that - The Way to Pripyat added some cool new NPC outfits, such as backpacks and new gas masks and things like that. I'd also like to see some variation in the Loner outfits. Varying jackets and what not. Mixed outfits where some may be lucky enough to have masks, or a piece of body armour, but still have a jacket underneath or whatever. Just stuff to mix it up a bit.
  • Some stuff I wouldn't mind working on on my own is the walk/jog/run speeds. I think walking should be slower, but that might just make it much more bloring and too slow. I think running is probably fine as is but needs to last a bit longer.

That's all I can think of for the moment. I guess I'll have to wait and see how the stamina system and whatever else has been improved.

These are some features I would like to see in the future either as add-ons or collaborations with other mod makers or whatever. I understand that a lot of these are simply "ideas from other mods" but I think collaboration with other mod makers at this stage in the Stalker life is really important. There's no point in there being lots of mods with single or novel ideas if those ideas don't get widely used! We need Stalker modders to work together. I also understand that these sorts of ideas may be completely and technically impossible, but I will suggest them anyway. I also understand a lot of these things wouldn't be possible until Misery 3.0 - hoping that such a thing will exist. :p

  • 3D scopes - I have no idea if this is even possible. The 2D sprite scope system as it is is incredibly limited. For starters: most of the scopes don't even match the 3D model in a glaring way. The 3D scopes often lack the details that the 2D scope has or the 2D scope is simply completely different to the 3D one. More over, the current scopes black out most of the screen. Gnomus scopes is about as close as I've seen to what I would like, but even they are obviously pretty cheap in look and feel. Is it not possible to have a 3D scope that works in a similar way to iron sights?
  • Uh, higher quality sprites for scopes, suit helmets(cracks)/gasmasks and binoculars. Again, is it at all possible to have 3D versions of these? (Metro 2033 has awesome gasmask animations and whatnot - completely immersive!)
  • More attachments for different weapons. As unrealistic/stupid as it may seem - being able to add scopes to pistols - or even laser sight attachments (if possible). More reflex/acog/red dot attachments for various weapons. Again, it might seem stupid but I might want to put different kind of scopes on the VSS or AKs, shotguns or even sniper rifles if I want! Whatever it might be I'm using! I don't know how much work this kind of thing takes but I'd enjoy seeing it in.
  • Better animations for weapons - reloadng etc - it seems to me like the Stalker community works hard to get a lot of guns in games - I've seen mods with hundreds and hundreds of guns - but the either the models are incredibly poor or the reloading animations are incredibly poor. It would be great if you guys could work on that sort of thing too! (not that anything stands out as bad in Misery of course, just that adding some unique/different animations would help differentiate the mod as a whole)
  • Better animations for items. I've seen on Youtube animations for drinking vodka - so I have no doubt this could be applied to many other items - bandages, radkits, energy drinks, pills, etc for a completely immersive experience.
  • If possible, at some point in the future instead of "reloading" when a gun is jammed, maybe introduce a feature like in Far Cry 2 where there's an actual animation to clear the jam. It's my understanding that if there's a jam then the bullet is stuck somewhere in the chamber - why would reloading the magazine fix this?
  • A magazine system something like in Arma where magazines are an actual inventory item rather than ammunition boxes. I know the Redux mod is working on a more advanced system of this (actually loading ammunition into empty magazines - the magazines, once spent fall to the ground as actual in-world objects). Possibly if he would be so kind you could work with him to stream line that or simply use his system.
  • Again, Redux is endevouring to overhaul buildings so that many of the useless buildings have full interiors. Would be great to see something like this in Misery
  • A hunting/crafting system. I think Redux (again sorry for referring to them so much!) are doing a sort of hunting thing where-in you can find mutant body parts and get better parts over time. It would be awesome if you could combine this with interactive campfires so we could cook our own food.
    • Unique mutants - we could call this a class system for mutants. If it is possible it would be really cool to have different tiers of mutants. For example looking at the Borderlands Skag there could be different types of wild boars and pigs (or any mutant for that matter). Using pigs as an example there could be baby (or weak) pigs which are exactly how they sound, standard pigs (what we see now), and alpha pigs which could be faster and stronger and do more damage - you could even add "special" or King/Queen mutants which could be *much* stronger and contain rare parts for sale.

      • Apply this system to every mutant and there would be a tonne of variation. The "king/queen" mutants could be both randomly found AND be part of new quests (hint hint :p)
  • Possibly some more "job givers" - SHoC kind of had some pointless side quests - kill the guy, find the family rifle, etc. It would be cool to see a few of those back in with some side/back story to it - perhaps even adding some rumours about such quests so stalkers have something to talk about. Maybe Trapper and some other stalker (replacing Grouch) can give "never ending" mutant hunter missions - and eventually they could only offer quests to kill "king/queen" mutants as mentioned above
    • Essentially I just want more to do.
  • On a personal note: I would love to see the Kriss Vector and P90 in game. :)

In a future release of Misery:

  • For the love of god get working on adding new (old) maps! I really love this mod and find it very difficult to play other mods but by George do I get bored without new scenery. I would love to see what you guys could do with SHoC and Clear Sky maps (namely the large outside areas). I would, at the very least, like to see the other half of Pripyat added (possibly even combined for a super largepripyat map?). Anyway, that's just wishful thinking. I know it takes A LOT of work, but maybe you can get other modders to help out with some of this stuff. :)

Uh yeah that's enough for now. I mostly rambled and probably made impossible suggestions. Oh well!

Edit: Really sorry for any typos!

Edited by: AoXo

Alundaio
Alundaio Scripting God
Jan 8 2013, 12:10am Anchor
  1. 3D attachable scopes are kinda impossible, but are possible if they are permanently attached.
  2. UI Textures are limited to 1024x720 resolution. Seems to be an engine limitation.
  3. Again, kinda impossible you would have seen laser sights by now if it was.
  4. Animations are time consuming to create and require both experience with the xrEngine, multiple 3D applications, plugins and in actually animating. The community, on this side, is very small and I can only name 2 people that even know the steps involved.
  5. same as above
  6. same as above except I'm not sure it's possible to tell when a weapon is jammed. It might be stored in the packet as the weapon state but I'm unsure.
  7. Something to consider in the future.
  8. Requires knowledge of the LE, and things I've mentioned about animation. I can't even tell you if anyone knows how to do this on the team.
  9. There is hunting but not crafting.
  10. Mutant classes? Uh...this is in vanilla. In fact, the strong versions have different models and textures. As for special mutant moves most of that stuff is hardcoded and would be limited on what you could actually do.
  11. Yeah, if I had the time I would make more quests.
  12. I would love to work on new maps. This team doesn't really have an available Level Editing master, he is busy with other projects and not really involved in Call of Pripyat in general. There are two people I have in mind to coerce should I continue to work on Misery after 2.0.
  13. There are no turtles in the zone and why would they eat grapes?

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MDT's ex-scripting god. Now deserving the title "Scripting god". Forum title given by LoNer1
Jan 8 2013, 2:21am Anchor

3D Scopes - how come a permanent scope could be used in 3D but not a detachable one? Is it because a permanent scope falls under the same parameters as "iron sights" where as detachable ones become "scopes" and thus are forced to use a sprite?

Laser sights - I was only using them as an example. I see no use for them. but I would still like to be able to modify silencers and scopes for all weapons where possible.

Mutants - There are mutant classes? I've never seen one mutant that looks different to the rest of its kind. All the Bloodsuckers look the same as other bloodsuckers, all the pigs look the same, the boars, dogs, pseudo-dogs, etc I haven't noticed them being any different in health or damage either. All pigs do the same damage as other pigs, all the boars do the same damage as other boars etc

I'm pretty crappy at writing - how difficult are quests to implement? Could be a chance to get a community competition going. If not for this, then perhaps 3.0, or maybe a 2.5 or something. :)

Jan 8 2013, 6:54am Anchor
Someone wrote:3D Scopes - how come a permanent scope could be used in 3D but not a
detachable one? Is it because a permanent scope falls under the same
parameters as "iron sights" where as detachable ones become "scopes" and
thus are forced to use a sprite?

You will need to have the source code to properly do 3d scope. It is possible to do non zoom 3d scopes (eo-tech, aimpoint), but for scopes with actual zoom, you'll either have to do some extreme hackery with custom shaders or reverse engineer dll files (Only Russians know how to do that apparently, and it is not strictly legal...)

And yes, detachable scopes are forced to use sprites, there is a possible workaround with scripts but that would require a good number of modeller and animators working together...

Someone wrote:I'm pretty crappy at writing - how difficult are quests to implement?
Could be a chance to get a community competition going. If not for this,
then perhaps 3.0, or maybe a 2.5 or something. :)

It'll probably took no more than 15 minutes to make a simple SoC style fetch quest.... But the problem is actually adding depth to them.

Someone wrote:Mutants - There are mutant classes? I've never seen one mutant that
looks different to the rest of its kind. All the Bloodsuckers look the
same as other bloodsuckers, all the pigs look the same, the boars, dogs,
pseudo-dogs, etc I haven't noticed them being any different in health
or damage either. All pigs do the same damage as other pigs, all the
boars do the same damage as other boars etc

That's because they all uses the same model as their regular variants but with different textures, and the texture differences are hardly noticeable...

Someone wrote:I have a suggestion not for Misery 2.0 itself, but for any future videos
you might want to check out Dxtory (quick google search will avoid
paying for it) combined with x264vfw codec.  I can post/PM recommended
settings.  Quality loss is minimum, file size tiny, and it hardly
affects frame rate.  The reason I'm saying this is due to some silly
comments I saw on the new video.

Fraps is better and more reliable (as least that what I heard), I'm pretty sure choosing the right encoding settings for Fraps AVI vids produces some very good results...

Campaigncreations.org

Edited by: mark009vn

Alundaio
Alundaio Scripting God
Jan 8 2013, 7:53pm Anchor

Bandicam seems good. Even best rated when it was compared to Fraps.

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MDT's ex-scripting god. Now deserving the title "Scripting god". Forum title given by LoNer1
Jan 8 2013, 8:42pm Anchor

Mark that video you put up looks good! I wish that there were that many attachments in MISERY.

Jan 8 2013, 8:46pm Anchor

FRAPS does not come close to Dxtory in quality or customization.  That last video was probably FRAPS.

Jan 9 2013, 12:20am Anchor

Please fix the forum text colours if possible, light grey on white is unreadable.

Alundaio
Alundaio Scripting God
Jan 9 2013, 12:09pm Anchor

Blame loner he is a .css terrorist

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MDT's ex-scripting god. Now deserving the title "Scripting god". Forum title given by LoNer1
[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Jan 10 2013, 2:58am Anchor
Alundaio wrote:Blame loner he is a .css terrorist

Thanks lol

No, really, guy's im going to revery the theme. At least fix this "glitch" (the white boxes don't seem to adapt to the page .css and stay ... white)

Edited by: [TZP]LoNer1

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#MDT CR / PR LEAD - FORUM RULES - PM ME - NEED HELP? - FAQ
You think your mod has it? Visit TZP for promotion and / or an invite to the team!
Jan 13 2013, 8:01pm Anchor

My suggestion would be to add a clip reloading system, bullet by bullet into a magazine before it is usable, instead of just the plain, vanilla reload for realism. This was previously mentioned by a user in the comments of the Misery page, but I wanted to know what the Misery Dev Team thinks about implementing such a system. The only issue I can think of is that players may not like waiting around refilling magazines, but it definitely adds realism and a new mechanic into the mod.

Would it be hard or take up too much time (conflicting with weapon profiles of New Ordnance)? Does the team not approve of such a concept/mod?

Comments that I am referring to:
ycodryn Jan 10 2013, 12:48am says: Would be nice to tweak the reload system like in real life: you shot how many rounds you want but if you still have bullets in clip when you reload you loose those bullets. What do you think ?

Aarnoman Jan 10 2013, 2:36am replied: More to that, would be great if you guys somehow managed to implement the system that is used in Zone of Annihalation. You had to manually reload ammunition into your clip first (you don't just press 'R' and automatically reload). This created a lot of intense moments and mad it one of my favourite mods for SHoC.
It would be nice to have this in one of the future versions of Misery *hint hint wink wink nudge nudge* :)
Up to you dev magicicians of course. :)

Edited by: iMakeTea

Spetsnaz_Reaper
Spetsnaz_Reaper The Russian
Jan 14 2013, 6:46pm Anchor

I believe that the way the game play is supposed to work is that you reload you weapon with a full, magazine because in real life the people, be they army, black ops, special forces, etc, will assemble their weapon magazines beforehand so that when they enter a battle or are engaged they can just eject their old magazine and pop in a fresh new one. i have never heard of anyone reloading their weapon magazine bullet for bullet in the middle of the fighting while they are engaged. That is just preposterous and silly.  Even though if you hit reload and you/the game character just pops in a fresh new clip (magazine, yes I know) this is still way more realistic then the game character standing there in the middle of an intense engagement reloading his empty weapon magazine bullet for bullet. 

What I would rather suggest is that:

  • Make reloading times longer instead of just doing a 1 second reloading animation, where the character removes the weapon magazine and immediately pops in a fresh magazine.
  • Also you would not loose the amount of bullets that are left over in your spent magazine as afterwards/after the battle you would still have your expended/almost empty weapon magazine with you and you would just refill it. (An no you would not refill it, *Magazine* during the battle but rather at a base/camp of some sort.)

Thus I strongly disagree with iMakeTea on this subject.

But then again this was just iMakeTea opinion as well as my own opinion. It is entirely up to the Misery team to decide how they would best like to implement these/if any of these mentioned/suggested features. 

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Any Mission, any Time, any Place!

Jan 14 2013, 7:59pm Anchor

"i have never heard of anyone reloading their weapon magazine bullet for bullet in the middle of the fighting while they are engaged. That is just preposterous and silly.  Even though if you hit reload and you/the game character just pops in a fresh new clip (magazine, yes I know) this is still way more realistic then the game character standing there in the middle of an intense engagement reloading his empty weapon magazine bullet for bullet."

You misunderstand. I meant to propose a system where you have to have prepared/full magazines in order to reload within 1-2 seconds. Refilling magazines (bullet by bullet) would take time and be done in safe areas like the Skadovsk before you leave the ship for the day, or an open field that is safe. In fights, reload would be the same as it is now except for the idea that you can't reload if you ran out of prepared/full magazines. In which case, you'd be dead even if you have the ammo in your back (not in magazines) since you can't use them.

Edited by: iMakeTea

Jan 15 2013, 2:31pm Anchor

Suggestion, if possible could you add another weapon slot for pistols? Because realistically I can have a rifle in my arms, a rifle on my back, and a handgun in a holster.

Jan 17 2013, 8:48pm Anchor

Hi there guys, just found out there is a actual forum for the mod. First I would like to say I agree with every point made by Damjancd. If half what he suggest would implemented the mod would get still more realistic and fun than it already is. 

Now, my only suggestion is the same one I pointed in the comments section: - implement the "personel lootable stashes" idea by Maggot, and make the ones at Skadovski and Yanov rentable (if the player wants to use them, he must PAY). 

This would force hard choices on the player:

1. do you use the stashes at skasovski/yanov even if it means paying a harsh fee for Beard/Hawaian?

2. or you hide your stuff out in the wild and risk it being found by other stalker ?  

Cheers, 

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