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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damjancd
damjancd Cornucopia
Jan 22 2013, 6:42pm Anchor
  • Terribly awfully sneaky suggestion: Bring back inventory tetris. Make the inventory hold a limited amount of items as in, you couldn't scroll down infinitely. In real life, you don't have an infinite amount of space in your backpack and body, so why here?

    Disable stacking of items too, unless they are small/tiny. Like coins, bolts bullets, tiny rubber rabbits etc.

    Would force players to think carefully about packing big guns and big things.

    Sneaky suggestion out.

Jan 22 2013, 9:19pm Anchor

Great suggestion, Dam. :thumbup:

One more:

Eventually, if the idea of lootable personal stashes get implemented, what about a "transponder" that you could attach to a gun or armor, jut like the onw seen in the No Country for Old Man movie? Maybe t could be bought from Own, or maube instalable by Cardan/Nitro as an upgrade, dont know.

This way you could hunt down the npcs that steal things from your stashes.

Edited by: lessavini

Jan 23 2013, 1:43pm Anchor
damjancd wrote:
  • Terribly awfully sneaky suggestion: Bring back inventory tetris. Make the inventory hold a limited amount of items as in, you couldn't scroll down infinitely. In real life, you don't have an infinite amount of space in your backpack and body, so why here?

    Disable stacking of items too, unless they are small/tiny. Like coins, bolts bullets, tiny rubber rabbits etc.

    Would force players to think carefully about packing big guns and big things.

    Sneaky suggestion out.


lessavini wrote:Great suggestion, Dam. :thumbup:

One more:

Eventually, if the idea of lootable personal stashes get implemented, what about a "transponder" that you could attach to a gun or armor, jut like the onw seen in the No Country for Old Man movie? Maybe t could be bought from Own, or maube instalable by Cardan/Nitro as an upgrade, dont know.

This way you could hunt down the npcs that steal things from your stashes.


Both great ideas double thumbs up!

Jan 23 2013, 8:22pm Anchor

hi all , just want to say i saw this mod last year but havnt played it yet as i am just going to wait for the 2.0 release! :) it looks amasing!

SO anyways as i was watching a teaser trailer for misery, i had a thought just an idea that if implemented would make a drastic change to imersion! well imo it would and just thought id share it with you all and i realy hope that the dev's of the mod will consider it.

well if anyone has played ARMA 2 you have the option to hold "Alt" (by default) to look around with your head and not turn your whole body , i think this would be an awsome feature to have in cop/ misery , just imagine it while wearing your gas masks sprinting through a swamp getting chased down buy a mob of blood thirsty hounds , you could be runing forward and then take a peep over your shoulder to see that they have almost caught up to you. lol i duno it just seems like a great feature to have in an FPS game and dont understand why more game developers dont implement this feature.

please let me know if this can be done or not, or if you just already have enough on your plates? thank you and keep up the great work! PEACE!

THANKS

Jan 23 2013, 10:15pm Anchor

^ this.

Alundaio
Alundaio Scripting God
Jan 24 2013, 12:37am Anchor
Someone wrote:well if anyone has played ARMA 2 you have the option to hold "Alt" (by default) to look around with your head and not turn your whole body , i think this would be an awsome feature to have in cop/ misery , just imagine it while wearing your gas masks sprinting through a swamp getting chased down buy a mob of blood thirsty hounds , you could be runing forward and then take a peep over your shoulder to see that they have almost caught up to you. lol i duno it just seems like a great feature to have in an FPS game and dont understand why more game developers dont implement this feature.

Not possible. Sadly, capturing keyboard events are hardcoded as is the ability to move the camera by script without using define paths.

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MDT's ex-scripting god. Now deserving the title "Scripting god". Forum title given by LoNer1
Jan 31 2013, 6:57am Anchor

Just a couple ideas I thought of I would like to have access to if I was ever to be found surviving in the Zone.

Idea #1

- A flare.

Pros: Highly usefull for making a stand against mutants in a dark environment, capable of lighting up an entire room!
Quite cheap and lightweight.

Cons: Short life time, 2 minutes max.
Makes a lot of noise, capable of attracting too much attention!

I don't know how much work it would be to model a cylinder, slap a texture on it and assign a dynamic light to come off it when throw.
But I think it's do-able. Could be nice for exploring large rooms like the Jupiter complex, the tunnels to Pripyat or preparing to dig in at night for an AI attack!

Idea #2

Throwing the bolts to places makes AI investigate!
Luring a bandit away from his squad, dragging that masked bastard into the shadows and continue working on the rest of his buddies!

Anyways, slowly but surely this mod is becoming better and better!
Keep it up =)

Also, will the gasmask breathing sounds be ingame? Or is it a mere effect done in the video processing?

trojanuch
trojanuch Gameplay lead
Jan 31 2013, 7:17am Anchor
Someone wrote:Throwing the bolts to places makes AI investigate!
Luring a bandit away from his squad, dragging that masked bastard into the shadows and continue working on the rest of his buddies!

Yep - we already got this idea.

We're doing our best to make that happen but it might not be possible technically due to fuckin stupid engine limitation - it seems impossible to add collision sound to thrown bolt while it should be obvious... Bolt seem to be fuckin only item in this game that does not support collision sounds and at the same time its the only one thats thrown extensively all the time - I don't really get this logic (+ why does it have to be fuckin hard-coded?).

We'll see wheter we'll be able to work it out - maybe alun and his conding magic does the trick here.

Someone wrote:Also, will the gasmask breathing sounds be ingame? Or is it a mere effect done in the video processing?

They are in the game itself and are dynamic - being depended on variety of conditions (ex. rate and samples change when you sprint for longer time or get damage etc.)

Edited by: trojanuch

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Jan 31 2013, 7:44am Anchor

Great! Thanks for the answers.

How about using the grenade type items instead of bolts?
Ah well, thanks!

Edited by: black2

Feb 2 2013, 1:06pm Anchor

1) I dont really know how artifacts ae handled in 2.0. but it would be much more interesting if they would have random stats , radiation, weight and so on. and the stats should be researched first by paying some scientist.
2) I played SOC + mods resently and liked the idea that the radiation of artifact is working if the artifact are in tha bag as well! and because you dont see the stats you cant telll how much radiation it produce = so you will need a suite with hight antiradiation!

Feb 4 2013, 1:47am Anchor

Hey, great mod, just a few suggestions/problems I had with the current version...

*why are helmets added to the Bulat suit as a default? In 3rd person (i run around in that) I always have a helmet on now - pretty sure in vanilla the Bulat suit and a few others had no helmet as default.

* Better camo for the freedom and army suits - they are far too bright green. I checked a couple of sites quickly and it seems the ukranian army camo is a lot duller than the bright greens, and would be more suited. Stupid to send in commandos into a dull brown environment in bright green...

* Better trader randomisation - Every time I run out of the base and then back in, I can buy exactly 30 bullets, 1 can of tuna and 1 m203 grenade. Rarely a few different things pop up that I don't even want or need anyway.

* Selling of low health guns / armour - either allow it as a scaled thing, or make the repair costs cheaper. It makes no sense as stated previously that in an economy like Stalkers, ANY working gun would have some value.

* Run speed / stamina. The stamina was a game breaker for me. I had to go into the file and edit it. For games, while it might be unrealistic to be able to run for 20 minutes with a 30 kg pack, it is stupid to have to stop and wait every few feet. It's why games like Skyrim and fallout have a 'jog' as the standard movement speed....

* more randomisation of spawns and increased spawns - im at the point where I am about to head to pripyat and dont want to go just yet - but theres nothing to do. I run around in both other zones for ages, and might come across a handful of Zombies, a controller in the exact same spot every time and so on.

* Not sure if its just me, but the spawn rate of artifacts is woeful. Either increase their value to match their new rarity, or put it back so a fair few spawn with each emission.

* as stated before, some kind of repeatable hunter style missions would keep you occupied if you dont want to keep going with the main quest.

Other than that, I rate the mod highly and can't wait till your next efforts :D

Feb 4 2013, 10:37am Anchor

One freaky idea, don't know if this is possible with the engine:

- What about something like a LPO-50? Range of up to 70 meters!
Yes. A f...ing flamethrower... Imagine that.
Hunting down mutants, clearing whole nests of them, setting them ablaze, running around in panic, screaming...
Zombie-BBQ!
It should let them drop their weapons...

Yeah. Set fire to the rain! And to Pripyat!
Imagine the fun to clean that service center / x8...
:devil:

Feb 4 2013, 8:50pm Anchor

@punkerich75 - a number of mods actually have a flamethrower, namely OGSE and I think STALKERSOUP. So it's possible, but it doesn't work very well.

Spetsnaz_Reaper
Spetsnaz_Reaper The Russian
Feb 5 2013, 8:18am Anchor

It only worked like the burner anomaly if I remember correctly. Or they based the flame thrower on the animations and effects of the Burner. At least I think so, if my memory isn't failing me. It basically just shot out a solid flame like the burner anomaly.

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Any Mission, any Time, any Place!

Feb 5 2013, 9:10am Anchor

Well. It's something. Just thought to add more diversity and depth to the weapons, not just like the 38th rifle.
Don't get me wrong, the wep's in the mod are all well done and really cool.
I just think there could be something else but pistols, assault + sniper rifles...
How about:

- a mortar? could be really cool in Zaton / Jupiter in the open fields, or from atop a roof...
perhaps... 'aiming' from within the pda?
- alternatives to the RPG, for example the AT4? Or Panzerfaust?
- Mines? For protecting your stash from thieves?
Like, you come 'home' (btw: an own building w/stash?) corpses all around: Well, you tried to fxxx up the wrong one, guys.
- Smoke grenades, that are really working (cloaking you from the enemy, helping you escape)
- .50 Cal. AT Gun, capable of firing through (one?) concrete wall?

Heavy weps are a bit lacking diversity, even if they dont't make sense / aren't very useful. Just adding more atmosphere.
I mean, there's military all around, they surely have something more 'special (say: funny)' in stock, don't you think?

Spetsnaz_Reaper
Spetsnaz_Reaper The Russian
Feb 5 2013, 10:34am Anchor

I think that you are asking a bit much from the stalker engine. The xray engine can only do SO much. But then I am not a modder so I can't really say if what you propose is possible. I can only really see the Mines idea working, as some other mods out their already have mines in them. Also making a 12.7x108mm or .50 caliber in game pierce certain objects (wall, wood, etc) probably won't be that difficult. But then again their isn't a weapon in game that fires the 12.7x108mm or a .50 caliber round.

Edited by: Spetsnaz_Reaper

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Any Mission, any Time, any Place!

Feb 5 2013, 2:07pm Anchor

i know, the engine will put many of that down (sorry for my english). i'm not asking anything, just tried to point to some directions that perhaps are not investigated yet.
someone knows the game 'joint operations'? man, i loved that mortars. horribly inaccurate, unuseful as fuck (oops), but funny to play.
the havoc from above.

one real wish for misery 2.0 would be a customizable installation, in very few aspects like nutrition, carrying cap. and perhaps the rate of blowouts...
im stuck at the moment, in pripyat, in the evac mission. by the time we reach the heli's, en emission occurs.
could it be possible to deactivate that while in certain main missions? when you simply have no chance of returning to safety?
and pls., a wait function. while in safety, during a blowout/emission... sitting there, staring at your monitor for couple minutes...

Feb 6 2013, 12:16am Anchor

- Flamethrower -> I'd like that
- Mortar -> LOL no
- RPG alternative -> Why would you see an AT4 or Panzerfaust in the Zone? No, not those.
- Mines -> If possible, yes please. I think it has been done
- Smoke grenades -> They can be re-enabled and mods do that. Not sure if they can properly conceal you though.
- .50 cal -> Not sure how well bullet penetration can be implemented, but I'm not particularly against a .50 cal sniper rifle despite the level size.

Feb 6 2013, 11:58am Anchor
boredgunner wrote:
- RPG alternative -> Why would you see an AT4 or Panzerfaust in the Zone? No, not those.

.

While there are plenty of Russian RPGs to expand on. RPG-16 GROM, RPG-29 Vampir, RPG-7V2(anti-personal), and finally a disposable RPG-27.
So I just pointing out that although you may not see AT4s and Panzerfausts, they're are plenty of Russian rocket launchers out there.

One of the things I think I would really like is the ability to carry a pistol as well as two main weapons.

Feb 6 2013, 11:06pm Anchor

I only have 2 idea about the 2.0 :) :
. idea one: I hope the new gun of 98k rafle can use wwii's 7.92mm bullet but now nato's 7.62mm,it makes the game much realize :P Btw,Stg 44 is very great,it is 7.92*33 now :)

. idea two: I hope never lost my ammo,during the reroad in the 2.0 :)

Keep up of good work!!

Feb 9 2013, 3:52pm Anchor
im.mick wrote:
*why are helmets added to the Bulat suit as a default? In 3rd person (i run around in that) I always have a helmet on now - pretty sure in vanilla the Bulat suit and a few others had no helmet as default.

That happens because the player in 3rd person is using a npc model, it was made so because those suits would never put a helmet at all meaning that yo would walk around in anomaly fields unprotected

im.mick wrote:
* Selling of low health guns / armour - either allow it as a scaled thing, or make the repair costs cheaper. It makes no sense as stated previously that in an economy like Stalkers, ANY working gun would have some value.

It would be better if only Stalkers would accept those low condition weapons, after all a trader has a reputation to zeal for.

im.mick wrote:
* Run speed / stamina. The stamina was a game breaker for me. I had to go into the file and edit it. For games, while it might be unrealistic to be able to run for 20 minutes with a 30 kg pack, it is stupid to have to stop and wait every few feet. It's why games like Skyrim and fallout have a 'jog' as the standard movement speed....

The standard movement speed already is a jog the movement rate are walk\run(jog)\sprint, also remember that in game time is not equal to real time, so you're running for much longer times.

im.mick wrote:
* more randomisation of spawns and increased spawns - im at the point where I am about to head to pripyat and dont want to go just yet - but theres nothing to do. I run around in both other zones for ages, and might come across a handful of Zombies, a controller in the exact same spot every time and so on.

I haven't met a problem like that, my game is quite lively, which made making money so much easier, got the wealthy achievement :D

Feb 19 2013, 8:48pm Anchor

I really like this mod, and waiting for v2 and I have some questions and suggestions about it version...

1. Would be there dynamic anomalies? I mean something like in ARS mod, where are about 1000 new places of anomalies, which spawns randomly (they have random X and Y position close to those 1k places and do not switch always, so they should be really random). It would be cool to never know, where they are. They should not spawn only on ground, but anywhere. It would be cool to see some anomaly 3 meters above... Unreachable but anomaly :). Or some non static anomalies, so they would move anytime.


2. If make 1, than NPC should search for them and do not enter to be killed. (some logic is also in ARS mod)


3. I think, it would be cool to have more artifact types, or newer anomalies (newer visualization, effects, etc) too


4. Would be there some more realistic time scale? In v1 you have written, that there is 3:1... but I just play it and it has normal 10:1 scale... Just tried to lower it, but scripts are not synchronized... Also I really would like totally realistic 1:1 timescale, is it possible to script in menu something like "Choose your time scale 1:1, 3:1, 5:1, 10:1" ? And if I say really, I mean with synchronized events, dialogs, regenerations, etc.


5. Misery option menu with possibilities to enable or disable some features. Foe I do not like batteries at all, so I would like to disable them. Other would like them, so they can leave them on. Similar it would be with helmet textures (If I wear helmet, would I see normal, or would I see it like from helmet?), sound with wearing gas-mask (turn on, off), etc... Something like this is in ARS mod, or in DayZ (not Stalker but just foe). More options to choose, and to fit game to each player would be just cool. (by standard turn everything on)


6. Do not stay with English version only... Make some language packs (even if they would not be full). I saw there was people, who would like to help you with translation foe to Russian. Just make some language packs and write something like this.. "Download Russian pack, complete 20%" etc... So other can play it with... more Russian version or to help with translation.

Edited by: QAstral

Feb 20 2013, 2:06am Anchor

1. Adding injury of limbs (Like Fallout 3-4).
2. Adding tracers ammo.
3. New locations (For example from SoC or old builds).
4. New realistic models and animations of weapon.
5. Realistic ballistic model with adopted scope for this

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Feb 20 2013, 3:05am Anchor

monkeysphincter wrote:1. Adding injury of limbs (Like Fallout 3-4).
2. Adding tracers ammo.
3. New locations (For example from SoC or old builds).
4. New realistic models and animations of weapon.
5. Realistic ballistic model with adopted scope for this

You're being really subjective here, especially in points 2, 4 and 5.

1: Undoable in the Xray engine for as far as I know, there are "hit boxes" which you can shoot at but we cant do it like in fallout
2: Tracers arent part of Misery, as you cant see tracers of real bullets. It's unrealistic, especially on these small maps. That's what tracer rounds are for, which aren't included in the mod
3: Read the FAQ
4: New Ordnance utilises the vanilla weapon models so not yet
5: You mean more bullet drop? IIRC i remember nic saying bullet drop is bullocks in the stalker series due to map size, but IDK what has changed in this aspect up until now.

Edited by: [TZP]LoNer1

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Mar 15 2013, 7:43am Anchor

Is it even possible to have a "tetris" style inventory? I very much love that kind of system, first encountered it in Resident Evil 4, and it's quite a nice "realism" touch, keeping in check how much ammo and stuff you can carry.

Of course, I'd also love to see a better weapon system implemented. Holster weapon, very quick draw and holstering. Slung "ready" weapon, a bit slower to ready and unready. Back mounted heavy/special/third weapon, even slower to ready or unready yet still quicker than getting into your inventory.

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