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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Mar 15 2013, 11:51am Anchor

Hi!

Sorry if one or all of those suggestions have been mentioned before, I only overflew the five pages of that topic (due to lack of time). A few suggestions will even be repeated by me, just to show my support to them.

1. Traders having more items to sell. Not necessarily more different things, but just more things of the same kind. It's boring to play the save'n'load game.

2. Ironsights and shotgun spread. There is not a lot more to say about that.

3. Magazines. I want magazines for every weapon which need to be loaded manually. Other mods already had it, so I'd like to see it in misery, too.

4. I like the idea of external, attachable night visions to the suit/helmet

5. Less mutants. I think Stalker does best when there are only few mutants, and you don't see them immediately. Misery on one hand is really stingy with ammo, but everywhere are mutants which run over the entire map and swallow a lot of ammo. At a certain point this is getting unfair, and takes away from the fun the gameplay is meant to create. Less but much more deadly mutants are promising really tense encounters when you get "lazy" after not having met mutants for some time and then suddenly encountering one much too close to you, knowing that it can kill you easily due to higher damage and higher speed. But a few shots should be enough to drop it. Keep it realistic. I don't know how far you can change the AI to actually hunt the player and wait for the attack until the player turns the back or something like that.

6. More interaction with other NPCs. For example trading stash locations, spotting of mutants, artifacts, enemies and different things, paying groups to follow you for some time and support your assault on a certain location, and so on.

7. I liked the A-life system of AMK, where you got regular PDA messages of what happened in the zone. This is connected to point 6.

8. The option to repair weapons by cannibalizing them. This means you find another weapon and just remove working parts of it to use them on your own weapon. This could be used as emergency repair up to 50% condition, if you rn out of repair kits.

9. Laserpointer attachments. I know the engine desn't support that kind of thing, but I also heard that basically all (possible) attachments are on every weapon model, depending on whether the attachment is equipped or not they only get displayed or not. Add just some kind of red "sting" next to the weapon muzzle which fades out towards the center of the screen, and the rest is done by changing the weapon stats to more precision and so on.

10. More replayability within a certain savegame. This means I want to be encouraged to visit already cleared locations again. I don't know how to achieve this, perhaps with placing a lot of more "classical" stashes like in SoC and filling them from time to time, totally independant from whether you killed and looted the owner or not. Which means there are always filled stashes out there, and for some you have the info, for some you don't. If an unknown stash is not looted by the player within an ingame week, it gets emptied again.

11. Psychic condition. Whenever attacked by a mutant, exposed to psi-attacks, wounded by a grenade or something like that, mental sanity goes down. It affects aiming, lets your character shoot his gun randomly, regenerate less while sleeping and so on. To increase the psychic condition again you must drink alcohol, smoke cigarettes, eat sweets or stay at stalker camps and camp fires (= socialize).

Mar 15 2013, 11:57am Anchor

I agree Plasma I think that a system that would let you have a gun in your hands, one holstered, and one slung on your back would be nice.

Mar 15 2013, 12:06pm Anchor

Oh, and I forgot:

12. Extend the weaponry a bit and change the NPC equipment accordingly. Instead of having sniper rifles and MGs and so on being classified as top tier weapons, I would rather see to add a second dimension to weapons. Instead of more or less having only one "line" where the weapons get from bad to good, and the line only splitting at the upper end into different "classes", I would like to see items having the two dimensions of "class" and "quality". This means there should be NPCs using sniper rifles and machine guns at the start of the game as well, but those weapons should be bad ones. Like the MN-sniper, or as MG perhaps the Degtjarev DP-28. Later it gets better with Dragunov and PKM, and the endgame where you fight against Mercenaries and Monoliths could supply you with SV-98 and Pecheneg MG with scope. You know what I mean? And the same thing could actually apply for suits as well. There could be fighting suits (like the military ones are), exploration suits (biologists), heavy suits (exos) and balanced suits (like sunrise). There should just be different qualities of it.

That way you are able to play the game all the time the way you want it.

13. This is related to point 12. I want to loot suits as well. In most cases they should be around 10-25% durability, so there is no point in taking them, but if someone is carrying a special one you want to have, you should have the option to take it. You just need to invest a lot of money to get it repaired. (But you can try lowering the costs by first cannibalizing other suits and then using the repair kits until you hit 75% ;) , see suggestion 8 )

Mar 16 2013, 1:13am Anchor

Any chances in making the pistols even quicker to draw? It'd be cool if there was an option to merely drop your held weapon for an almost instant pistol draw. Because other than the element of fast handling, I can't really pick any benefits to having a pistol as a second firearm as opposed to a shotgun or SMG. (weight of course, but it's not that much of a sacrifice for the power you get with a shotty)

Mar 18 2013, 1:28am Anchor
  • I would like to request a toggle option for low crouch please!

Low crouch can do a lot for your accuracy and smaller profile behind cover but can get fiddly lean when in the low crouch position.

Am well pleased with the state of things and to read that so many of the aforementioned ideas are already implemented is stunning!

Mar 19 2013, 11:55pm Anchor

Hi again!

Less of a suggestion and more of a question: how have you guys dealt with artifact hunting? It's a pretty important aspect of Zone lore, but an entirely forgotten gameplay mechanic. You basically just go in with a detector and that's it. Perhaps making the detectors much, much rarer, and making it so that you pretty much have to use a scientific suit, upgraded suit, or perhaps require a lot of medicine (which should also be difficult to find).

Any thoughts on artifact hunting?

Mar 20 2013, 11:34am Anchor

Although artifact hunting is an important aspect to lore it is also the only good way to make money, so I am not sure if making it much harder to do would be the best idea.

trojanuch
trojanuch Gameplay lead
Mar 20 2013, 11:39am Anchor

For me its one of the most crucial apsects of gameplay. I worked good few weeks on making this happen:
Moddb.com
and now it has been expanded and enhanced even more (info soon) :)

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Mar 21 2013, 3:45am Anchor
trojanuch wrote:For me its one of the most crucial apsects of gameplay. I worked good few weeks on making this happen:
Moddb.com
and now it has been expanded and enhanced even more (info soon) :)

Oh I knew I remembered artifact hunting somewhere! (Stupid me) I guess at the time, and even now, I just wasn't sure exactly what it meant for gameplay. I'll wait for another update, but I really hope it's somehow more involved in a way that artifact hunting can be more of a thing to not only plan for but perhaps do more full time. But stalker is kind of limiting anyway. Oh well! Hurry up already. :p

Mar 23 2013, 3:48pm Anchor
  • Replace medkits with their actual contents, like dissinfectants, painkillers, morphine, iodium pills, vitamin k, adrenaline shots..... whatever (though I'm pretty sure you are already doing this);              
  • Limit inventory size and disable (if at all possible) the automatic rearrangement of items in your backpack.
  • Make the number of quickslots dependant on specific armor, thus increasing the number of times a player needs to open his inventory, thus creating a need for a well sorted through backpack.
  • Make a weapon quickslot system that provides a third slot for a pistol like weapon. The primary slot being able to fit weapons of 4kg and above, the second slot able to hold a weapon of up to 3 kilograms while the pistol slot is only for weapons of up to 1 kg. Maybe the assault class can add .025 kg more in the pistol slot and 0.5kg more in the secondary.
  • Allow traders to buy broken down weapons, but only for a pittance. Basically, anything below the current acceptable quality will be paid (BIG maybe) 30 Ru for pistols, 70 for shotguns, 100 for rifles. This won't make anyone rich, but it does help immersion.
  • Decrease carrying weight allowance a little further, coupled with (maybe, yes, no?) a topple mechanic when a player is hit while running and carrying more weight than reccomended. This could provide an opportunity to stash extra loot items away for a second loot run.
  • Not sure if this is doable, but I would like to see bullet ballistics be affected by both the impact and the armor characteristics of a suit of armor. Basically, the armor plates are tasked with preventing a bullet wound, but, if the impact rating isn't sufficient, the player should still take some damage regardless.
  • Maybe some instances where the various camps in the Zone need to be defended, whether from bandits or mutants.
  • A use for the infrared scanner upgrade on the Tac Helm. I would suggest letting that upgrade enable heat seeking (like the scope) on scopes that do not normally have that capability, maybe even the binoculars.
                        
trojanuch
trojanuch Gameplay lead
Mar 23 2013, 5:40pm Anchor

Good ideas. But we were first with some :)

Someone wrote:Replace medkits with their actual contents, like dissinfectants, painkillers, morphine, iodium pills, vitamin k, adrenaline shots..... whatever (though I'm pretty sure you are already doing this);

Done. Well not literally - we still have medkits, but in fact most of the items you've mentioned is in.

Someone wrote:Limit inventory size and disable (if at all possible) the automatic rearrangement of items in your backpack.

Equipment limitations are done only thru linear weight-stamina system.

By linear I mean that stamina depletion being lineary dependant on each additonal kg of burden from 0 point. The only thing which 'overweight point' does in such model is changing the kg / stamina multiplier a little. I like to imagine that untill that point the burden is 'convenient' ie. can be packed into a backpack or attached to it (in case of multiple weapon pieces for ex.). Over this point the burden needs to be carried in additional and much less convenient 'sacks' etc. which make each additional kg more felt and tiring.

For this reason the overweight point is modificable by variety of ways and is now generally much more equipment-based than 'fixed' for a pc. Remember 'Turist Suit' from SoC which had a special feature of giving additional packaging space?

Now imagine making such 'bonuses' spreaded all over the place and given by all armor pieces + all upgrades +  a lot of additional items including some build specifically around this single property of managing 'convenient' inventory space.

Still not perfect solution but not many much more can be done when you're limited to weight-only model. Plus its superior to '2 steps' vanilla model as with linearity you choose yourself how fast you want to be able to travel around maps and be capable of fighting.

But then - you can always learn to use this tool frequently:
Moddb.com

Someone wrote:Decrease carrying weight allowance a little further, coupled with (maybe, yes, no?) a topple mechanic when a player is hit while running and carrying more weight than reccomended.

Yeah - stamina approach described above actually encourages setting up stashes or using drugs (recon the most).

Someone wrote:Make a weapon quickslot system that provides a third slot for a pistol like weapon.

Would be cool but is not possible.

Someone wrote:Allow traders to buy broken down weapons, but only for a pittance. Basically, anything below the current acceptable quality will be paid (BIG maybe) 30 Ru for pistols, 70 for shotguns, 100 for rifles. This won't make anyone rich, but it does help immersion.

Done with some additional enhancements.

Someone wrote:Not sure if this is doable, but I would like to see bullet ballistics be affected by both the impact and the armor characteristics of a suit of armor. Basically, the armor plates are tasked with preventing a bullet wound, but, if the impact rating isn't sufficient, the player should still take some damage regardless.

Done (hopefully but testers agree).

Moddb.com

Someone wrote:Maybe some instances where the various camps in the Zone need to be defended, whether from bandits or mutants.

A-life system is redone.

Basis:
Moddb.com

Highly enhanced.

Edited by: trojanuch

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Mar 24 2013, 9:29am Anchor

Cool! To be honest, I thought less of those suggestions would be achievable, but I stand amazed. :) Looking through all of the suggestions here I can see that you will be implementing an overwhelming amount of them into the mod. Good work guys, truly the best.

Mar 24 2013, 2:55pm Anchor

Is there a way to make suppressors degradable and when worn they should decrease the weapon durability, after all they have a breaking point and retain part of the gases in the barrel.(also what will be the downsides to attaching one?)

Edited by: Astyr

Mar 25 2013, 1:54pm Anchor

I think there are downsides to attaching suppressors but the game does not show them. If you look in the data files for weapons it should tell you their stats with a suppressor.

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Mar 25 2013, 3:31pm Anchor

The penalties of the silencer in the vanilla game are:

(stupid)
Lower damage

(meh)
Slower bullet travel speed
Less physical impact of the bullet (kinetic energy)
Less travel distance

--

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Mar 25 2013, 3:41pm Anchor

Lower damage is semi-realistic, because a suppressor requires that you use sub-sonic ammo, which due to its lower speed will not hit as hard as a full speed round.

Mar 27 2013, 9:45am Anchor

I don't know if this idea has been suggested or not.(Don't have that much time to read the whole thing)
But what about crafting like combine two or more item and created something like Example : Sausage + Bread = Hot Dog or Bandage + Painkiller + Some pills (You name it) = Med-kit.
Don't know if it possible or not and it seems like you don't receive anymore suggestion but...

Apr 9 2013, 7:20pm Anchor

I was thinking about emissions, and thought of something that would be cool, I just hope it is not something you would be against.
What if, a few minutes before an emission you get a warning sign, of sorts?

Here's how I see it: you hear a faint thunder in the direction that the emission usually appears, but without eyes on that particular horizon, you cannot really tell if its just a storm brewing in the distance or an actual "odd" phenomenon.
It could also be a pack of dogs that were previously laying around and all of a sudden get riled up for no apparent reason. Is it an emission, or just some flesh you are not seeing that is getting them stirred?
Maybe you are in the vecinity of a some rather large metal pipes, and they are echoing a weird and very, very faint noise for a single split second. Did you just hear that, or simply imagine it?
Was it completely windy and then it suddenly stopped and changed direction? Capricious weather or an upcoming emission?

Think of all the possibilities, and, with so many of them, some are bound to be doable... if the concept is received that is :)

The beauty would be that you only get one of the above mentioned warning signs, a random one before each emission, making the keen and seasoned listener a true knower of the Zone. It adds foreshadowing to an otherwise straight up phenomenon.

Apr 14 2013, 6:26pm Anchor

Will the Courier of Justice achievement reward you with Magpie stuff like it's description states?

Apr 16 2013, 3:58pm Anchor

This my not be possible but here is my idea.

  • Permanent death where your save is deleted like in hardcore Minecraft or The Witcher 2's insane mode. I think this could add some true misery instead of just going back to a quick save from two minutes ago.
Apr 16 2013, 4:40pm Anchor

That would be cool as long as its optional. Or instead of perma death have only one auto-save per game day.

Apr 17 2013, 1:22am Anchor

Please, No limted Auto Save/Saves/Perma Death...

If you want to not use saves, Perma Die etc..., Do it yourself, dont make everyone else have to abide by such. You could always use some self control and not save every couple of Mins in-case of Crashes, Powercuts, Having to go somewhere or just being a  Spontaneous saver etc...

[TZP]LoNer1
[TZP]LoNer1 Forum Badmin
Apr 19 2013, 2:47pm Anchor
WolveNZ wrote:Please, No limted Auto Save/Saves/Perma Death...

If you want to not use saves, Perma Die etc..., Do it yourself, dont make everyone else have to abide by such. You could always use some self control and not save every couple of Mins in-case of Crashes, Powercuts, Having to go somewhere or just being a  Spontaneous saver etc...


We won't limit the players freedom by doing this, or auto-disabling the cursor. These are all options for in the menu's to be turned on or off. We chose to not really force the player to a certain playstyle, as some people might be new to the FPS community and might try MISERY for the first time. This will obviously result in a high ratio of death after death. We don't want to create stress with misery, but challenging and scary fun :D

Cheers!

--

#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!
Jun 5 2013, 10:16pm Anchor

My humble suggestions:

1- Add a permanent deep and vast fog that lets you see much less than what you could see in misery 1.1, the main immersion breaking aspect of the zone's atmosphere for me (and it also breaks suspense, fear to the unknown, feeling of loneliness, death and abandon) is the fact that you can see very very far away even without binoculars. Look at Silent Hill's atmosphere for example, dont do it as much as that obviously, but make sure it covers territory close enough that you can already be worried about what might be there, but you cant see. Remember to lower enemies's range of sight to match the new fog.

2- Limit the ease with wich you can get weaponry, either by disabling weapon looting, or less harsh, make the player's rank or level limit what tier of weapons he can use. In all cases, never make a weapon purely better than another one, no matter realism, cause it breaks gameplay.

3- Put more eastern and cheap weaponry than western and/or expensive and unusual for the area. One of the great things of setting a game in a not so traditional enviroment is to take advantage of things you usually dont see in games, id like stalker to have guns that are native to the area and that arent seen in other games, but if im going to find the same things i pretty much find in any other shooter, whats the point, it looses originality.

4- Dont make too many factions members come out at the same time of the day, so the place isnt overcrowded, the zone needs isolation and less human contact.

Thank you for this mod.

Edited by: RedrickSchuhart

Jun 6 2013, 3:20am Anchor
RedrickSchuhart wrote:My humble suggestions:

1- Add a permanent deep and vast fog that lets you see much less than what you could see in misery 1.1, the main immersion breaking aspect of the zone's atmosphere for me (and it also breaks suspense, fear to the unknown, feeling of loneliness, death and abandon) is the fact that you can see very very far away even without binoculars. Look at Silent Hill's atmosphere for example, dont do it as much as that obviously, but make sure it covers territory close enough that you can already be worried about what might be there, but you cant see. Remember to lower enemies's range of sight to match the new fog.

2- Limit the ease with wich you can get weaponry, either by disabling weapon looting, or less harsh, make the player's rank or level limit what tier of weapons he can use. In all cases, never make a weapon purely better than another one, no matter realism, cause it breaks gameplay.

3- Put more eastern and cheap weaponry than western and/or expensive and unusual for the area. One of the great things of setting a game in a not so traditional enviroment is to take advantage of things you usually dont see in games, id like stalker to have guns that are native to the area and that arent seen in other games, but if im going to find the same things i pretty much find in any other shooter, whats the point, it looses originality.

4- Dont make too many factions members come out at the same time of the day, so the place isnt overcrowded, the zone needs isolation and less human contact.

Thank you for this mod.


I'm Guess that this was a Joke Post? Number.2 really is just plain wrong...

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