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!
Poll: What would you like us to reveal next? |
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Thread Options | 1 2 3 4 | |
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Apr 16 2015 Anchor | |
That's right - MDT decided to not only polish and enhance a couple of core aspects for the upcoming MISERY 2.2. As always we would like YOU to decide which aspect that should be published next: Looking forward to seeing your pick. -- |
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Apr 16 2015 Anchor | ||
Wow, the teases. |
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Apr 16 2015 Anchor | ||
Hmm, I was hoping "very tentative unofficial release date estimate to give you blokes a basic idea of when to expect this thing" would be an option |
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Apr 16 2015 Anchor | ||
Why I can't select 2 options? Oh well let's hope the next one is going to be as good as we have dream about it. |
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Apr 16 2015 Anchor | ||
True and honest laudation to the entire Misery Dev Team for all this miraculous effort. |
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Apr 16 2015 Anchor | ||
Right now I think I'm most interesting in what new gear will be available.
Props. I do like new features but things like these are even more important to me. |
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Apr 17 2015 Anchor | ||
What ever you decide to start on first, this is terrific news! |
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Apr 17 2015 Anchor | ||
thank you for the update I have to say that some well most of the new goodies & features' in the next update sound bloody wicked ! I can not wait to play it.therefore roll on the day you release it, but take your time to get it right as I am still playing this mint game add on & of course 'the seed' for around 18 plus hours a week...... one of the joys of working for oneself even if some times my funds are low but at least I get to play some pc games . Edited by: subaruswift |
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Apr 22 2015 Anchor | ||
I've never dabbled in online play. is it any different? |
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Apr 22 2015 Anchor | |
I never played base game online either. This mod is not co-op compatible to my knowledge. |
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Apr 22 2015 Anchor | ||
It would be the dream game if Stalker has coop mode, even on few small missions maps like COD online coop mode. Guess we have to wait until a brand new game come out. |
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Apr 22 2015 Anchor | |
At least GSC is back in business ... |
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Apr 22 2015 Anchor | ||
Stealth is going to work? Oh boy, oh boy. |
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Apr 22 2015 Anchor | ||
That's a shame. Will there be another STALKER? I was under the impression that CoP was the end of it. |
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Apr 22 2015 Anchor | |
You will have to nudge GSC. I'm hoping they don't just stamp out more Cossack games. I signed up for their newsletter but have heard nothing at all back. |
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Apr 23 2015 Anchor | ||
Stealth is still functioning in current version. It is not very obvious due to the engine design, it is not like Skyrim where the stealth was a major playing style and well coded. Stalker game stealth = NPC does not see you. I have tested in heaviest fog in game at water process plant with Mercs. Fog reduce their line of sight and FOV (I think), I could run around and jump behind a Merc few yards away from me, as long as they don't turn around and see me I was considered hidden. However if one NPC in a group spotted me, the whole group is alert and player loose the stealth factor entirely, unlike Skyrim where you alert one bad guy you can dispatch him and still trying to hide from the rest. |
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Apr 23 2015 Anchor | |
Quest Mercs at Waste process plant is not good to test stealth. Reason is that those NPCs have scripted functions tied to them, so as soon you aproach their terrains they become aware of your position. In lack of better immersion explains consider it as hidden motion detectors around WPP linked to their PDA It is much better to test stealth behaviour against new bandit/monolith/mercs group that spawns after you wiped out quest squad mercs. Those new spawns have no binded "detection" functions to NPCs in squad. Agree with Desert Eagle, x_ray engine is not designed at first place with stealth in mind when GSC designed NPC AI. While in current version stealth is functional to some degree it is enhanced much more in next release. Beta testers have already reported that difference is noticable in game, not just plain numbers in configuration files. What was changes, besides those already revealed in changelog ? -- |
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Apr 24 2015 Anchor | ||
I did test on Bandits spawned there during free play. They behave the same as the Mercs during the quest. I even managed to use silenced pistol to pick off a guy on the far catwalk, the whole area was on alert and all the bandits had their guns raised looking for me. In realism I am really hoping for thirst indicator and able to collect and boil water. I know it's a lot to ask, but it would be some serious addition for the realism. So far only a few fan made mod in Skyrim has achieved realistic weather impact and realistic needs, making a great game out of it, simply walking around require some thinking about resource management. |
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Apr 25 2015 Anchor | ||
I cant waaaaaaaaaaiiiiiiiiiiiiiiiittttttttt!!! How to vote Gear, Realism, and Stealth altogether?? Hello people stop voting for Immersion. That thing is scary as it is already. How about some real water pond all over the map from constant raining, where you can swim around or grab some water to boil and drink. How about vote to increase FPS even if AI NPCS is building up around you (Alife\change objects_per_update = 10-1) with the standard 300 switch distance. Edited by: windy_day |
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Apr 25 2015 Anchor | ||
This makes me think you believe low fps is a feature. Or that having many npcs around is meant to make you lag in Misery... Edited by: Mr_Rainbow |
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Apr 25 2015 Anchor | ||
It's bullet time. Lets you dodge up to 150 incoming rounds and still have time for a hamster kebab. |
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Apr 25 2015 Anchor | ||
I think Misery should be converted to a on rail shooter. |
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Apr 27 2015 Anchor | ||
One of the realistic feature we can add (without too much script) would be focus on the power supply. With random blowout event, if the player is sheltering at location outside of base, then player would lose all the power in batteries and universal power supply unit. Making night travel and fog travel much more difficult. Forcing player to stay put until condition improves. With realistic needs added (food, water, sleep etc) this would be interesting. I had some seriously scary encounter in the heavy fog. Blood sucker's red eyes will glow in the dark, while its body quick vanish into fog and into complete silence. I would have heart attack waiting for it to strike if that's in real life. Without light and PDA for maps, I would get lost in the fog and won't be able to survive for few days. |
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Apr 27 2015 Anchor | |
You and your fog There would be one significant advantage to reducing visual distance overall by maybe half: The load on your CPU/GPU would be much less since less would be actively drawn and more just processed in memory/background. If you could never see more than 100-150 meters, just about everything would be more dangerous and less avoidable. It would suck a bit for Snipers, but stay fresh without resorting to complete fog out. This might be an excellent option for Misery lovers who have systems that struggle with regular Misery. Maybe some smart terrains could be prone to patchy fog most of the time and traversing them would be taking life in hand. |
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Apr 28 2015 Anchor | ||
Fog was an incredible addition but it really hurts vision (obviously) how cool would it be if you could have thermal vision? Also it says "enables civilian zombies" what are those? Zombies are one area that needs some improvement. I say take the guns away, make em a little beasty and spawn hordes |
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