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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Suggestion (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Suggestion) Locked
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Jul 28 2015 Anchor

I love Misery, great mod. What if you added a leveling system? EXP per kill, mission completion, stash found, ect. 1-20 levels maybe add more later?

Each level rewards you with 1 skill point, which may be used in anyone of the following:

Repair ( 1-19 reduces the price to repair, at max level repair you can repair your own gear)

Guns ( Each skill point gives you an upgrade in a random gun property, ex: you put a skillpoint in, it decreases recoil, next time you put one in, it increases accuracy, ect. Based on how important the skill is, increases the chance of having that skill upgraded? EX: Accuracy 30% , Damage 10% , Recoil 20% , Handling 30% , Rate of fire 10% )

Barter (Reduced price for goods)

Physical Power (Increases your carry weight, movement speed, anything else that involves agility)

Survival ( Ability to over come radiation and need for basic human needs [food, sleep] )

Medical ( Increases how much you are healed by anything medical )

Please, any feedback would be great.

jasper34
jasper34 MISERY PR Lead
Jul 29 2015 Anchor

The type of experience based leveling system you suggest is probably better suited to a game in which there is no storyline. Currently the mod accomplishes much of those effects by changing price and availability of higher level items as you progress through the storyline. As you accrue Rubles through play you can afford more upgrades to weapons and outfits and accumulate and purchase more items to repair your own kit. A system of randomly filled and placed stashes vs. the static ones that usually always have the same items/class in them would make it more challenging for a player to clear them and the contents would be their own reward. The more NPC squads you kill off, the more loot you can accumulate and better you can afford purchasing items/services which will make you stronger. Should Misery features be ported over to a project like Call of Chernobyl after it is released then some sort of experience based advancement system would be essential to enjoying a storyless free play type experience.

Jul 29 2015 Anchor

1. i prefer for the comeback of the artefact - Radiation (jelly fish, wrench ,bubble) and they are not needed to put in the artefact container but another artefact +Rad, we must put them in.

+ and if you have artefact - rad,and we do the calculation :
eg: you have wrech-3 and jellyfish -1 (total -4) and you have fireball +2, meat chuk +2 and flash +2 ----> you need put 1 of them to the artefact container
+ artefact - rad must increase weight , eg: jelly fish 1.3kg, wrench 2.1 kg.... and find and collect them is very hard or need complete quest to take them (your choice)
+ have a choice to upgrade artefact maybe - rad, reduce weight , ...and we only do this in scientist bunker (i see in sigeous mod and it very good ,the new way to play)
+ more artefact and their use
+ AI can hunting artefact to increase hard level
artefact hunting in Misery is very hard and the artefact - rad comeback is necessary

2. Loot mutant you receive the random item (meat,mutant parts, or something else,...) and remove menu of item in dead mutant


and i have an idea to incorporate the Misery and Sigerous because they have many quest and Misery is the real Zone (very hard and more)
i hope it come true on the future
Sigerous 3.0 on the way, and Misery 2.2 too , thanks for development team

i will think more. thanks for your attention

jasper34
jasper34 MISERY PR Lead
Jul 29 2015 Anchor

@ Leoaug I kind of like your idea of just examining the mutant and going through a very brief animation/delay and then the loot, whatever you luck out with, appears in your inventory. Until it becomes possible to pick just what you want or hit 'esc' and exit the looting screen without delay.

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