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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ISemiI
ISemiI May 5 2013, 5:20pm says:

Since the improvised stims have varying amounts of ingredients in them, would it be possible to make the amount of health they give back random within a reasonable amount? If you get what I mean.

+2 votes     reply to comment
Towelface
Towelface May 6 2013, 2:03am says:

1032 Rubles for soaked underwear, cool

+2 votes     reply to comment
roro66
roro66 May 8 2013, 1:38pm replied:

Wich mean you can sell your underwear after you killed the Chimaera ;)

+1 vote     reply to comment
Guest
Guest May 6 2013, 3:57am says:

Inconsistency with Beard's Tea: Description states that it gives you a bit of wakefulness (makes sense, due to presence of caffeine in tea), while one of the bullet points immediately after states that it increases sleepiness moderately.

Someone remind me, how will we be able to track thirst and sleepiness?

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Wolfy17
Wolfy17 May 6 2013, 6:55am replied:

Caffeine is in Tea plant leaves, so If you make normal tea, it has it.
But in 'shrooms there is no caffeine, teine or guanine.
Besides, that tea is for sure bad to your health...
Good you've grown second pair of kidneys and additional liver allready! :)

+1 vote     reply to comment
Snoozle
Snoozle May 6 2013, 3:57am says:

smoked weed should affect aiming positive *:P at least for a short amount of time. because when you are high you are much more focussed !! for example, I play shooters much better when I'm high, the tension is higher and so you play better, at least this counts for me (mroe headshots when I'm high, and I'm much more stealthy.

and the "nice" feeling of being high should give you a little bit of health back *;D because of the positive psychological effect. when you are in a really great mood, then this is like medicine for your body, wounds or infections or whatever are going away more quickly. some people have beaten cancer with their mind/positive attemp to fight it in your head !

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trojanuch Creator
trojanuch May 6 2013, 4:26am replied:

You're right about the 'focus' part :) I have a theory that weed affects task-doing in similar way to 'audience effect'. Basically: when there's an audience observing your actions you become better at things you're good at and terribly bad at stuff which you're normally not skilled at.

Unfortunately, althou stuff like 'accuracy boost' would be really fun to implement, its not viable in x-ray. So generally, we have not attempted to model drugs accurately based on all their rl properties, we merely attempted to add everything that was technically possible for us to do.

---

Health is another thing thou and we'll return to that topic separetly in some time :)

+1 vote   reply to comment
Wolfy17
Wolfy17 May 6 2013, 6:57am replied:

Bad x-ray is making modding hard eh? So many things hardcoded :(.
Btw, I didn't see this in shooters but when I play DOTA2 I'm really silent, focused on my task.

+1 vote     reply to comment
Snoozle
Snoozle May 6 2013, 8:04am replied:

yeah I go conform with it. being high can mean that you fail big time at things you aren't very good at/in anyway *laughs* but it boosts some skills as you also said.

ah damn, but no big deal, x-.ray engine is x-ray engine and eventhough it might hae limitations I just love it.... *;D

ah okay, I'm tensed about the health thing *;D

+1 vote     reply to comment
superprion
superprion May 6 2013, 5:26am says:

I am going to guess that the blurred-out WIP feature is something to do with crafting.

+2 votes     reply to comment
WolfDM
WolfDM May 6 2013, 6:38am says:

And what about anabiotics (or what's english name for drugs that help you survive emission outside the hideout)? I think they should be availible only AFTER you do all do necessary quests for scientists, not like in vanilla where you could find them in various stashes before, which was out of logic. Hope you got that covered :)

+2 votes     reply to comment
trojanuch Creator
trojanuch May 6 2013, 8:28am replied:

This is a good suggestion - thanks!

+2 votes   reply to comment
Wolfy17
Wolfy17 May 8 2013, 7:07pm replied:

Consider that there is a possibility that a stalker or two cooperated with scientists before, and was in possesion of those drugs.
That's how we can explain their presence in some stashes.

+1 vote     reply to comment
N3uR0m4nT3
N3uR0m4nT3 May 6 2013, 1:38pm says:

Is there a way to slow down time in the xray engine? It would be great to simulate stimulants.

+1 vote     reply to comment
Renegatz
Renegatz May 7 2013, 8:05am says:

You guys have OCD. In the best of possible ways :D

Although I'm left wondering what that underwear was 'soaked' by...

+2 votes     reply to comment
Guest
Guest May 8 2013, 12:42am replied:

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roro66
roro66 May 8 2013, 1:46pm replied:

Or a Chimaera :P but for some reason controllers or burers freak me out the most xD

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Guest
Guest May 7 2013, 9:27am says:

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metroid13
metroid13 May 9 2013, 12:51am says:

I kinda have to agree with the guy who spoke earlier in this thread. While it's obvious a whole lot of thought has been put into this, it's really almost... too much? Almost boring, I would say. Short and succinct descriptions work better, especially for artifacts, to preserve that degree of ineffability that should be part and parcel for living in the Zone. To explain it is to rob it of mystery, in my opinion.

This goes double for the more mundane items - I'm simply not gonna read it if it's a wall of text with technical stuff, and since I'm not the most scientifically inclined person I know I'm gonna be confused by all the new values for what items actually *do.* It's pretty alienating, actually. But yeah, even if it seems like you're dumbing stuff down, well, brevity is the soul of wit and all that.

If this could be an optional thing (you can opt in or out during installation, I mean) then I think that would be for the best.

+1 vote     reply to comment
Trikzter
Trikzter May 9 2013, 5:24am replied:

You may have a point, but consider these facts:
1) you are a soldier with professional training, backed by Ukraine Security Service, i.e. the army,
2) Ukrainian army has outposts all over the Zone one of the purposes of which is gathering information regarding the Zone,
3) you have an important mission to accomplish, so it's understandable that your superiors wanted you to be prepared as well as possible,
4) they couldn't provide you with better-than-average equipment because this could raise suspicion, so they decided to give you all information necessary to surivive in the Zone.
And information is power (not wanting to sound trivial, oh well), and the facts and descriptions we provide in-game should be regarded precisely as a means of survival. Of course, you don't have to read it - it's up to you - but it's there for you to take advantage of.
As a side note: as you can see, artifacts have been overhauled, they have many properties to make gameplay much more interesing, so it was impossible to make them as succint as they were in vanilla.

Cheers!

+2 votes     reply to comment
ShotgunSurgeon
ShotgunSurgeon May 9 2013, 8:44pm says:

Uhh, guys? This is great (far beyond what I could ever hope to touch), but the armor has one big issue. Kevlar isn't measured in plates. Kevlar is measured in sheets. NIJ Level III armor is typically ~38 layers of Kevlar. Perhaps you change the references to "equivalent to level II armor" or "equivalent to 20 layers of Kevlar" a quick change, but a big one as far as "this mod is real" and "COD players puking there vidja game bulls#!t in the text whilst the modders were sleeping after an awesome night of generating awesome"

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trojanuch Creator
trojanuch May 10 2013, 3:06am replied:

Thanks for that feedback.

Already replied in thread:
Moddb.com

Generally thou we are using NIJ classes as main ballistic protection measurment for everything else than artifacts (its not presented fully in this news-feed as we concentrated on envirnomental stuff this time). But check this screen again:
Media.moddb.com
and description of 'SSP headgear set'.

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ShotgunSurgeon
ShotgunSurgeon May 10 2013, 4:21pm replied:

Thank you for responding!
I was referring to the artifact descriptions( Media.moddb.com ), as 1/9 of a sheet of Kevlar fabric has little advantage over a piece of denim. I explain better here: Moddb.com
Your armor descriptions are indeed impeccable, though.

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Guest
Guest May 10 2013, 9:51am says:

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lolz222
lolz222 May 10 2013, 7:01pm says:

SO REALISTIC IT HURTS

+1 vote     reply to comment
ajefferson863
ajefferson863 May 10 2013, 11:20pm says:

Fantastic stuff boys. Let me start by saying that I am genuinely looking forward to 2.0 more than ANY full budget game this year. I hate to ask this, (really) but I noticed more than a few spelling and grammatical errors in many of the new feature teasers. First and foremost, I realize that English is not necessarily your first language, but I just have to ask, will everything be proof read/spell checked for final release? I don't mean to insult anyone, just that it would really help with the general feel of the game for me personally.

+1 vote     reply to comment
trojanuch Creator
trojanuch May 11 2013, 5:35am replied:

Firt of all - thx for kind words.

Yeah - we have a professional proof-reader on the team by the name of Trikzter (he has replied in this thread a few times above). He just wasnt able to reach everywhere prior to this news-feed release.

Its generally needless to say that since this concept (+ tons of the other texts) has been implemented, making it 'perfect' language-wise is a priority.

+2 votes   reply to comment
Trikzter
Trikzter May 11 2013, 6:15am replied:

Thanks for your opinion. We realize it's still not perfect, but we're going to great lenghts to ensure that it will be when the mod is released. :) If you have any other concerns or suggestions, just PM me as I'm the one responsible for proofreading.

+2 votes     reply to comment
Guest
Guest May 12 2013, 2:13am says:

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trojanuch Creator
trojanuch May 12 2013, 3:27am replied:

Lol, sorry for that man :)

We have all slot-equipable stuff 1x1 sized so no worries.

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Guest
Guest May 13 2013, 2:11pm says:

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wikkid1
wikkid1 May 20 2013, 7:39pm says:

*shudder* Man, that syringe looks menacing as hell! I remember my mother poking me with those when I was much younger. We didn't have disposable ones back in those days, at least not in ussr.

+1 vote     reply to comment
ImpulsiveAltair
ImpulsiveAltair Nov 20 2013, 12:16am says:

I am still having problems with the item descriptions being to big for the screen. In short, I really cant see everything about it. P.S Yes I did successfully update Misery

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Description

For MISERY 2.0 we did a complete overhaul of units and measurements to correspond with real life mechanics and terms. We did this for all items, gear physiology and biology mechanics.

UI category PREVIEWS:

Armour Attachments
Media.moddb.com

Artifacts
Media.moddb.com

Bleeding and Ionizing Radiation
Media.moddb.com

Electricity
Media.moddb.com

External Radiation
Media.moddb.com

Items (random)
Media.moddb.com

Psy Influence
Media.moddb.com

Thermal Radiation and Acid
Media.moddb.com

Toxicity
Media.moddb.com

Drugs and consumables
Media.moddb.com

- - -

Thanks to BioShocker for providing the inspiration for this visual.
I hope you agree that it is perfect in combination with this feature reveal.

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Entertainment
Date
May 5th, 2013
By
N.Aaroe
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