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33 comments by N.Aaroe on Aug 17th, 2015

MAJOR NOTIONS on GEAR & EQUIPMENT

• 
Massive tweak of new ways to use items found ingame
. Some items can be sharpened now (shovels, swiss army knife, cutlery, grooming kit)

- Mutants can be looted only with use of sharp objects: knives, sharpened items or "Hunting Kit"


• Added quick-sharpening, with added possibility to use two separate one-usage-left sharpening stones to sharpen a shovel (shovels need two stones usages)

• Food cans have to be opened with a sharp object (knives, sharpened items, etc)

• The secret purposes of nearly every item you thought for immersion only will become readily apparent.

• Hints describe the purposes of items.

• Everyday items can now be sharpened and used to assist in getting more out of every item you find.

• A specialized Hunters Kit can be used to get the maximum amount of loot from Mutants. Yes, it’s now a viable source of income.

• Other makeshift items can also be used when sharpened and degrade with use.

• You can now salvage (with the appropriate tools) useable items from broken radios, Geiger counters, etc. reducing the weight of your loot and freeing up resources while in the field or camp.

• The more suitable a tool is for use the greater the benefit earned when salvaging items.

• Specialized salvage toolkits enable maximum recovery just like the Hunters Kit.

========================
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Post comment Comments  (60 - 70 of 24,455)
chesseeater
chesseeater Aug 21 2015 says:

Hello. This is a realism and difficulty mod, right? If possible, I think it would be great to implement limited bolts(which are infinite in vanilla). In Misery you should consider your every move, but none considers when throwing bolts. I know it's not easy to implement, but it would be cool if you made such a feature. If you don't, trust me when I say I understand how limited your resources are.

+1 vote     reply to comment
EbonKnight Online
EbonKnight Aug 25 2015 replied:

Seriously, guy? Do people even play games to enjoy anymore? Realism, lol.. how about going to the actual Red Forest for a frolick, jeez. Or how about this? Anything whatsoever can be thrown to check for an anomaly.. there are AMPLE unusable monster parts, spent ammo casings, pieces of debris, branches, you name it.. any and ALL of that could be used if you wanted to "suspend the disbelief" of throwing infinite bolts... the only issue is the devs RECOGNIZED that this is a totally moot point and a limitation of it being, you know, a video game, and decided against spending precious development time on making fifty versions of "things to throw into anomalies" to explain why you should always have this option without paying an arm and a leg for a freaking BOLT in a zone full of broken down machinery and factories. Le sigh.

+1 vote     reply to comment
jasper34
jasper34 Aug 21 2015 replied:

In the Stalker movie, they use a piece of string tied to the nut or bolt. I don't think the xray engine can do this, so we have to use our imagination. If we really wanted to be miserable, we could suffer through a painstaking rewinding of the string before we could throw again. IMHO I would rather not.

+2 votes     reply to comment
chesseeater
chesseeater Aug 22 2015 replied:

I wonder if it's possible to make an item that's a bolt which is buyable, and then make a script which checks if there are bolts in the player inventory... Well, not sure it's exactly like that, but yeah, like how it's done with the flashlights.

+1 vote     reply to comment
jasper34
jasper34 Aug 22 2015 replied:

You mean like you buy a box of nuts or bolts and use them up like bullets? They are as heavy as bullets and would probably be nearly as expensive. They would be just as hard to import into the zone. I will add it to the list and see what the team thinks after 2.2 is released.

+1 vote     reply to comment
chesseeater
chesseeater Aug 22 2015 replied:

Exactly. But I don't think they are as heavy as bullets. I don't know much about bullets, but I can tell that bolts are lighter, well not lighter than a pistol bullet, but it is certainly for bullets of asault rifles and such.

+1 vote     reply to comment
jasper34
jasper34 Aug 22 2015 replied:

There would be no reason to use large nuts/bolts, but big enough to handle would be nearly as heavy for a box as small arms munitions. They would have to figure out if it's possible first, then worry about balancing cost/weight and value of artifacts if cost of searching through anomalies rose significantly.

+1 vote     reply to comment
brandonvortex1
brandonvortex1 Aug 23 2015 replied:

what about armor customization? where you pick several items or a kit to customize your armor and helmet like the NPC

+1 vote     reply to comment
jasper34
jasper34 Aug 23 2015 replied:

I do like how in some games you can customize how you look; I don't think it is a simple thing in xray engine. Bringing more of the outfit looks you see on the NPC's or other stalker games would probably make an excellent mini-mod.

+1 vote     reply to comment
chesseeater
chesseeater Aug 23 2015 replied:

Well, for something like X-Ray engine, you'd probably need to make seperate suits with their own textures, and I for one know no other way for making "variants".

+1 vote     reply to comment
jasper34
jasper34 Aug 23 2015 replied:

Someone would need to create or find the textures and probably create theme packs by faction. If you want to be a Duty, Freedom, Bandit or whatever, you would copy that factions theme pack over the existing corresponding files. That would make all your purchasable armors be in Duty colors for instance. That's not my cup of tea, but someone with a passion for armor customization could make a nice job of it.

+1 vote     reply to comment
chesseeater
chesseeater Aug 24 2015 replied:

Or someone could port over the customized exos from SGM, the problem is, I know how to port weapons, but not suits. I have no idea where the suits are in the gamedata folder, even when I search for them it only shows the tech modifications files.

+1 vote     reply to comment
jasper34
jasper34 Aug 24 2015 replied:

Me either. They would also need to be added to the trader files if they are not subbed in for existing armors. search for Misery add-ons regarding armor. I remember some mods with weapons and armor, but not for Misery just COP. Maybe one of their authors could help.

+1 vote     reply to comment
brandonvortex1
brandonvortex1 Aug 23 2015 replied:

Its really fun to see how you look heck even when you buy the exo suits you can pretty much customized how it looks etc. Colors and what kind of camp you wanted

+1 vote     reply to comment
litosns
litosns Aug 22 2015 replied:

You wan't to make something like in Narodnaya Soljanka? That would be good. Kinda.

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
Developer
T.Z.P.
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Released Jul 30, 2013
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Highest Rated (87 agree) 10/10

Survivor horror at it's finest, although slightly flawed. Once all the kinks are ironed out, this will be the definite Stalker: Call Of Pripyat mod.

Jan 15 2012 by pinkribbonscars

Lowest Rated (129 agree) 3/10

With the intention of being realistic, it ends up feeling like its "overly" realistic, while some aspects make sense, others do not. The idea that a trained military sniper gets too tired to even move after WALKING about 100 yards, only carrying 10 pounds of equipment, seems silly to me. A normal person might get tired, but military personnel are trained to run for miles with much heavier equipment. The ai could still use work, their detection system is most certainly unrealistic and can be very…

Jan 14 2012 by FBtheUndead

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