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Comment History
T0bias
T0bias - - 7 comments @ MISERY 2.1 BETA (now outdated)

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Good karma0 votes
T0bias
T0bias - - 7 comments @ 1.06a

Also, "Accurate descriptions for weapons, ammunition, and weapon magazines." really fails here, a lot of the descriptions I've seen in this first couple hours of gameplay have been incomplete, inconstant, or russian. Being able to easily see what kind of gun it is, what kind of ammunition it can be loaded with, what kind of magazines it can be loaded with, and what kind of modifications like scopes or silencers it can use. Similarly, magazines need to have a list of guns they can be loaded into in the description, and bullets need to have a list of the different types of magazines they can be loaded into.

Good karma+2 votes
T0bias
T0bias - - 7 comments @ 1.06a

Also having played your mod for a bit longer, some further feedback.

I seem to understand how loading spare bullets into magazines works, but as far as I can tell, there isn't a way to remove magazines from bullets. If there is, it's not listed anywhere on this site or in the readme txt files included with the downloads. This whole mechanic either really needs a hell of a lot more work, or a hell of a lot more documentation. Well, it needs more documentation regardless as I had to ask several people before one of them was able to explain to me that when you put a magazine in your belt and hit 5, it EQUIPS it and then you have to press R to reload it like a gun. From one of the txt files included with the download it implied what you had to do was put it in your belt then press 5 to fill it with your spare bullets, which didn't work and caused a lot of confusion.

Why you're screwing around with crap like alternate maps and stories when you've got this core mechanic of the mod very unfinished boggles the mind, get your priorities on straight.

As it is, 8/10 still the best mod for SoC yet, just please improve abd document the new gameplay mechanics to a suitable level before you start trying to expand the actual game.

Good karma+2 votes
T0bias
T0bias - - 7 comments @ 1.06a

Disregard that, realized I forgot to downpatch to 1.0004

Seeing a lot of quite jarring shadow bugs in the mod though, polygonal shapes warping around as you walk.

One recommendation I might make is to work the stalker "stashed mod" into this, so that stash contents don't magically rely on you having learned where they are in order to loot them, kind of kills the exploration element of the game. Another side to this is that NPCs and bodies that hold stash information can be really very easily destroyed by random anomaly spawns. Along with that, reducing the NPC looting to a more reasonable distance would be quite good, 1-2 meters would be realistic, as it is you've got NPCs able to telepathically loot stashes several rooms over.

Good karma+2 votes
T0bias
T0bias - - 7 comments @ 1.06a

Downloaded game on steam, ran it, loaded a new game, ran around, shot some dudes, died.

Installed the 1.05 release, the "full version" download by unpacking the gamedata folder and moving it into the stalker soc directory. Did the same with the gamedata folder from this download. Started the client, mod appears to have loaded fine. Got into the game.

Game crashes to desktop 100% of the time when:

Accepting or declining the mission to get an artifact that the merchant guy at the start tries to give you right after he tells you about the flash drive story mission. Worked around by hitting esc to exit conversation.

Loading any save game made after the initial new game autosave.

Receiving a gun from the next guy in the flash drive mission chain, the one who tells you to go meet up with the guys outside the bandit camp.

Mod is basically completely unplayable. I have played successfully with both AMK and Complete before on this machine.

Good karma+2 votes
T0bias
T0bias - - 7 comments @ MISERY

Ok, some more feedback.

Nightvision is kind of ****** up. I tried to attack a bandit base at night with my upgraded tactical helmet (gen 2 nightvision) and a silenced pistol thinking I'll take them all out stealthily. Problem was, I still couldn't see for ****, here's a screenshot. I.imgur.com of course I could use my flashlight, but the entire point of upgraded nightvision is so you can see but your enemies can't see you.

Secondly, love that you fixed the green dragon so it is now specialized and upgradeable, and I got the high contrast sight upgrade, but now it no longer works with my nightvision helmet, basically here is a screenshot zoomed out looking directly at a bandit I want to kill I.imgur.com and here is a screenshot a couple seconds later looking directly at him from the same angle through my scope I.imgur.com

Another problem I've noticed is unloading is extremely buggy. Frequently when I unload my weapon, the amount of ammo that comes out of it will be less then was actually loaded. This is extremely inconvenient and also a severe problem for weapons like that SPAS that need to be manually unloaded in order to switch ammo types.

Good karma+2 votes
T0bias
T0bias - - 7 comments @ MISERY

Why did you remove the hunger elimination ability of the heart of the oasis? Now it's just a ****** healing artefact of which there are already plenty. You are a ****.

Also I think the green dragon sniper rifle is a little off, I was shooting at some zombies a couple hundred meters away and only like one in six headshots would actually land, for something with accuracy that high it is very disappointing. Not to mention the USS Sniper isn't specialised in it, he's a sniper, why is he not specialised in this sniper rifle.

Also I think a better solution then lowering the durability line for vendoring weapons would be to allow sale at any durability, but exponentially decrease sale value, so say at 100% durability they would sell for 100% sale price, at 75% durability it would be 50% sale price, at 50% durability it would be 10% sale price, so on and so fourth.

Good karma+1 vote