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Thread: S.T.A.L.K.E.R. series | MISERY mod

  1. #21
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Quote Originally Posted by rafmc1989 View Post
    This is the original feeling with some enhancemets of original STALKER: Cop + mods like atmosfear 3 and absolute nature 3.
    It is not. It changes the gameplay drastically, you should know that. I dare say everyone acquainted with the mod is aware that it is probably the most detailed and popular mod for the game, even if they didn't find it suitable for themselves.


  2. #22

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    Quote Originally Posted by Inkie Pie View Post
    I find your "challenging or casual" dichotomy simplistic and your "go play Angry Birds if you don't like it" comment quite boorish. I already know what the merits of the mod are as I said in my first comment in the thread. I'm merely stating that a lot of us love immersion and realism even more than challenge, and so - at least for me - some of the gameplay choices were pretty disappointing.
    Come on guys, I do not want to be offensive... it's simply the atmosphere, don't you still feel it?



    Quote Originally Posted by Clagius View Post
    It is not. It changes the gameplay drastically, you should know that. I dare say everyone acquainted with the mod is aware that it is probably the most detailed and popular mod for the game, even if they didn't find it suitable for themselves.
    This isn't MISERY screenshot, it's only vanilla STALKER: Cop + Atmosfear 3 + Absolute Nature 3.
    Last edited by God-Emperor of Mankind; May 03, 2014 at 09:51 AM.


  3. #23
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    I was under the impression this thread was for MISERY, and so I assumed you meant that MISERY is just the original feeling with those graphics mods... anyways, as mentioned, it bears no fruit to call us casuals just because we didn't enjoy this mod as much as you do. Also, use the edit button, instead of double posting!


  4. #24

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Quote Originally Posted by rafmc1989 View Post
    Come on guy, I do not want to be offensive... it's simply the atmosphere, don't you feel it?


    Hell yes, I love the atmosphere in MISERY, as I also said in my first post. It's exactly what makes it so frustrating that the gameplay is so drastically unrealistic in a few ways.


    Under the patronage of the formidable and lovely Narf.

    Proud patron of Derpy Hooves, Audacia, Lordsith, Frodo45127 and Sir Adrian.

  5. #25

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Everyone has their own tastes and I appreciate your feedback...
    OK, this mod is not made for everyone and the gameplay is only suitable for experienced gamers. This thread conversation is funny as hell and I like it...
    However MISERY gives just two chances: you love it or you hate it!


    Last edited by rafmc1989; April 11, 2014 at 07:54 AM.


  6. #26

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Yeah, well I consider myself a pretty darn experienced gamer and a very experienced Stalker player, so I still don't think it's a question of that. It's more about how important realism is for you alongside the challenge

    As for my stance, I'd say it's "I love it, BUT...."


    Under the patronage of the formidable and lovely Narf.

    Proud patron of Derpy Hooves, Audacia, Lordsith, Frodo45127 and Sir Adrian.

  7. #27

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    For me it's time to go back to the Zone and survive the miseries it has prepared for us this time around. See you all in the Zone and good hunting!
    ... or if you prefer you can just sit down in the Shadowsk and do nothing.

    "EVERY PERSON HAS A STORY TO TELL"
    http://www.moddb.com/mods/stalker-mi...easer#imagebox


    Last edited by rafmc1989; April 11, 2014 at 08:38 AM.


  8. #28
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    rafmc I think you're quite confused, I don't find MISERY too hard to play and I especially don't have a lack of experience having played all of the serious multiple times over, I just find the developers decision to detract from immersion and realism in an attempt to make the game harder a very poor gameplay choice.

    It's a very successful mod and make no mistake many people like it's unrealistic difficulty, I think what some people here and especially myself are saying is that we'd prefer realism and hence immersion over profoundly unrealistic gameplay to cater to a higher difficulty setting; hence why its ultimately not a mod for me.

  9. #29

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    You're right, this game is a SURVIVAL, I know this... and for this particular reason, realism has been a little bit sacrificed to make the game harder. For example, there is a hardcore AI aim that makes the game frustrating as hell but this was a choice of devolpers.
    However I like this kind of game even if it is not realistic like Arma 3, for example. I think there are many players which love this brutal atmosphere.
    I like very much Arma 3 too, it represents the REAL war... but I am quick-tempered and MISERY fits me! I am in need of HUNTING.
    Last edited by rafmc1989; April 11, 2014 at 07:57 PM.


  10. #30
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    I've been playing MISERY 2.1 for a few hours now, I'm trying out the rookie mode which seems more my style. Enemies now die in 2 or 3 shots of 5.56 and I still die fairly quickly. Really enjoying it atm especially as I'm not having the crazy AI aiming problem now with hardcore AI aim turned off.

    I'll likely end up modifying the mod myself to suit me just perfectly. I think the player character in rookie mode is too strong.

  11. #31

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    If you do tweak it yourself, care to share the changes with us?


    Under the patronage of the formidable and lovely Narf.

    Proud patron of Derpy Hooves, Audacia, Lordsith, Frodo45127 and Sir Adrian.

  12. #32

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Yes, Mag. Degtyarev in Rookie mode is a warmachine! Mutants are not so challenging... In Misery mode bloodsuckers and snorks are very very fast and you have just a few seconds to react and kill them. Fightings are brutal and close... You must have a shotgun to survive in the zone. This a FPS/roleplaying game so it's important to have an adequate gear and in Rookie mod it's easier to get it.

    In this link you can find some sub-mods which change some aspects:

    http://www.moddb.com/mods/stalker-mi...d-optimization
    Last edited by rafmc1989; May 09, 2014 at 08:30 AM.


  13. #33
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    One thing that was a major issue to my liking was those sudden blue screens that kill you in certain areas. I believe it has something to do with the mutants, but it's just plainly annoying if you can't access certain locations at all.


  14. #34

    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    They are psy-storms! Psy-storms are implemented in AtmosFear3, one of the major mods included into MISERY.
    They are very rare. You need to buy a gas mask and apply a psy module on it. Usually technicians do this upgrade but to apply that you must find technical instrumentals which are hidden! And find them is not an easy task...

    Look at this video:


    Last edited by rafmc1989; May 05, 2014 at 07:27 PM.


  15. #35
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    The author said it's some sort of diseased area caused by mutants. For example, you go one step forward you get the blue screen and if you go one step backwards it's normal again. It's not that in the video.

    http://youtu.be/NN0XdB1eskQ?t=8m12s It's this.
    Last edited by Clagius; April 12, 2014 at 08:56 AM.


  16. #36
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Yup, and actually quite hilariously the first thing I always do in MISERY 2.0+ is walk into one of these.

    Soon as I spawn I always make a beeline for the Skadovsk. When you spawn you cross a very small lake, go up a slight hill to get to the swamp with the Skadovsk in it, EVERY time I start a new Misery game I take this route and I always forget that at the top of this hill right where you spawn is one of these blue screen zones, I always walk into it, die immediately and have zero idea wtf just happened. I always attributed it to some mutant I couldn't see.

  17. #37
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    Default Re: MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat

    Same.. that one on the Burnt Farmstead just kind a sneaks up on you. The first time it happened, I spent quite a while figuring it out. I was positive I was mortally wounded or something, until I noticed that it goes away if I walk back.


  18. #38

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    Quote Originally Posted by Clagius View Post
    The author said it's some sort of diseased area caused by mutants. For example, you go one step forward you get the blue screen and if you go one step backwards it's normal again. It's not that in the video.

    http://youtu.be/NN0XdB1eskQ?t=8m12s It's this.
    Many time blue screens are caused by controller and you can find one of them into the Iron Forest. They steal your ****ing mind!
    To beat them you must use a large amount of drugs and pills... Good joint!

    In this video you can see a controller at 13:31 min.



    Quote Originally Posted by Manco View Post
    STALKER 2 you mean. Never going to happen now unfortunately.

    Anyway, MISERY is a damn fine mod. Though many of the same things that make you OP in STALKER vanilla are still OP. Headshot spam is still way too easy.
    The mod team are actually doing a Kickstarter for a post apoc interactive story atm
    Finally MDT (Misery Development Team) has finished development of THE SEED. Keep on rolling, baby!

    Last edited by rafmc1989; May 05, 2014 at 07:31 PM.


  19. #39

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    You mean that they've reached their Kickstarter goal.
    They are no-where near finishing development, and the game is not available yet. First episode is planned for release in September, with the full game expected at the end of 2015.

    If you want to build hype for The Seed, here's the link to the three short-stories they've made available:

    Mutation Deferred
    Common Grounds
    A Good Man

    Since The Seed is going to be a interactive novel, and writing was a fairly small part of Misery mod, some examples of their writing skills are probably a good thing

    Quote Originally Posted by .Mitch. View Post
    Yup, and actually quite hilariously the first thing I always do in MISERY 2.0+ is walk into one of these.

    Soon as I spawn I always make a beeline for the Skadovsk. When you spawn you cross a very small lake, go up a slight hill to get to the swamp with the Skadovsk in it, EVERY time I start a new Misery game I take this route and I always forget that at the top of this hill right where you spawn is one of these blue screen zones, I always walk into it, die immediately and have zero idea wtf just happened. I always attributed it to some mutant I couldn't see.
    The Blue Screen of Death (BSOD) are Psy-auras that surrounds Controllers and Poltergeists. Under the hill you mention, near the Burnt Farmstead is a small cave, containing a controller. Passing over that cave puts you close enough to the controller that you'll get hit by the BSOD.
    With starting equipment, that's more or less certain death. You'll need a decent helmet with some decent psy-protection, and popping either some psy-protection pills or smoking weed will usually also be required, if you plan on getting close and personal with them.
    The pills offer the best protection, but I prefer smoking weed, since the pills also causes your aim to sway.
    Last edited by God-Emperor of Mankind; May 03, 2014 at 09:48 AM.

  20. #40

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    Yes, I am waiting for The Seed release too. Thanks for your clarification!
    These short-strories are thrilling... Hells yeah they are! I was looking for them from a long time...
    Come on stalker, let's kill mutants again and smoke weed! As for good times, I think it's best we leave marijuana at chilling with Freedom buddies.



    Here there is the link for THE SEED teaser:
    http://www.moddb.com/mods/stalker-mi...he-seed-teaser

    Act 1 will be released on September 2014!










    "Deadly anomalies, dangerous mutants, anarchists! and bandits! Non of them will stop Duty on its triumphant march towards saving the planet! and its citizens!"



    Duty (Долг) is a paramilitary clan of stalkers operating in theZone with members living according to a code. They appear in S.T.A.L.K.E.R.: Shadow of Chernobyl, S.T.A.L.K.E.R.: Clear Sky and S.T.A.L.K.E.R.: Call of Pripyat.

    Overviev
    The founding members of Duty, as well as many of its subsequent members, were originally Ukrainian Military troops and Special Forces units sent into the Zone and left to die there after being nearly killed by the Zone's mutants and anomalies. Other members are ordinary stalkers who have seen enough of the Zone's horrors, and have decided to do something about it. Duty sees the Zone as an ulcer in the world that must be purged at all costs, as they believe that if left unchecked, mutants will soon break out of the Zone and attack the outside world. They achieve this by killing all of the Zone's manifestations, namely Mutants, in the process bringing them into conflict with factions such as Freedom, who believe the Zone is something beneficial. Duty also fights against other factions such as the Bandits and Mercenaries, who extort Stalkers for personal gain. With superior equipment and fervently dedicated members, they fully intend to achieve their goal. Duty is at odds with everyone seeking to exploit the Zone and, as Duty sees it, spread its corruption. They opt for the complete destruction of the Zone through brute force, effectively attempting to "kill" the Zone. They are contrasted by other factions, such as Freedom or the Ecologists, who see the Zone as a miracle. They tolerate Loners, but are hostile towards Freedom faction members, seeking to undermine their efforts at every step. They also openly engage Bandits due to their hostility and extortion of free Stalkers.They are, however, openly cooperating scientists and with the Ecologists at Yantar, transferring all recovered artifacts to them; so that the Zone can be better understood (and, as Duty wishes, defeated).The faction has long been in fierce conflict with Freedom due to their conflicting ideals.

    Organization
    Duty is a well organized faction, with a strict hierarchy and bureaucracy. Every member has a rank assigned to him (based on military ranks) and clearly defined responsibilities. Equipment is cataloged and marked with serial numbers, while all sensitive data is encrypted, to prevent non-Duty personnel from accessing it. Apparently when becoming a Duty member one has to take an oath. This is it's content, based on Marked One's example:

    "I, a stalker known as the Marked One,swear to defend the goals and ideals of Duty.
    *To protect the Earth from the dangers of the Zone, to seek out and destroy anything it spawns within and beyond its borders.
    *To fight any nonconformists, be they individual stalkers or groups.
    *And to give my life in the name of justice and order on Earth!''
    - Marked One's oath.



    ''Our faction is called Duty, why you ask? Well, it's simple: if we won't do it, who else will?
    -Generl Krylov




    History

    Duty is primarily made up of the survivors of military expeditions into TheZone, sent to take its territory under governmental control in the wake of the very first stalker incursions in 2009. Anomalies and mutants caused many casualties, while those who managed to survive eventually made their way to the Rostok Factory, where they stayed, fighting off monsters and coping with hunger and deprivation. Duty was founded by then Captain Tachenko, the squad leader of a team of specialists who were tasked to destroy the center of the zone using nuclear explosives however were nearly wiped out by an emission that followed. A Captain at the time, he and his closest officers staged a communications breakdown, allowing them to desert the army and join stalkers in exploiting the Zone. While this ploy worked, the resulting chaos led to great casualties among soldiers, although it enabled Tachenko to create Duty. Tachenko was never held accountable, the story effectively silenced by he and the other higher ups. During a routine artifact hunting trip, however, he and his fellow conspirators were trapped in a spatial anomaly. While they searched for a way out of the anomaly, the Colonel suffered a nervous breakdown and shot two other Duty officers before Tachenko could take him down. With its original leader lost, General Krylov, one of the soldiers that served with Captain Tachenko in their mission, assumed leadership and set up a base of operations in the Agroprom Research Institute, initiating their research into the nature of the mutants the Zone breeds. The clan avoided contact with the military for obvious reasons. While progressing slowly at first, was launched forward with the discovery of the archives beneathAgroprom, containing a plethora of new information (mostly pertaining to Soviet mind control experiments performed on local wildlife, and research performed on behalf of the Group focusing on the C-Consciousnessproject).In 2012, Duty abandoned the Agroprom institute, relocating their base of operations to the Bar area in the Rostok Factory. Their wrap up was thorough, leaving only an empty shell of a building behind... and a nice, elegant rundown of their investigation into the activities of the Group in the Zone, to be recovered by Captain Maksimienko. Their war with Freedom did not escalate, as with General Krylov's resignation and Brigadier General Voronin's assumption of command, they pursued a policy of remaining static - they would continue to fight with Freedom, but would not actively seek to destroy them. After Strelok opened the way up North, Duty and Freedom both sent a contingent to the Yanov station, while General Voronin continued to command his forces from a reinforced bunker within the Rostok Factory.



    ''Don't forget ol' Kolobok, stop by sometime"










    "Do you want to earn the respect of fellow stalkers? Do you want to build a team of loyal friends who will stick up for you in times of trouble? Do you dream of kicking some Duty ass? All this and many other opportunities awaits you if you join Freedom!"




    Freedom (воля) who appear in S.T.A.L.K.E.R.: Shadow of Chernobyl, S.T.A.L.K.E.R.: Clear Sky and S.T.A.L.K.E.R.: Call of Pripyat is a clan of stalkers who fight for free access to the Zone, and their views are somewhat communistic, believing in collective ownership of the zone and seeing it both as a scientific marvel that could answer the problems of the world, and a breakthrough to numerous technological achievements, similar to the view of the Ecologists. Because of their ideals they constantly find themselves in conflict with the Military and their long time nemesis, Duty.
    This is a group set up for Freedom members and STALKER fans alike so come on in friend and have a chat with like minded buddies or just relax in good company, all are welcome here at Freedom even those dastardly Duty members out there so long as you behave yourself that is, Understood? Good! Fantastic! Amazing!
    Well with that said, feel free to contribute to your wonderful community from here on, or just loiter around for a while it's up to you bro!

    Loudspeaker Announcement
    "Any seedy's caught throwing bolts at the concertina wire will have their bread halved!"
    "Uncle Yar is laying low at Pripyat for a while, don't cry he will visit the base every Sunday."
    "What is this Karma I hear of? Where the heck is Chef when I need him?"

    Last edited by rafmc1989; May 05, 2014 at 03:18 PM.


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