Misery 2.0 – Initial Thoughts

by Alex on  August 3, 2013 |
|
7
 

So, I’ve been away for the last few days as I mentioned in my last blog post – I’ll be back with a Redux Dev Log tomorrow, but today I’ve got something a bit different.

Tonight after I got home, I installed the latest version of Misery, version 2.0, for Call of Pripyat.

Misery has had a huge amount of attention over the last few months, and their version 2.0 is out and in the public domain for everyone to try.

These are my thoughts after a couple of hours of play with the mod.

I’ll start off by giving the disclaimer that I am not at all a fan of the visual and aesthetic changes made by the mod – it’s just not the way I envision, or enjoy, the Zone – in a game or otherwise.

That said, I believe the Misery Development Team have made it relatively easy to use alternative texture packs with the mod, so it’s not a huge sticking point – thus, I won’t be commenting on any of the visual aspects of the mod.

I played the mod exactly as packaged, unchanged and not using any unofficial patches.

I’m going to just rattle off the points I noticed as I played:

The art on the main menu and loading screens is, as has come to be expected from Misery, excellent.

I like that the backgrounds and music in the menus change depending on your class selection.
I’m playing Sniper, and it’s soothing and lovely.

The writing in the mod needs work, it can’t be sugar-coated much.
Good writing with proper grammar and spelling as well as good sentence structure is important, and unfortunately from what I’ve seen so far, writing in the class selection screen, loading screens, some dialogue and some items isn’t great.

Suit protection values now use ‘real-world’ units of measure for determining your resistance to electricity, radiation etc.
Most of the time, this just doesn’t work, in my opinion.
A lot of these units are very arbitrary and have absolutely no point of reference, meaning you have no idea how much actual protection you’re getting from a suit, or how much energy restoration you’re getting from an item, etc.
I guess this is an example of going for realism for the sake of realism?
Using KCals for food is cool, but about the only place this works.

The idea of a manually-held flashlight/torch is a great one (and clever implementation using the detector slot), but it’s utterly broken in its current state, even though the version I downloaded said it included a ‘flashlight fix’.
If it’s fixed, this is a cool feature.

Multiple knives is cool too, and though I’ve only tried the Sniper’s starting knife, it doesn’t seem powerful enough for something that’s several inches of sharpened steel.

Item descriptions are huge.
Some suits have an entire screen-worth of text and bullet-points, and I’m playing on a 2560×1440 resolution screen, so that’s a lot.
On smaller screens, a lot of text is apparently cut off the top and bottom which ain’t good!

The radio chatter and military communication integrated into the ambient sound effects is a nice touch, quite immersive.

I’m experiencing a lot of stuttering when moving about the level (only played in Zaton so far), and I’ve got a fairly beastly machine (i5-2500k overclocked, GTX 670, 32GB RAM etc).
It’s definitely more than vanilla CoP (to be expected) but it’s also, as far as I can tell, more than Redux in its current development state, which I’m not sure for the reason for.

Zombies seem to loot bodies for ages, which makes them easy to kill.
You can run up and knife them and they don’t even seem to react.

Weapon damage seems quite bizarre – in terms of player vs NPC damage, my Sniper’s starting Mosin Nagant couldn’t kill zombies even with a couple of headshots.
In terms of NPC vs player damage, a zombie with a pistol seemed to do barely any damage to me at nearly point blank range for a few shots, but then suddenly one-shot me.

When I used the army-medkits I spawned with, I seemed to black out?

The CNPP seems very crisp in the skybox, which looks great. Hey Cromm Cruac, fancy hooking me up mate?

When walking on the road by the burnt farmstead, I believe I went over the abandoned cave with the controller in it, meaning I suddenly got a neat-looking psi-effect overlay and my health instantly plummeted from full to dead in about three seconds…
Seems the controller’s psi-range needs to be toned down slightly!

Dogs are absolutely deadly. Speaking as the creator of Redux, I know I can’t talk much, but yeah, they’re fast, deadly and you can’t even climb anything to get out of their reach as they can sort of teleport-jump-attack you.

Trader inventories seem a bit confused.
Beard and Owl now both sell basically the same things, with Beard no longer just Barman, but also vendor of suits, ammunition and medical supplies as well as the dozens of new repair items.
Owl sells the same but also weapons (by the way the AKM, AKM (Modern) and AKM (Alternative) don’t have working descriptions).
Both traders have HUGE, overwhelming inventories – it might be an idea to cut down on the probabilities of traders stocking things, meaning you’ll get less ‘splurge’ of stock all at once.

Suit and weapon stat bars are broken – their values often filling (actually going beyond) the UI bars.

The massive amount of new repair/maintenance items is overwhelming, and a bit hard to understand, especially at first.
I love new items more than most people, but this seems a little overkill.

(Niggle) New caliber-specific silencers often share the same icon.

Binoculars (which have to be bought now, which is a good idea) are practically useless without upgrades.
I can zoom in more with ironsights as a sniper than I can with the binoculars as default, which kinda negates their purpose a bit.

The new repair system is a good idea, but the UI really needs some work.

The ‘personal items’ are a good idea, whoever came up with that is a cool guy! 😉

Well that was a bit more of a wall of text than I anticipated – this blog doesn’t seem to work too well for this kind of thing. Sorry about that.

Anyway, that’s my initial thoughts after playing for just a couple of hours!

Tomorrow, back to Redux development and a little dev log for you all!

7 comments on “Misery 2.0 – Initial Thoughts”
  1. John | | Reply

    “- Suit protection values now use ‘real-world’ units of measure for determining your resistance to electricity, radiation etc.
    A lot of these units are very arbitrary and have absolutely no point of reference, meaning you have no idea how much actual protection you’re getting from a suit, or how much energy restoration you’re getting from an item”

    If you take your time to check out the the protection values you can see, there are clear references of each. It’s all there in black and white.

    For example: The psy protection value of SEVA states 57mT, psyblock has a protection value of 71mT. Then there’s clear description of all the psy-sources. Controller psy effect (75mT), Poltergeist (90mT) etc. After that it’s second grade math to calculate what you need to protect you from psy-sources. For example for Poltergeist, SEVA alone isn’t enough, but SEVA + psyblock are enough.

    • Alex | | Reply

      Thanks for your reply!

      Maybe I haven’t played enough, but when the actual ‘useful’ protection values have been pushed away from the point at which you actually need them (when you’re checking out a suit/item to see if it’s useful) then I think that’s a poor design decision personally, that’s all.

  2. Ypnose | | Reply

    Hum, I didn’t play MISERY (because many persons are complaining about CTD) but after reading your thoughts, I feel a bit disappointed.
    I think the mod can still be saved, if modders work on a real patch. Let’s hope so.

  3. bl0kk | | Reply

    i played a few hours now too and i absolutely think you are right with the damage system, it cant be that a bandit with the very same protection than me needs 3 mags into the body but me on the other side dies from two hits, i play the assaulter class and im a bit frustrated after about 5 hours of gameplay now, the mutants are way to strong too.. i was watching some fights between npc`s and a combo of dogs/flesh`s and the npcs(two) killed the whole horde in a few seconds, when i crossed the path of three dogs i had to pump a whole mag into the first dog wich killed him but the other two killed me with two hits and you cant even run away because your stamina bar goes down very far, and once it is down you have to wait bc it only says you are exhausted and you move around like a grandpa 😉 (and i only had 30kg on me)…i like difficult mods but this really need much balancing i really hope for a patch soon, until this happens i wont play the mod anymore because it only frustrates me

  4. Trikster | | Reply

    Hello,
    I’d be extremely grateful if you expanded on that:
    “Good writing with proper grammar and spelling as well as good sentence structure is important, and unfortunately from what I’ve seen so far, writing in the class selection screen, loading screens, some dialogue and some items isn’t great”
    What do you mean? Selection class – ok, that’s one of the things to make better, but could you tell me anything about loading screens, dialogue and items? I’m responsible in MDT for proofreading and there’re bound to be some things I’ve overlooked.
    Thanks in advance!

    • Alex | | Reply

      Sure thing, next time I play the mod I’ll note down anything iffy that I see and will follow up here! 🙂

  5. Trikster | | Reply

    That’s extremely nice of you! 🙂 Thanks!

LEAVE A COMMENT

Please wait......