Thanks for the awesome advice Drifter. I cant imagine someone playing Ironman in Misery, not even in version 1, worst yet in 2. I will follow your advice next time I play.
There are some things that are really putting me down on the mod though:
- artificial difficulty (mutants detect you from a half a mile, bandits behave like spetsnaz flanking and headshoting and grenade throwing with surgical accurach, etc)
- one-use repair kits (wtf ? )
- weird economy (I was ready to buy a pistol from Nimble - something I always do in Misery 1 - until I noticed he charges around 23k for it while a full quality Groza from Owl costs 29k. Whats the point of acquiring the pistol then ? )
- intense inventory micro-management because of high item granularity (there are 3 quality types for all items from medkits, stymulants, drugs, cleaning solvents, lanterns, to weapons and armor, repair kits for each specific caliber type and armor type, etc. Resulting in uber dense inventories and long times for managing it)
- questionable class decisions (snipers good with shotguns ?)
- almost useless artifacts
This is sad because I think the mod has a huge potential and has a lot of great ideas (type of ammo is much more important, self reparing is interesting, anomalies really dangerous, artifacts nerfed - though it shouldnt be almost useless as its now -, great variety in stalkers outfits, battery powered lantern, etc) . I just think right now its not so fun to play because of the points above, which can be summed up as exagerated micromanagement and artificial difficulty.
A simple example is the illumination aspect. WHY to have 2 types of lanterns ? Why not having just 1 type (the default headlamp) and give it a proper rechargeable batteries? I mean, the idea of managing your batteries is very welcome, but it looks as if the modders tried to reach for maximum "coolz realizm" while forgetting to ask if it would be a fun game that way, and so we got various kinds of lanterns adding a (in my view) questionable complexity.
One honest question for Drifter: do you really make use of all those repair kits and bloated inventory items ? Or you found a way to play ignoring these parts? I mean, are people there really having fun doing the inventory micromanagement, or they found a way to play the game circumventing it ?
Anyway, I will go back and persevere. Wish me luck.