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  1. Yesterday
  2. when download the old saved date, it shows like this
  3. At this time when I installed the game with the SAME GAME DVD on my new ps4 pro The new save date lokks like this, whith EU tag But the old online date looks no EU And can not be downloaded Help me !
  4. Last year, I played the game with DLC Following and saved the game on line This year, I buy a new ps4 pro When I insert the same game dvd and installed the game again And installed all the DLC inclouding Following Then I try to download the save date from the PSN net It always told me I can not use the old save what's wrong?? What should I do ?? Help me ! Thank you very much
  5. Last week
  6. Just wanna say that I enjoyed this zombiefest. The night hunter felt like he should be, a terrifying and clever predator that rules the night. It is humbling to know that you and the team are still working on this game, and are still trying to improve upon the pvp aspect of this game. Now I hear we have future DLC on the way, and I can't wait to see what it will all bring. Personally, I'm hoping that one of the dlc allows you to play as the night hunter outside of pvp. Like a story mode expac for him facing these new enemies coming to the game or an origin story. Or challenge maps that would need you to utilize all your skills as a hunter, hell the ability to be able to free roam with this character would be awesome. The difficulty would depend on our level as the night hunter, as each skill could be utilized in different ways to complete our objective. I understand this might simply be wishful thinking, but I do hope you all at Techland will expand on this character someday. It would be nice to know the backstory of Crane's undead polar opposite.
  7. Hello Dying Light community, I was making some dialogs and when I tested them I noticed that sometimes the camera and the zoom jumps around. But always at the same dialogs. Anyone who had something similar? Joluk
  8. Did give the game mode some hours post patch and don't see why the hunter should be cross eyed. I've noted quite a few instances where spit trajectory was modified in a way that makes play less live and less direct. And that aspect of the game was a thing that many appreciated: hits, trajectories, and misses DO have consequences (as opposed to many games...). And while the reasons may be based on statistics or smart devs' opinions, anybody playing can see how this is less fun, less balanced, and more frustrating than before; particularly from the perspective of folks playing hunter. Not frustrating in the "delicious challenge- I'm looking forward to overcome this" - kind of way; but frustrating because actions/spits/trajectories are of less consequence and precision is punished. 1v1 is therefore tougher, but so is 1v2-4. Gp + spit was a tactical combo that made the game's experience richer: In 1v1 it rewarded accurate Ground pounds and in 1v2-4 it represented at least the long shot chance, assuming correct survivor play, of getting a foot in the door and sticking some horde. And yes, this is tactical and a lot of folks are allergic to tactical sequences/combos, berating them as pure spam of players lacking imagination. As if they're coming up with relativity theories or new artistic paradigms while playing. But everybody with a bit of background in games, strategy, and tactics knows, given asymmetric abilities AND differing number of participants on both sides, that the side playing with less participants must have some way to muddy the waters and make the situation less clear. Accurate Ground pound plus spit was far from perfect achieving this b4 the patch, as there still were enough situations that worked against it, but now it's hard to see how to make the asymmetry fun for a cross eyed hunter that finds themselves a bit more removed from the game. If anything, forced tactical mechanisms such as Ground pound + spit should have been made more potent instead of being reigned in, as only this sort of determinism (as opposed to more randomness say) would make it possible, assuming correct play on all sides, for one high level hunter to make the lives of four high level survivors at least a little bit difficult WHILE maintaining the consistency of a game play with clear, live consequences. That said, these abilities should scale to how many survivors are participating. And yes, it's good to see that changes are still being made. But personally, as a pure matter of taste: I've always preferred consequences to random goofiness in my game play and continuing these trends makes the game mode less attractive to play as hunter and less satisfying to play as survivor. My two cents which nobody has to buy + if my reasoning is somehow flawed or I'm missing something, please don't hesitate to disagree and show me the way to gaming salvation.
  9. Looks like the devs still don't get it post-patch. Would be a miracle if our ideas ever got implemented lol which is not going to happen anytime soon apparently.
  10. Sorry but you should watch this video to see for yourself some of the "tactics" humans use (and this is supposed to be "ninja skills"), shoot and switch to 2 handed then kill the NH, or evade tackle and kill him... There are a few of these that i can admit were skilled, but not many... NH MUST be skilled in order to win, humans can just play (notice that the humans receive hints all the time on what to do) This is not true. The whole game teaches you on what to do, flares and UV FL that's just it. "But humans have to learn the gimmicks", Hunters have to even more. I don't know where are you getting these numbers from because reality presents itself very differently (oh, and the full green bar thing? Sorry, a human just went full turtle on flares, there is little to do there). I have either to depend on luck or a bad/noob player to win, there is no fairness the way things are, the mechanics are frustrating in it self, all my movesets can be evaded effectively by humans, but the contrary doesn't work. I don't think anybody deserves a nerf or buff, simply change how mechanics work, it is pathetic and humiliating to a hunter to be one shotted. Curiously I can't DFA volitiles when human but "the ultimate zombie" i can and they are paper thin. Again, hunters shouldn't have to run from humans instead they shouldn't be able to get near them. For instance, what you could do to balance this in a way humans won't be able to kill you so easy. Humans Remove DFA from humans Flares have less CD (they can throw as much as they want but the time to throw the flare is longer and they have a 4 sec CD between flares) Flares are limited but have a much larger area of effect (Only zaid flares works on NH and you give humans for free on the start and each time they die, this prevents spamming too much) UV Flashlights no longer makes NH vulnerable, instead they drain until it reaches 0 but doesn't go vulnerable (only the flares do that because they emit stronger lights) UV flashlights don't consume as much "stamina" from the start anymore but instead it gradually consumes more NH stamina as long as it keeps him under the light Humans won't/can't move as much when being pounced (preventing 180° pounce block, i can agree with 90° though) DK doesn't do damage to NH anymore Grapple hooks doesn't do damage anymore, instead they stagger the NH. Humans respawn almost instanly when after dying Night Hunters Once you go vulnerable, you just F'd up, you can't do anything, only jump slightly, the rest continues as it is You have only one UV block and the CD is huge (3-4 mins, doesn't reset after death, it serves as a mean to reduce the F up punishent giving you another try) and it only permits you to use tentacles, nothing else, the amount of CD and UV block stacks scales with the number of players and its duration as well Reduce the distance you can pounce Make sounds NH make less audible (I can hear them from a Fn mile) Much more HP and resilient to all kinds of dmg (headshots can one shot only if it is from a bow or crossbow, all other weapons need 3-4 shots) Spits CDs are much shorter but it's area is shorter (when a hunter succeed in killing a human that is not affected by any spit effect, you shorten a bit of the CDs) Tackles are not animations anymore but can be aimed properly and doesn't need to be running to do them (they can't be dodged anymore if hit, you can dodge like normaly but not with animation or prevent the NH tackle by dropkicking him before he starts his motion as it takes just a ittle to do the tackle) but the damage it does is reduced, on top of all that, if you miss your tackle you stagger, so if you try to tackle carelessly on a human that is on top of a flare, you should aim well or think twice because you will be vulnerable after a miss (your F up). GP doesn't erase the flare completely anymore, it just blows it away to another place (he will still be affected from the flares effect a bit) GP doesn't have the stagger anymore but it just works for humans in your area of view (about 150°, so no GP on the back anymore) GP spit makes the spit type you used be blocked for a certain amount of time (area of effect shortened because of GP area too) You have only one spit timer to all spits and 3 stacks (if you empty all stacks the CD is longer for the first spit, you have to manage the spits well) The nests are a bit more fragile to melee but are resilient to ranged dmg (that counts explosions from granades and whatnot but if its explosions or damage from the scenarios like gas bottle or gasoline barril or even the bricks you find here and there, it is powerful). I think I covered most of the scenarios that are just plain stupid and/or frustrating, the point of these would be to prevent the possibility of a "survivor" instead of "trying to survive", begins to hunt the hunter. As it is today the catch frase should be "good night, good hunt". Doesn't mean that I am right, just means that I am not satisfied with how the mechanics work especially on the NH side yet. I know it would take a little more than a patch to do these kind of changes but i would be glad to pay some money to this promising game. You guys are on the right track, needs a little more polishing i would guess.
  11. I decided to give this game a second chance after this patch and here are my notes: Hunter: Playing hunter in 1v1 is way more challenging than before: 1st attempt to kill a human 1. I try to claw human 2. Human hits me with 1 handed and get claw damage for 10% of his health because of the Night Hunter Booster 3. With 90 hp left i have to retreat because i wont take a risk to tackle or Ground Pound. 4. I am waiting 10 seconds. 5. He destroys 1 brood 2nd attempt 1. I try to ground pound. 2. Human uses simultaneously dodge and slice. 3. I try to be smart and switch to tackle, it doesnt matter becase he is using dodge + slice simultaneously which lets him easily dodge my tackle, when i switch to Ground Pound i am getting hit with slice. 4. I have 90 hp left and have to retreat or i am missing my tackle and i get hit with 2 handed for 120 ! not 60 (players know how to time their attacks, it is very easy). In both scenarios i have to retreat because i have no means to harm a human. Without Gp+spit human have nothing to fear, he can evade any attacks. When hunter doesnt have gp+spit human doesnt have to prepare any strategy, he can force me to retreat by just simply reacting, pressing dodge all the time simultaneously with slicing or bludgeoning. I was observing his actions carefully and notcied that the only thing he was doing was dodging and slicing at the same time to completly dominate over me. ( 2 moves only without any diversity) If you want to win as a hunter against human in 1v1 you have to be a perfect distractor, good aimer, you have to predict his movements and have great environment awarenes and human has to be retarded. Before patch when gp+spit was working human had to use all his skills to win, today even mediocre humans can outplay you with this one noobish combo which i remain again. Dodge + slice at the same time. This is a game breaker because hunter cant evade and attack at the same time. Before Patch human feared gp+spit. Human could defend his chupacabra by: -throwing molotovs on the ground and preparing charge attack. It was hard, but it was doable. -Successful charge attack + 3 rifle bullets. It was very hard but doable. -Using grapple hook and when hunter switched to tackle instead of GP in the last moment human could cancel grapple hook to do a middle-air dodge a and punish hunter for missed tackle. Even with gp+spit good human could win against good hunter. After Patch human can do all this things + hunter cant even gp spit him Hunter is now very weak in 1v1. Toxic changed almost nothing. Sense spit is useless as always even if you stick it by some extremely good sniping skills. Damage reduction doesnt work when human is waiting for end of hunter missed tackle animation and attacks in a moment when hunter regains control. My suggestions for fix the current inbalanced state: -Make the missed tackle animation shorter so hunter can escape quicker or let him use tendrils to run away and try another tackle (Set the time to the point where human can hit with crossbow or 1 handed but dont let him hit you with 2 handed, dont reduce the damage, it is dumb). -Human cant attack in dodge animation or - bring back gp+spit in 1v1
  12. Sorry for digging out this subject, but I'd like to extract dialogues in my native language.I would really appreciate if you told me how you managed to extract these files, please.
  13. As always, we appreciate everyone's feedback! The biggest thing I can suggest right now for Hunters that are struggling, is to always pick fully green bars under the matching category. This will help you to match up with someone of your equal skill level. As I mentioned in the previous post, Hunters are winning close to 50% of these equally matched games.
  14. This "may" is very random it seems... I just invaded and let the human kill all "nests" without touching him, supposedly he should be doing "well"... Nothing new, just the 2 "broods" there... I see what you say but i don't see that in game. The punishing factor still stands, why do you think lower tier have a slight edge (if what you say is truth), because noob humans can get away with mistakes where hunters can't. You have to play very good against a decent human to not make the game a frustrating waste of a time. Also, I constantly search for humans to invade so i refresh a lot the serching screen, the amount of solo players is astounding and then there are some duos, most of the experienced players play solo or duo, all groups of 4 players were noobs or not that good (this is a personal experience here), but the amount of solos and duos indicate that: Could be that the game is not as played as before therefore making 3-4 players rarer The balancing starts to really kick in with 3-4 players, the hunter starts to be more useful (CDs are shorter, health is properly balanced, etc), thus making players stop going in 3-4 There was this player who could evade all my tackles atempts and one shot me or leave me with 30 health... So tackle was out of the options too. Being a hunter is frustrating as it is, the way mechanics work makes you feel like a pile of trash sometimes, you are a hunter, humans should be running from you, it is humiliating to see a human hunting you because he can, he has the means not to fend you off, but to hunt you... Survivors shouldn't have the means to one shot you, they should have the means to keep you at bay...
  15. Pete, you confuse correlation with causation. It doesn't take long for a human to figure out the do's and dont's in this mode, so it should not be contributing to the VAST MAJORITY of games won by the NH. 1 or 2% at most. The only reason hunters win the vast majority of the games is also not because the game is/was balanced yet, but they had to perfect their approach to the smallest detail. One mistake on the hunters' side equals 1 lost nest. The NH with bad habits will gradually see his winrate decline until he faces the newbies again. After that, he climbs uphill only to see the big rock again, which he couldn't get out of the way last time. The rock went downhill on his path, set him back to square one. Rinse and repeat. Then one day it hit (pun intended) him. He has to find a completely new method to deal with the rock. As a result, the rock was cleared out of the way and he could go further uphill again. The hunter, having faced severe punishment by humans who knew what they were doing, unleashes his perfected approach on unsuspecting, less-experienced humans, which finally explains why the winrate is tipped to the NH's favour. This is my theory, which I believe is the leading factor of the winrate issue, or lack thereof. Everyone would most likely come up with the same conclusion with a little bit of common sense. It is most definitely not your 'trial by fire' that caused this.
  16. It's actually individual "Brood" that are counted for Survivors. Not "Nests". There are typically 10 Brood per game in a 1v1 match (2 per Nest). If the Survivor is doing well there may be more. In a 4v1 there maybe be up to 6 brood per Nest meaning there could be 30 Brood killed in a 4v1 with only 10 lives available for the Hunter. The Hunters win the VAST MAJORITY of games. Always have, and always will. It's a "trial by fire" for survivors trying to figure out this game mode. The Hunter has a tutorial can can get a grip on the basics before they start. Survivors don't have anything similar. I've written about this previously, but we have skill ratings applied to each user. This is used to determine ideal matches. Think- Gold vs Gold player matchups in rocket league. Or Silver vs Silver etc. These even matchups (across all tiers) are what we look at closely. And I can tell you that overall, across all game types (1v1 to 4v1) the results of ALL EVENLY MATCHED games across EVERY TIER is very close. (about 55% win ratio for Survivors, until the very highest tier... which is 49% Survivors)
  17. Recently i saw hunter doing intant tackles 5 times in a row without stamina.
  18. Everything was an improvement, also kudos to you for trying to balance this rather old game. I would like to note that the event that took place these days show that the game is very unbalanced still favoring the humans... The results were 476170 (lets put an easier to see number 477000) hunter kills vs 373282 (374000) human hive kills. As hunters we have to kill 10 times, humans have to destroy 5 hives. So to at least be 50-50 the hunters should have killed 374000 times 2 (748000). You see the difference? 477000 to 748000? Now i am a player the likes to play hunter and on top of that I hate picking on the weak, it is often that i teach a new player how to counter me as hunter because I like the thrill of the hunt and the weak don't fight back (boring). So i won't say anything to be easier on the hunters side, just possible. On even grounds, a perfect human player wins over a perfect hunter player because (consider everything to be even grounds, not situational stuff): hunters are fast but dodgeable tackle (dodgeable and punishable) ground pound (easily predicted and dodgleable) spits (imagine you as a human only having a crossbow as a long range and having an enormous cd on each shot, only the "arrow" doesn't go exactly where you want and it starts to fall at a certain distance and sometimes sticks on a tree leaf or a tv cable, light posts, posts wires. There was this time that the spit stuck on the air. Also if you count on the spit explosion area, that can be easily dodged most of the time) pounce (one little flick and buh bye pounce and the flick reaches far far away...) Humans on the other hand have an arsenal of things and can't be dodged like they do with hunters (crossbows/bows, guns, melee wps, throwing wps, bombs, potions, flares, DFA, they can dodge anytime and drop kicks) Want to start being balanced, remove animations on both sides or at least when I ground pound at the same time as a human make them take dmg or suffer a knockback or make that when a human gets tired they can't dodge the tackle and make so that the "tackle dodge" consumes stamina, how much i really don't know but i guess not much, about 1/6 of the stamina bar. Also i never understood why there is such a consequence when i miss my ground pound. Humans can miss their DK and be rather fine, if i miss my GP it is most of the times a certain death (or not miss, because it doesn't count as a miss if they dodged it)... How many times have I seen players turtle in their flares and bait my ground pound so that they can kill me (UV block is not always an option because CDs), give the GP a chance, if i miss once it will count as I have hit but if i miss again in 30 sec then I will be tired or whatever (just like the 3 demolisher tackle). The ground pound area is flat also, I once hit a human's head trying to ground pound (i knew it wouldn't hit but it seemed so logical) i literally smashed the human head, something should happen but no, he just killed me on my failed atempt. The thing about hunters is we have a few not so effective approuch choices while humans have all the kit to be the real hunters. And the punish of me dying is so hard because I die once, they take a whole hive most of the time. So humans can die 9 times effectively, I can die 4 times only (assuming they do not start to goof or to hunt me)... And when I die I start on the other side of the city on top of the long CD to be back (especially on 1v1s), humans start closer to the hives and the CD is much shorter. Another thing is that the humans have more dexterity than hunters, often I see a Human getting on top of a light post or something similar and shotting the nest, i can't tackle him, to try to GP him is too risky because if I miss there will be that long stagger and DFA will be a sure thing, pounce + UV = DFA, i have no spit other than the toxic and CDs is in the way so I have no other choice if i don't have the Toxic Spit than to give that hive spawn. The end it all the CDs on spits are too long for such a poor return, every spit can be evaded from a distance and when you get it right, there is always something the players can do to deny completely of what of have just done (even in 1vs1) UV blocker spit should block players from throwing flares when there is 2 or more players I can understand that with one player it would be a certain kill, but on a 1vs2 and so on, it is mostly useless unless you were lucky to hit all of them of most of them and they have their flares on CDs which to this day i haven't seen that... So to resume everything: Balance ground pound, make it less risky Balance spit CDs, they are not that powerful and accurate to have such CDs (I would prefer a smaler area of effect of the spit and with a shorter CD) Make that UV block spit blocks flares usage too on 1vs2+ (this makes teamwork more important than ever) Fix the spawn points on death Tackles can't be evaded when a human is tired and make it that dodging tackles drains stamina TLDR: Being a hunter is so unforgiving, to best a human you must play perfectly, to best a hunter however you just have to play, humans have much more means to punish a hunter's bad play.
  19. No! If don't have any wall, Human enough times to dodge "Insta Tackle". And i say "It not really scary, if don't have any wall", not "How to use Insta Tackles".
  20. i bought a new computer, with win10(pirated) and i try to install DL(Enhan Edition) i can't even double click to install DL there's only way to trying to install with right mouse button "An error occurred while updating Dying Light (Invalid platform)" i tried download region things, it doesn't works as well rest of all my games works,(i mean can be installed) i already did is the problem about Win10? Please help! i'm not good in English anyways
  21. Hi there, I want to make a quarantine zone for my map and have the logo show up on the map and become a quest when found. I have no idea how to do this, can anyone assist me with this? Thank you
  22. I would say that one if you have a NAT type issue and there are many ways to fix it online just Google NAT type trouble.
  23. I definitely agree with you on human PVP and the character creator I think that'd be pretty fun!
  24. I mean some things would combo and do like 20x damage....not just double
  25. Are you not aware what are you saying? Instant tackle can be done in the moment hunter hit something or stay at place, it doesn't need any wall. You can perform instant tackles in all cases when hunter was in motion when entering animation which involves: - standard dodge - pounce interrupt - being dropkicked while running (can tackle other human in vicinity) - having human in range after first succesfull tackle (double tackle) For some reason, the game doesn't cancel momentum values at the moment hunter enters animation, which can be proven by the fact that that one day when hunter was forced momentum reset when turning too fast around, backward instant tackles weren't working while other like double tackle could been still perform.
  26. What do you exactly mean by this? I mean in a team scenario with four humans having different elements on their modified gear, wouldn't it make sense for it to all stack when attacking nests or zombies, even if one human was combining elements? Or was there something that completely broke things?
  27. Earlier
  28. Dear Techland. I really need you help team, I've been playing dying light since its date of release in 2015. I've purchased every version of the game PlayStation, Xbox, Pc. And that's where my problem is, the pc. I just bought a new rig two days ago with a Radeon rx 580 4gb 8gb ddr4 ram and a ryzen 5 1400 cpu. And what bothers me is my cpu is better than the recommended fx 8350! And her on ultra medium and low I struggle to get 60fps like we're talking 30-45fps and I'm not one to chupacabra and moan but if you pay for something better you'd expect it to work! Please Techland I know you probably won't read this but it would make your dearest fan happy to play dying at its best thank you for reading.
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