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Showing content with the highest reputation since 03/26/2018 in all areas

  1. 5 points
    Pete Donnelly

    BtZ Feedback Wanted: 03/21/2018

    I just want to start by saying I've gone through the forum and read a lot of the feedback you have all posted recently. I've been playing the game in it's current state and have opinions of my own as well. We're looking at putting out another tuning patch soon and I want to create this post to gather some input. To make this as effective as possible, and to ensure that your opinion is heard, please use this template for all responses in this thread: WHEN I PLAY AS SURVIVOR #1 thing I like: #1 thing that bugs me: WHEN I PLAY AS HUNTER #1 thing I like: #1 thing that bugs me: OVERALL #1 thing I want: I will be reading other posts so if you want to get into discussions about specific aspects of the game, please create a new topic in the forum. I will read it. If it is written in an civil and constructive manner, I'll be sure to comment...if it's written in a whiny, hate mongering manner...I'll probably just ignore it. And please remember: Survivors and Hunters need each other... or else there is no game... let's not try to alienate or demonize either side with our critiques. ...and yes, I know telebombers are the worst Thanks everyone!
  2. 5 points
    Pete Donnelly

    BTZ Update 04/05/2018

    The new BTZ/Invasion balance patch should be live now! Details below: Survivors increased flare duration 3 flares and 3 medkits gifted each respawn medkits/ammo/craft parts can be looted from hives additional gold tier weapon rewards (previously, only fantasy weapons could be won) slight increase in uv light distance for 2v1-4v1 Hunter reduced knockback from hunter melee explosion range for uv disable spit and horde spit returned to previous values increased spit/uv block cooldowns in 3v1, 4v1
  3. 5 points
    Irish farmer

    PS4 player

    Just wanted to say really nice game and good job developers, I know a lot of people are having problems with different parts of the game, I have been playing since release date and have no problems to date even after the updates, wanted to let techland know this keep up the good work it can't be easy keeping going with all the negativity going around
  4. 5 points
    James Gallagher

    Gun Silencer available now

    Update your game and go to your Quartermaster to get the free Gun Silencer Blueprints — which have been added to Dying Light by popular demand. The silencer doesn’t break and it has no cool down, so you can use it as much as you like. It does require special Subsonic Ammo, which you can find by looting police vans around Harran.
  5. 4 points
    Gabrielmpf

    A Few More Game Suggestions

    Hi fellow farmers, I've been playing a lot of Pure Farming, and as I play I'm always thinking of new things that could be added to the game and improve the overall experience, and to make it even more interesting. Honey - This would be fun, and probably won't even take much space. Bee keeping, where the end result would be honey (in small boxes that we could carry), which we could sell at available food markets. British Map - Have you guys seen the English countryside? It's gorgeous. You could have lavender fields, rhubarb, and keep llamas (or alpacas) for wool, which are all popular things in Britain. African Map - Cocoa plantations is what immediately comes to mind with an African map. Other popular produces could be added as well. Peanuts - Peanut plantations, for the USA map. C'mon, it's the land of peanut butter More things to do while we wait for our crops to grow - Right now, I mow grass into bales and sell them, while I wait for my crops, instead of just speeding up time. I'd like more things to do, for example, missions from my neighbors in Free Farming mode. Could be field work or other tasks, similar to what we did in the Campaign. Wouldn't even have to be handsomely rewarded, just something to keep us entertained while we wait. Automatic Irrigation - The water cistern is not very practical to irrigate our fields, especially if you have a huge field. I'd have to wait for a rainy day to irrigate such a big field. Maybe have it similar to the orchards, with a tank near the field that we could fill. I'm sure they don't use a cistern to irrigate big fields in the real world. Front-End Mower - This would be great, as I would be able to mow grass and bale at the same time Buy the Dam - We should be able to buy the dam in Montana, and get more energy income. ***************************************************** The game's economy could still be improved: More dynamic prices - Prices should be more volatile. And with preference, different from place to place. Farmers Market - A way to sell our goods occasionally, with better prices. Like once a week, or something. But at random times, to keep it more interesting and unexpected. Special Orders - Sell goods at different places that take orders from time to time, like a Brewery (Barley) (or Apples for Cider), a Bakery (Wheat, Rye). Also these prices should be better, but we wouldn't know when they needed these goods. It would only appear occasionally. I wish the developers see the suggestions section and take them into consideration. Not sure they do. I'd be really happy if a few of these suggestions make their way into the game at some point. I'm sure I'll come up with more suggestions soon. This game really fires my imagination. Happy Farming! Gabriel
  6. 4 points
    We are working on the next patch guys, please bear with us. As mentioned on here, you may find that things are better if you start a new game. We're working on a solution so that all fixes will apply to save files from before the patch, and that will hopefully come in the next update.
  7. 3 points
    Thunder Ice

    Survival Mode + Sandbox Mode Feature Requests!

    Yesterday, I made this post talking about a survival mode and sandbox mode feature for Dying Light, possibly in a future Content Drop. That post has gotten popular rather quickly, showing that people definitely want these features to make it into the game. I figured that I would share it here and increase the chance of the developers themselves noticing it. I believe this would really bring people in. Plus, I've been dying (ha) to get back into this game for ages. This would hook me, and more! This will be consistently updated with new ideas that will be added to the list. If you have any suggestions that would fit this bill, leave it down below and I'll add it to this and the Reddit post! -------------------------- Sandbox Mode starts a fresh game with no storyline, allowing you to play essentially forever, and also allows a variety of settings to be changed before you play a game, such as zombie speeds, strengths, types, activity (day/night/both), Volatile activity, infectivity, and so on. So if people wanted to play something that felt like The Walking Dead or 28 Days Later and so on, then they have those options, whichever are available. Also in this sandbox mode, it can be an option to have all safe zones claimed or lost, and how many for either option. This would tie in for the survival mode. With this in mind, most buildings that are locked off post-campaign or have interiors but are not enterable, are now accessible. Permadeath is also an option, so when you die, you start over. If you die regularly, you respawn as a new character, which is what survival mode also has. Settings that would be available are as follows (will be updated): Zombie Population Density: Very low, low, normal, medium, high, very high, insane Zombie Speeds: Walkers and Virals, Virals only, Walkers only Zombie Strengths: Very weak, weak, normal, strong, very strong, one-hit (optional) Zombie Hearing: Very weak, weak, normal, strong, very strong, pinpoint (stealth is the only safe method) Zombie Sight: Blind, Normal, Eagle Special Zombie Population Density: Very low, low, normal, medium, high, very high, insane Zombie Population: Normal zombies only, Special zombies only, Normals and Specials Zombie Population Increases: Yes, No Zombie Population Increments (accessible if Yes): 2x, 4x, 8x, 16x, 32x Zombie Population Increment Days (accessible if Yes): Every day, Every 2 days, Every 5 days, Every 10 days, Every 20 Days Infection to Harran Virus: Yes, No Infection to Zombie Guts (disguise): Yes, No Infection Transmission (accessible if Yes): Bites only, Scratches only, Bites and scratches Sound Attraction: None, Very low, Low, Normal, High, Very High Gunshots and explosions spawn horde: Yes, No Sound Horde size (accessible if Yes): 5, 10, 20, 50, 100 (if game can handle it) Sound spawns: Walkers only, Virals only, Walkers and Virals Loot Respawns: Yes, No Food And Water Respawns: Yes, No Loot Spawn Frequency (accessible if Yes): Every day, every 2 days, every 5 days, every 10 days, every 20 days, every 30 days Loot Abundance (accessible if Yes): Very low, low, normal, medium, high, very high, extremely high Food and Water Spawn Frequency (accessible if Yes): Every day, every 2 days, every 5 days, every 10 days, every 20 days, every 30 days Food And Water Abundance (accessible if Yes): Very low, low, normal, medium, high, very high, extremely high Airdrops Spawn: Yes, No Airdrops stop after (accessible if Yes): 1 Day, 5 Days, 10 Days, 15 Days, 20 Days, 30 Days, 50 Days, ∞ Random Wandering Hordes Spawn: Yes, No Random Wandering Horde Size (accessible if Yes): 5, 10, 20, 50, 100 Volatiles Spawn: Yes, No Volatile Spawns (accessible if Yes): Day, Night, Day and Night Volatile Population Density: Very low, low, normal, medium, high, very high, insane Enemy humans spawn: Yes, No Enemy human commonness (accessible if yes): Very low, low, normal, medium, high, very high, insane(?) Survival Mode is another toggle-able option that, when activated, prompts the player to look for food, water, and a place to sleep. You search houses and can find bottled water, cans of food, and beds for either temporary outposts or safe zones. Players will also get sick, whether from eating food gone bad, dirty water, or other reasons, and will need antibiotics to treat these sicknesses. Antibiotics can be bought from shopkeepers at safe zones, found in pharmacies, or in enemy territories. This will give players an even bigger reason to explore the world and find what they need to stay healthy. Sicknesses can vary: Some may cause you to lose energy faster, require more food to eat or water to drink, may make you more commonly fatigued, or even more susceptible to catching the Harran virus when dealing with Infected. In a way, you do not want to be sick when trying to survive out there. If you camouflage yourself with zombie guts, you increase the risk of contracting an illness or the Harran virus - even both. If sickened by zombie guts, you will become weakened, fatigued, and may have a lower perception with your Survivor Sense. As for being sickened with the Harran Virus, see below. Players can now become infected with the Harran Virus, and must either see the doctor in a safe zone or find Antizin via air drops or Rais' drops/territories. If you do not take Antizin during your infection period, you will succumb to the disease and respawn as a new character. If you are playing the campaign and activate survival mode, you will already have the disease, and Antizin now becomes available to find in the game world. If you do not take it within 1 in-game day, you will die, and like the modes of Hard or Nightmare, you may be penalized. You can starve or die of thirst without enough food or water. You can stockpile supplies. Depending on the difficulty, they will not respawn, meaning you will eventually end up with finding supplies only in bandit camps, on bandits, or by airdrops. Safe zones can be lost to zombie attacks after a while. Also in this mode, loud sounds will now not only draw larger groups of Virals, but also draw large groups of walkers as well. Is that gunshot worth it? Another idea I thought of was perhaps a hardcore version of Survival, in which all safe zones are lost, and you are allowed to create small "outpost" zones in small houses (though this would be possible in the normal version of Survival). You can create two at a time, and must gather the resources necessary to create UV lights to keep out the Volatiles. Once a safe base is created, you will have access to a locker that will allow you to stockpile supplies, meaning it would be best to stockpile when you can, because you will eventually run out. In this particular hardcore mode, airdrops will stop after 15 in-game days, so Antizin will be found primarily in bandit camps and Rais containers, as well as on the bodies of bandits and Rais thugs. More zombies will populate the world, stronger and much more deadly. Volatiles will appear commonly at night, and you might have to gather batteries to keep your flashlight going. Just don't run out of Antizin either! (Concept, may not be possible) In survival mode and its hardcore counterpart, a "safe-zone mode" will be available, allowing you to choose more areas than in the base game where you want to set up a safe zone. For example, if you were to choose a house at ground level, you will need resources to create UV lights and barricades that block windows. You will also be able to craft a door lock and a bed, which will immediately scan the perimeter and declare it a safe-zone. In the slim chance that the Techland devs see this, I would really love to see something like this make it into the game as perhaps in one of the future Content Drops, even if it's not in full detail as I listed above, though that would be nice for something close to the full thing. Dying Light already is a fantastic game, and personally, I like challenges. So please, feel free to make sure the Techland devs see this, and if you are a dev and are seeing this, please, I would love to see this make it to a future update!
  8. 3 points
    Renfur

    BTZ Damage changed?

    They patched this by including the update from 1/12 into the game files. Sadly, they decided to do the update via PLS again instead of an actual update so now if someone bypasses, they will have the damages from the 1/12 update and all of the Hunter buffs from 1/12. :v
  9. 3 points
    Renfur

    BTZ Update 04/05/2018

    James is there any possible way you guys could issue an actual update for this? Updating BTZ through the PLS just makes people use the bypass exploit to play pre-patch.
  10. 3 points
    I appreciate one and all opinions. Because they are just that. Some people enjoy on thing or the other. However, to personally attack other members of the forum and degrade them is not ok with me. You do not have a clue as to who anyone is here in this forum. You talk about disagreeing with your opinion, but I do not believe any member of this forum has degraded or personally attacked you because of your opinion. Just not cool. Maybe if you would bring you point across a little more succinctly people would listen, instead of raving on how horrible this game and the developers are. Give people and the developers a chance. There are some who enjoy the game. We can agree to disagree. My first multiplayer game was pong on a Sears black and white TV. Good luck to you.
  11. 3 points
    Maybe I'm not seeing it in the tablet or in the options, because I'm clearly not seeing it on the silo/storage tooltip, but it would be nice to have a way to see the actual amount of crop you have in storage (weight in lbs or tons) versus the percentage, after all, market prices are based on tonnage, not storage percentage. I find the percentage pretty useless in all reality. There's already a bar there telling me how much of the storage that crop is taking up. What I'd really like to see is how much I actually have in storage by weight so I can determine how many trailer loads I have or if I even have a full trailer load in there, which helps in determining if I want to sell that crop or hold on to it until I have a full trailer load. Having both of those statistics would be the ideal, better yet would be a way to switch between the two.
  12. 3 points
    Michał Rainert

    PS4 player

    Hi, Thank you for kind words. I can assure you we are working hard on fixing the issues, also a new content is going to be released soon. So - please stay tuned for more details :-)
  13. 3 points
    Okay, did some further testing, and @Weaponz248 was right. If you start a new game and buy any of the new vehicles included in the patch 1.1.2, the game stays stable and everything works as it should, which means that the new updates are, indeed, incompatible with the previous saves. So, there you have it. Another piece of the puzzle complete
  14. 3 points
    cd_BE

    Potato harvest (worker) and pigsty problems

    @PetterCZ I think we all do. For Potato harvest they have to rethink tings. Even if you put a trailer next to it, they start unloading but as soon as they have a little bit of empty room (20kg) the AI worker starts driving off. So like someone said here the only option is to fire the retarded worker and unload it by yourself and rehire someone new for the next batch. I hope we get something like the Grimme VARITRON 470 the equipment we have now is just not compatible with the AI.
  15. 3 points
    bostonjohnny1226

    Weather forecasts

    Having this ingame would be great. Why water your field if its gonna rain?
  16. 3 points
    Enka

    New Video: Fuel Management

    I disagree. 1. As far as I can see whatever you described about Triple A isn't happening. It's simply magically buying more fuel through your tablet, seemingly instant. 2. If everything can be roleplayed why buy the game, I'll just picture it all in my head. I think there's not alot of management going on if all you need to do is bring up your tablet and buy fuel at a higher cost. Trust me my imagination is good, but that's a bit too much. I've played plenty of simulators and I can distinguish what I need to roleplay and what would actually break immersion. I think the penalty for forgetting to fuel up should be a little more than that. If I was a real farmer and I forgot to tank up what would I do? Go to the gasstation with some jerry cans and fill them up, cursing myself on the way over and back for the lost time. I think saying "just roleplay it" is too easy. Add a little depth to the whole mechanic if you're gonna put it in. Make it feel like fueling on time matters and is a bigger part in the routine than "Oops I forgot to fuel up, better alert the magical Triple A to instantly fill my tank up".
  17. 2 points
    Over the weekend we released two updates for consoles. Unfortunately, there are still some issues that we are working hard to fix. We’ll be releasing another update to address everything you’re reporting to us. In the meantime: - Please be sure to manually check for the latest update via your console’s home menu. The emergency update we released on Saturday may not have automatically downloaded. - While we are working on a solution to fix issues with existing save games, you may find that starting a new game works better for the time being. We are sorry for the inconvenience. We’re doing everything we can to make sure the game is to the standard it needs to be.
  18. 2 points
    Renfur

    Prison Heist Complete Details

    Prison Heist Loot Currently, there are five tiers of loot for the prison. Tier 0 is the best loot possible, these will be your golden tier weapons. Tier 1 is the next best possible loot, these will be your orange tier weapons. Tier 2 is the third best loot possible, these will be your violet tier weapons. Tier 3 is when you start getting not so good loot, these will be your blue tier weapons. Tier 4 are the green tier weapons. Tier 5 is the worst possible loot, these will be your white tier weapons. Prison Heist Difficulty Times In order to achieve a specific tier, your time of completion needs to be lower than the maximum stated below. There are different times required in different difficulties. Normal Mode Times Tier 0: 8 Minutes Tier 1: 15 Minutes Tier 2: 25 Minutes Tier 3: 40 Minutes Tier 4: 50 Minutes Tier 5: 60 Minutes Hard Mode Times Tier 0: 15 Minutes Tier 1: 25 Minutes Tier 2: 35 Minutes Tier 3: 50 Minutes Tier 4: 70 Minutes Tier 5: 90 Minutes Nightmare Mode Times Tier 0: 25 Minutes Tier 1: 35 Minutes Tier 2: 45 Minutes Tier 3: 70 Minutes Tier 4: 90 Minutes Tier 5: 110 Minutes Loot Room Times Just like the time for completion, there are different times for each mode you play on to loot. Looting time is also influenced by how many players are in the lobby. Normal Mode Loot Times 1 Player: 60 Seconds 2 Players: 50 Seconds 3 Players: 40 Seconds 4 Players: 30 Seconds Hard Mode Loot Times 1 Player: 2 Minutes 2 Players: 110 Seconds 3 Players: 100 Seconds 4 Players: 90 Seconds Nightmare Mode Loot Times 1 Player: 3 Minutes 2 Players: 170 Seconds 3 Players: 160 Seconds 4 Players: 150 Seconds
  19. 2 points
    Milk and meat. Maybe sheep next? Mutton and wool. With some orange juice. Lol.
  20. 2 points
    Cool. Now all we need are oranges.
  21. 2 points
    I was just thinking the same thing. Being able to sell goat milk would be awesome. I grew up around dairy goats, so I'm looking forward to having goats in the game, especially if we can sell the milk too. But I wouldn't mind an orange orchard either, lol!
  22. 2 points
    moosedawg

    Empty Bailer Function

    True, obviously the current way is more "realistic". I did say I was spoiled by FS17 . Therefore, if we are talking realism vs QOL (I agree, simulators should lean more toward realism), then there still needs to be an "unload" feature for both the bailer and seeder to purge the remaining materials so you can swap out just as RL machinery does.
  23. 2 points
    FarmerJimbob

    Forager Functions on harvesters

    How would that work? The harvester would need a huge second tank to store the straw. A harvester can either eject (dump) a straw swath to be foraged or baled later or cut the straw into small pieces and spread them out behind it to be plowed back into the ground. In the game cutting the straw effectively eliminates it as the pieces are so small you can't see them after so its as though it stops the straw altogether. The harvesters in Pure Farming do both these realistic functions.
  24. 2 points
    bostonjohnny1226

    Time to retire

    I have tried very hard to look past the problems with this game and have had the best hopes for it. But i just cant play it anymore not while it still seems to be in beta testing. 3 patches in a months time, the "AI" are lackluster at best, the equipment leaves alot to be desired and im tired of farming just to cover the cost of keeping my vehicles fueled up. I still hold out hope that this game reaches the level to surpass FS. My biggest suggestion to the developers is this; TRY PLAYING THE GAME! Its quite apparent that they never did or there wouldnt be too many issues. Good luck to you all.
  25. 2 points
    Sortileger

    Time to retire

    Some of the comments I see make me realize that some of you may be lacking the knowledge of exactly what happens in a project of this magnitude. I don't have the time or space to explain it, but my experience is that gamers are the absolute hardest audience to please. They all usually want instant satisfaction, have no patience, are excessively brutal when things aren't they way they perceive them to be and expect flawless perfection. There are a LOT of issues still to be addressed, but then looking back through all the patch notes I see that almost 3 times that have been resolved. This game is still in its infancy. I'm glad that I found it so early. I can find issues, make suggestions and know I'm being heard. I have put in many tickets thus far and every one has met with response in just hours instead of days. If you're unhappy, then go... but bashing developers and nit picking over one or two specific items is ridiculous IMHO. Myself, I can't wait to see what else I can find or what comes next.
  26. 2 points
    Gabrielmpf

    Pedestrians in Japan

    This is another annoying thing I've noticed when I'm in Japan. There are too many pedestrians, and they're so annoying and nosy. They don't respect private property and walk right through your fields and orchards. We need to teach them some boundaries .
  27. 2 points
    Irt Uop

    Feedback - zgłoś błąd/sugestię

    Kolejne uwagi do wersji PC: Szklarnia przemysłowa - przy kupowaniu pojemność wybranych upraw jest taka sama jak w przypadku zwykłej szklarni ulepszonej do 2 poziomu; (ogólnie mówiąc pożera ogromne ilości wody i nawozu a daje takie same zbiory jak 10 razy tańsza zwykła szklarnia). Prędkości pracy JCB 8330 z maszynami są zdecydowanie za duże. Cieszę się, że lusterka w końcu działają, jednak są małe problemy: niektóre z nich są niedokładnie "doklejone" przez co przebijają się stare na krawędziach; lusterka w kombajnie Gregoire nie podnoszą się i zostają tam gdzie były przed rozpoczęciem pracy. Gra się sporo zmieniła, jednak encyklopedia pozostaje nieaktualna w niektórych przypadkach - szklarnie. Uważam, że strefa w której jest pokazywana z prawej strony informacja na temat sadów, winnic i gajów oliwnych powinna sięgać bez problemu do zbiornika z wodą. Obecnie w wielu przypadkach jest tak, że gdy podjeżdżam napełnić zbiornik beczką z wodą jej nie widzę. Przykładowo: sad gruszowy 1,2; jabłkowy 1; śliwkowy 1,2; winnica 1. Dodatkowo zbiornik wody przy sadzie śliwkowym 1 (ten za darmo z kampanii) blokują płotki - nie wiem po co one tam stoją? Po dłuższej grze też stwierdzam, że jednak ten przyciemniony pasek na górze jest denerwujący. Pomimo, że układ klawiszy mi się podoba (i można go zmienić), to denerwuje mnie Wasz brak konsekwencji w sterowaniu. Rozkładanie pługa i kultywatora Akpil -R opuszczenie -Z, a już rozkładanie kultywatora Galucho -Y, opuszczenie -F. Jeszcze jestem skłonny zrozumieć dlaczego dla siewnika i opryskiwacza rozkładanie jest -Y, ponieważ -R to napełnianie, ale tam nie rozumiem. Przydałaby się opcja płatnej teleportacji koło domu samą postacią. Wiem, obok jest wiata, jednakże na mapie jest często zasłonięta przez ikonki maszyn które pod nią stoją. Nie wiem czy nie zużywa się za mało nawozów i oprysków - ale to tylko moje zdanie. Skończyłem wyzwania, więc podzielę się uwagami: - Montana: kampania ziemniaczana - 50.000$ po co? 5.000 starczy. - Japonia: czas sadzenia - sadzenie ryżu w nocy w całkowitej ciemności bez żadnego światła w sadzarce jest naprawdę fascynujące. - Włochy: woda i wino - czas na wykonanie 18h, a jest 28h. - Kolumbia: egzotyczny mechanik - maszyny nie są pobrudzone, z pełnym bakiem paliwa (ciężko uwierzyć że trzeba je naprawiać). pora deszczowa - zaparkuj wszystkie maszyny pod wiatą, niestety nie udało mi się tego zaliczyć, a drugi raz nie próbowałem. najlepsze ziarna kawy - nie jest zaznaczone gdzie składować tę kawę; nieznana choroba - plantacja kawy nr 1, podczas oprysku czasami łapie 2,3 lub 4 rzędy, sprawdziłem też w trybie swobodnym lecz było normalnie.
  28. 2 points
    Renfur

    4/5/2018 Complete Details on Patch

    Developers left out quite a bit of information when announcing the new patch. Spent the last 30 minutes finding this information in detail. Not sure why they did some of the things listed here since no one really left feedback on some of the things changed, but oh well. Enjoy! (: Damage Mapping Nothing Changed Human Buffs Flare Burn Times Regular Flare Burn Time Increased From 10 seconds to 15 seconds Zaid's Flares Burn Time Increased From 15 seconds to 25 seconds Gifted 3 Medkits and 3 Zaid's Flares Upon Death More Gold Tier Weapons are Available as Rewards Instead of only Fantasy Weapons Harvest crafting materials and ammunition from Volatile Nests Spawn times in 4v1 Slightly Increased UV Light Ranges Increased in 2v1 - 4v1 2v1: Increased from 60% maximum light range to 70% maximum light range 3v1: Increased from 50% maximum light range to 65% maximum light range 4v1: Increased from 50% maximum light range to 60% maximum light range Slightly reduced DFA range 1/12/18 Patch: VarFloat("f_btz_jump_attack_min_fall_speed", 13.0) 4/5/18 Patch: VarFloat("f_btz_jump_attack_min_fall_speed", 11.0) Reduced Regeneration Times of Flares in 3v1 and 4v1 3v1: 24 second cooldown to 20 second cooldown 4v1: 30 second cooldown to 25 second cooldown Hunter Nerfs and Buffs Spits and Resource Regeneration Reverted to Old Regeneration Values 1v1: 80 Seconds 2v1: 50 Seconds 3v1: 40 Seconds 4v1: 30 Seconds Reduced Knockback Melee Speed <prop n="PVPKnockBackDamage_Speed" v="10.0"/> to <prop n="PVPKnockBackDamage_Speed" v="5.0"/> <prop n="ZombieMeleeKnockBackSpeed" v="15"/> to <prop n="ZombieMeleeKnockBackSpeed" v="5"/> Claw only knocks humans back by 3 Meters Reverted Spit Radius to the old Radius Made the Control the Horde Effects Shorter Unupgraded Horde lasts only 18 seconds instead of 20 seconds Upgraded Horde lasts only 25 seconds instead of 30 seconds Made the UV Supressor Spit Effects Longer Unupgraded UV Supressor lasts 18 seconds instead of 15 seconds Upgraded UV Supressor continues to last 25 seconds If a moderator or developer could pin this, would be much appreciated.
  29. 2 points
    Irish farmer

    A Few More Game Suggestions

    A pickup truck with a towbar on it would be a really good idea
  30. 2 points
    Wujaszek Slim

    Feedback - zgłoś błąd/sugestię

    Platforma PS4. 1.1.3 Pracownicy nadal pozostawiają sporo niedociągnięć, czasami nawet całe paski nie wykonanej pracy, czy to orki, kultywacji, siewu czy oprysku. Cóż i tak jest lepiej niż było. Powinien być wybór, czy pracownik podczas pracy ma zużywać nasz towar (obornik płynny, stały, wodę, pestycydy) czy też kupować na bieżąco. Po co kupować jak mamy 100% obornika w zapasie. Zbiornik na owoce jest za mały. Na Montanie przy zbiorze gruszek (sad za 85 tyś) za każdym razem traci 1 kg owoców, to tyle co nic, ale po co ta informacja. No i ten ciągnik siodłowy DAF, strasznie ślimaczy, jazda na wprost ok, ale ruszenie z miejsca przy skręconych kołach to ehh.... brak słów.
  31. 2 points
    Only if you buy the black JCB in a pre-patch save. If you start a new game post-patch you can buy the black JCB without any problems.
  32. 2 points
    Techland are doing a very good job at addressing the problems+ they are listening to the players
  33. 2 points
    If I was you, I would delete my mail from that post! In any case, that solution doesn't work. Tried it, and told support. Guess they haven't read my reply yet. I think the water bug is in 1.13 in 1.12 it stil worked. Tested that one with my 44 extra free SE tractors. Yeah, they have something here. For a first time farming sim, they have good ideas and the good job part is coming.
  34. 2 points
    Former User

    Goodby Techland and thanks for nothing

    The new patch I got yesterday on PS4 fixes absolutely nothing and it fact break this game even further. - The game still crashes only now it does it even more randomly. - Save games are corrupted or not loaded correctly. - Equipment spawns in one bunch near the damm, and is damaged when it does. - Achievements do not work at all anymore. - The tablet is still unreadable on my 4K HDR screen. - Tractors that where previously free (like the Lindner) seem to now cost money when you buy them even though it still says 0,-. - Traffic vehicles seems to fly through the air above the road ?? WHAT THE ACTUAL **** TECHLAND YOU BUNCH OFF AMATEURS !!! Next time you become jealous of Giants Farming Simulator series and decide to copy them to get in on the action you should think again and walk away because you clearly have no clue what your doing. You have lost me as a costumer and as a player !!
  35. 2 points
    Mce911fr

    Goodby Techland and thanks for nothing

    I too am really enjoying this game on PS4. There are some minor glitches and bugs that are annoying, especially for a perfectionist like myself. I think this game has a lot of potential, and I am willing to give it a chance and work through the bugs. One thing that is bothering me at the moment is the complete silence from the developer. Just a note to say hey, we are in the process of gathering info and preparing to work out the bugs and glitches. Again, I am really enjoying the game, but I hope they have not gone silent because of the many negative comments. FS has been around for a long time, but they too have had growing pains. Don't give up guys, keep doing what you are doing. You will eventually get this game to where it needs to be. Thanks again for a decent variation to a farm sim.
  36. 2 points
    Farmer

    100 Sapphires?

    My fan community has also found all 100 sapphires and created a corresponding overview. The numbers are not identical to your card, but for each number there is a detailed screenshot where it is exactly. Is however in German. Here is the overview Here are the individual sapphires, according to the number Maybe that will help you
  37. 2 points
    cd_BE

    My rice farm

    So the cost of the equipment and time needed to plant rice doesn't bring much profit. Especially with the 2300kg rice you can harvest and unload.. To do something while my cherries grow I have my three rice fields in Japan. To speed things up, I did this: Works well, but time consuming and workers can't do this, sadly... Nevertheless I thought I share it with my fellow farmers! Happy farming!
  38. 2 points
    Enka

    Goodby Techland and thanks for nothing

    Sounds like you're a bit late mate. Trust is like a piece of paper; once crumbled, even if you tried to restore it, the creases will never truly disappear. The damage is done.
  39. 2 points
    CryKillerPL

    Feedback - zgłoś błąd/sugestię

    Odnośnie kombajnu Palesse - usunięcie sieczkarni to naprawa błędu. Ten kombajn nie posiada sieczkarni fabrycznie.
  40. 2 points
    So, with the help of @cd_BE, and with further testing, I believe we can pinpoint exactly where the problem comes from and what's causing it. It's all having to do with the two vehicles offered in the patch 1.1.2. If you don't get them, the game is stable and safe to play. I had several saves made before the updates, so I tried to buy vehicles and tools at the store and transferring them to other places. Traveled to other countries and did the same. Quit the game several times and reloaded. All of the above without ever buying any of the new vehicles offered in the patch. Whatever you do, don't buy these vehicles, because that's when the game starts to go all Twilight Zone on you. I think it's safe to say that these vehicles were not very well implemented into the game, because as soon as they enter the game, you can forget about having a smooth experience. So, that's it. The game is not as bad as I thought it was, after the updates. Just stay away from those new vehicles. Hope you guys have other saves from before the updates. If not, you can try a new game, as long as you don't get the new vehicles (the ones that appear as 0€$ in the store).
  41. 2 points
    Mr Squealypig

    Bunch of amateurs

    There are a lot of video game companies who release broken games intentionally and never fix them because they've already got your money. IceFlames/Techland are clearly not one of those companies, as they have already made hundreds of changes to the game based on player feedback. If they do manage to sort things out and release new content you are only hurting yourself by giving up on an otherwise really fun game.
  42. 2 points
    I’ve been playing a completely new save today after the patches (always intended to start over when real time dropped in) and it’s been a great experience. Hadn’t been brave enough to chance the new vehicles with it tho on account of the warnings. Cheers for the testing Gabriel, I really need a new truck as I had to sell the old one after I beached it on a rock and “exit blocked” became a constant even after I freed it.
  43. 2 points
    C'mon man! If you're done with the game and aren't willing to help, why are you still wasting your time in here? That's just bad form. We like the game. We know that eventually all these problems are going to be fixed and just be a thing of the past. All we have to do is just have a little more patience.
  44. 2 points
    Since were doing quotes. "The true mark of maturity is when someone hurts you and you try to understand the situation instead of trying to hurt them back" -some guy/gal.
  45. 2 points
    Hello. I kinda find this hard to believe that I'm only person who's been thinking that Dying Light's crafting speed is a bit slow. Also the fact that you can't see chat while you're crafting is a bit bothering. I'd like to suggest that perhaps every Legend skill-tree rank add 10% increase towards crafting speed, or at least chat should be visible while crafting. While in Co-Op, the possibility that I may miss chat while crafting is always getting me, so I have to close menu, then go back, which is... somewhat uncomfortable. And I don't know honestly how long this has been bothering me, maybe about an year? I can't recall, it definitely has to be longer than half year. It'd be truly awesome if Techland did something about this. TL;DR: Increase crafting speed. Allow chat to be visible while crafting. Perhaps each Legend skill-tree rank should increase crafting speed by 10-15%.
  46. 2 points
    brugees

    John Deere 6170 R

    Next one... claas axion 920
  47. 2 points
    Omni

    BtZ Feedback Wanted: 03/21/2018

    Hey Pete, just wanted to start off by saying thank you for requesting community feedback in an attempt to improve the PVP. The PVP in this game is incredibly fun and I hope further improvements will attract new players. I've played through every patch of the PVP and, I've got to say that although the PVP isn't perfect by any means as it is now. It definitely has improved in terms of balance over the long run. Being someone who has sank over 1500 hours into the PVP, I hope you find this feedback helpful. WHEN I PLAY AS SURVIVOR #1 thing I like: One thing I like so far is the balancing in 1v1. It's definitely the most balanced match up compared to the rest. I always use to play hunter before the survivor nerf because the survivor was just too easy (in all match ups)! It definitely feels like I'm fighting for my life now (without it being unfair for either side) which makes it incredibly more refreshing to play. #1 thing that bugs me: The new flare system in team games. It's too punishing. If any survivor is separated from the team, it is very difficult to hold your ground. I understand that the hunter is suppose to have an edge over individual separated survivors in team games but, sometimes it's impossible. Why? Well, the current flare system in 2v1, 3v1, and 4v1 only allows for 1 flare to be thrown at a time. After that flare has been thrown, the survivor must wait out the cool down time before throwing another one. The problem is, let's say you're stuck with UV spit in one of these match ups and you are separated from the team (which is very common). What do you do? Throw a flare if you can of course. The problem is, the cool down is too harsh because the hunter can simply wait out the flare without even engaging the survivor and then pounce. The UV'd human can't do anything about it unless another survivor saves his chupacabra in the nick of time. One of two things needs to change in order fix this. Either the human is able to throw another flare before the first one expires or the consumption meter after having thrown the first flare must be set to 99% instead of 100%. That way, the separated human has an opportunity to defend himself without being able to spam flares. WHEN I PLAY AS HUNTER 1 thing I like: New spit radius/explosion times! YES! Although some might disagree with this, I do believe that this has given the hunter the buff that was so desperately needed pre patch. Coming from a veteran player who has 800/900 hours as the zombie, I can tell you that the increased spit radius/lowered explosion time has definitely made the hunter side more balanced because it makes it so that the survivor still can escape the spit but is more likely to be hit by it which in the end allows the hunter to more easily divide consolidated teams and send individual survivors into panic, therefore reducing the effectiveness of the team. However, the main issue now with the spits (and also UV heals) is the regen times which I discuss below. #1 thing that bugs me: Regeneration for spits and UV blocks is too quick in the larger (3v1 4v1) match-ups. Way too quick. I agree with Renfur that these regen values must be reset to pre patch. The hunter has way too much of an edge over the humans especially if the hunter is mutation 3 and has unlocked the UV heal skill. Currently the regen time in 4v1 is 20 seconds and 30 seconds in 3v1. This means every 20/30 seconds the hunter can regen back to full health. This also means it only takes 40/60 seconds to achieve a spit smash. This is blatantly unfair. I've seen low ranked hunters literally spit smash/UV heal their way to victory in these larger match-ups against very skilled players. This problem is exaggerated also due to the fact that humans only have 1 flare in team matches as I mentioned earlier. #1 thing I want: Re spawn times for team games needs to be slightly decreased. Do not revert it to the way it was before this patch but it simply takes too long to re spawn (and therefore regroup) now. Even if the hunter is beating the survivor team by a considerable amount, it still takes too long to re spawn. If the hunter is very skilled, the hunter can easily pick off individual survivors with the current flare/regen system. The humans need to be able to regroup slightly more quickly. (Oh, and can you pretty please let heavy weapon throws 1 shot the hunter . I never get to see them anymore because they can't kill besides in 1v1 so no one does it unless you've missed a ground pound.) Also, as Renfur mentioned, please can we have a BTZ leader board? It would make the game so much more competitive. Like, seriously, that would be awesome. That would definitely set in stone who is the best . Also, another option for improving the game would be and option in the online settings menu to where you can set a specific rank for a zombie player to join. Say i'm waiting for a hunter, I could set the required rank to join to let's say, widow maker. Then, no one below the rank widow maker would be able to join. This would help the matchmaking tremendously. All of the veteran survivors could then switch to a higher ranking hunter option and all the lower ranked survivors and newbies could set it to whatever level they desire. I'm tired of seeing biters and runners frequently invade the veteran players who don't want to fight them. In 1v1, the survivor can just abort. However, this becomes a hassle in team games where it would require the survivors to create an entirely new lobby (which is a hassle) in order to regroup. (Most people abort the hunter since it's such a hassle) This would definitely just improve the overall quality of the game as you could fine tune what hunters you do and do not want to see. Everyone would be able to stay within their skill rank. (oh yeah and teles too pls but that's pretty obvious) Woops, sorry, I think that was more than 1 thing my bad. I'm pretty sure these changes would be best for the game. I'm confident that if regen times are reversed back to pre patch (3v1 and 4v1 only), fix flare system, remove telebombers, and decrease re spawn times in team games that this game would be almost perfect in terms of balance. Thanks again for requesting our community feedback we all really appreciate it.
  48. 2 points
    cd_BE

    Potato harvest (worker) and pigsty problems

    The hire/rehire is the best way to harvest potato's atm. But I sold everything that has anything to do with potatoes. It's like you said it's that bad even worse.
  49. 2 points
    I suggested this in the past on the DLCs thread, and I supposedly had to wait a few days before posting my own thread (that, or everyone had to wait). Regardless, I figured that I should make my post an actual post now, giving it a better chance to be seen by Techland, with the hopes that at least one of these make it in or more. IDEAS: 1. Survival Mode. It's more of an extra difficulty. Similar to Fallout 4's survival mode, you now have to eat, drink and sleep to survive. You can scavenge for food and water throughout the world, sleep in a bed at a zone to replenish your strength. You now also have to thoroughly look for air drops, as they contain Antizin. With this mode, you now have to use Antizin yourself. If you don't, the infection will take over and kill you. 2. Sandbox Mode. Separate from Story Mode, when you start a new game in Sandbox Mode, there is no main story. You jump right into the world in a random location every time, and explore to survive. This would work hand in hand with Survival too. 3. Night Mode. Similar to I Am Legend, the world is empty during the day. Zombies are nowhere to be seen on the streets, except for inside dark interiors. Interior cells will always have zombies in them unless cleared out. At night, zombies will flood into the streets. 4. Hunted Mode. Zombies always know where you are, no matter what, and will hunt you down wherever you are. If you are in Old Town near the plaza, where all those zombies are, it doesn't matter if you're on top of a pole or building; they'll shamble straight towards you and extend their arms out to reach for you. They always see you, and you'll always be hunted. 5. Virals-Only Mode. All zombies, walkers and specials, are replaced with virals, that now populate Harran.. Perhaps three difficulties for this so it's not impossible. The streets look empty of Walkers or Specials, and Virals will occasionally roam about. Fire a gun, as in vanilla, and they will come. If you've watched 28 Days Later, think of it like that. As for difficulties, it's more of how many virals appear on the streets when you aren't firing a gun. It could be as few as three, or as many as thirty all about. Either way, you'll want to be on the run more often. 6. Loner Mode. All safe zones from Story Mode are overrun by the infected or turned from lack of treatment. No place for anybody. It's your job to take them back, one by one. Places like Brecken's Tower and Lena's Tower will be overrun by the infected, and now you have to reclaim them. 8. Special Mode. There are no Walkers or Virals. Only the special infected rule the streets of Harran, day and night. 9. Settlement mode. While the settlements of Dying Light don't need your help, it's nice to make your own settlement on the go. Or rather, for this game, a safe-house. In case you're too far from any safe-house, you could craft your own in the building you're standing in, but only if zombies can't just walk through the door. You can craft barricades, UV lights, and a sleeping bag for you to rest your pretty little head. You can choose to keep it as an official safe-house, or dismantle it in the morning. I mean, it's technically a mode, so I guess it fits here? 10. Growing Horde Mode. Not the actual name, but here's the idea. With each day passes, more zombies spawn across the map. After several days, zombies will dominate the streets, forcing you to stick to rooftops and avoid the streets. Similar concept can apply to The Following, in towns and villages. 11. Be The Zombie single player. You can play as a viral or a Volatile and hunt survivors. And I don't know if this is okay, but I have a couple of feature requests: 1. More open interiors. If the game can handle them, I'd like to see more places be enterable; more houses and buildings that are part of the exterior cell. More places to hide, more places to explore. I love exploring. 2. Infection. As Kyle Crane, you're infected from the start, bitten by a zombie upon touching down in Harran. In the case Techland (or you, if you (Techland) is reading this) adds in something like a Sandbox mode where you aren't Kyle Crane, you should carry the risk of catching the infection. If you get infected, you'll need Antizin. Of course, this feature would apply to the above Survival Mode. 3. Shooting gun spawns horde of walkers. In the current game, shooting a gun draws nearby walkers and spawns virals in the distance. This feature would have a gunshot spawn a large walker horde that reaches your location. 4. Zombies wander more. I feel like the zombies should wander more, as they're trying to search out survivors. While some could just stand still as they already do, I feel like the majority of the zombies should be wandering around. 5. Permadeath for sandbox mode. Option to choose before you start. If you die, that's it. You have to start again. 6. Random horde spawns. I guess this would be more of a feature than a mode. Basically, it allows large hordes of zombies to randomly roam around the map dynamically. So if you're in the middle of a field in The Following and you're looking through supplies, a horde can randomly appear in the distance and shamble through, taking you completely by surprise. 7. Resurrection. This would fit probably in modes like Nightmare Mode, Survival Mode, and Sandbox Mode with Nightmare Difficulty. Anyone who dies turns into a zombie. Rais' men who are killed by Virals, they come back. That fisher in front of Brecken's tower, when he dies on the mission, he comes back (even though he'll reappear again later). 8. Dependence on Air Drops (Sandbox/Nightmare/Survival Mode). It always bothered me in that the original game, while air drops occur, they don't have too too much of an effect on the safe zones. Sure, you bring them to the quartermaster and all, but it feels less like they're making a difference. It would be interesting if, for certain modes, safe zones now become dependent on air drops, especially if they contain Antizin. These would only apply in modes outside of Story Mode. If air drops are not delivered to main safe zones after a certain period of time (these would be missions spawned for you), that safe zone now runs the risk of becoming overrun as people turn. If a whole safe zone turns, it is lost, and you are granted a mission of reclaiming it for survivors. 9. Finite resources. The majority of Harran is abundant with supplies to collect and scavenge. With this optional selection, all resources are finite, meaning when you collect them, they don't respawn after a few days, meaning after a while, the only supplies you will find will be from air drops and enemies scattered around the map, as well as whatever you may find on the infected or corpses of enemies like Rais' men or bandits. Areas where bandits and Rais' men spawn will always respawn with supplies, but areas elsewhere across Harran will run out of supplies. 10. All zombies turn viral at night. This is for hard or maybe nightmare. Basically, at night, all zombies become virals and chase you. Gives you a real reason to go home at sundown. 11. Only Volatiles come out at night. This is connected to the suggested Night Mode above. At night, no zombies except Volatiles will come out and hunt. And one thing I'd like to add about survival mode. Perhaps it'd be possible to collect food and water as objects, depending on what they are, rather than eating or drinking them on the spot? I believe I Am Legion (mod) did that. I'm glad Dying Light is still being worked on and improved long after its release. Personally, I feel like these modes can give it so much more life than it already has. I would more than love to start a sandbox survival playthrough and just survive as much as I can and as long as I can, perhaps while running from virals in a viral-only Harran, or avoiding the streets because the special infected now rule the roads. There are so many possibilities, and I believe Techland can follow through on them!
  50. 2 points
    FarmerJimbob

    Pig Trading (Side Quest)

    I’m all for animal rights, but surely we could fit more than 4 pigs on the Galucho transporter without animal activists starting protests outside our farms??