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Showing content with the highest reputation since 08/21/2017 in all areas

  1. 4 points
    GamarClaa

    IDEAS for 10 DLCs

    I have seen a reply of this post talking about a zombie arena with hordes of zombies that could be like the far cry 4 arena where every five rounds its a special horde that could be with a demolisher or a volatile idk. It could be really easy to implement using the rais arena and also adding a new skill tree that you can level up in the arena and it would give you new guns or advantages in the arena that would help you to reach highest rounds. Sorry for my english ADD GUN ATACHMENTSSSSSSS
  2. 3 points
    Joluk

    Carryable Objects

    ,fill-area _ -req_count=1 -pause=1 -class=SensorAreaHelper -area=test ,sensor_area_helper SensorAreaHelper test ,spawner-ho HeavyObjectsSpawner test_01 This works. This is the same phase used in the bozak horde.
  3. 2 points
    Omni

    Should Instant Tackle be brought back?

    Instant tackle wasn't a huge a problem in team games IMO, however in 1v1, instant tackle can be extremely difficult to deal with. I'm talking about the i-tackles where the hunter lands against the wall and manages to launch another one really quickly while still in the air making it near unavoidable. I agree with you on the cool down part. Perhaps a larger cool down penalty in 1v1 and a smaller one in 3v1 and 4v1 would sound like a good idea.
  4. 2 points
    Secret1515

    IDEAS for 10 DLCs

    1:Awesome 2:Please 3:Oh god please 4:Sure... 5:WWE I like those Dedboi The idea of melee with guns is awesome because it could lead to a new skill tree: GUNS where you could get skills such as melee attacks, executions, more clips and mags.
  5. 2 points
    murcks

    IDEAS for 10 DLCs

    I wish an arena mode like in dead island with highscore and increasingly strong waves of zombies. That would be mega fun and for long-term motivation care
  6. 2 points
    cr1m3

    Custom Hints

    Try to locate those strings in the full game data with agent ransack. make a full copy of the game folder somewhere and extract all data0.1.2.pak with a zip archive extractor (merge all data paks) then type some loading screen text you ´ve seen in agent ransack and you may found where it is located in the game folders. also look inside data speech folders. ( i mean the data pl, data de, data fr... localized language folders and paks)
  7. 1 point
    Need to ask Microsoft about that one
  8. 1 point
    I just faced this kid who played on normal used 45 medpacks when the game ended threw 55 flares lol chupacabra was hilarious, the game would have ended sooner and I would have one if he didn't just take 2 seconds to use a medkit so id constantly have to be ontop of him ground pounding spitting and to have full energy maybe once. Why does normal medpacks apply to invasions if grapple cool down is increased. If I could filter my search I definitely wouldn't be playing with anyone on normal lol. Fustraiting.
  9. 1 point
    doomguy

    Some How To Examples

    added a corridor wave thing example.
  10. 1 point
    kkkael

    IDEAS for 10 DLCs

    What would you guys think of a short non cannon campaign based on the night hunters origins and how he is connected to the volatiles? I imagine gameplay changing like this: Rather than turning on a "safe zone" full of zombies, you insead find a way to turn off the power, kill all the humans and then turn it into a volatile nest. Rather than "air drops" you get a group of people every 1-3 days that you can capture (i know it does not make much sense) and have them turned into "volatiles". Rather than "volatile nests" that you can blow up/destroy you will have a tunnel or cave that can be turned into a dark area for nests. Rather than "night time" being the unsafe time to do things, "day" is the time that is unsafe because the sun will burn you, slowly draining your stamina and also rather than "volatiles" being the strong/scary enemies humans armed with guns and heavy armor will be walking around (you cannot pounce on these enemies). What you think? Do you want something like this to become a thing?
  11. 1 point
    Just a Gamer

    Magnetism

    So I think one of the most annoying things in btz is the magnetism for Cars, Trash piles, etc. Whenever I jump for a DFA and there's a Car near by the car will pull me towards it and I'll miss but if I'm really unlucky, I would actually miss the Car or Trash Pile and die from fall damage. Like why do we not have an option to turn off Magnetism for cars and trash piles? I messes me up way more than it actually helps. So what I'm suggesting is you can put an option to turn off and on the Magnetism for Cars etc. Because the way it is right now, it kills the Survivors more than helps them.
  12. 1 point
    Disinfo

    Game Settings? (Starting items, Skills, Blueprints)

    I was just saying in another post that DL developer tools need a wiki!
  13. 1 point
    Gregu

    Current state of BTZ PVP

    Why do you care about ''250 legend level with less than 100 hours in the game''? I know it's a lazy thing to do, I didn't do it, but, honestly, why do you care? ''Infinite medkits.'' Gp spam + claw or try to get behind the human and tackle, then gp after they get up, then claw right after gp, it's not much of a problem from my view (about 430 hours as human in PvP, and 135 hours as hunter). Learn new techniques, look for things you can use, make use of every situation, place or time. The crossbow damage reduction, removing iTackle and gp spit, was a horrendous idea, Pete Donnelly didn't think this through, now every human can easily dfa or 2 handed the hunter after easily evadeable tackle, I hate to use either 2 handed or dfa as human, it just takes so little skill now to play as human, which is retarded.
  14. 1 point
    Some good ideas. Here's my take on those 1. I never really used it. Don't think they'll do it but it seems like they need to do something about the tackle = free hit for humans thing (especially when it's so easy to evade). Maybe make ground pounds do just a little damage from 2H whether it's a hit or not, but increase the range so even a hit with the 'shock' can do the same damage. It can still be a finisher, especially in a 1v1 if you got a direct 2H melee strike but in team games it makes it much less dangerous. 2. Sounds complicated. Hard or Nightmare mode healing across the board seems easier. It would make all modes the same other than nightmare mode's inability to use dev weapons. On that note I say come on devs. I've been on nightmare a while. Let me use dev weapons during invasions at least so I can mess around. 3. They could probably improve that stuff. Seems more like a glitch/bug when he grabs the ground and does the stop/grab/climb/jump thing. Annoying but if you try to be careful about running up hills or falling into buildings it shouldn't be a major issue. 4. I'll be honest the only time I've been successfully drop kicked to death in succession was when lagging and being unable to escape even after a tackle or pounce or while tendrilling AWAY from the player. Otherwise I seem able to escape so I don't know how bad this issue really is for others. I just try to jump and escape at the earliest moment but even 1 second of immunity should be enough to escape without being immune and able to stay within striking range without fear. 5. I have no idea about UV really. I lag enough on PS4 that the ranges I see vary to ridiculous proportions. It goes from severely underpowered to ridiculously OP. I just wish MY light would be OP. I tend to get the weak narrow beam that is even smaller than the animated beam making hunters immune while being lit up blue. Meanwhile others can blow me out of the sky from 300+ meters in seconds flat before I even reach them when coming at full speed. One guy in a 1v1 was standing on the korek machette building which is quite high, and he could torch me on the street below in 2 seconds or less, just a flash of his light. You think I could get anywhere near him? Even coming at him from nearby buildings with UV block ended with it running out and me bursting into flames right before the edge for a nice DFA that he thankfully never took. That's nearly impossible to play against. If it's like I think it should be then it's fine, and that is that the UV light and stamina should be equal charge while the range vs pounce range is equal. That would be balance. I hardly ever see it though. Nothing like catching someone from behind in a fall only to have his buddy 3 blocks away cancel the pounce and then the human just holds 1 button for a DFA while you can't move. I think both parties should be unable to move for balance. I'd be fine but he'd be dead from fall damage. It would also allow you to attempt at lamp post campers assuming a friend isn't standing on the post beside him to catch the DFA. 6. Why would you need a respec? Just to remove GP knockback for a chance at an exploit? lol 7. Death is one step closer to victory. I don't care if a player dies and loses the sense suppress even 1 second after. They died. That's 1 more out of the 10 I need. As long as they fix the teammate survivor sense cancelling the sense suppressor then it's back to being decent. It just doesn't do you much good in situations where 3/4 players can still see you and protect the 1. 8. UV heal seems powerful enough, though I'd maybe make UV block disable lock ins so it can be used strategically to avoid DFAs or tackles. UV heal maybe ending in a GP with no delay if it misses, just to make it harder for humans to get a hit (they may be thrown back if a bit too slow). 9. Maybe a legend style hunter tree. Enable the ability to enhance certain traits but such a thing would have to be carefully made to not make it OP. It definitely can't do as much as the human tree does. 10. Kinda goes with 9. Gives the hunter more to work for without mutating again. Ideas may be abilities with cooldown or other stuff, but only 1 can be used per game and may require playing/skill points to re-select. Something like Health: Increase health to 300 (double). Lasts 1 life and can only be used once. Last nest and in trouble? Boom. Super hunter. You can take more hits to make it a final all in fight. Use it at the start and die then it's gone. Special moves like DFA or even the rare 2H axe throw will still insta kill you so don't mess up, but otherwise it'll take double the effort to take you down. That one can be called armour and maybe prevent DFAs untl half your health (the armour) is gone. Another skill could be to recharge all spits instantly. Only works once and takes 3 more skill points to unlock again. Would require an animation to warn players that it happened so they don't think you're hacking. Maybe one so stamina never goes below half. You can run and do stuff in light no problem. Only used once and only lasts 3 minutes.
  15. 1 point
    SOUR NIGHTMARES

    Cheaters communities hackers

    Wow the amount of hacking on the PSN is ridiculous.I don't know if techland cares about this or PSN cares about this but the communities are promoting there cheating in there PHOTOS! One "gamer" with a billion dollars.A "gamer" with 999,999 Air drops stored away.A "gamer" with clearly dupped God weapons.These "gamers" are inviting other people to there communities to just trade dupped weapons and hacked cash and they are doing it right in front of your faces!Act like you care all you have to do is browse the communities on PSN you don't even have to join you can see it in the community profile picture!
  16. 1 point
    Cabozzl

    Volatile nest

    I've made a short tutorial about this last year: ^ Click on the title to view the post.
  17. 1 point
    Oath Tsunami

    Night Hunter Needs A Buff

    Let me start off by saying: I have put around 9 hours into my Night Hunter, and have reached nearly level 25. I have lost about 5-6 times out of my 30+ games. I am in no way, shape, or form attempting to tell the developers how to balance their game, these are only opinion and experience based suggestions. Pounce - It is obnoxiously underpowered in games with more than 1 survivor. The range on the UV Light, is absurd, and the CD for it when burned out, is way too short. A Pounce can be countered by turning around at last second and flicking the UV Light on for a fraction of a second, draining a tiny bit of energy, preventing a kill. This is extremely obnoxious. Completely outplaying a survivor only to have them turn around half a second before the start of a pounce, not even close to ideal balance. I do believe the way it stands right now is good for 1v1 situations, but once it hits 2v1, 3v1, etc. it becomes frustrating, and unbalanced. I believe UV Lights need a range reduction and CD lengthen. It should also require more of the Night Hunters energy to be burned before a pounce is prevented/countered when there are more players in the game, ex: 90% energy for pounce in 2v1, 85% for pounce in 3v1, 80% for 4v1. This would make big team fights much more manageable and controlable for the Night Hunter, and not entirely in the favour of the survivors. Spits - They are a pain to hit survivors with, if they remotely know when/how to dodge. I feel as though I can get my Spit within 2m of someone, and not hit them with it. Could be a miscalculation on my part, but this happens too often. More times than not, the survivors see the Spit being shot and dodge out of its range before it hits the ground primed to explode. They should explode with a larger radius, and explode faster. Possibly have a skill for manual detonation, but this could somehow prove extremely overpowered. UV Block - this is actually extremely balanced. I would like to see slightly less cutting of momentum whilst using Tendril Locomotion though. Ground Slam - If you miss, this has an insanely long recovery, however if it hits, it is near instantaneous recovery (makes no sense to me). easily countered for what is does (knocking back survivors to the point where they can still melee you after landing), and nearly useless. Tackle - Too much time given to counter, it is too easy to counter as well. The damage tackle does, is next to non-existant. Most people get tackled, UV the Hunter, Medkit, and back to full health. The Tackle only has any killing potential if the survivor is low on health, extremely bad allowing for enough Tackles to kill, or any spikes are anywhere, which tends to be nowhere when tackles occur (to me at least). Tackle is far too foreseeable, counterable, and meant mainly to annoy survivors mostly. Energy - I feel as though it drains too fast whilst in UV. I also think there needs to be a way to kill survivors when your energy is completely drained. Ground Slam does next to nothing, Tackle is flat out terrible in its current state. I do understand the entire "You're meant to be vulnerable without energy." thing, but it's extremely absurd when you hit the survivors with a Ground Slam, and they're already on you again with melee half a second later. Possibly introduce an energy regain perk of sorts. HP - The Night Hunters health, is pathetic. By end-game, most player have the ability to fast attack OHK the Night Hunter. Not to mention being able to two hit kill hives with a machete of sorts. After end-game, Night Hunter invasions become a joke (unless the hunter is good). Most people I face, don't even go after the Hives, as the Hunter itself is so easy to counter and kill. Overall - The Night Hunter should be something people see pop up on their screen and say: "Oh hell..." not just stare at 'Hunter Incoming' and laugh maniacally. Easily countered everything, low hp, relatively low damage output. A buff is needed pretty badly. P.S. Finding a match as a Zombie, extremely broken. Would be extremely lucky to find 2 matches in 30 minutes.
  18. 1 point
    Wrighty999

    IDEAS for 10 DLCs

    Oh dear some of these ideas are poor to say the least, right from recently playing this game here are a few things I'd like to have in the upcoming dlc mostly FIXES. -fix the grappling hook how shooting it at buildings most of the time slide off and fall to your death, very annoying! -include a run across wall addition to the parkour moves, maybe a double kick in mid air kung fu move too -better hand to hand combat moves. -include more enemie variants no re hashes of other enemies *cough* dlc 0 with that guy with the sledge hammer he looks exactly the same as the original! - I will agree on addition of weapons mainly guns but please develop them more with upgrades and sights, also duel wield guns and swords? -better/ fun way of grinding for legendary players, it's kind of a joke with how much xp you need -increase repair kits for weapons -increase more supply drops -new locations -fix bolters disappearing sometimes when shooting them from a distance. -increase rate of bolters respawning -include wildlife maybe? Zombie Sharks, bears ,crows ,dogs -include an animation/script where enemies get attacked by zombies and die they get eaten by them or turn -fix the lip synch more and make enemies blink! -decrease the amount of times the volatile shoots toxic and its accuracy, super annoying so many times I've died trying to swim under water and it still gets me? -more vehicles, I.e quad bikes, jeeps with turrets, amphibious vehicles. -more weather effects, very cloudy and foggy? - more kill moves for zombies, shove your thumbs in their eyes 28 weeks later style. Was thinking with grenades you could shove them in zombies mouths and let them explode? -more ways to slice zombies up, maybe a stab move that impales them -more random events such as enemie bandits coming out of no where. -more upgrades for car I.e legendary level for it, more weapons and gadgets. Thats all I can think of, hope these ideas will spark your interest.
  19. 1 point
    Even though this thread was necro'd, its point is still valid. I can give normal mode with instant heal to new players so its easier them to get in to the gamemode. Problem comes when survivors with some skills (and health category upgraded to max) keep playing on normal. Hunter really need to push pressure to one single player until hes finally dead. If NH loses focus for second and human manages to heal, well, loop starts again. Meanwhile rest of the team can just animation camp for dfa ... I got feeling that most active players eventually move to nightmare mode. Ofc theres always those ultimate survivors who keep playing in normal for some odd reason, and maybe because of them players above certain rank, ie. Endangered, should be forced to heal slower. I've understood that hunter doesn't see lobbys difficulty level(?). If so, it should be changed so atleast hunter knows where he joins.
  20. 1 point
    cr1m3

    Object Previews Won't Load?

    Because the preview generator is broken since one of the latest tool ´s update. I guess it never ´ll be fixed. There you can find some previews : http://steamcommunity.com/workshop/discussions/18446744073709551615/613956964590351371/?appid=239140 Make sure to place all your previews there: http://steamcommunity.com/workshop/discussions/18446744073709551615/613956964590351371/?appid=239140&ctp=2#c517142253876059264 Ps: I shared all mesh previews but steam erased the link.
  21. 1 point
    Relentlos

    GP Spits.

    Lol you are excused. I normally try to avoid most DFAs but with the aggressive playing lately I'm sometimes forced to try and escape it after a missed tackle lands me stuck against a building. Even with crows standing above while one attacks a nest I'll come in and fake a GP or run, then tendril away only to hear all the legs breaking as they jumped for a DFA lol The more you mess around trying to be aggressive, the less confidence you need. You can just casually jump in and do some stuff. Tackle here, GP there, claw, I wouldn't even bother trying to rely on GP spits but if there's walls/buildings around it's always good to spit. The knockback even sends them flying upwards a bit sometimes against the wall lining them up perfectly. There's other ways to spit tag anyway. You can spit and lock them into a pounce or tackle animation, come in for a "tackle" but spit in their face and run off instead, spit at a downed player tagging them (free points) and anyone trying to revive. Spit smash of course, though I usually reserve that for people who feel safe in a flare. I manage but I don't usually go in with a set play style and set tactics. I just kinda mess around and make it up as I go. If my messing around doesn't work too well then I may have to switch it up, or if the humans camp somewhere trying to get kills then I'd have to come up with a way to deal with that.
  22. 1 point
    Natteee

    GP Spits.

    I recently started practicing gp spits. Since it's not really in the game anymore I know it's hard to hit them and all. Is it easier to hit the gp spits without having the increased gp knockback skill? If so, how big is the difference? Are there any other tips for being a better hunter when having a rather passive playstyle. Just really focusing on hitting gp spits when going in for a fight.
  23. 1 point
    Natteee

    GP Spits.

    Oh that's not a problem at all mate. I am actually a very casual and relaxed player. While I do find a big enjoyment in competitive games I just don't really care about losing and derank. I just enjoy the game and try to have fun while improving and trying to become better. So it should not be a problem at all. I guess I am just not confident in that aggressive playstyle really. I am more of a passive and careful planner, but oh well.. being able to adapt is important. One playstyle might not always work against every opponent. I already have an Apex save. I got around 110 hours on it by now, been playing a lot trying to get level 60 on it which I got recently. But because of this gp spit being easier without gp knockback I mutated my second hunter and now I basically have all the essential skills on it. Currently a Carnivore. I guess I am aiming to hit a second Apex with it.. Basically since I gave up on my main save after realizing how much better gp spit is without the knockback. And yes one of my favorite moves to do is to counter the dfa with tackle. Always a fun thing to do. Excuse me if there are any grammar mistakes, I am very tired right now.
  24. 1 point
    Natteee

    GP Spits.

    Interesting. I will try it out and see what I can do. I am watching many different hunter gameplay videos and trying to learn new stuff. We will see. In general I am just a very inconsistent player. I sometimes play really well and feel great and other times I lose to people I should win against and I just feel really bad. In general I lack the mental advantage too since I have no confidence when playing, but oh well. I don't take it too seriously I just try to have fun and improve. I also believe I have all the mechanical skills down currently. I wish they brought insta tackle back since I was practicing it and just started getting the hang of it when they removed it. Right now I just need to polish each skill so I can be consistent with it and execute it more frequently without so many mistakes.
  25. 1 point
    Relentlos

    GP Spits.

    For being better with aggression it may take not caring about loss or being DFA'd/killed/destroyed. If you don't want to derank just make a new hunter and use that profile. I lag a lot on Ps4 and kind of learned not to tackle or GP much because I was trying to win and it seemed to be killing me with the lag due to many things, most of which are simply non registered moves. Nothing like landing in a flare for an air GP only to be melee'd to death because not only did the air GP not charge, but trying again on the ground just makes the hunter claw and do nothing else :/ Tackles would be annoying for non registers and then getting hit because I basically just run up to the human and do nothing for a second. II sometimes get a second hit because my hunter can't jump high enough to clear a human somehow and if I'm really lucky I'll get a fatal hit after I manage to get 20 feet away. So overtime I just relied more on speed, fake outs, spits, and making them mess up or exploiting mistakes they make. It kinda worked but I saw older gameplay and noticed I tackled a lot more back then, so maybe I should try more of it. I got my main hunter to Apex finally after 80 hours of a lot of unbelievably retardedly unplayable games that I somehow won by a hair or by default, so I thought I'd try to make it more fun now. I made a new hunter and did the whole first mutation facing teams with NO skills. Nothing unlocked. I lost when they were decent, but some were close. Lots of noobs though. Had I had more good players I may have unlocked something. I got better and relying on pounce + instant GP and claws, as well as exploiting mistakes. Well I already was good at that but it's all I had. First mutation I unlocked the first horde spit because I had to in order to get anything else, and so I decided to do that mutation with only physical abilities on the right (GP + knockback, tendril/speed, pounce/leapfrog, tackle/knockback. I got a lot better with being aggressive using those moves I used to avoid because other than horde spit, it was all I had. No UV block, no UV spits, just reckless brawls + speed and exploiting mistakes. Second mutation I'm on now and I added UV block/duration to the mix because believe it or not, 90% of my deaths in the last mutation were from losing stamina and being unable to escape (I usually did, but sometimes you can't). So now I can be even more reckless and escape. It's fun, it levels me up fast, and I'm already at juggernaut, one win from Widow Maker 'cause a super laggy game in the slums got me rekt. Seriously I could tendrill 20+ feet from a roof then see the camera swing for a super hyper mode drop kick only to find out I'm still on the roof lol. As soon as that happened I'm like yeah this isn't going to be good, not with that kind of lag.. . I'm pretty sure I even got denied an amazing catch when someone grappled and fell off the edge, back turned to me in mid air. I pounce, the animation spins them around with the light on and I get cancelled. I think I even got DFA'd because of it. Oh well. Hey, extreme lag, no UV spits or spit smash or anything like that, and I got like 4 or 5 of them. Take away the lag and maybe give me some UV suppressors for those flare spammers and I think the aggressive playstyle would outdo that team no problem. Might be worth a try for you. Could be fun, be a challenge. If it's not your main profile then getting slaughtered doesn't matter. Play smart and you can still avoid most DFAs and stuff, however the recklessness does open you to those who are good enough to catch you when you are open to it. Of course being reckless you can also practice deflecting DFAs with the upwards tackle.
  26. 1 point
    Vallon

    GP Spits.

    It's way more difficult to hit GP-spits with the upgraded knockback. I haven't even bothered testing with it now, but with the old GP-spit I did, and this was the ratio of spit stick per match for me: Upgraded: 30-40% Unupgraded: 90-100% Since nothing has changed other than reduced auto-aim time, I can only imagine it's even worse now that you have to be more precise and the spit has to travel further, while the Survivor has the same amount of time to dodge sideways and make you miss. Leave GP-spit aside, short GP is also better for that additional and unblockable 20% damage from a claw you can sneak in immediately after it, not to mention the good old GP off a roof + Tackle combo makes the hook-cancel-air-evade exploit close to impossible, while with upgraded GP they have ample time to perform it since they fly too far away for a fast follow up Tackle. Though for a passive playstyle like yours, upgraded GP might be better. Unupgraded is more so for Hunters that rely on melee damage to get their kills and for GP-spit. If it's a top priority for you, then go for unupgraded. -------------------------------------------------------------------------------- As for being a better Hunter, in my opinion you'll simply have to change your playstyle. Passive Hunters aren't really what you can call challenging or memorable nowadays. I really would like to be specific and dislike talking generally, but since I don't know how you play this will have to do as ''tips'': - Be aggressive (not reckless) when there's an active spit on someone for additional pressure onto him - Be passive but annoying (go in for a few quick exchanges, retreat) when you're out of spits, unless of course you feel comfortable in melee, though I really wouldn't recommend it in anything above a 1v1 - Use downed Survivors as bait for additional kills or at least free spit regen time. - Don't try to aim when attempting GP-spit, I've found it's much better (and cooler) to flick spit - slightly and quickly move your mouse in the direction of the auto-aim and spit without holding. - Practice on the invulnerable bot. Get good in melee combat if you aren't already, relying on just spits is not effective at all.
  27. 1 point
    doomguy

    Object Previews Won't Load?

    sent you a pm
  28. 1 point
    doomguy

    Object Previews Won't Load?

    does this help?
  29. 1 point
    ZombieLover101

    MORE NH ABILITIES/IDEAS

    I have tried coming up with NH abilities that are not to overpowered yet not also underpowered: ●TENDRIL LIKE NOOSE: can grab a player within the same range as maxed tendril locomotion. NOTE: Easy to break free for player but tendril pull is fast USE L2 AND R1 SIMULTANEOUSLY WHILE POINTING AT PLAYER ●Good for seperating survivors who like to stay in groups RECHARGE: The longer the reach the longer the recharge similar to how the grappling hook work SHARE YOUR OWN THOUGHTS/OPINIONS/FEEDBACK =)
  30. 1 point
    Hello all. Just a Quick Update. The Forums Config has been adjusted to combat the spam. It should stop or be lessened a great Deal. In the event that some does get through please Flag it and we will remove it. Thanks for the help.
  31. 1 point
    Keenan

    Should Instant Tackle be brought back?

    Even how you popped some meems on the video where you won against Visceral is just sad. How about you upload all the countless matches you lost against him aswell ?
  32. 1 point
    Keenan

    Should Instant Tackle be brought back?

    You are called Lametrix for a reason.
  33. 1 point
    Hank J. Wimbleton

    Guns, Bows, and Elemental damage

    Another thing that is also on my mind and want to discuss with all of you. I've always felt that guns were always under-powered, and I am pretty sure most of you agree, but to being this under-powered feels.....wrong, if I had to pick a word. The damage it does to Hunter is just incredibly mediocre especially weapons such as the assault rifles, shotguns, and revolvers; and this could be for balancing sake as they are means to be finishers, but even so the guns are just so very weak. When you think of a Revolver you think of a really powerful gun that has devastating power and/or pierces enemies; yet the revolvers in this game act like pea-shooters towards the Hunter along side with the regular pistols. Shotguns, close-ranged weapons that destroy enemies, yet doesn't do a considerable amount of damage to the Hunter even at point-blank. Assault Rifles, reliable and good damage over all, and once more it acts like a pea-shooter. Even SMGs are just pathetic. Now I completely understand that Dying Light focuses mostly on Melee combat, and for its PVP as well, but the guns just do so little damage. When The Following revealed Revolvers I was excited that revolvers are coming, and that it can be used in PVP as well I thought of a weapon that could do a good amount of damage with at the cost of six rounds and slow reloading. Sounds fair. Except the damage is just pathetic. Again I'm not asking for this to become Call of Duty, but maybe some damage buffs with the guns to fit their nature would be nice. The Bow and Crossbow; while I feel the Bow damage wise is alright the Crossbow should deserve the same treatment, but first the bow. The bow is alright again damage wise, but why was the elemental properties removed against the Hunter. It makes no sense. The point of the Electric, and Fire arrows is to deal said Electric and/or Fire damage as well whether or not the initial hit lands and if he is near the Electricity or Fire. The Explosive Arrows are just goddamn mess. If it lands, yay, it deals added damage along with first hit, but the explosions are just messed up. If I were to hit a Hunter the explosion would follow him and not do additional damage along with the explosions, and there times where it doesn't hit him and the three explosions that happen somehow follow him. Second is the fact that when near enemies the thing just goes off right in your face, or when you are aiming down from a rooftop. The Crossbow, as discussed in another thread, I feel is under-powered. Yes Toxic Bolts are back, but what about Impact? Of course it was the mostly used Bolt out of all of them before the nerf, but it doesn't make sense to remove its elemental property (the additional damage) it had. Also the damage the Crossbow does just feels weak. It does 1/4 of damage, but it just feels like it doesn't matter even if a Two-Handed weapon is in play. Also, again the fact aiming at the Hunter's head to deal the original 1/3 of damage is a complete insult. Before the nerf, aiming at the Hunter's head dealt a massive amount of damage or instantly kills a Hunter which took skill considering that the Hunter moves too damn fast for a headshot to land nearly all the time. It was actually rewarding, and if the hunter decided to stand still it was his fault. Now it just doesn't matter with the damage that is set in place now. A problem that arises is the fact that one person can wield up to three crossbows in their Weapon Slots which leads to quick switching between the crossbows to deal stupid amounts of damage, but a solution to that would be to limit the amount of crossbows to be used in the Weapon Slots to just one. Also LucasK's solution to damage balancing in another thread is also not a bad idea. Lastly the Elemental Properties. Why was this removed? Again, I don't understand. There are many blueprints, and equipment such as the Molotovs and elemental grenades that we have at our disposal. Now they useless as all hell. I understand that the Molotovs were broken considering the tactic that was used with them, but there are other ways around fixing it rather than straight up nerfing it to the point of being unused forever. Only elements that can be used are the ones filled with toxic, and explosives. All those blueprints we found around the maps to make our weapons more powerful and dish out fire, electricity, bleeding, etc are now worthless. This was used against the nests, but still the fact elemental damage was removed against just makes the point of blueprints worthless besides against zombies. Also the fact the some of the elemental arrows and bolts have lost their properties doesn't make sense at all. So yeah more opinions of mine that wish to discuss as well. What do you all think as I would like to hear your opinions, and I do enjoy being proven wrong to my opinions. Opens up alot of things.
  34. 1 point
    Visceral

    Should Instant Tackle be brought back?

    Vallon I don't know who you 'heard' those details from, but in no way did I quit playing DL because the competition was getting too tough. That's quite possibly the dumbest thing I've ever seen. I welcomed the competition of great survivor game play. All of my friends knew this and so did the people I played against on a frequent basis. Please enlighten me on who the thin wristed nerd is who told you that when you get the chance. I stopped playing because the cheating and abuse of the triple crossbow load-out was just becoming stupid and obnoxious at that point. I stopped because of all the modded gear, the incessant use of infinite UV and infinite hook charges. No longer was I getting beat legitimately and the cheating was boring to me and outright awful. Skill no longer played a factor in the PVP and I was getting cheesed to the nth degree in games so it was just time to call it quits. The game lost its touch and people would no longer play for the thrill of the competition but just to squeeze out a win by any means necessary. When I left (from what I remember) the insta-tackle thing was just starting to become a popular tactic. Something I tried to test myself against Assassin one time about 12-15 months ago when I accidentally did it against her because I lagged. I later tried to do it but it required me to have a seriously high mouse sensitivity and I just didn't think it was worth it so I didn't try to further test it. So seeing as how I have no real experience with it, I can't possibly have an opinion on its usefulness. Every time I played the night hunter though, it was always important to never tackle just to tackle. The smartest way to go about that to me was to always assume the tackle will fail and position yourself so you can escape if it misses. Never take it for granted and never use it unless you knew you could escape if you were to miss. As far as the whole gp+spit thing, that was honestly initiated from when I started a new hunter. Just a little under 2 years ago I realized that not upgrading your ground pound was effectively stronger and made it so that spits could stick almost 99% of the time. That was obviously never intended by the devs because in a game where you can unlock all skills, when does one NOT want to unlock all skills available? It was just a slight oversight by the devs that I snagged and essentially it was nearly impossible to land a gp+spit with a fully upgraded skill tree. I'd like to return and see what the competition is like now, but I can't imagine its so bad that night hunters stand no chance. I don't believe that for a second. As with any game goes in DL PVP, the best chance at victory with me (And I still believe this to this day) is highly dependent on where nests spawn for the night hunter. This is the most crucial thing in BTZ to me and makes such a hellishly important difference in the game. You've got to find ways to adapt. That's how DL BTZ has always been. P.S. chickenninja you make some very good points by the way.
  35. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    I'm sure some of you are better at the game than I am.... this doesn't prove anything (Also, I am a pretty terrible survivor player). Winning or losing versus anyone here will not prove the game is broken/balanced. I'm sure I will see you many of you online. I've probably already played many of you. Let's keep these forum discussions constructive.
  36. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    We did play (after you aborted the first game when I invaded you alone). It was down to 1 nest and 1 life remaining... I guess that's not close? Der Großmann is a very skilled survivor. I have played him many times. I have no problem saying he is better at this game then I am (I have never claimed to be the best Hunter). Even so....the game came down to me attempting a poorly timed pounce and losing because of it.
  37. 1 point
    Chickeninja

    Should Instant Tackle be brought back?

    To yours truly, and I align myself with similar statements/sentiments made in this thread and others, a hunter under these conditions/settings will have a really hard time handling 2 or more experienced survivors. Why not enable more degrees of freedom for hunters at least beyond 1v1 matches, in 1v2 up to 1v4, scaling his abilities along with experience of the survivors? Experienced hunter and two beginners: fine as it is. But Experienced hunter vs 4 experienced survivors: mega abilities for hunter: GP spit, incredible speed and tendril bounce... the whole fat 9 yards. The visceral video somehow makes the point for players skeptical concerning the current settings though: add a second spinoza and even THAT hunter, with supposed exploits and all, will be toast in most games. My problem never was with balance nor do I obsess over skills. It's aesthetics: The main problem is this hunter is much less attractive to play. And if changes to make him more attractive to play cost too much or are impractical, let people know and decide for themselves where they stand. I guess there are new things in the pipeline and the current state of multiplayer isn't exactly high priority. However, I don't see anybody making valid points for the current multiplayer settings right now. "Situationalism" with such an example is hard to find convincing. Everybody has to have incentive to play and it is hard to see what the current settings of the game accomplish, with folks having had the time to get used to them by now, I'm not sure the stats or team opinions should matter as much as folks/veterans playing.
  38. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    Changes are made based on a combination of 3 things. Feedback from our players (like all of you in this forum) Feedback from our own team Stats (we gather a multitude of stats we can break down in many ways... maps/team sizes/skill ratings/versions of the game/ etc.) Changes are not made based on just one of the three...
  39. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    iTackle takes 0 skill and was an exploit. It is not coming back. Visceral is used here as an example. This video has many skilled uses of the tackle. He understood the game well and people can learn a lot from him if they choose to (minus the GP spit-stick)
  40. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    Footage may be old be this was specifically in response to tackle questions. You want to know how tackle should be used? Watch the video. All of the "tackle tactics" he used are still 100% valid . And yes, this video also shows why GP-Spit was adjusted. It can still be done with skill...but it is not a guarantee after a GP.
  41. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    Here's some ref for you guys that have asked. It show's a lot of intelligent uses of the tackle skill (without the need to spam itackle). He doesn't just throw it out there without thinking... as a result, he ends up with a very high success rate.
  42. 1 point
    Pete Donnelly

    Should Instant Tackle be brought back?

    We should be able to push out a fix for the SS/Howl issues tomorrow. Reload bug will have to wait until next patch. Crossbow does 1/4 health with a chance to do the old damage of 1/3 if you get a headshot (1v1 and 2v1). I don't think that makes it useless Tackle is not something that was meant to be a "go-to" that can be spammed at all times. It's uses are situational. It's supposed to be risky to throw out a tackle that a survivor is prepared for. If you don't have full health (1v1 and 2v1) you shouldn't be attempting any questionable tackles.
  43. 1 point
    Thunder Ice

    IDEAS for 10 DLCs

    Okay, so apparently we're also getting new game modes too. If that's the case, I'll leave this here. I suggested it in a YT video as well as Reddit, so I'll leave it here as well with the hopes that TL sees it, as I would love love love at least one of these to make it into the game, if not all of them. Here I go: 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. Dying Light is a great game, and adding modes like these would, for me personally, add to its replayability for a good long time. It would also make it loads more fun.
  44. 1 point
    TrepidCRAZY EYE

    IDEAS for 10 DLCs

    Idea: I think it would be cool to see AK 47's in dying light. An maybe some other things idk I think it would be cool
  45. 1 point
    YR21

    IDEAS for 10 DLCs

    More weapons for example : -Sniper Rifles -Nunchuks would be amazing -Nightsticks ( different from police batons) -Trench Knifes -Flails -A Chainsaw would be an extraordinary weapon to add to the game -Claws -Pitchforks -Spears -Rayguns -Snowball grenades that freezes zombies -Brass Knuckles -Hand/Arm worn weapons (as shown in the picture in this link https://goo.gl/images/dZ63Qc) -Stun Gun or Tranquilizer Gun And craftable DIY weapons And new outfits like Anti-Riot Armor ( as shown here https://goo.gl/images/wL4W8d ) and Knight Armor ( as shown here https://goo.gl/images/6fFY2Q ) and Stealth Suits with nightvision or something ( for example https://goo.gl/images/ZKdZu2 ) And Thank You... EDIT : Also FireArms Mods and Upgrades like Sights, Grips and SILENCERS! would make the game a lot more fun. And Firearms Melee Attack for situation where you are at close range an weilding a firearm. And more Takedowns because we are getting bored of the 4 ones that exist. Death from Below if you are holding on to a ledge and enemies are above you. A Brecken vs Tv Mode where one team plays as brecken and the other play as TVs running for their lives . And maybe a Quick View Of The Watch where you press a button to look at the time. Interactions with other players like Waving, Call for help, Insult etc. And a FLAMETHROWER ! And a Power Cable Weapon to elecrify enemies. An Exploding Toy car or monkey or... that lures enemies before either exploding, elecrofiying nearby enemies, exploding into toxic fume, exploding and launching shrapnels everywhere. Thank you... Good Night...Good Luck !
  46. 1 point
    Dedboi56

    IDEAS for 10 DLCs

    1.chainsaws 2.grappling hook can pull in enemies 3.melee attack with guns 4.better combat against human enemies 5.Choke slamming bois
  47. 1 point
    Hachiigen

    IDEAS for 10 DLCs

    THIS! A thousand times YES to this idea. It would be really awesome if it also becomes available for online play, thus tracking the score of your team. Do make it a large open area, preferably in the shape of a Colosseum or something in that direction. EDIT: I just remembered you guys have an Arena on the map already, it would be cool if you could get to it through some sort of quest that's at the start of say, a tunnel / cave?
  48. 1 point
    cr1m3

    help with phases in between maps

    I wish i could help you but i ´m missing time. Call me on steam sometimes so that i don ´t forget and i ´ll try to help you when i have some time. we need to start the teleportation code and portals from scratch .
  49. 1 point
    Cabozzl

    How To Attack Hive Volatile?

    Hey Doomguy, To create a hive: 1) In the Assets window, go to the Data folder and type in hive 2) Place hive.df2 on the map 3) Select the hive and press 2 to open the Attributes window 4) Make sure the Type is set to Default 5) Change the ConflictSide to CounterPlayer Of course the hive can't attack the player, but it's essential for spawning 6) Select the difficulty (Easy, Medium or Hard) 7) Check the box IsTutorial 8) Set the hive health in the TutorialHealth field. Test it in-game for balancing the health. I usually start with 1000 and then scale it up. There a various hive-related classes, but most of them seem not to work or are used for Btz mode. This is the only way I found to make it functional as stand-alone hive.
  50. 1 point
    Rafał Polito

    Zip Lines, Challenge Checkpoints, Animation

    Take string_50.msh, string_100.msh or string_200.smh, Press CTRL + L, and click at place where you want to start the zipline, and next click on place where you want finish. After that chang class for this mesh from ModelObject to ZipLine. Challenges needs scripts, and this is more advanced feature. We will try prepare some tutorial about it. For simply animations you can use Movies from Window menu. We are preparing tutorial about this. Try to download for example Dying Space map from workshop to figure out how to make movies.