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Showing content with the highest reputation since 06/23/2016 in all areas

  1. 3 points
    Welcome to the official Techland forum! This is a place made for gamers who want to exchange opinions and thoughts about our games. Whether you look for advice, technical support, want to give us feedback, or just chat with fellow gamers, this is the place for you. Just a few rules before you dive in: Be civil. Address others as you would like others to address you. Respect the staff and other posters. No profanity, insults, and harassment are allowed under any circumstances. Stay on topic. If you wish to discuss something off-topic, start a thread in a proper section of the forum, or use private messages. Before starting a thread, use the search function to check if your concern/question has already been discussed. Be constructive. We welcome any feedback, even negative, as long as it's constructive. Always substantiate your position with arguments. Remember that being constructive and civil improves the visibility of your posts with our staff. Keep your posts meaningful. Do your best to add to the discussion. In a vast majority of cases posts like ‘+1', ‘LOL', etc. are not considered meaningful contributions. Also, while no one is going to ban you for walls of text or spelling errors, running a quick spell-check and proper paragraphing will do wonders for the reception of your posts. Be responsible. You are a member of a community. You provide content for others. If you notice any harmful practices, please report them to a moderator or a community manager using provided report function. This forum is moderated and frequently viewed by Techland staff members who will react to any violations of the above rules. Bear in mind that these are just guidelines for proper behavior on the forums and are by no means exhaustive. Refer to your common sense and remember that the moderators and community managers are the last instance in unsettled disputes. With that out of the way, head over to a forum section of your choice and post away!
  2. 2 points
    Vallon

    The worst patch to have ever hit Dying Light

    One step forward, two steps back. Is this what you were aiming for? Let me just get straight to the point: the issue of this patch is not the removal of GP-Spit, it's not the removal of instant Tackle (which isn't actually removed), it isn't the lie that DFA in water is no longer possible. It's..: ''- Fixed the charge attack exploit of spinning on the spot while sprinting'' Excuse me? Tackling while running in circles an exploit now? Since when? Apparently the ''fix'' for this is to completely disable the option to Tackle when you turn to a side too sharply, and ''too sharply'' literally means a small, 30-degree curve, the ones we've been using for ages to fake out a Survivor. What the patch also omits to mention is that the Hunter's velocity is now completely removed and he comes to a near halt the sharper the turn he takes. A 180-degree turn nulls his movement entirely. That is... beyond dumb. I'm trying to find words to describe how bad this set of changes feels, so I'll try to sum it up. With this patch, you removed one of the Hunter's strongest points - his incredible agility, maneuverability and elusiveness. The Hunter now feels incredibly sluggish, and paired with the literal fuсking inability to Tackle a Survivor if you move your mouse more than 30 degrees to the side is the epitome of stupidity. Like the fact that a Survivor can smash the hell out of Space bar for maximum Tackle immunity wasn't enough, now if Hunters want to Tackle from the side (Tackles from the back are impossible) they'd need to wait so the game accepts you're sprinting forward and lets you Tackle, which gives Survivors all the time in the world to react and turn, making it a sure evade. Couple that nerf in speed and lessened difficulty for Survivors to keep their UV light on the Hunter and you've got a pathetic zombie that cannot remain in combat for longer than 2-3 seconds before running out of energy. Now here's the funny part. I asked around what the inspiration for this idiotic change was, and get this: apparently it's because ''PC Hunter players should not be faster than console ones''. Huh? Obviously this is something I've been told and don't hold it as a fact, but it's strangely believable. So, Digital Scapes, if you want to completely kill one of the two sides of your PvP design why take such a roundabout approach? How on earth has the fact that Survivors are easily the superior side escaped you throughout two years of patches and fixes? Nerfing Tackle and Tendril speed after all this time seems absurd to me. I realize this may just be some sort of temporary change for you to just see how it works in practice and get some feedback, so hopefully that's the case and this is not permanent.
  3. 2 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.
  4. 1 point
    lithior

    ***BTZ tuning 06/08/2017***

    This "may" is very random it seems... I just invaded and let the human kill all "nests" without touching him, supposedly he should be doing "well"... Nothing new, just the 2 "broods" there... I see what you say but i don't see that in game. The punishing factor still stands, why do you think lower tier have a slight edge (if what you say is truth), because noob humans can get away with mistakes where hunters can't. You have to play very good against a decent human to not make the game a frustrating waste of a time. Also, I constantly search for humans to invade so i refresh a lot the serching screen, the amount of solo players is astounding and then there are some duos, most of the experienced players play solo or duo, all groups of 4 players were noobs or not that good (this is a personal experience here), but the amount of solos and duos indicate that: Could be that the game is not as played as before therefore making 3-4 players rarer The balancing starts to really kick in with 3-4 players, the hunter starts to be more useful (CDs are shorter, health is properly balanced, etc), thus making players stop going in 3-4 There was this player who could evade all my tackles atempts and one shot me or leave me with 30 health... So tackle was out of the options too. Being a hunter is frustrating as it is, the way mechanics work makes you feel like a pile of trash sometimes, you are a hunter, humans should be running from you, it is humiliating to see a human hunting you because he can, he has the means not to fend you off, but to hunt you... Survivors shouldn't have the means to one shot you, they should have the means to keep you at bay...
  5. 1 point
    MinogueMinion2

    Idea for one of the 10 DLCs

    There has been talk about the community being able to give some ideas for the next dlcs so heres mine A full customisable character screen with sliders in everything like in skyrim or follout 4. This would bring more variaty in the game and i wont have to stare at cranes face in co-op and question how many clones does he have? Also the outfits dont have to be removed just give us tje option to change cranes face and his build as well (just make the clothes adapt to the build). With thjs idea i think this would make dying light also give us more laughs because who wouldnt want to see a fat guys do parkour and climb I think this would be awesome and maby have it for the hunter aswell? My last idea is human vs human pvp. I know thjs is on master race but us console olayer want to slap eacother once in a while and it would be fun addition.
  6. 1 point
    Oceanian

    ***BTZ tuning 06/08/2017***

    First of all, I'd like to thank you so much for finally adding changes to the BtZ situation. It took you guys a year to figure it out but I'm glad you're working on it. Your changes so far have been great, however I do not agree with three of them: -The sense suppressor spit needs a complete rework, and we most likely need to go as far as fully removing it, as it is still a hit or miss, completely situational depending on who you're facing. A newbie would obviously face tons of problems and die instantly, but a semi-experienced human just listens closely to his earphones, searching for hunter footsteps which happen to be very loud. The human proceeds to drop a flare and camps out a nest. I believe we need an applicable camouflage, rendering survivor sense completely useless for a very short duration (around the 3 seconds), giving the hunter a chance to actually make them feel like prey, instead of the sense spit. It would also fit his character better. -The survivor sense needs to be a panic button instead of part of the survivors' main toolkit. Primarily they should rely on their senses such as listening to the loud footsteps of the hunter, and when he believes he is close, he could press Q to reveal his general location for a short period (2 seconds) before having a massive 10-20 second cooldown. I think this would be fair. -Now defending the humans, I believe the crossbow/bow has been nerfed way too hard for 1v1's. Now it's completely understandable how every nighthunter including myself got arrow spammed to death in a 1v4, in a 1v1 however, a lucky shot should feel rewarding. Headshotting a speeding monster is no easy task. In a 1v1 it should guarantee an insta-kill for punishing the hunter for standing still or it should drop him down to 5 HP. Body shots would require 3 at most. The damage should be scaled accordingly to the amount of humans in a game. That is all I have to say for now, again thanks for willing to balance a 2 year old game.
  7. 1 point
    Quicksilver

    The worst patch to have ever hit Dying Light

    @Pete Donnelly, I only play as the hunter so I have no experience of the human side of the patch (except for not dying as often now from crossbows), the people above are far more experienced talking about that. I understand that you are trying to fulfil everyone's wishes from beginner to pro which in itself is an impossible task. I am, by any standards, still a beginner (only 150 hours) compared to the likes of you and the people above. But playing now, well, it's like bringing a knife to a gunfight. Even if you tweak some of the changes you have made, it will still be the same scenario. However, (please take this as constructive criticism as that is what it is intended to be) if you feel it's fair please go head to head, or even better, go against four pros and see how you fare. Hopefully that will open your eyes to the necessity of having an extremely agile and fast hunter.
  8. 1 point
    Seboli

    The worst patch to have ever hit Dying Light

    @Pete Donnelly I don't know why you even bother changing this dead game anymore instead of working on DL2 but...apparently you have a massive idea in your mind so...I'm fingers crossed for the best, hopefully this becomes the fastest paced game ever again.
  9. 1 point
    Seboli

    The worst patch to have ever hit Dying Light

    "The primary this is meant to prevent are Hunters blindly spinning in circles, hoping for a tackle. It's not the kind of gameplay we want to encourage." -Pete Donnelly. This is one thing I do want to point this out. Hunters that blindly spin in circles do not get their tackles. That's why you notice them. The ones that have good aim and actually aim at u do get them. No need to cruch the whole game physics to fix that...No need to fix that at all. No one cares. Seriously what were you thinking. Apparently this seems logical to you but if you don't remove this patch by logic then you will do it by everyone leaving the game after a couple of months, as I already said.
  10. 1 point
    Seboli

    The worst patch to have ever hit Dying Light

    Vallon explained it very well (now I think we just need as many players as possible to come comment here, so guys, share the website around, most players don't use it), not gonna repeat what he said, plus his vocabulary is definitely better than mine. I currently have a wrist problem so typing long texts isn't what I should be doing. Just remember I am, like everyone, very upset about this update, and believe that this is the worst thing you could ever have done. Dying Light was an extremely fast paced game and you just turned it into a Minecraft - Night Version. Here's my one advice to you Techland: delete this patch, let us play like we did before, and take your time to make a better patch for GP spit and Insta Tackles (or don't, doesn't matter to me. They are noob moves but make it even more challenging sometimes). Because leave it the way you made it now and I can guarantee you that in 2 months the few players that were left in the game are gone.
  11. 1 point
    I don't know what to think after this update. No seriously. Was the point of these recent updates to make PVP as barebones and slow as possible? If so then congrats you accomplished just that. The Ground Pound Spit combo and Insant Tackle still work by the way. So literally no success or changes there, but instead we had a big nerf to hunter I cannont understand. (Fixed the charge attack exploit of spinning on the spot while sprinting) By doing this you literally removed Night Hunter's speed and unpredictability which was essential. Vallon literally said everything I would have said and I agree completely, but also that these updates are just nerfing everything hard. Survivors have a utility of equipment items that are now basically useless. You can barely use a majority of Survivors equipment at all. Grenades and throwing stars of all types, Molotovs, and even the shields are completely useless. Survivors have so many items at their disposable and it is very disappointing that many of them are considered downright useless, and the ones that aren't the solution is to nullify them fully. Elemental damage doesn't even exist anymore as Hunters and Nests can take all damage of it and doesn't anything. Even Potions were heavily nerfed. Yes it had a longer duration, but the cooldown is just horrible and that fact that all potions share the cooldown as well. On the Hunter's side, exploits that were the main focus are still here, but much worse is that his speed, manuverability, and unpredictability are heavily nerfed. Just please put everything back before these two updates were made, and just focus on only the exploits.
  12. 1 point
    Hank J. Wimbleton

    ***BTZ tuning 06/08/2017***

    I'll talk about the positives first: Buffs to Potions are nice, but have problems. The Flares. I don't how I feel about this yet, but its a start for those whoe play 1v1. Ducking to recharge energy faster....Cool. Really cool. The upgrade to toxic spit is really nice. A longer duration and more damage feels right considering it is used in specific situations. The Sense spit still feels useless as Xenon said. People have ears and can just look around. The only thing the spit provides is limiting your FOV considering the spit is still on your screen. (Increased NightHunters knockback impulse from melee attack) - ???? What does this mean? The negatives: WHY WAS THE CROSSBOW EVEN TOUCHED?! Seriously the crossbow and normal bow deal piss poor damage now. It doesn't make a huge difference at all if you even hit them. It took skill to aim a crossbow. You had to aim your shots most the time, and sometimes even predict ahead of your opponents to see where they will go since its a projectile weapon. The extra burst of damage that the Impact gave is what made them really special that made the difference between life or death. With this elemental nerf and the Bow and Crossbows damage nerf its make them feel like nothing over all. The Poison Bolt were special because they could finish off a hunter who had 15 health left or lower. Now it deals only nothing. The poison cloud from the bolt, YOU HAD TO AIM FROM, and now it does nothing. Also the headshot damage. That is a joke. A really, really bad joke. When the headshot thing was first discoverd it required skill and luck in order to aim at their heads. The reward was an instant kill with Impact Bolts or heavy damage. Either way it felt rewarding and required alot to aim at their head. Now you expect us to aim at this very tiny hitbox for damage that shouldn't have been messed with in the first place. Who was this catering to? Seriously, who was thing catering to? To the Hunters that decided to stand still and take arrow shots like idiots? The bows should have never been touched they were fine as it was. It's already bad enough that guns themselves deal very poor damage. Also the Elemental nerf. It makes both Modified Weapons and the Elemental damage from Bows worthless. When you modifiy a weapon it was to deal extra damage with set bonuses that give Damage Over Time. Now blueprints, the thing which people ran around the maps to find for those effects, are now obsolete. Bleed, Fire, Electricity, Poison, even Ice now deal next to nothing damage. If this was because cheaters using "modded" weapons with effects that don't exist that still shouldn't have been an excuse to remove elemental damage all together. Instead you guys should have focused on the source of the problems, and if this wasn't because of cheaters than this was an utterly a dumb idea. Molotovs. I understand that they were a problem, but to outright make them useless and unusable. WHY? They deal no damage now and the cooldown for them is too ridiculous. Cloak Potions also suffer from this as while the buff is nice, the cooldown is too harsh. For the Night Hunter Booster I can somewhat understand, but this is still too harsh. Lastly if charged melee attacks were that much of a problem all you had to do was remove repairing during invasions rather than reduced the damage. It makes sense as someone from another post even mention that weapons don't lose durability.
  13. 1 point
    nodixe

    **DYING LIGHT 2**

    You are spot on in your post and I would just like to add to expiund on a couple of your points. This may take a few posts as I think of stuff. 1st. I would live 4k but I would also love it if they had a 1080p+ version that could run at 60fps. Also I think that HDR would be of particular benefit to this game (or any game with complex lighting) because of the PQ curve. 2nd. A HUD and ui that is more organic. Having a way to check ammo in animation (take a quick sec like real life but no hud needed) and I always liked the idea of a gps for a map. Maybe have a pair of glasses with Hud you take on or off. 3rd. Binoculars. Camera. Something with zoom. Cmon. This is one thing I wish I had lots of times. 4th. Maybe make a realistic mode where all weapons have same damage (never made sense that this hatchet does 10x damage of that hatchet) and all zombies have fixed hp or no up just hackable limbs to disable till you can take the head. Idk.
  14. 1 point
    Pete Donnelly

    INSTANT TACKLE

    Final stages now.... should get it out tomorrow if all goes well! I'll let you know when it goes live!
  15. 1 point
    Pete Donnelly

    INSTANT TACKLE

    I've been tweaking more than initially planned More tweaking requires more testing though.... I'll let you all know when something is ready and post a list of changes.
  16. 1 point
    JoranDost

    Dying Light Map - Risen

    Risen Hey there, I have been working on a map for quite some time now and I just wanted to show some of it. It isn't much yet, but at least I could ask for some help, like ideas or types of houses, and maybe even little details that have to be added to the map. The map will be released when it's a 100% finished! Also, the map won't be done soon. Progress is slow but steady. My English sucks, I know. - For now there are two pictures of my map of two different houses, but trust me, there will be at least fifteen more. Just don't know when :D. - Every single house in the neighborhood will be enterable, but not every room due to bushes, you'll see soon. Also in every house there's something for the player to pick up and put in their inventories. It goes from snacks to heavy firearms. Don't know if they're really Heavy heavy but they'll be strong. Buggies will be spawned in as soon as you play the map and you can use it (Like you didn't know it yet..) to drive all the way to the other side of the map. Believe me, it's worth it taking the buggy. Although walking there is way more fun and challenging. But that's for you to decide. That's it for now, hope you guys will enjoy it and hopefully play it! (And yes, there's way more than just these two houses, I just had taken two pictures for now so I could at least show some progress)
  17. 1 point
    nokaut

    Game Still A Thing?

    Hellraid still alive?
  18. 1 point
    cr1m3

    Dying Light Map - Risen

    I see you're not dead keep going. And i wonder what's in the misterious shop. Maybe some beers?
  19. 1 point
    JoranDost

    Dying Light Map - Risen

    Working on a Very usefull shop, you'll find out what i'm talking about when the map is finished,
  20. 1 point
    JoranDost

    Dying Light Map - Risen

    Added a small pharmacy on the left, and some roof. Just some progress and showing im not dead.
  21. 1 point
    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)
  22. 1 point
    Cypherics

    Dying Light 2

    Pray for e3 coverage.
  23. 1 point
    MadMcardle

    Dying Light 2

    Hey guys, I know I have not posted here much or in a long time (since I got platinum on PS4) but I recently found out that Dying Light 2 is in the making, and would just like to say I can't wait for it, DL was one of my favourite games on PS4 and having the companion app was a great addition too, I loved that I could do something on my phone to reward me in-game later when I got home, so please carry this on in DL 2. If you are going to give some reward from DL to DL 2 I think that would be cool. I am actually thinking about buying DL again now I have moved over to PC and doing it all again I enjoyed it that much. All in all guys great work on DL and I can't wait for DL 2 no matter how long away we are talking!
  24. 1 point
    Joluk

    Respawn Problems

    After trying for hours, I finally found out how respawnpoints are working and what my problem was.I used Spawnpoints for this with the flag “Respawn”It looks like that respawnpoints only enable when you come close to them. I don't know how close you have to get to enable them. But when they are enabled you will respawn always there. So there is no problem in having more than one spawnpoint in one big area. If you have one enabled and get close to another one the new respawn will automatically be enabled. (IMPORTAND: This works completely without quest phases!) The easiest way to do this is to make the respawn point the same spawnpoint as you used in the goto phase, so the player gets automatically close to a new respawn.The phase, checkpoint could be used to set a respawnpoint as your new respawnpoint without having to go to this point. But I didn't test this, its only a presumption.My Problem was, that I disabled my last respawn and enabled a new one, but the new one was a bit far away so when the player died without going close to this new spawnpoint first, the games didn't find a respawnpoint and I respawned at 0/0/0.If you have any questions, comment down below.Best regardsJoluk
  25. 1 point
    JoranDost

    Dying Light Map - Risen

    Thanks cr1m3! I'm doing my best, I hope you'll like it when it's all done.
  26. 1 point
    cr1m3

    Dying Light Map - Risen

    It is really well done!
  27. 1 point
    cr1m3

    Custom NPC

    Also i saw your comment on youtube, i don ´t know if you saw my answer so. There should be a presets folder in your project/data/presets and the "HumanAI.pre" (the script that control npc presets). But if you don ´t have it in your map, maybe the map was created before the devs added this script or maybe the latest update removed it, anyway, you can copy the presets folder under : C:\Program Files (x86)\Steam\steamapps\common\Dying Light Developer Tools\Template\data\presets then, paste it in your project/data folder. Make sure it is not under read only in file properties. Also that windows folder options settings are showing file extentions. Cause the HumanAI.pre have a "pre" extention but it is a readable scripting language. Also you can edit it manually by browsing all strings and figure out all Variables and methods with changeable values. Also (easier) , you can use the devtool's preset tool window to edit this script via buttons. But just reading the script while using the presets tool gives you all stuff.
  28. 1 point
    cr1m3

    Custom NPC

    It seems that it is controlled by the quest code ´s ,kill phase associated with a boss to kill. but now for objects i don ´t know. there ´s the damagerecievier class who can check object damage but it seems that melee and guns can ´t affect it. I saw some generator turned off when you shoot on near gas cylinders, when the player shoot the can, it explodes and turn the generator off. i saw this in Darkness below custom map on this video: It is at 3 minutes 15 sec in the video, maybe you ´ll find it useful.
  29. 1 point
    JoranDost

    Dying Light Map - Risen

    Risen - Update Alrighty, got an update! Well, kinda. I finally took some more pictures of the map as it looks like now. Not alot to show though, but at least something. I have been working on the smaller details too which takes more time.
  30. 1 point
    Tuning has been restored! Sorry for the delay Night Hunters!
  31. 1 point
    Counter Strike is over 10 years old and millions are playing it so .... good call sir xd. By the way, companies love people like you, they are releasing game, then they are spoiling it by weird balance decisions and people like you are "oh, nothing happened, les's wait for another game". But many players dont need another game, this game would be good, but techland intentionally is forcing us to drop it and wait for another. I am pissed because i havent played for months and i just wanted to play as a hunter, and i cant because i am getting one shotted with crossbow even in 4v1 mode. How people can defend this. If more people would post rant posts like me sth would change, but because of people like you we are not taken seriously. Sorry, but it is the way i described it.
  32. 1 point
    MattDL

    Bow Without Dlc?

    Hi ! Yes they can't use it but you can add in your equipment when the map start like started items , weapons... For example i can't use or drag weapons of some dlc's. Hope that will help you little..
  33. 1 point
    cr1m3

    Decisions And Reactions In Movies

    I know you can use à movieActionExecutor class box object to trigger live actions during the movie. Add this box to movie actors and add some new filter Keys called javaMethodKeys. Now add some actions in the movieActionExecutor actions list. Then type Execute in the javaMethodKeys settings. Execute = first action in the movieActionExecutor actions list and Execute1 = second action Execute2... Now to create actions, double click on action field and choose what you want.(there ´s a limited choice of actions). Now for quick time events, i saw this somewhere, Maybe inside physicalswitches trigger types or in some Sensor or object class but can't remember where. Let me know if you find it.
  34. 1 point
    doomguy

    Some How To Examples

    so i thought i'd share these how to's for stuff ive been messing around with. stuff i needed for my map. (also, one of them is to help steam community member) Button Puzzle Examples - BoxObjectEnabler 1 - http://adf.ly/1fjeZe (press specific buttons in order to solve puzzle with hints. press wrong button disables puzzle.) 2 - http://adf.ly/1fjcKh (press 3 random buttons out of 4, and disable puzzle. with reset button) (http://steamcommunity.com/workshop/discussions/-1/217691032444163214/?appid=239140) BoxObjectEnabler Movie Trigger (no quest required) 1 - http://adf.ly/1frN0a (simple one way animation) 2 - http://adf.ly/1ftb7w (two way animation - play forward and play in reverse, indefinitely) Truly Reflective Surfaces http://adf.ly/1foxWb Light Switch Control - BoxObjectEnabler 1 - Multiple Lights/States http://adf.ly/1fCwlw (use one switch to turn on and off multiple lights at once) 2 - Light Switch - Timer http://adf.ly/1fzO4A (automatically turn off light after period of time) to use, unzip and place the unziped files in the data folder of your project. if the tools are already loaded, refresh the file system then goto the data folder in the devs tools file tree list and find the eds with the name of the example and drag it onto the world. Use the following at your own risk. This is a early version of my folder tree collection, trying to organize all the meshes. You can replace these files with the ones in your data folder, and you'll get a more organized mesh collection. Again, it's pretty rough and unfinished list. http://adf.ly/1g4ffn (replace in data/editor/user) http://adf.ly/1g4fk9 (delete folder "assets_collections_shared" in data/editor/scripts and paste zipped assets_collections_shared folder in the scripts folder*) *if you dont have script folder, create it, and paste the assets_collections_shared folder If the tools are loaded already, refresh the file system after copying the files. In the tools, go to Refresh, Refresh File System p.s. the meshes in the "everything" folder i haven't categorized. they where all copied from the "meshes" folder.
  35. 1 point
    When are we going to hear about his side of the story? Considering how close and passionate we all have been to the hunter. It needs certain character added to it! Can u guys at Techland come out with something good about the hunter's previous background and how he develops into the monster that we all care about? It can be told in many ways. One example is we the survivors need to collect scattered notes or voice recordings or both (of someone describing the event or the hunter's monologue prior to his transformation). Maybe u guys have better ideas but really, we need one good story for all the btz fans! Dang! who would thought that the NH was once so philosophical! (Just something from my imagination)
  36. 1 point
    FuzzFace_McGee

    Be The Zombie Storyline

    Oh I so think their should be a storyline for the Night Hunter. I also think that if your game is set to Public there shouldn't be beds at the safe houses so you can't sleep to avoid the night. This way the Night Hunter can always find a game to join.