Pete Donnelly

Dying Light Dev
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Pete Donnelly last won the day on March 11

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About Pete Donnelly

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  1. Tuning has been restored! Sorry for the delay Night Hunters!
  2. The "live tuning" patches are down right now. It's an unfortunate requirement to enable us to test a few things out on our end. They will be back once we are done testing! Should hopefully be back to normal by the weekend!
  3. Congratulations Survivors! Here's a list of the new ranks that will be active for 3 weeks following the event. Human: "Bold" Prey "Bold" Casualty Endangered "Hero" "Determined" Underdog "Victorious" Runner "Superior" Contender "Superior" Challenger "Invincible" Fighter Dominant "Champion" Ruthless "Killer" Indomitable "Assassin" Apex Predator Hunter: "Decaying" Walker "Decaying" Runner "Mangled" Biter "Mangled" Bolter "Mutilated" Stalker "Broken" Beast "Maimed" Mauler "Maimed" Juggernaut "Withering" Widow Maker "Crippled" Carnivore "Hunted" Hunter Ultimate Survivor
  4. The rank changes are due to the Community Event. Titles are changed for 3 weeks following the event. Here's a list of current titles (because survivors were victorious) Human: "Bold" Prey "Bold" Casualty Endangered "Hero" "Determined" Underdog "Victorious" Runner "Superior" Contender "Superior" Challenger "Invincible" Fighter Dominant "Champion" Ruthless "Killer" Indomitable "Assassin" Apex Predator Hunter: "Decaying" Walker "Decaying" Runner "Mangled" Biter "Mangled" Bolter "Mutilated" Stalker "Broken" Beast "Maimed" Mauler "Maimed" Juggernaut "Withering" Widow Maker "Crippled" Carnivore "Hunted" Hunter Ultimate Survivor
  5. http://dyinglightgame.com/bounties/ BTZ will be modified for Invasions this weekend! Here's a quick rundown: HUNTER: 1. No Howl 2. No Spit 3. No Tackle 4. (2) UV Block/Heal per life SURVIVOR: 1. No Survivor Sense 2. (2) Flares per life Follow the link for more details! Merry Christmas!
  6. It's because the Hunter is hitting a wall immediately after the failed tackle. This allows them to regain control right away. The Hunter then quickly initiates another tackle. If there is no wall, the Hunter does not regain control until they hit the ground. Hope that helps
  7. I checked the stats. Your 1004 kills were the most kills by any Hunter across all platforms!
  8. Nice job! 1000 kills! Wow!
  9. It's live! You can track the results in real time here: http://dyinglightgame.com/bounties/
  10. It sill go live tomorrow (Frday, October 28th) at 12:00pm PST And believe we will start putting pop ups on the menu screen to make these events more obvious
  11. Plans for Halloween? Celebrate with us at ‘Zombiefest' in Dying Light! Watch the video below for details: https://youtu.be/XIY1zsvfIHY
  12. We don't want people to feel like they have to scavenge in order to keep playing BTZ. Survivors are gifted 1 medkit and 2 flares each respawn during BTZ to help address this. Weapon mods are a PC issue. People are always going to look for ways to mod the game on PC. This affects every game on PC. In my experience, it is very rare to see them used in VAC secure games.
  13. For BTZ, it's mainly stability fixes. That and the issue about losing buggy parts in BTZ is now fixed! Hopefully more people use buggies on Countryside instead of walking...hoofing it from nest to nest really drags out the match duration. All the other BTZ fixes were live before the patch (1 flare, 2 matchmaking pools, 3v1-4v1 damage scaling etc.) Fixed some input bindings that were missing on PC as well (i.e. buggy grab)
  14. New patch live!!! Koreck V2 now takes 8 hits!!! Also drains your health as long as it's equipped!!! ...jk
  15. Hey! Sorry I didn't get to the forums here sooner. You're right EMtriX. The flare cost increase is was implemented to help 2v1- 4v1. We want survivors to have to think a bit more about how they use this resource as it's a very effective tool in so many situations. This does make 1v1 more challenging than it already is... Unfortunately the flare cost is not something we are able to tune separately. It needs to be applied to all modes the way it is currently set up. Flare cooldown has been reduced to a 10 second wait time. It was at 15 seconds previously. Right now I do think the benefits to 2v1 - 4v1 gameplay outweigh the potential issues with 1v1. I do believe skilled Survivors will be able to adapt. We'll continue watching this though... I've already looked at ways to potentially tweak flares a bit differently if this proves to be needed... As always, we appreciate the feedback from the community! Thanks everyone!