Pete Donnelly

Dying Light Dev
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Everything posted by Pete Donnelly

  1. Hunter Removed "Insta-tackle" (Hunter turning after a failed tackle or pounce to start another tackle immediately) Reduced time in recovery state for UV Heal Survivor Fix for "Autocrossbow" mod Separate flare usage costs and cooldowns for 1v1-4v1
  2. Hey Everyone! We are working hard to get BTZ completed for "The Following" release and are diligently squashing any bugs we may find. The problem is, we may not always catch them all and that's where we could use your help! This post here is where I'd like everyone to write about any bugs, glitches or exploits they may have come across while playing BTZ. Let us know about them now so we can do our best to kill 'em off in time for The Following! Here a list of some things that I can already to you are fixed/tuned for BTZ in general when 'The Following' releases. 1. Fixed an issue with the Shield negating stuck spits. 2. Bullet damage to Nests reduced 3. 2 Handed Heavy damage to Nests reduced 4. Tackle Damage to Nests reduced 5. Hunters "UV Heal" skill is much quicker (I really like this one...it allows for some new tricks) 6. Survivors flare cooldown cost is only applied if the flare was successfully thrown 7. Grappling hook cooldown cost increased 8. Fixed Grappling hook 1hit zombie defenders 9. Timeout loss for AFK 10.Timeout loss for Non-interaction (Survivors don't attack nests or interact with Hunter) 11. Survivors have 0% chance of winning Invasion rewards until at least 1 nest is destroyed 12. Outside damage mitigated while in PVP grab states (tackle, dropkick, pounce etc.) 13. DFA commitment. Survivors cannot quick roll out of a DFA attempt. 14. Fixed an issue with the Hunters 'cancel grounpound' input not being read if initiated early. 15. Fixed Hunter being blocked by Survival packages 16. Fixed Hunter Groundpound input not registering 17. Fixed Hunter UV block timer pausing while in PVP grab states. (would allow the Hunter to have the UV Block skill active longer than intended) 18. Fixed an issue with Shield NOT blocking a spit when it should (was checking angle to other player instead of angle to the spit itself) 19. Fixed an issue where Survivors could use the 'forward roll' skill to negate fall damage from a Tackle 20. AOE knockdown on successful tackle (Hunter) 21. Reduced wall hit stun for Survivors after being hit from a Groundpound 22. Fixed Hunter not receiving the win bonus XP for Humans cowering in fear Lot's more has been tweaked as well! Feel free to PM me if you want to let me know of some exploit but don't want to post it for everyone to see! (Please don't post "-So and so- is a Hacker!!!! PLZ bring Banhammer!!!" We are just looking for bugs in this post. Thanks!!!!) (edited to show additional fixes)
  3. Gonna start fresh! Post your BTZ matches here!!! Or, if you're a Survivor, post your Invasion matches here!
  4. Need to ask Microsoft about that one
  5. That sounds pretty cool! I like it!
  6. No one said this. What I did say is you have to be intelligent about where you use it. Again, the video I posted above shows many good examples if you watch the whole thing through...
  7. My claims are based on stats...compiled from 1000's of games. Since the latest changes, the Hunter is stronger than it's ever been. This is a fact. I still appreciate your guys' opinions about how you feel about the game balance. Like chickeninja said (I'm paraphrasing here) it is important that a character feel fun, or attractive to play. This requires careful balance in a PVP game though: What might make one character fun to play, could possibly make the other side frustrating and less fun to play. Both sides need to be considered at all times. Here are some stats for those of you that are interested. These are only since the latest tuning on PC (when iTackle was removed). This is for top tier, evenly matched games: 1v1: Survivors win 45% 2v1: Survivors win 56% 3v1: Survivors win 49% 4v1: Survivors win 57% P.S. Survivor sense issues should be fixed now. Reload bug needs to wait for a patch.
  8. 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.
  9. 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 GroƟmann 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.
  10. This was a concern of ours as well. Players are gifted flares and medkits on respawn in btz...perhaps it's not enough? Maybe we just need to gift more? The gold weapons are primarily an incentive for new players. I'm sure you can remember playing your first few BTZ matches.... Invasions can have a bit of a learning curve. That can dissuade some players from attempting to play. We hoped dangling a carrot like this would help new players play long enough to understand the game mechanics. By the time they get their gold weapon they should understand the basics, and we have hopefully won over a new player to our BTZ/Invasion community!
  11. 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...
  12. 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)
  13. 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.
  14. 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.
  15. 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.
  16. I'm thinking this was a very long drawn out match. Probably 3 ultimate survivors enjoying a healthy lead and toying with a lesser skilled Hunter instead of actually killing nests.
  17. @Gattos is this on PC? The fix is only available on PC at the moment. In testing...it fixed the only way I was able to repro it, but if this is indeed on PC, it's possible there is another input method...
  18. We have a fix...will be in the next patch.
  19. Hey Everyone! Hunters tackle was never intended to be spammed until the human is caught in a state they cannot react. It was meant to be used strategically. Hunters need to think about when and how they use it. It can be a very deadly tool if used in the right situations. It can even provide instant kills (into spikes, fall damage off a roof) As for after a failed tackle (as with almost everything in this game) it is very situational. I would say you should be typically be thinking about 2 things though: Get away (break LOS, regroup) Groundpound And if you are in a position to allow a DFA...it's because you put yourself there. The Hunter needs to always be planning a couple steps ahead and you need to use the correct tools for each situation. Tackle isn't always a viable option. Hunters do win. Increasingly so. They used to have issues in 3v1 and 4v1 situations... but even these are essentially even with Survivors now (in equally matched games). Again, my best advice to struggling Hunters is to choose only "Full Green Bar" games under the matching category. These are Survivors that should have a similar skill level. Anything outside of that means a greater mismatch (could be higher OR lower ratings than yourself)
  20. Interesting fact: There was a "self-destruct" type skill very early on in BTZ development
  21. OK... It turns out I am not able to fix the "instant tackle" and "instant spit stick" without a full patch The good news is that there is a new tuner released that does make the following changes: NIGHTHUNTER Increased duration of Sense Suppress Spit Increased damage and duration of Toxic Spit Increased NightHunters energy regen speed while ducking Increased NightHunters knockback impulse from melee attack Reduced Elemental damage on NightHunter Reduced Arrow and Crossbow damage to NightHunter body (BODY:5 hits, HEAD:3 hits) HUMAN Increased Human respawn times in 3v1 and 4v1 Gift "Zaid Flares" on respawn in BTZ Changed Flare cost and cooldown (2 flares thrown within 10 secs will incur a 30 cooldown) Added cooldown to Molotovs Increased cooldown on Potions Reduced damage from charged melee attacks on nests Reduced elemental damage on Nests Added 3 second cooldown to nightsense pulse GENERAL Reduced damage while in PVP paired anim states (NightHunter and Human) After you've had a chance to check it out, let us know your thoughts on the new tuning in the comments below!
  22. Interesting ideas! The Hunter is designed to have an advantage in some scenarios and at a disadvantage in others. You get to pick and choose where the fights happen. Don't fall for a survivor baiting you into a poor location for a fight. Wait it out... it only makes you stronger as you will regen abilities. They need to push towards the next nest and the Hunter gets to choose when the fight happens. Also, you can quickly turn a tight space from a disadvantage...to an advantage, with a toxic spit
  23. A competition would be cool! No plans for one on our side at the moment. I would love to hear if anyone in the community organizes one themselves though!
  24. As always, we appreciate everyone's feedback! The biggest thing I can suggest right now for Hunters that are struggling, is to always pick fully green bars under the matching category. This will help you to match up with someone of your equal skill level. As I mentioned in the previous post, Hunters are winning close to 50% of these equally matched games.
  25. It's actually individual "Brood" that are counted for Survivors. Not "Nests". There are typically 10 Brood per game in a 1v1 match (2 per Nest). If the Survivor is doing well there may be more. In a 4v1 there maybe be up to 6 brood per Nest meaning there could be 30 Brood killed in a 4v1 with only 10 lives available for the Hunter. The Hunters win the VAST MAJORITY of games. Always have, and always will. It's a "trial by fire" for survivors trying to figure out this game mode. The Hunter has a tutorial can can get a grip on the basics before they start. Survivors don't have anything similar. I've written about this previously, but we have skill ratings applied to each user. This is used to determine ideal matches. Think- Gold vs Gold player matchups in rocket league. Or Silver vs Silver etc. These even matchups (across all tiers) are what we look at closely. And I can tell you that overall, across all game types (1v1 to 4v1) the results of ALL EVENLY MATCHED games across EVERY TIER is very close. (about 55% win ratio for Survivors, until the very highest tier... which is 49% Survivors)