Pete Donnelly

Dying Light Dev
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Everything posted by Pete Donnelly

  1. 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!
  2. 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.
  3. 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)
  4. I mean some things would combo and do like 20x damage....not just double
  5. There was an issue with elemental compounding and doing too much damage in some situations...I was unable to tune these cases appropriately. I did bring back poison though. It should work on nests and the hunter. Oh...and thrown weapons. Those were nullified by accident and brought back as well (got lumped in with the elemental previously)
  6. New tuning today- 06/14/2017 Damage values assuming 1v1, 2v1 Bow damage returned to 3 hits (they got lumped in with the crossbow previously) Crossbow damage 4 hits Hunter "sprint turning" change removed Disabled DFA when Hunter is swimming (note: Hunter can still get grabbed when using tendrils in water) Toxic spit damage lowered (still higher than pre-patch) Smoke grenade no longer works as a flare Buggy Flamethrower damage increased vs Hunter There was indeed an issue with the "insta-tackle" fix. It should be resolved in the next patch.
  7. Alright everyone should get these changes next time they boot up DL: Damage values assuming 1v1, 2v1 Bow damage returned to 3 hits (they got lumped in with the crossbow previously) Crossbow damage 4 hits Hunter "sprint turning" change removed Disabled DFA when Hunter is swimming (note: Hunter can still get grabbed when using tendrils in water) Toxic spit damage lowered (still higher than pre-patch) Smoke grenade no longer works as a flare Buggy Flamethrower damage increased vs Hunter There was indeed an issue with the "insta-tackle" fix. It should be resolved in the next patch. Also, changes are made based on the combination of these 3 things (they don't always line up): Stats we collect on all aspects of BTZ (including win/loss rates across specific skill levels and all variations of the game, 1v1, 4v1 etc.) Community feedback Our own personal experiences And just an FYI (if it makes some of you feel better) I personally have 1000s of hours BTZ experience across consoles and PC... along with helping to design the game from the start of production. And I still play it... I haven't stopped...
  8. update: After looking into this some more, we've noticed what is out there wasn't actually using the proper values for the sprint turning. We have a new tuner coming out soon that will remove this change until we can test things further. I'll let you know what it includes once it goes live.
  9. "too sharply" actually means more than 90 degrees in 1/3 of a second We are looking at tweaking a couple things tomorrow. Toxic damage might get scaled back a little and we may loosen this restriction a bit (might return a bit of bow damage too). 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.
  10. There should be no change in this situation. The Hunter should be out of the paired animation...that's why the survivor can hit them in the first place Damage mitigation was already in place as well...Paired anims only took 50% damage previously...this was lowered to 33% (I'm looking at the crossbow... ) ...and there is something in the works for "instatackle and gp-spit"
  11. "Instant tackles" like the video above are not intended and GP-Spit was intended to work as the upgraded version. The Hunter got some buffs to help him play without these as we will be looking to remove them as soon as possible
  12. Thanks for the feedback so far. I also appreciate efforts to keep it constructive In this specific situation you mention, it's up to the Hunter to recognize what's happening and attack the "crows" instead of the "bait" I'm not convinced DFA needs further tuning right now. It's been nerfed a couple times already. Humans can't pull you out of a successful animation...they can time it perfectly and grab you as soon as it ends though.
  13. There are also in-game visuals that highlight the Hunter. So it would still remove that for them. I did see your idea, thanks. A plague type mechanic might be cool... it would require Humans to split up or risk others contracting the effects (although this is somewhat represented with the horde spit). These changes would require a major patch though and are not possible in a tuner patch like this. We always appreciate input though! Cheers!
  14. Unfortunately I am unable to fix the instant tackle or instant spit without a full patch... We have just release a new tuner now. Details of the changes here: ...and we are looking into the possibility of fixing these other issues in the future!
  15. fixed and a few other changes included
  16. Gonna start fresh! Post your BTZ matches here!!! Or, if you're a Survivor, post your Invasion matches here!
  17. Final stages now.... should get it out tomorrow if all goes well! I'll let you know when it goes live!
  18. 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.
  19. 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 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)
  20. Nothing I can address right now, unfortunately...I will take note of it in case there is something that can be done in the future
  21. Hey everyone, I'm still looking at what can be done right now... Again, without a full patch I'm somewhat limited in what can be tuned. I had to focus on some other things last week but am hopeful we can get a tuning update released this week. I'll be checking this thread though so please feel free to submit what you feel are currently the biggest issues in BTZ. We appreciate your input. Let's just try to keep the discussion friendly. Some things I'm looking at: Hunter Non-Upgraded GP (trying to find a solution for this but, without a patch, any change to non-upgraded GP has a knock on to upgraded GP. I'm not happy with anything I've tested so far...) Adjustments to sense suppress, toxic spit and uv-heal (value should be on par with uv-disable, horde, and uv-block) Instant tackle Humans Elemental combo damage on Nests Crossbow damage Respawns (3v1,4v1) Potion usage
  22. 3rd Mutation Level 60 Apex Predator
  23. Hi herotina, I'm looking at tuning this Molotov damage down for Hunter and Nests along with a few other balance adjustments. We might be able to get something out next week... I'll keep you posted!
  24. Thanks for the video. I have an idea for a fix. If everything works as I expect, we might be able to address this issue next week.
  25. The BTZ Hypermode is completely nuts this time around! Both sides are insane! Lots of changes for this event. Make sure you stop by to check it out this weekend!