Chickeninja

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Chickeninja last won the day on March 6

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  1. Instant dropkick doesn't always trigger a successful animation of the same. It often may register on the survivor's screen but not in multiplayer game play. If a hunter is fast and moves well then I'd like to see someone spamming instant dropkicks mindlessly and winning that match. When it seems that way from hunter pov, in most cases it'd seem that the survivor predicted position/movement of the hunter successfully. And perhaps we could soften the "Techland doesn't care anyway" aspect in our posts as we have seen support and players' issues escalated from these very pages over the game's lifespan. Sure, we can disagree about whether we find that support sufficient and/or relevant enough to our concerns, but to flat out claim that Techland doesn't care, in an absolute sense, is false imho. That said, I'm not sure whether we do justice to the negative posts policy of the forum with tags like "crybaby" or "diapers", as that language is quite loaded. Ok, maybe I miss the joke or am its target, but such cases would further substantiate my point.
  2. Perhaps a thread of all changes to multiplayer in 2017 would be appropriate? There's this, issues with molotovs, increased ground pound knock back radius "rewarding" Hunter XP, where we're at regarding semi auto crossbow, flying survivors etc. Everybody in this final phase of the game would be served by more timeline or change log posts to see what's going on at least; especially if players aren't granted control (over their own saves to revert to an earlier state, like smaller ground pound radius say) as by now the history of the game and its tweaks is so extensive, the differences playing folks on Nightmare vs Normal so large, that a bit of an overview of changes would come in handy. Especially as folks have to find out for themselves whether the other side is wasting their time via bad sportsmanship, which isn't always clear with all the changes over time. Everybody would find this useful, except those that play 24/7.
  3. Indeed. I'm re-posting as this cannot have been intended and should be addressed and fixed. Being torn between playing a hunter you've sunk hours into to upgrade AND starting a new save has the same effect as having to make a choice between something bad and something worse. Especially since it isn't experience but points that have to be gathered. Starting a new save encourages playing for wins to maximize exp; therefore seeking out weaker opponents and imbalanced games is incentivized, which means less fun for all. And it's not an unreasonable or fancy request: give all hunters the option to scale back their GP knock back radius, if they so choose. Or fix the large radius + make the spits connect more.
  4. Indeed these changes can be tough on survivor side, particularly in 1v1 scenario e.g. in old town. But survivor dropkick AoE was out of this world and hilarious. With a good team, I saw hunters, myself not excluded, being passed around old town like a ball. Or a hunter arriving with light speed to attack a survivor on a lamp post in the slums only to get kicked in the face... and into the ocean while tendrelling at full speed. Big belly laughs for all of us. It took me some time to understand "AoE of the dropkick is really THAT huge... that will really connect". It was also refreshing to see the spits and items not being of that much importance. As hunter, old town was the place to play as you have chances against more experienced survivors by connecting tackles on the roofs which instakill in many cases. Movement was so fun and liquid, I already miss it. And as survivor I forgot about the items as I was too busy figuring out ways to get in a dropkick. I was almost sad doing DFAs, slashing nests or going for conventional moves. The contest was less "how many nest spawn kills?" for survivors but "How many times can you kick a hunter in the face?"; at least for yours truly. And before anybody confuses this to imply that I would like the game mode to change towards something like this, I enjoyed the variety is all. Plus I'm for players' choice anyway so... The only small negative was that when there was lag, everything became too messy to follow what was going on and things could get quite unfair. But this was only an issue in one or two games, so not a real problem.
  5. That turns out to have been wrong and given that they've gone to tune things, this is at least a hopeful sign that positive changes and maintenance are likely to happen in the game mode in the future. An item on my list for hunter optimization these days is that GP knock back is enabled, so my spits are too often useless and I'm too lazy to get beaten up again for a save that doesn't unlock that skill. This I say in my generically rantiest, most vehement tone. ;-)
  6. So I checked, and while it can be chained indefinitely, a survivor can just keep hitting with 2 handed, and even with half damage, will eventually kill hunter. Works out of recovering from failed tackle and after missed pounce. Have also observed most active hunters to not be playing due to the flare situation. And again, instead of taking sides, I advocate more transparency in player control from both sides: a hunter should know the settings of the host b4 they decide to engage a game. For example, a survivor should have the choice of playing with one or two flares, and this choice should be visible to hunter. It's been a long time since I've been able to equalize a game, while taking care of prey level survivors, and showing them how to hold a lamp. For months, due to lock on flares and Nightmare mode, I usually always loose those games. Again, if folks want super-competitive games, they should be friends with similarly minded folks and play their heads and fingers off locking themselves in rooms, no problem. Pick the guys on Nightmare with a single flare, with survivors all clocking thousand or more hours. If a hunter takes on a challenge: normal mode with flare city => reward the hunter and/or grant him more resources, even in case of loss. If a survivor takes on a challenge, armed only with single flare on Nightmare against experienced hunter, then he should receive rewards and/or more resources in other ways as well, even if he looses. Globally, people should have the game informing them on their odds with invasions beyond the warning. And yeah, I know people are going to want to hurl insults at me, tell me to shut up and so I'm doing it myself: "Chicken shut up already, you're such a noob!" And that's fine because I can still have this opinion regardless. I am aware that my opinion is considered stupid by many, so no need for you to waste time posting, unless you can be constructive: I've insulted myself for you already. Too weak, too slow you guys.
  7. Ok and thanks for sharing. But you still have to look in the right direction of the next survivor without moving a step I guess, which makes it something for only advanced hunters in special situations. Given this, I think the move is fair in situations of 3 or 4 survivors. With 2 survivors in cramped space, I'd be less sure. Depends if it can be chained indefinitely. The claim that because something is possible, it's ok, would permit auto-crossbow and other nonsense. And really? Folks are using the grapple air jump to do DFAs and catching fast hunters such as yourselves? I'd have thought that move is too slow. Hope I can get back to playing soon again, and see what's going on. Take it easy guys.
  8. The 99.9% play for fun, hopefully understanding that they pay a commercial business for an immersive adult gaming experience. And in-game, sure: everybody is competitive, otherwise the concept of a game falls apart. But if people mistake in-game competitiveness for genuine competition and real stakes, then that can be bad for 'em because it's logically equivalent to not being able to tell the difference between their in-game inventory, accomplishments and their resources/accomplishments in life. I don't even see why you get defensive on this, as there's nothing wrong with that if you're pro-player in a context that genuinely rewards you. All glory to you then for the good work! If not, hopefully you at least have some fun. And no worries, mate: I'm not interested in squeezing the tackle out of you. But if you'd share it, I'd listen as I imagine anybody in the community would, as I indicated in the beginning of the thread. There is no I-don't-care facade here. But what do you expect? Applause? Ok, nice find and thanks for not telling us!
  9. This means Vallon knows how it's done, is holding that fact in everybody's face, and is not sharing it here... for whatever reason. But since Vallon has uncovered my purely selfish wants, I guess I'm cornered. And no, I do not play competitively. That would imply putting serious time and resources behind my game play, which just isn't in the cards because I don't see any real rewards: show me something more interesting than 50 Euro competitions held in shady, undefined circumstances, or lay out a competition yourself with proper arbitration, hotel accommodation, presence of devs as arbiters, and a proper prize fund. Something like that would reflect competitive play. Without some real world event and more robust build of the game, removing lag concerns, formalized standards and rules of play, proper standards of arbitration, competitive play is a game you play with yourself in your head. And no, I'm not dictating what mindset or approach folks should have to their games. But everybody that knows my playing habits online, as hunter or survivor, knows I'll play good survivors and get the chupacabra beaten out of me, and knows that I'll team up with anybody on a public open coop setting, including total prey beginners, and get beaten quite frequently by mediocre hunters. This game mode is an interesting interruption for me, but I control my game play and not the other way around. If I want competition in my game play, I'd play the games most suited for that. Techland isn't specialized in this area, so it is unreasonable to raise CS type of competitive expectations. Yes, I play casually for: the fun of the thing, for the funny folks one meets online, the cheap puns and bad jokes in conversations, the try-hard must win competitive types that insult all others because it makes 'em feel better about themselves... all of 'em.
  10. On PC, a friend invaded and was invisible as hunter to me as survivor. He showed up on the HUD, but when I turned, the icon would remain a fixed point and HUD became useless. I bring this one up because it happened before with other hunters, and survivors could plausibly interpret the hunter as cheating in such a scenario; that's what I thought anyway, when it first occurred to me. So we saw evidence to the contrary, it can happen by chance, unintentionally. We investigated and while he could damage me, I could slice into him (without seeing him in the game world, relying just on local landmarks) and nothing would happen.
  11. This is a community forum where we hopefully post for community's benefit. And that includes players of all levels, no matter username win screenshots. So coming here to tell folks that you're not going to tell them... Got to hand it to ya, man... Not bad. I mean if we're all really UFC, hard core, military, ninja, super soldier, zombie, super strong tough guys in reality guarding military secrets, then why are we playing zombie games on PC spamming keyboards? Whatever. So just another situational trick, like the DFA's from Spinoza with the grappling hook. Not something that can be milked for wins because it's too particular. Doesn't change the fact that tackle generally in 1v1 is not only op, but is evidence of insufficient game design and/or testing. Sure, some of us love "the unique Dying Light" experience, but to outsiders, tackling through nearly every object in the game world feels cheap and is evidence for poor quality.
  12. Even if Nuclearwolf's question is not posed to your satisfaction or isn't fair, I see no reason to throw this level of negativity around. And I say this as somebody who believes in self-defense in the absence of mods in most online situations. All that is needed, is to point out that the spam idea does not make much sense in context of this competitive multiplayer game mode, as its high reliance on tactics and live combat imply spamming moves on both sides. Can we blame a survivor for spamming melee attacks? Sure, such questions make little sense to people more familiar with the game mode but to suggest that the person asking a question should get a grip, is a troll, or insanely stupid is a bit heavy handed imho. Asking questions and giving feedback is what forums are for. Somehow fostering negativity with our "answers" is perhaps worse than posing invalid questions, as nobody needs extra negativity.
  13. Good post plus nice video. Thanks for posting. The level of play, particularly on survivor side, is above average though; these are experienced players playing together + we don't really know when the video was produced. There might already have been modifications through patches that address your concerns, such as molotov, bow, crossbow etc. because this is "an older vid" via the description. All I can tell immediately is that video is produced "post crossbow". And because these are all experienced guys, it is difficult to see how they've tweaked their playing styles to essentially do good teamwork WHILE AT SAME TIME deploying high number of high risk moves, such as exploding arrows and super molotovs. In the hands of normal survivors, using all these items together would get them killed. Everybody can check for themselves how easily super molotovs or exploding arrows can knock over or kill fellow survivors, which is a sign that the devs do care about survivors spamming those items carelessly. Watch your health bar when you expose yourself to a friends super molotov. Damage from friendly fire is so high/fast, that I've seen survivors start fights because some people use those items while others hate being damaged by them! The hunter also doesn't seem to get in many successful tackles, which makes me doubt a little whether the two sides are appropriately matched. And while many believe that only high level of play videos should be posted, this is a great example of how that kind of play will tend to confuse viewers without the experience: as you say, those survivors are OP, and I agree that it can look like item damage problem. But imho it's less the items and more the general level of experience + Hunter not using his resources to fullest extent, that make it look that way. And while there are a lot of things that need more care/fixing/testing in this mode, I'm not sure it's about damage of Molotovs, arrows etc.
  14. So victorious in the event implies survivor privilege with respect to hunter ranks... I don't know man... when I return back to Old Town tower, Brecken's, or a country safe zone after a day of hard work ridding our fair zombie world of volatile nests, what do I tell the kids? That I'm a mean Apex Predator now? Nah, when one of the kids says "I saw you DFA'd a top hunter today... you're so awesome..." I'll reply "there is no glory in violence kid; we're all just doing what we have to do to survive. Hopefully you'll live in a zombie city where you won't have to do such things just to get water from the river." And as Hunter, how can one, being the zombie, become a survivor of any sort? Zombies are dead, aren't they? Picture a zombie coming home from work to some nest, telling a Bomber, a Spitter, and a Goon: "Omg, you guys wouldn't believe what I had to go through today to survive... I am so glad to be alive as the ultimate survivor!"; and the spitter would reply "Aaarrrgh", and the goon would go in his super deep voice "Dude, you undead... don't mean you alive though because you get into some deep philosophy of mind stuff with that..." at which point the bomber randomly feels like teleporting super fast and exploding, so he does. And then the hunter puts on "Eye of the Tiger- will to survive type music" and does the moves? Is this punishment for the event loss or is he really enjoying it? I kid everybody though. Fun event and with the clarification of the switcheroo being due to survivor victory, indeed, survivors become hunters and vice versa. Ok, sleep should be easy tonight. All good.
  15. Many have noticed, although I haven't seen it reported here yet, that there seems to be an error displaying player rank b4 and after invasions, post event. Some folks playing as survivor have "Apex Predator" displayed in the post match tabs, while some invading hunters are billed as "Ultimate Survivors" while a new match loads. Some people who didn't take part in weekend event seem immune, but I haven't been able to verify that. Minor problem and doesn't bother me. But it does confuse folks that are really proud of their ranks, wins etc.