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  1. Here's a list of problems when it comes to btz mode as of oct 2017(at least on ps4). CO-OP Dropkick spam One human dropkicks,another one chains off it, etc. Is avoidable, but barely and requires some luck to avoid. Lag Just common lag. It can vary between getting killed while twenty feet in the air, or getting killed while the human isn't even facing you. 1v1 1v1 gives hunter an edge, since in co op the uv spit is practically useless. Most 1v1s experiences can be fun and intense. Not many issues besides the human/hunter can sometimes get ridiculous buffs if they are on the second nest with two lives left or if they hunter hasn't killed the human once. I've been comebacked many times because of that stupid mercy rule. General problems DFA Again, another avoidable tactic but requires practice and timing to avoid. Kind of like a Trump card for the humans. I recommend being able to block it or some sort of counter, because if you go against a dfa spammer it can get a little cumbersome. Duplicating I understand that this game has that ‘grindy’ feel to it, and practically nobody wants to make a trip to the bridge every 10 minutes to refill on meds, but duping is not fair, in any way, shape or form. It is possible, believe it or not, to win against a night hunter without pooping out flares every twenty seconds and constantly bandaging your forearm every fifteen seconds. Meds and flare duping barely scratch the surface of the things that are duped, but those are the main problems. I recommend adding a limit of some sort to them, and the limit is reset when the human dies. No matter how many times dying light tries to patch kurczak methods, another one always manages to scrounge it's way to the surface. Human tackle That little feature that the devs just had to add in can be so infuriating and frustrating. Whenever I'm up against ‘pro’ survivors, they constantly spam the tackle whenever they can, i.e. after a failed pounce, tackle, etc. Realism wise, the tackle fails to obey the laws of physics. The night hunter, which happens to be one of the most powerful zombies in the dying light universe, can fall over and die if some human manages to rub their arms against the hunter. Personally, I recommend completely removing the tackle. You couldn't do this since they fanboys would absolutely flip a lid if you did, but drastic measures need to be taken against this feature. Grapple hook (if you are going to fix anything, please fix this) This little wooden hook should've been called the gravity breaker, since that is it's primary role in btz. Whether to break a fall by throwing a hook onto a building, which in real life would've dislocated your arm, or rocketing across the terrain almost as nearly as fast as the speed of light. The grapple hook can be used to cancel two handed weapon animations as well, so the human can swingaxe+grapple+tackle to instakill a hunter. I recommend making the speed of it slower, and have it disabled for a couple seconds after the hunter pounces/tackles. Maybe have different types of grapple hooks, like have a gray grapple hook, green, orange, yellow, etc. The crossbow The crossbow, at worst, is unbalanced. I thanked whatever god was out there when the xbow finally got nerfed, and personally the only thing slightly unbalanced with it is the poison dart. I recommend reducing the damage on the nest and making the poison time on the hunter not as long lasting. Unknown glitch Today I was invading a human and I noticed that he was wiping out my nests in a matter of seconds. He also seemed to be killing me quite fast as well with just regular slices from a one handed axe. I called him out on glitching and he didn't respond/care. I don't have any idea on what this glitch could possibly be. The user of this glitch is DECIPITATED748. Things that need to get reworked/buffed for hunter/human. Sense spit in co-op. UV spit in co-op. Buggies. Spike kills. Well, that just about sums it up for my rant. I've been playing btz since 2016 of may, and I've seen it all by now. If even one of these changes happen, I might consider not throwing away dying light. I am completely aware that I have downtime when it comes to matches, and I'm not the best hunter, but these are recurring problems. Devs, or whoever is working at techland, please at least change the grappling hook. This is mainly a rant concerning the abilities of the human. Most humans complain about the many functions that a night hunter has, like gp spitting or how the tackle can sometimes defy physics. Going up against a human who is glitching/spamming/or using teamwork effectively makes it extremely hard to not use methods that seem unbalanced towards the hunter. If I went up against someone like viceral, i would probably lose if I didn't gp spit or tendril sprint. Ideas I've had that could make btz more interesting More skills Stamina spit. When drenched in the spit, the human becomes slowed by nearly half. Climbs slower/sometimes falls off object the human was climbing. Basic time - 15 secs. Upgraded time - 25 secs. Snatch Hunter takes the weapon that the human was using and throws it to the side, unequipping it from the humans inventory. QuickTime event Horde spit v3 Summons upgraded night volatiles, ones that will chase down the human until the humans die or the volatile dies. Can only activate if the hunter spit stuck. Can be avoided if the human goes into water and washes off the spit. Is a separate spit from the uv/horde. Start with half of it regenerated at spawn. Piercing howl Whenever the hunter howls, the sheer volume of it can damage the human. Depends on how far away the human is when the hunter howls. 50-5 dmg Iron skin Skin has a 25% to completely deflect bullets, sharp objects, and arrows. Extremely vulnerable to elements. Should be equippable/unequippable. Stalk The hunter strikes fear into the human, making it seem like there is two of them. Only activatable if the human makes line of sight with the hunter while the hunter is on elevated ground and is unmoving. Think of Michael Myers. Visual impair, still only shows one hunter on the map, but a decoy to the eye. Sacrifice. Hunter needs to be fully upgraded skill wise and has two horde spit, two uv spit, and two uv block. Kills off one entire nest. The hunter's abilities are greatly enhanced for 45 seconds, making it regenerate faster, hit harder, and move quicker. The humans instantly die if they are downed in co-op, and the humans also enter a state of rapid respawn to prevent them from sitting on the respawn menu. The ability can't be used on the last nest. Zombie summoner spits Being able to call in different types of zombies(walkers, day volatiles, night volatiles, goons, demolishers, etc) Tendril pull Tendrils wrap around the human's legs, pulling him to the hunter. Think of the smoker from l4d. Only usable in co-op. Teammates can only save the human. QuickTime events Hunter blocking dropkicks, dfa’s, regular attacks, etc. 2 or more hunters and 4 or more humans. More nest spawns. Demolishers spawning for the hunter when autobalance kicks in. Upgradable nests Being able to have certain zombies around your nests. A tutorial mission which introduces the hunter to the human
  2. Hello to everyone who is reading this post i want to give some dlc ideas to improve the game. First of all i would really like to see weapons attachments like supressors or sights that would be found in police vans or you have to craft them (new guns like sniper rifles rpg or any gun you can imagine would fit really god into the game too). It would be also really great to add weapon paints that you can change because its boring always looking at the same grey pistol while you kill the zombies. And the last idea is that you can customize the safe houses like adding guns on it or electric walls idk you will have quests to find the components you need to craft it. Thanks for reading hope you like this ideas and it would be great to add them on the game.
  3. Hello everyone! Werewolf here! Now as you seen the title, this is about PERSONAL ideas and suggestions on what I would think help the game more. Right now as people may now, the game is kind of suffering a bit (or that's what I see at least) and truthfully honest, I've been seeing a bit of suspicious activity from Techland (ex. DLC not being in Season Pass, not much patches, no responces, etc). Now, I may not be 100% expert on this, but I'm going to be presenting some ideas and suggestions like, as mentioned, I feel would help the game. This is my OWN personal opinion, so it's fine to disagree with me or what not, just don't be accusing me of anything and such (as that can happen basically when it comes to ideas) Below are my own addressed ideas, and maybe these ideas are something Techland SHOULD look at and give some consideration at. There are two categories, being Important and Optional. Important are the ones that are desperate to get fixed or added, while Optional are ideas that are in no rush, but can help the game much better. Before you start accusing me of some of these ideas, yes I know some of these aren't my own ideas... HOWEVER, I'm not using them as act for stealing, but rather for being mentioned and referencing them easier so in case they haven't been looked at, they can now be looked at. Before I continue, I also may say that some of this ideas not being mine, respectfully belong to the people that created them. IMPORTANT Removal of Bullet Sponges for enemies. Prior to the Enchanced Edition, enemies on Normal (yes, I'm a normal-difficulty player) would have the right amount of heath and attacks before dying off (for example, decapitation would occur within 1-3 strikes, which should be reasonable I would say). Overall, unless this is set on Hard or Nightmare, none of this bullet sponge stuff on Normal at least. Headshots should be an instant kill like before, while body shots should vary. An example being armored Rais' Men getting killed by 5 or 6 shots in the chest, depending on the weapon, while normally unarmored Rais' Men should be killed with one or two shots to the chest. Think plausible here. I also remember I read somewhere on Steam or so that enemies should have some unique tricks up their sleeve, so why not do this? An example of this is maybe Rais's Men or maybe an infected of sort could disarm your weapons from you, resulting possibly thinking of different plans or making you flee from them. Overall, enemies on higher difficulties should do interesting things like new moves or something while having logical sense with this; make them a valid challenge, not a waste of time (and by this, I don't mean Bozak Horde-like challenge). Legendary Levels should be used exclusively for Hard and/or Legendary Levels only. As mentioned, I would really wish if the Legendary Levels would be out of Normal difficulty, and this actually does tie in with the bullet sponges. OPTIONAL Weapons/Combat Modify durability appearance for Weapons. For example, have a Common Gas Pipe's degraded appearance only when the weapon turns red, not too early or in the middle. Earlier weapons (such as pipes, wrenches, knives, etc) from earlier survivor ranks recurring at maximum level. Certain melee weapons by default having attributes to the stats (Ex. Crowbars having higher durability, Baseball Bats having higher speed, etc). A modification to the stealth kill ability, having certain melee weapons present unique animations for assassination (kind of like in The Walking Dead: Survival Instinct with Daryl's assassinations techniques with his knife). For example, bladed melee weapons such as a machete would decapitate the enemy from behind in a quickened fashion. Modification to the Stomp ability. If in front of a downed enemy, having the front kick to the face (minus the head exploding when it comes to Rais's Bandits or the Virals). When getting bitten on the leg, the stomp should be faster than in the current game, where it's just a slow stomp. The abilites to stomp once or twice on an enemy like in Dead Island should be added somehow, depending on the situation I suppose. If possible, having bullets from firearms not always shattering enemy heads. This should obviously be removed with Rais's Men or Hostile Survivors, but maybe there should be a randomization where sometimes bullets can shatter Biter or Viral heads, while sometimes not. Night Time Gameplay Having the Infected attracted to light and following you if you enabled your flashlight and if you are producing loud noises, throwing in a more stealthy mechanic into the game. Using the 2013 E3 video for reference, having much more improved Volatiles by giving them the right amount of them being scarier, tougher, and worthy challenging. As mentioned, find the 2013 E3 video for reference on what I mean. New variety of Volatile appearances, like in the concept art. Option to enable or disable the slow Volatile eye detection (If disabled, Volatiles in-game would instantly notice you). Modification to the chase music during Volatile chases and in the tunnel climax in Extraction. In the E3 video, there was a version of the Escape music that had more drums and it'd be awesome if this was putted into the tunnel climax in the Extraction mission, that way it makes the chase more intense and threatning. While normal Volatile chases would have the default chase music, the Escape music (minus the less drums) would occur if the Pursuit level is at max (aka, the skulls on the side of the mini-map) Extended night-cycle AI Mechanics/In-game events Having random events being more surprising and less big on XP (although, they can still be used for XP), having it triggered by the scene before you by and being drawn by the unknown and surprising attention. Having common sense for AIs. For example, rarely would you find two survivors finding a Demolisher. An example idea for this would be two survivors instead trapped by a Demolisher and need help getting escaped or something along those lines. An modification for Air-Drops; this being having it feel like consequences will occur if you miss the drop, and the ability to get Antizin as an item for yourself or others, and also selling them for shops. Another thing tying with the Antizin would be the ability to find Antizin for your infection (although, it should be a while before desperately finding an Antizin drop for your infection to reduce stress as much as possible). As the game is in-fact a Survival game, having food and/or drinks having a more important role than being just for health Modification for world physics as a tad bit more to wind being blow, having rain and fog last longer, and the transition of the Day and Night cycle being more slower than being quick (Ex. after raining, it would slowly change back to Day light, and not quickly). Safe zones able to be invaded and/or captured by bandits or infected. Other As an option, having an overhaul to the Grappling Hook by having it functing more like the hook in the E3 2014 video, where it would take a bit for the hook to land somewhere and pull you up. Also for an idea, maybe having a new appearance for the Hook such as the one hook shown in the Quartermaster's inventory, or even having a wrist-like device for the hook to propel (just an idea though). The two headless (by decapitation or the explosion of their head) death animations where an enemy stumbles around and swatting before falling should be removed, both Biters and if not, definitely for Rais' Bandit Leaders (the ones with the mohawk and wearing white masks). Seriously, it looks pretty stupid in my book. Well, these are all of the suggestions I have posted. If you have any more ideas you want me to put up here, give me a shout out and I'll list your suggestion here for reference. What are your thoughts about this?
  4. Hi guys, first time I'm making a post on here, sorry it wasn't sooner but I didn't wanna sound like I didn't know enough of the game. When Destiny came out I put in a few forums and because I really analyze games and write up "professional reviews, cough cough..." pretty much everything I asked for was fixed. Except Spaceship Battles, they haven't seemed to pick that up yet. So here we go.... First, I wanna say that this game is so far still my favorite game on next gen systems. It was done all too well, It's scary, it's fun, it's got good sarcasm and so many good references. I just realized Bites Motel (Bates Motel) last night, very good. The game has some of the best graphics and is usually pretty fluent in playing, most of the time. All in all, Techland went way over the top with this game and really did make it the best game in modern gaming, at least in my opinion. The free roam, the missions, the side missions, the side side missions, the secret areas and easter eggs, the realism of the zombie virus, the realism of how some work together and others go mad, just the overall realism in general, makes this game feel like you're really there, and almost wish a zombie apocalypse would just effing happen X0 . So all this flattering is obviously going somewhere, but before I write an essay on why this game is awesome, lets get to the point. The Following. Not just the DLC (Mostly the DLC) but what happens after that, I have some really good ideas, considering Destiny gets old, but Dying Light never will. I'm sure whatever you have for The Following is already genious, full of easter eggs and references, speaking of references just to be out there, you should put a Star Wars reference, and a reference to Mad Max as well considering it's an apocalypse and now we're gonna have cars. So continuing to wait I can tell you is driving me mad, and I'm the kind of guy who doesn't give up on video games, even for the first year the makers come out and say they give up. Let me tell you something, "Do or do not, there is no try" does not apply to such a good video game, its just do at this point. So that being said... All I can tell you to include in the DLC is to have lots of missions to keep people busy for a long time. Have lots of references, a few easter eggs, more blueprints and weapons, and maybe even something like you can get on the ship from Dead Island, and maybe make the map about the size of both Old Town and Slums combined, only because it's the back woods type stuff. Make sure there's actually forests to go into, because its creepy, and lots of hidden places and secret places. I would like to add, that I feel the best way to get here, should be to go to the Antenna, climb up the big radio tower there, and have to zipline down the wire that currently can't be ziplined down right now, to the top of the dam. And also make a safe house at the big Antenna, because I seem to get caught there at night and the enemies are a little harder to take down there sometimes so Iv'e noticed. But so, you zipline down to the top of the dam, and walk down the road a ways, and that would bring you to the new place. Plus that would make the most sense because it leads off to somewhere, and there's already trash to jump from the dam down to land safely, or you could jump to the water if you wanted. You might already have this in mind, but I felt that needed to be said. Of course its your game and you'll put it where ever you want to get there, but that makes the most sense to me and you would be able to add new things in the Antenna area as well. Including another stupid mission for the brothers and Volcan. Maybe we could watch Volcan trust them to actually build a jet pack and watch him explode trying to get over the wall. Just to watch desperation fail drastically and hilariously. Also the last thing that I think needs to be said that needs to be added to the Following, is making it much easier to join people's games, not invading, joining. Me and my friend always play the game together, but it seems to me that you both have to be in safe zones. I don't like that simply just because if I'm getting destroyed by zombies or human enemies, it'd be nice if he could just spawn and save me. Also, I don't like how you can't both progress together. You can only help the other. So if we're in his game, and he got the mission to launch Volcan's Submarine, it wasn't completed on my game, now I have to go back and do that. Which for that mission doesn't matter, but I'm trying to get him caught up and we've come across several missions that we're done in my game so he had to just redo them. A smaller thing I'd like to add, is that it is kinda weird seeing a bunch of differently dressed Kyle Crane's. I think you should add character customization and make it very detailed like Skyrim. Make it so when you do story mode you just go find Kyle somewhere on the map, probably the Tower, and just switch to him to play story stuff. This idea might not work too well, or maybe you could add customization but it still be Kyle Crane, but there's just not much originality to the main character you play as opposed to the rest of the game. Also, in the Following I think we should start seeing new zombie mutliations, harder zombies, like different versions of the night hunter that might appear on your map differently to indicate what they are, or not, but just to add new variety. And lastly in this small paragraph, of course with character customization, way more clothes to wear. Some cool, some funny, some creepy, whatever, just to make the sense of being original, instead of 5 people playing together all wearing the same uniform by coincidence lol. That's pretty much all I have to say for the Following, because I can already assume there will be fast travel to it from both towers, and levels in agility, power, and survivor will have a new level cap. What I really wanted to say to you guys about what happens next, is do like Destiny, don't make a sequel. You have this giant place called Harran, and it seems the game takes place at the center of everything, by the stadium. The back woods will be a dream come true, but what about the rest of the city? Why does a lot of the place have power? Who's out there doing what? Is there a huge group of survivors who might need help? Are there more bad guys? Does Rais have a little brother who wants to avenge his big brothers death? I don't think the game will be complete until we can traverse the entire city of Harran, so I think you guys at Techland should seriously consider making new DLC come out one at a time to introduce new story and create the entire Harran. And as much as I like getting the Following for free with the season pass, if I read that right, that's a complete mistake. I understand if you feel bad that we've waited so long, but with more money means a bigger game. This closes my 2 cents I felt like I had to add to the game. I beg that you take all this into consideration, as I am a huge fan of the game. And there is still a big group of people who play. If you start releasing DLC frequently, to make the game that much better, I think you'll find this game to be as big as Destiny currently is right now. Although I know i feel Destiny is getting old with the way they've started pushing things in this new direction. You have a class A game that I will never get rid of. Even when the game IS all said and done, I will still play it. So please please please please, and again, please, keep the game going in the direction it is, Dying Light shall forever be remembered, as well as those lost trying to save other survivors in the city of Harran.
  5. To make the Volatiles like a skin or something to resemble the infected from "I Am Legend".. It would be terrifying!
  6. Alright, so I've seen some other people posting suggestions on how PvP can be better. Techland is fixing the matchmaking process which will make it IMMENSELY better! And while I think this game is amazing overall, there are a few things that I think could be done to make gameplay more fair and fun! What I'll do is post some suggestions for an improvement and a few reasons why I think that's beneficial. Then you can comment and say "yay" or "nay", a reason why, and add your own suggestions! If I and other people like it then I will edit this original post to include it! That way all of the good suggestions can be easily seen. Likewise I will edit out my ideas if they don't seem very popular, or change them as needed! Please leave a comment below of what you think, and hopefully we can get some good idea's that Techland will see! Thanks! Edits will be done in red Additions will be done in green A few of my suggestions (in no particular order): 1. Players can no longer abort immediately. Now this may seem a bit ridiculous since you would basically be making the player play. But here's my logic; - If a player does not want to be put in a BTZ match, then they can turn it off in the online menu, while still leaving multiplayer on for adventures with other players. - Doing so would help people playing as the Hunter find matches with players who would actually be willing to play. - It would help stop people from just leaving their console unpaused at night with the zombie invasion on. Many a time have I found that a player has left the console to do whatever and now I have to wait or abort because I just don't find it sporting to kill a guy who's just standing there My guess is if people are aware that if they leave it on they will be entered into an un-abortable match, they will be less likely to just wander off, at least without turning off the invasion mode. - I would suggest only allowing players to abort if they are going to quit the game. If they abort then they get sent to the main menu. I feel this would make people actually think about if they want invasion mode turned on, and make the matchmaking more effective. 2. Nerf Survivor's drop attack and dropkick. I thought this was nit-picky at first and I haven't had too much trouble with dropkicking, but it's become pretty apparent that this is an issue. I think this would really even out the two sides, and here's why. - A Hunter's pounce is a one hit kill, but can be deflected with UV light, quite easily in fact. A player's drop attack is one hit kill, apparently unavoidable.. - The drop attack has a weird knack for locking on from too far away. This means it takes no real skill or aim to use it and what's worse is that it can be performed off anything, even a park bench. The Survivor can even perform this move after jumping over a Hunter's tackle. Trust me, it's happened to me. - The dropkick seems really OP to me, doing more damage than it should, stunning the Hunter for too long, and is also too easy to chain preventing the Hunter from having a chance of escape/defense. - This would be fixable by a simple button mechanic (such as using the base hit button, perhaps a juke similar to what the survivor does, or a jump). It would be the same thing as the brief second available to deflect a pounce or jump over a tackle. 3. Spit recharge time. It might just be me but it seems like with the new patch they made the recharge time on the Hunter's spits longer. By kind of a lot. Now while some may think that the spits give the Hunter excessive advantage, I don't believe so. Here's why; - The Hunter relies on these to make effective assaults. Given that the Survivor has a UV flashlight and as of right now no limitations on flares, the Survivor can pretty much always deflect a Hunter's pounce. Hunter's need the UV Block spit in order to be able to prevent this, or try to since Survivors can always throw down more... flares... - Hunter's also have the ability to tackle, ground pound, and slap! However tackles can be easily dodged and cause the Hunter to stop running giving the Survivor time to UV and kill it, ground pounds do minimal damage and if miss for some reason make the Hunter stand there like an idiot while he gets chopped up, and slap is about as effective as a Magikarp's splash... All these can really mess up the Hunter, unless he uses the UV shield. Giving him time to make a move effectively and get away. Unless it takes 5 minutes to recharge; another reason why the recharge should not be as long. 4. Survivor Sense. It's vitally important to the Survivor, but maybe too vital? Many a time has it led to awkward staring competitions between the Hunter and the Survivor. And quite frankly I have no idea how to fix that! A comment below explains a bit how NOT having it would probably be unfair to the Survivor, and maybe nothing needs to be done at all. Opinions?? - Someone suggested giving the Hunter the ability to not be detected by Survivor Sense when crouching and I think that's a really cool idea! It gives incentive to the Hunter to be stealthy, the Survivor will still know it's location when it's on the move/attacking, and it would just make the whole think a little bit scarier. The threat of the Hunter stalking the player methodically rather than just relying on combos for kills on skilled players. 5. Hit points & aggression of zombies around nests/Hunter. I noticed this immediately, and it only took a few minutes to annoy the chupacabra out of me. I like the fact that they made them more aggressive and harder to kill, I just think they went a bit excessive. It once took me about 20-30 hits with a machete (dmg about 1800) to kill TWO viles (fast running zombies). My suggestions are pretty simple: - Aggressiveness around the nests should be high, but I don't need to be chased by 30 viles while I go from nest to nest. It doesn't make the game difficult or make you think, it just makes you take longer having to repetitively hit 30 zombies 10-15 times each! I have a Hunter to worry about between nests. At the nests, you can make it rain zombies. - The hit points of regular wimpy Viles should not be 10x more than the Hunter's. I've played a long time to get the amazing weapons I have, and now it seems like I'm hitting them with a teddy bear. I like that they don't get killed in one hit because it makes the game more challenging. But the amount of hit points they have is crazy! It should take me no more than 3-5 hits to kill those zombies. Because while they're attacking me I can't keep on the look out for the Hunter, which makes me an easy target. That... kinda sucks... in like a not well balanced way... - I DO like that the Hunter doesn't take that much damage to kill. It makes it so it's more about the skill of the zombie than just being The Incredible Hulk. I don't really think that needs changing as of now. 2-4 hits on the Hunter is a pretty good number, especially since he can regenerate health. *Footnote: If you type "S-C-R-E-W over" it will replace "S-C-R-E-W" with chupacabra. In fact, I didn't even type chupacabra it's just replacing "S-C-R-E-W" with "chupacabra" as I type. Just a fun fact!
  7. Ok I know there's airdrops in the old town not Is not the same, when I first got the game I was amazed by the game but I like how the airdrops was added. When me and my friend feel our controller shacking we know that a airdrop is coming and we try to look for it even if it dark we push on to get it. but now It gone only the ones in old town I'm glad that it there but I loved looking around and finding them and getting its loot. but what I really want out this game Is that some of the air drops has Antzin because the main protagonist Crane need it and so do a lot of people in the tower. So it will be cool to get the antzin and maybe bring it to Lena so that she can give you or people around the tower to help them survive. I know that the air drops stop in one of the mission but there could be a mission added in to visit Brecken and he tells you that someone else his helping out and that there going to be dropping in more Antzin. Ok now for the main protagonist Crane his been bitten and some missions he has some side affect telling him that he needs Antzin but what if the player pauses the game to look where the map is but on the right hand side there is a time how long before you need to get more Antzin it makes the player go back to the tower or the old town to get some. It can also be displayed with the med kit with maybe a picture of a vial of Antzin and you can buy some so that you don't need to go back for it. it just a thought. and if the player doesn't have some with him and doesn't make it back in time then the player dies I know It might be annoying but I think it will be fun. Just a thought but hay why not. but overall the game has to be one of my favorite games maybe number one. -Unheard Rookie Sorry about my spelling or grammar people.
  8. Alright, so I've seen some other people posting suggestions on how PvP can be better. Techland is fixing the matchmaking process which will make it IMMENSELY better! And while I think this game is amazing overall, there are a few things that I think could be done to make gameplay more fair and fun! What I'll do is post some suggestions for an improvement and a few reasons why I think that's beneficial. Then you can comment and say "yay" or "nay", a reason why, and add your own suggestions! If I and other people like it then I will edit this original post to include it! That way all of the good suggestions can be easily seen. Likewise I will edit out my ideas if they don't seem very popular, or change them as needed! Please leave a comment below of what you think, and hopefully we can get some good idea's that Techland will see! Thanks! Edits will be done in red A few of my suggestions (in no particular order): 1. FLARES!!!! Sorry, got excited. But it seems people have used the duplication glitch to get ungodly amounts of flares and then just making an endless flare trail! Even when spit on with a UV spit they can still IMMEDIATELY place another. So, basically, they're invincible! Tackle, ground pound and slapping them around only does so much damage, and usually if they've duplicated flares, they've done the same with medkits. My suggested improvements are as follows; - Flares do not last the entire game, they burn out in, say, 30-45 seconds? About as long as it takes for your UV flashlight to recharge, maybe a little longer. - A player can only go into a BTZ match with a set number, if available in their bag. Maybe a cap of around 10? That should be plenty, as you really only NEED them if you've been hit by a UV spit. - It also may be a good idea to fix that duplication glitch if it hasn't been already. Even with a patch for that however I would still suggest a cap on the number of flares usable because people who had used the glitch pre-patch would still have an advantage.. 2. Players can no longer abort immediately. Now this may seem a bit ridiculous since you would basically be making the player play. But here's my logic; - If a player does not want to be put in a BTZ match, then they can turn it off in the online menu, while still leaving multiplayer on for adventures with other players. - Doing so would help people playing as the Hunter find matches with players who would actually be willing to play. - It would help stop people from just leaving their console unpaused at night with the zombie invasion on. Many a time have I found that a player has left the console to do whatever and now I have to wait or abort because I just don't find it sporting to kill a guy who's just standing there My guess is if people are aware that if they leave it on they will be entered into an un-abortable match, they will be less likely to just wander off, at least without turning off the invasion mode. - I would suggest only allowing players to abort if they are going to quit the game. If they abort then they get sent to the main menu. I feel this would make people actually think about if they want invasion mode turned on, and make the matchmaking more effective. 3. Give the Hunter the ability to avoid the player's drop attack. Now this one is kinda nit-picky, but I think it would be only fair. Here's why. - A Hunter's pounce is a one hit kill, but can be deflected with UV light, quite easily in fact. A player's drop attack is one hit kill, apparently unavoidable.. - Mainly an issue because the player can do it very quickly and basically after jumping off anything. The player can even perform this move after jumping over a Hunter's tackle. Trust me, it's happened to me. - This would be fixable by a simple button mechanic (such as using the base hit button, perhaps a juke similar to what the player does, or a jump). It would be the same thing as the brief second available to deflect a pounce or jump over a tackle.
  9. I generally like being able to mod games. As a Game designer it adds a new atmosphere, but how about releasing the games Engine SDK, allowing people to mod the game as if it was like Skyrim... It would be a newer idea, and if you get it to work like Skyrim's I could see it being a higher rated game. Sadly I'm already bored of it, it had a very disappointing story, and I would love to see custom stories and maybe more attachable characters.
  10. I asked this in another post cause it was kinda on the boarders but decided it probably will get answered faster like this and other people can post there ideas, wants, and needs. So. The type of game modes we the people would like to see in single, coop, or multiplayer. Now if you remember the run boy run trailer, hard to forget, at the beginning a supplly box gets dropped. Will there be a mode where theres 3v3 or even a 3v3v3 on whoever gets the box first wins? Another thing I would like would be a survival. Maybe you have anywhere from 1-4 or 1-6 and you pick a building you need it up during day and get weapons like everyone has a job one gets weapons one gets materials one builds maybe like classes a builder scavenger etc. and at night you defend your base. Maybe it gets trampled over so bad you have to cut your kisses grab what you can and run. I would love. No I need to have a survival like this. The game mode alone would probably make me fork over 40 dollars for that and the rest for everything else. Thanks for answering if you do ^.^