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Found 8 results

  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. 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!
  3. Sorry for making another thread, but thread with bugs and exploits turned into sth really bad, what barely resembles serious thread, just too much stupid people arguing about different things. I am going toward the core problems with gameplay. #1 one of the most unfair glitches used by "pro" hunters. As you can see i died after being tackled in water even after cancelling pounce with uv light. Landing into water saves you from dead, but when combiend with pounce makes a deadly glitchy combo which kills human faster than intended. #2 and #3 In this video we have 2 sequences. In first you can see a move which allows you to rain death from above on hunter in places where it shouldn't be allowed, for example on a roofs where there is no walls or poles to use a ghook. To recreate it, you have to press JUMP, just after JUMP you have to use grappling hook on an enemy to execute an extremely weird rocket like jump. Second cut shows a known exploit called "repair-slice" which allows human to kill a hunter in a split of a second, quicker than intended. To recreate it you have to hold repair just after swinging with partially broken sword and press attack again as soon as you see repair animation. $4 Cherry on the top. Surely the most ridiculous exploit found in game while playing human side. Fire damage from molotov is ok, explosive damage is also ok, but combined are killing nests entirely. When there are 2,3,4 players hunter has literally no options to win. My proposition to fix this issue is simple, remove the additional damage from the equation. Leave just fire and explosive. The most fair way to kill nests was using weapons with fire and electricity, human had to do a 60 % of damage with swinging, additional effects were taking the rest.
  4. "The Flat Land" pro/cons for NH As shown by Techland in "The Showdown" the new map area is extremely "Open Field" of course because it is a countryside. Because of this, there is very little "obstruction" such as buildings, walls, fences, etc to block the UV Light. So instead, we have a constant hit of the UV light on the NH in open space . we all know the range of the UV light especially in laggy scenarios. Unless your in one of the major towns there will be very little for you to tendril on besides the ground cutting your height advantage. It is mandatory that a NH has a different evade or animation based dodges just like Crane on flat land. Or the survivor sense needs to be cut. We need stealth. How can I use my main tool "Deception" in open field against 3 vehicles and with the new "UV safe zone" it's going to be great for the NH eh? Obviously this isn't relevant in the "Marked Locations" but combat on flat ground is going to be a b**h. To all of the GP skids who cry because it is the most used, be prepared because it will be used alot more against buggies in The Country Side. Don't even think about "Jump Scaring" either because as a NH your presence is known 24/7 due to the spam of survivor sense. The element of surprise for you is a myth. Another thing, what to do if you have 4 elite survivors driving in a group and as soon as the NH jumps in a car they all hit the brake lights, 3 of them hop out the car and 3 hit you off the front? Or can you easily hop off? Also, seriously survivors should enter BTZ with a fixated amount of items. Keep your duped items but when BTZ starts your limited to a few medkits so when you run out, you either have to be healed or you die. I keep hearing that alot of nerfs would make the game to much in the NH favor? Not really. That's the point your suppose to use teamwork to kill the NH. Not one guy Rambos his a$$. NH=lunch meat. Anymore pros /cons? Share them. Of course I missed a few.
  5. I would suggest the removal of revives from invasion mode. By all means keep it in normal non pvp co-op play but with the current state of unbalance in Pvp I think it adds an extra level of difficulty that is totally unneeded and in essence gives the survivor a get out of jail free card in terms of life count. Many times in regards to 3v1 and 4v1 (where survivors actually stick together and know how to play which I much prefer) i find myself taking out all but one player then either forced into retreat by low health or killed by the flailing 5m melee range of the last survivor with about 25 health themselves left. Only for the last survivor to then pick up their fallen comrades and lose precisely 0 lives in total. I don't feel that rewards good play at all, especially as the odds are stacked in the survivors favour already. In my opinion, killed should mean killed not lying on the floor revivable. I understand that there are many other issues that need resolving but they are covered in other posts. Just for those who will question it. No, I don't want NH to win every time nor is it impossible to overcome but often it is the difference between winning and losing a good 3 or 4 on 1 battle, and as I said shouldn't killed mean a life taken from the counter, seems very generous not to be. My only suggestion other than removing it would be to keep it but dock a life from the life count for every revive. This would still give the survivors a tactical advantage if they played skillfully but would remove what I consider to be the unfair aspect of not being penalised for being killed. What are other players thoughts on this?
  6. Hi. I love to be invaded randomly by strangers, but only want to do quests and stuff with people i know or actively invite. It would be awesome if we could set our game/party as private (invite only) / friends only / LAN for coop BUT AT THE SAME TIME time publicly visible for invasions. The 'always' / 'at night' / 'never' option for invasion is perfect to fit the current mood, without changing the party settings. Adding an "invasion max frequency" option could be cool too, like it's done for the challenges. Something like 'once a day/night only' / 'several times a night/day' / 'no rest' (current setting i guess, several times i've been invaded as soon as the previous invasion ended) What do you think ? Thanks.
  7. So as of this posting, I'll have logged eight hours into the game. Overall I greatly enjoy the game. The co-op is fantastic and with the singleplayer I have barely any gripes, none of which are even remotely close to game-breaking. I'm gonna talk about what I liked and disliked in these 8 hours. This is purely my opinion, and I can be wrong. I absolutely love the movement and combat system in this game. At first I was confused as to why everything was so limited but unlocking things as you progress made me feel like a real person not some demi-god sent down from the heavens to go and ruin an entire city (I'd be too late for that anyway). Even as the hunter the movement makes me feel like spiderman and the mobility the hunter has is fantastic. Actually being able to engage and disengage with the humans feels very fluid and overall a balanced system. The brutality of the combat and the different movement skills had me spending 3 of the 8 hours I played just chupacabra around with my friends trying to get eachother killed. That alone will likely merit replay value for me since the game can't be anything other than dynamic gameplay wise. The only complaint I have about human gameplay is not being able to check your watch. It breaks immersion a bit, but that's really something I could live without. It just seems a bit odd to me that I have to enter a menu to check the time. So far in the story I only have had two connectivity issues in which were easily resolved by reconnecting, and we didn't lose any progress or anything we had gotten during the desync. We picked up right where we left off together, and with what we had gotten even when the game had desync'd us out of eachothers game. Hats off for that. But that was in the story. In the Be the Zombie mode, I have only managed to successfully play four games as the zombie. I attempted to join about fifty games, and only four of them went through. So that's 8%. ~8% of games so far have managed to go through. And they were not very fun. As I said, the zombie plays very similar to the human. Just faster and stronger (stat wise). He gets skills the same way the humans do and they all are very useful, sure, but the balancing of them is so ridiculously unfair to the hunter that you can barely even use your skills because you can't get close enough to the humans to use them properly. The spits are great, if they didnt have such an obscenely long cooldown. Also landing them without the charging spit skill is absurd. They take time to explode and are audible on landing and very visible. If a human gets hit by them it's either because they're trapped or just not paying attention, which makes taking the time to line them up when they're smashing one of your nests almost not worth it. The human sense ability is absolutely ridiculous. You cannot sneak up on the humans if there is more than one of them. You simply can't. They can sense you from wherever you are regardless of whether or not you're crouching or moving. They can know exactly where you are at all times, which by itself makes winning as the hunter almost impossible. One of the four games I played was with two random humans and we tested all of the skills we had at the time (I was level four, so we tested the spits, the tackle, and the senses). The UV blocker is a must-have, because since the humans know where you are all they have to do is have one of them sensing all the time and the other can just UV you whenever they want. The tackle is a great idea, if you could see where the spikes and other environment hazards are. Why aren't they highlighted? I have to crank my gamma all the way up to even be able to distinguish them from other doodads. In my opinion, the story is just fine the way it is. I am loving it to pieces and will continue to play it endlessly. I might play another game or two as the zombie but afterwards I won't touch it until they make it actually fun for the hunter. Make the spits have maybe ten seconds less on the cooldown, and get either get rid of the human sense or make it so they can only use it to track me when I howl. If they can only sense me when I sense them, that's perfectly fair and makes sense. Maybe beef up the zombie a little bit, because if the human has a good weapon or high levels, they can destroy you in melee. Pouncing is the only way to kill humans save for them already being low. But even then if you don't have the UV blocker skill it's possible for them to interrupt you themselves should they be quick enough. All in all, I love the story and am incredibly disappointed in the zombie mode. Once they fix the balance issues I will happily spend endless hours playing as the zombie, but not again until then.
  8. So as of this posting, I'll have logged eight hours into the game. Overall I greatly enjoy the game. The co-op is fantastic and with the singleplayer I have barely any gripes, none of which are even remotely close to game-breaking. I'm gonna talk about what I liked and disliked in these 8 hours. This is purely my opinion, and I can be wrong. I absolutely love the movement and combat system in this game. At first I was confused as to why everything was so limited but unlocking things as you progress made me feel like a real person not some demi-god sent down from the heavens to go and ruin an entire city (I'd be too late for that anyway). Even as the hunter the movement makes me feel like spiderman and the mobility the hunter has is fantastic. Actually being able to engage and disengage with the humans feels very fluid and overall a balanced system. The brutality of the combat and the different movement skills had me spending 3 of the 8 hours I played just chupacabra around with my friends trying to get eachother killed. That alone will likely merit replay value for me since the game can't be anything other than dynamic gameplay wise. The only complaint I have about human gameplay is not being able to check your watch. It breaks immersion a bit, but that's really something I could live without. It just seems a bit odd to me that I have to enter a menu to check the time. So far in the story I only have had two connectivity issues in which were easily resolved by reconnecting, and we didn't lose any progress or anything we had gotten during the desync. We picked up right where we left off together, and with what we had gotten even when the game had desync'd us out of eachothers game. Hats off for that. But that was in the story. In the Be the Zombie mode, I have only managed to successfully play four games as the zombie. I attempted to join about fifty games, and only four of them went through. So that's 8%. ~8% of games so far have managed to go through. And they were not very fun. As I said, the zombie plays very similar to the human. Just faster and stronger (stat wise). He gets skills the same way the humans do and they all are very useful, sure, but the balancing of them is so ridiculously unfair to the hunter that you can barely even use your skills because you can't get close enough to the humans to use them properly. The spits are great, if they didnt have such an obscenely long cooldown. Also landing them without the charging spit skill is absurd. They take time to explode and are audible on landing and very visible. If a human gets hit by them it's either because they're trapped or just not paying attention, which makes taking the time to line them up when they're smashing one of your nests almost not worth it. The human sense ability is absolutely ridiculous. You cannot sneak up on the humans if there is more than one of them. You simply can't. They can sense you from wherever you are regardless of whether or not you're crouching or moving. They can know exactly where you are at all times, which by itself makes winning as the hunter almost impossible. One of the four games I played was with two random humans and we tested all of the skills we had at the time (I was level four, so we tested the spits, the tackle, and the senses). The UV blocker is a must-have, because since the humans know where you are all they have to do is have one of them sensing all the time and the other can just UV you whenever they want. The tackle is a great idea, if you could see where the spikes and other environment hazards are. Why aren't they highlighted? I have to crank my gamma all the way up to even be able to distinguish them from other doodads. In my opinion, the story is just fine the way it is. I am loving it to pieces and will continue to play it endlessly. I might play another game or two as the zombie but afterwards I won't touch it until they make it actually fun for the hunter. Make the spits have maybe ten seconds less on the cooldown, and get either get rid of the human sense or make it so they can only use it to track me when I howl. If they can only sense me when I sense them, that's perfectly fair and makes sense. Maybe beef up the zombie a little bit, because if the human has a good weapon or high levels, they can destroy you in melee. Pouncing is the only way to kill humans save for them already being low. But even then if you don't have the UV blocker skill it's possible for them to interrupt you themselves should they be quick enough. All in all, I love the story and am incredibly disappointed in the zombie mode. Once they fix the balance issues I will happily spend endless hours playing as the zombie, but not again until then.