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Found 32 results

  1. Is there currently any way to successfully edit the zombie parameters such as damage / aggro range via the game files on PC? Patch 1.12.1
  2. I have been playing this game since the release and I have been enjoying it ever since, especially Be the Zombie (I always play as the Zombie) And am having a lot of fun with it, but lately it's a bit falling of. I have been having a hard time winning matches as the hunter and some matches even feel unfair and "Unbalanced" to me. My question is.. Do you guys here on the forum have any tips for a Night Hunter? And what do you think about the balance of the game mode Be The Zombie?
  3. I consider myself a good NH, and I've played quite a bit of both sides, it's obvious that the night hunter is at an tremendously extreme disadvantage. The NH defenses have very long cooldowns, using both spits will essentially leave you vulnerable and pathetic for around 90 seconds, this leaves more than enough time to clear a nest. However the humans have no real disadvantages when they use up a defensive ability. Out of UV? Throw a flare. NH trying to ground pound flare? Pull out the gun, take a step back, and blow him away while he tries to recover from his completely under powered and slow ground pound. Night hunter tries to tackle human? HAH! LOL!... LMAO JK. Who gets hit by tackles anyways? It takes a new level of bad to be hit by a NH tackle. Its sad to say that the human is actually faster than the NH on short distance sprints upon taking an extremely common speed potion. This makes it very difficult for a NH to escape a clutch situation, and leaves no room for error, since there is a cast time for tendril locomotion, ground pound, ect. Even with UV immunity. Speaking of which, why can't the NH use melee attacks? Sure sure you are thinking "But Jayce the NH does have melee attacks dur". Yeah? Really? Tell me how many times you have dealt more than 25 damage against a human in a head to head melee brawl. I mean sure the NH shouldn't be better than the human at everything, but at least let him hold his own! I mean really, a runner zombie deals more damage with his melee attacks than a NH. TLDR: My suggestion. Remove both hunter vision, and Zombie sense. OR Add a 15 minute timer to human players so that they cannot just camp a single area until the NH has been killed, and then move up. OR Make the NH more responsive (Faster cast times, better projectile speed, Faster movement, and less ability interruptions) OR My personal favorite. Remove the ability to counter the NH so aggressively. Take away the ability to dodge his tackle, increase NH health so that making a mistake doesn't mean certain death, and make it so that landing yellow spit on the player actually does something useful. I cannot tell you how many times I have done everything right, landed that yellow spit, and remained completely unable to get a kill because there are so many ways to exploit the NH abilities and counter him. Anyways, we all agree that the NH needs a lot of works/buffs. I'm surprised techland hasn't done anything about it yet.
  4. Matchmaking times when trying to find a game to invade are super long. (Upwards of 15 minutes) My NAT type is open with a 20 MB download. Anybody else having this issue? Xbox One
  5. "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.
  6. The game states I have unspent skill points to spend ,, but how does one access the skill tree to unlock skills and such ,,, ?
  7. Bought the Dying Light Enhanced edition for PS4 and all the unlocks / skill sets are locked for the zombie in the Be the Zombie game mode ?? ,, making kills but no unlock ????
  8. Hi, I was just thinking about this, and mine is Kane & Lynch !! Who other would survive a zombie world, with the attitude & Grace ;-) and they are just badass ;-) So what do you say?, ...NO! , not mario...would`nt last 5 seconds...
  9. Hello Everyone, I'm a huge zombie survival fan and I have spent countless hours playing dead island and Dying light and I've always wondered why nobody has ever decided to mix it up a little and make a zombie game based in England around the 15th century!? I'd like nothing more than running around England with a bow shooting zombie hordes as they tried to over run my little thatched house! I've thought a little into this and I feel it could be done, the story idea I've come up with is that an illness starts taking over the land and a lot of people originally think it's the plague, until it's too late.. England falls into ruin and all the rich people stay held up in the castle, not willing to venture... This is where you come in as a servant of one of the rich lords. The castle you're in is running low on supply's so you get thrown out of the castle with nothing but a sword. Your aim is to find food etc for the castle. As the game starts to progress you start to find other people held up around the land and you can take additional quests etc.. While out in the world your person should have to eat by finding fruit and stray animals.. You can either find ingredients and eat them for a little health boost or you can combine ingredients to make things like bread which ill give you additional health. Weapons could range from bow and arrows to axes, spears, maces and a variation of swords and shields. Anybody else think that this would be a great sort of genre for zombie survival games to enter? Any other ideas or some things you'd do differently? Let me know!
  10. So this morning, I look at my PS4 notification window, and it lets me know an update for dying light is downloading. Which I think is great, since i've been away from it for a while. But once I download it, ALL my night hunter abilities are locked, and he wasn't maxed out as it is. I can't even use a spit.Can anyone help? The upgrades still register as there, just unusable.
  11. I need help! I want to get Bomber Kidneys for a potions but there is no way to. I've killed about 10 Bombers with no success. I also have tried to find a video but couldn't, can anyone help?
  12. Witam! Ostatnio postanowiłem stworzyć przy użyciu Dying Light Developer Tools mapę, która miała być zalążkiem dość dużego projektu. Była to mapa testowa do nauki przed wzięciem się na "poważnie" za projekt, ale od początku nie udawało mi się skonfigurować prawidłowo NPC-ów oraz spawnerów zombie. Postanowiłem zrobić listę rzeczy, jakie chcę, by NPC robiły i to samo z zombie: -NPC mają karabiny(wojskowe); -NPC strzelają zza barykad do nadciągających zombie, którzy wychodzą zza rogu pobliskiego budynku; -zombie spawnują się w nieskończonych ilościach, ale tak, aby NPC zdążyły zabić tych wcześniej zespawnowanych; -NPC mają nieskończoność amunicji; -NPC nie ruszają się z podanej im pozycji; Zadanie niby proste, ale od początku mam z tym problemy: zły skin NPC, zombie nie ruszają się z AI spawnerów i nikogo nie atakują, NPC tak samo(ewentualnie reagują jak się je potrąca). Dodatkowo dochodzi mój brak wiedzy, przez który nie wiem, jak w rękach NPC umieścić karabin(z którego będą mogli korzystać) czy też zrobić niekończące się spawnowanie zombie. Jak na razie jedyne samouczki to 6 filmików od Techlandu, a mówią one o rzeczach oczywistych(bynajmniej dla mnie, weterana silnika Unity). I tutaj zadaję dwa pytania: 1). Czy i kiedy wyjdą kolejne filmiki instruktażowe; 2). Czy ktoś wie, jak można zrobić to, co ja teraz próbuję?
  13. Witam mam pare propozycji 1) Jest to dosc trudny i ambitny pomysl aczkolwiek wydaje mi sie ze warty uwagi a chodzi mi o serwery RP (Roleplay-gra gdzie odgrywamy jakas role (raz wieksza raz mniejsza )) Serwery musialby byc 10-30 slotowe i gdzie gracz wybiera/dostaje role jaka chce odgrywac. 2) Wiecej zombie. Gra gdy masz bron 300dmg+ staje sie banalnie prosta i jedyny sposob by zginac to spotkanie sie z 4 koszmarami lub zwyczajna glupota 3) Survival mode dodawalby ze musielibysmy pic/jesc/spac + zombie sa w stane uslyszec wiecej/my wiecej mozemy na halasowac i podczas snu mozemy zostac zaatakowani 4)Wieksza mapa i wiecej questow 4)Dodanie osobnej kampani "alternatywny swiat" gdzie fabularna wieza i rise upadaja i kazdy jest sobie wrogiem. A na zrzuty czeka mnostwo osob.Mod dodawalby jeszcze dodatkowo wieksze drzewko ( lub nowe ? ) do skradania sie gdzie mozemy zakradac sie do wrogich miejscowek ( a ich byloby duzo poczawszy od 3/5 osobowek do 10-20 )i wykradac potrzebne nam rzeczy ( ciekawe polaczenie byloby z pkt 1 i 3 ) 5) wiekszy crafting Licze na komentarze ze strony graczy jak i samego Techlanda EDIT : 6) Potrzeba brania antyzyny 7) Fale zombie ktore przychodza w randomowych momentach i musismy rozbudowywac i kryjowke lub nawet uciekac z niej i isc do innej Wszystkie moje pomysly mozna polaczyc ze soba w dosc ciekawe sposoby wiec nadal licze ze ktos z szanownego techlanda wypowie sie na kazdy z tych punktow
  14. Hey fellow Hunters, just wondering if anyone has come across this issue. barring a delay from being under the weather, I was working on a commentary video last night and noticed that, at a certain point, I connected with a Human at the tiniest sliver of health using my Claw Melee and dealt 0 damage. I was able to Tackle him for the kill shortly after, so damage should have been functioning normally on him. I'll post the video once it's completed. I've had similar occurrences in previous matches, specifically one where 4 Claw Melees connected against a Human with a continuous 0 damage dealt on each one. Don't have that one on video, however. Is the damage from Claw inconsistent? I've definitely gotten Claw Melees off on other Humans with a small chunk of health left and gotten the kill, but sometimes the "connect" sound can be heard and 0 damage is dealt. I don't go in for Claws unless I know 1-2 can finish the Human off, but the damage seems to not register on occasion. Hunters/Humans/Devs, any thoughts?
  15. Hi, developers! I hope you can help me to create mod for Dying Light. in the game on the bridge (or mission electro-station) are a lot of zombie, And this is COOL! But in city i see 1-3 max 6-14 zombies. I want to change they spawn value to 50 maybe in one zone for all zones in game. How can i change it? I try to change common_spawn.scr but it no effect. IntensityCurve("main_begin") { UseCondition("Day;DeadZone_Far;Escorted_NPC_Far") MaxChapterAndProgressCondition(1, 0) DisallowedMaps("old_town_outposts_radio") DisallowedMaps("slums_cs") PoolType("base") IntensityKey(1, 500) Wait(1) IntensityKey(1, 15) Wait(1) IntensityKey(1, 500) WaitForPlayerMove(60, 30) Wait(1) } Where can i change the amount of zombies? Help please
  16. A lot of the posts on the BTZ forums have been gamers feedback to developers about what to change in the game. That's great, but were leaving something out that I think is equally important, we need to tell them what we LIKE! I'm sure they've read a lot of our posts, just like any good developing team would do, as I've read from one member from the dev squad. So lets use this post to tell the developers what we DONT want to change, ill start out with a few of my own, and some I've heard from customers I get in GameStop: KEEP SURVIVOR SENCE: Many gamers have argued that survivor sence should be taken out of btz bc it is too easy to know where the zombie is and therefore the zombie never gets a chance to pounce bc the survivors are ready with uv in the exact right line of sight. These gamers have not tried to play without survivor sense. Me and my partner tried once. We didn't get a single nest before he beat us. The tendrils and screams are NOTA enough to know where the zombie is. However, I know its the devs job to make as many players happy as possible, so here's my compromise: Make it so that only one member can use survivor sence, that way if he slips up, it gives the zombie a chance to pounce, and let the zombie know when he slips up! OR: Let every survivor use it, but don't let the icon on the mini map TRACK the zombie, tell the survivors where it was only at the moment they used survivor sence. KEEP THE UV LIGHT DRAIN TIME: Some gamers argue that the uv light drains the z's energy to quickly. This simply isn't so. The zombie os the master of hit and run, you cannot expect to win a fist fight with a survivor, 4 at that! Heck, that's what survivors are made to do! The zombie swoops in, gets in a few hits, retreats and regens, and repeat. However because of this, (here's my compromise) the survivors should not be able to use medkits unless healing a team member. That way the next time the zombie comes around, he has a chance to win a fist fight and get out of there. In stead of only relying on his spits to reload DO NOT CHANGE THE NEST LAYOUT OR RESPAWN SYSTEM: I have yet to see any gamer complain about either of these. Except for one guy in gamestop who didn't know what he was doing... KEEP THE EXTRA ZOMBIES! I've received mixed feelings about this one. Some say it should be just pvp, some say it should be the survivor on the regular environment PLUS the hunter. However, I'm on the side of keping the extra zombies. Make it as realistic as possible while still being a game! I think the devs have done a great job with that.
  17. Hey everyone, thanks for taking the time to look into this post. I recently realized that when i joined these forums i never laid down a foundation of what i thought about dying light, i just delve right into throwing my opinions out there! So this post is for me to lay down that foundation! I like to rate games based on my own little rating system, similar to gameinformers rating system, accept mines a little different. In a day and age where many many games have the same basic theme (zombie games, war games, sports), its hard to find a good quality game that introduces new things each year, as expected, with so many game developers out there, gaming is a large, and growing, industry. The good games today, ive noticed, have something different about them. For example, Call of duty's zombie mode, or madden and fifa's and others sports games online team mode, or how about destiny altogether! These games are made great by what they do that separates them from the other games along the same theme. So in my rating system, i award a point in different categories that the game does differently and well. if a game has multiplayer, but theres nothing special about it, it gets no points. for instance, call of duty's multiplayer from MW2 to MW3 hardly changed, therefore i would give MW3 no points in the multiplayer category. heres how i break it down: Rating System Gameplay (2 points available) Storyline (3 points available) Multiplayer (3 points max) Realism (1 point) Miscellaneous (1 point) important, most games that i think are good end up with a rating of 5, because of the weird way i rate them. Now that you know how my rating system works, lets jump into the Review. Im gonna start by saying that Dying Light is one of my most favorite games of all time, among those of Call of Duty, Destiny, and other tier 1 games. its got good gameplay, feels realistic and has a very different kind of multiplayer. As for gameplay, a zombie game cant be a zombie game in third person, its just not the same. Every zombie gamer loves the close relationships and personal feelings they have with their beloved zombies. Techland only put a few guns in this game, usually used to dispatch Rais's men, and occasionally to get over that goon or demolisher youre struggling with, but melee weapons are always of the favor in this game that combines hack and slash with free running movements. and might i metion, Techland did a PHENOMENAL job at combining these two elements. Although this game has its fair share of glitches, its gameplay is nearly glitch free. now the storyline, or "campaign" if you must insist. In my opinion the storyline to this game is absolutely phenomenal as well. just the right amounts of twists and turns, but overall giving you a good idea of what direction the game is going. the bad guys stay bad and the good guys stay good, but there are often times when you find yourself as the gamer questioning whether or not a, certain character, will take a trip on the merry-go-round-and-dont-come-back. With its wide selection of side missions to keep the gamer busy after completion of the main story, its re playable X 10, not only that, but there are challenges as well and a great wide open world to explore, and PLENTY of collectibles for those gamers. Multiplayer. Ohhhhh multiplayer... listen techland, the co-op is great, you did a really good job with it. This game is great with friends. And we all love the co-op challenges that pop up in game (sorry drawing a blank on those thingses names). And were all happy that you made us able to change their frequency and change our game to friends only or public. yah did good. But please, please, continue your work on the Be the Zombie mode. Many gamers are unhappy with it, including myself, yet i still have so much fun with it when it goes well. I know youre working on a patch, and that fixing BTZ is a process, i just cant wait for that process to be complete! Realism. the good thing about dying light, and a big reason i fell in love with it so quickly, is that the characters lines are actually kind of realistic. only a few stupid lines, compared to most games nearly all of their lines are dumb. and the engine you used was very realistic, heck its definitely got the right name, "natural movement." Miscellaneous. the game has quite a few what i call menu glitches. such as save glitches and those pesky duplication glitches. i usually allow a game a few glitches, but when it interferes with the quality of the game... The Verdict Gameplay scores 2 out of 2 for having a great engine, and combining hack n slash and parkour perfectly. Storyline scores 3 out of 3 for having a storyline with just the right amount of twists and turns, and a great ending, along with plenty of interesting side quests Multiplayer scores 1 out of 3 for having fantastic co-op, and a different sort of (great idea) multiplayer. however i took one point away for poorly creating that multiplayer. Realism scores 1 out of 1 with natural movement and realistic lines Miscellaneous scores -1 out of 1 for having many menu glitches that interfere with game quality. Overall Dying Light scores a 6 If the developers can fix the glitches, improve the be the zombie mode, and score one more point in miscellaneous, itd be a perfect game! Thanks for reading Sam Powers
  18. i would like to have a zombieinvasion without starting that game mode the nighthunter will be able to walk around freely around in the invaded world (including day time) trying to kill every living thing there is During the day the night hunter will change into a Viral (or something els) Cant tendril locomotion Cant howl Can pounce but not with ur tendril locomotion Cant be detected by the player (if the player gets close to him the player wont react to his pressence and the music do not change) and all ur attacks will be weaker During the night u get all ur powers back but with slight changes (or if u find a good dark place) u cant insta kill with ur pounce (and the living will be able to push u off) ur melee attack will be stronger cant be detected on the radar the night will be longer (same length as daytime) the human player is freely to what he wants (sleep,quests) exept going to a diffrent place (for story/side quests) doing so will disconnect u from the zombie invasion. and all zombie's and human's AI are back unlike the normal zombie invasion feel free to make some sugestions
  19. HERE MY SECOND MONTAGE OF DYING LIGHT!
  20. Stage One: Patient is infected with virus, will soon experience mild seizures. Stage Two: Patients will turn into a viral, with slightly limited cognitive ability, while they retain their physical ability. Children develop strengthened vocal cords and turn into Screamers. Stage Three: Patient loses hair, and develops a form of Leprosy, as physical ability is significantly diminished, and they grow skin sores and/or tumors all over the body. No mental skills remain. Stage Four: At night the patient transforms into the penultimate stage of the virus, a volatile. They regain physical and some mental skills. Their jaw is split and they grow a weakness to UV rays, Natural or Artificial. Volatiles that consumed Dr. Zere's Bait Grow green blisters and become immune to UV light, but they are easily spooked. Stage Five: I Don't really know what happens after stage four or how the Boomer, Goon, Toad, Demolisher, or Night Hunter are formed. Please comment if you have questions or additions, and I know this isn't 100% accurate but I can cite most of the info if needed.
  21. While waiting for Dying Light, I decided to find out what are people's favorite zombie games and what are their top 5 weapons in each game. Reasons would be appreciated too. Ties are ok too. Here are mine... * Resident Evil 3: Nemesis 1. Grenade Launcher (Because it holds different types of rounds and on of them is a freeze round, which happens to be the most effective on the main enemy, Nemesis, himself. 2. Magnum Revolver with .44 Magnum rounds. (This one is a very effective weapon.) 3. STI Eagle 6.0, Berretta 92FS Handgun, Benelli M3S Shotgun, and the dagger knife. (These help me dispose zombie with ease. The Benelli and Beretta are most lethal when their ammos are enhanced. The knife is so awesome when finishing enemies on the ground. The STI is like a very fast handgun that can make critical kills. 4. M66 Rocket Launcher and Mine Thrower (The best weapons used on the final boss.) 5. Demon of Sword of Paracelsus (The weapon that will make the final finish to the final boss and is a life saver. ) * Zombie Revenge (DAMN I MISS PLAYING THIS GAME!!! ) 1. Hand-to-hand combat and handgun. (I mean I'm always equipped with these even though I need to save the ammo for the handgun. These are the best in this game because all other weapons are dropped and cannot always be used in certain stages. Plus, I love how we can combo with punches, kicks, and grapples.) 2. Hatchet (A nice blade that can be thrown on an enemy.) 3. Drill (Oh these babies are just awesome when it comes for blood and gore.) 4. Shotgun and Machine Gun (These make the job faster even on bosses.) 5. Axe and Iron Pipe (Nice melee weapons to use when fighting enemies.)
  22. 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.
  23. 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.
  24. Hi, So for a bit of fun I thought I'd find a public game and do some co-op. Then we had a mission where it turned into night and sure, a Night Hunter appeared. Ooh, my first Night Hunter game! So we played, we died, and lost to the hunter. But right after match another Hunter showed up, and after that another... do they just keep on coming as long as someone is playing them? I think there should be some sort of cooldown on it, maybe? Also, after quitting the game deciding I'd want to continue the campaign, I checked out the game browser for more games, and saw this: http://imgur.com/zfCK6W0
  25. I think for winning on the be the zombie mode you should get like, a lot of exp and like maybe place wagers? I there should be a multiplayer option when before the zombie joins your game you should have an option on a wager like you could bet a weapon or maybe in game money? I like that idea, Grand theft auto 5 did it in games where you compete and it was amazing Woops im in the wrong section lol