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Showing content with the highest reputation since 07/02/2015 in all areas

  1. 5 points
    I just want to start by saying I've gone through the forum and read a lot of the feedback you have all posted recently. I've been playing the game in it's current state and have opinions of my own as well. We're looking at putting out another tuning patch soon and I want to create this post to gather some input. To make this as effective as possible, and to ensure that your opinion is heard, please use this template for all responses in this thread: WHEN I PLAY AS SURVIVOR #1 thing I like: #1 thing that bugs me: WHEN I PLAY AS HUNTER #1 thing I like: #1 thing that bugs me: OVERALL #1 thing I want: I will be reading other posts so if you want to get into discussions about specific aspects of the game, please create a new topic in the forum. I will read it. If it is written in an civil and constructive manner, I'll be sure to comment...if it's written in a whiny, hate mongering manner...I'll probably just ignore it. And please remember: Survivors and Hunters need each other... or else there is no game... let's not try to alienate or demonize either side with our critiques. ...and yes, I know telebombers are the worst Thanks everyone!
  2. 5 points
    Update your game and go to your Quartermaster to get the free Gun Silencer Blueprints — which have been added to Dying Light by popular demand. The silencer doesn’t break and it has no cool down, so you can use it as much as you like. It does require special Subsonic Ammo, which you can find by looting police vans around Harran.
  3. 4 points
    Hey everyone, Towards the end of last year we asked for your feedback on the general balance of Be the Zombie mode. We were hearing that you felt the Night Hunter was underpowered, but we wanted hear your specific points on what you'd like to see us change. Thanks for all of your input - based on what you told us we have made some changes to BtZ. These changes are now live: Drop Attack (AKA 'Death from Above') Height required increased Grab distance reduced UV Flashlight Distance reduced (in 2 vs. 1 to 4 vs. 1 matches) Cool down time increased Initial cost increased (so that flicking the flashlight on and off repeatedly drains it more quickly) Spits Explosion radius increased Explosion delay reduced Effect duration for Control The Horde and Light Disable increased Cool down times decreased (in 3 vs. 1 and 4 vs. 1 matches) Survivor Sense Night Hunter now appears on Survivors' mini-map(s) for less time Misc. Auto-balance reduced overall. We hope these changes make Btz even more enjoyable for everyone and, of course, please let us know what you think. James
  4. 4 points
    Well, just spent the night in all sorts of matches, testing the new update. And let me just tl;dr right now: That was the most fun I've had in Dying Light in a while. And not just for Hunter. Sure, it was fun playing the Hunter and finally not being afraid entering 2v1s and 4v1s because of the absolute animation camp and medkit spam (which is still entirely possible), plus winning despite it. But playing Survivor? That is the hidden gem of this patch. I have not tested 4v1, but I did play a few 2 and 3v1s, mostly some 1v1s. My 1v1s: It was incredibly fun facing even an average Apex Predator, let alone the Hunter who really knew who he was doing - a game I barely won, but it felt so good and it was so fun. I felt like I was at my peak again, despite not really playing Survivor recently because of how easy it was. Had to use everything in my disposal, think on my feet, take a few risks, prioritize nests to killing the Hunter - a.k.a fight for my life against a stronger, superior being, the way it should be. For the first time, the Hunter feels like a threat, but a threat you can definitely overcome with skill and a bit of luck. In terms of balance, the Hunter this time around is slightly more likely to win a 1v1, while before the update it was the opposite situation. 2v1: The new most balanced mode. The nerf to 2-handers is surprisingly useful, but not too harsh, the spits are plentiful but definitely not too much. Both sides have the arsenal needed to take down the other side, so all that's left is skill vs skill. Nobody is favored here. 3v1: We faced a pretty good Apex Predator, while we were a fairly uncoordinated team (no offense, Cartier, much love) but individually skilled, so our overall level was around the Hunter's. Even despite that, we only had 3 spawns on the last nest to kill for the win, until we finally went down. If we had better teamwork we would've definitely won, so again - a very balanced game. I would favor a good team to beat a good Hunter in a close game here, so this in itself balances out with 1v1 mode. Autobalance was not that apparent; spits were, for the first time, effective even if they don't stick; buffed crossbow damage (not mentioned in the notes) was a nice addition; the Hunter... feels smoother to control. I can't really explain it, did you change anything in terms of his locomotion? Anyway, I will write again when I experience a 4v1 from Survivor's side. This update, at least for me, is the spark that made me love the game again. As a final note to James Gallagher: don't listen to people like the person above me - a player who exclusively plays Survivor, has 3 times less playtime than what's needed to know the PvP inside and out, and basically requires the developers to change the game to compensate for his own shortcomings. It's by listening to players like him that the PvP of this game got in its worst state by far, which was before this new update. Thank you for reading and listening to our feedback.
  5. 4 points
    dragorex

    Suggestion for a new object

    Hello, I propose an object which could be very useful. A parachute or some kind of hang-glider that could help us to hover over a long distance without dying from falling damage. This object could cost very expensive components, it could be manufactured with rather rare components. I think it's a good idea !
  6. 4 points
    GamarClaa

    IDEAS for 10 DLCs

    I have seen a reply of this post talking about a zombie arena with hordes of zombies that could be like the far cry 4 arena where every five rounds its a special horde that could be with a demolisher or a volatile idk. It could be really easy to implement using the rais arena and also adding a new skill tree that you can level up in the arena and it would give you new guns or advantages in the arena that would help you to reach highest rounds. Sorry for my english ADD GUN ATACHMENTSSSSSSS
  7. 3 points
    James Gallagher

    PS4 Fixes/Suggestions

    Thank you for the suggestions. We're taking everything on board and FYI sweet pickles, in the next update on consoles we'll be fixing crashing issues, adding a real time mode and making some improvements to workers.
  8. 3 points
    bostonjohnny1226

    Weather forecasts

    Having this ingame would be great. Why water your field if its gonna rain?
  9. 3 points
    So when is the spit regen in team games getting nerfed? I get that you need feedback and can't act on impulse, but literally every single player, including Hunter-only players, agrees that they need a serious tone down. A minimum of 45 spits per match and going as far as 60+ is insane. While it can be quite fun surviving against nigh-impossible odds, it does not make it an equal playing field when it comes to skill. Before the update, when a skilled Hunter entered a team game of maybe slightly above-average players, he still had a sizeable chance of losing because Survivors had a better/easier/more exploitable kit. Now it's the opposite - a low-skilled Hunter can definitely take down an individually better team, just by knowing how to spam spits, spam UV heal and retreat if nothing hits. Witnessing that kind of play is, quite frankly, ugly. It's like I'm watching DFA crows and DK waiters in a Hunter version. Just like how that was a problem that was thankfully removed, this incessant spam of spits needs to go too. I don't really understand how hard it could be to change a few numeric values, but I'm not the dev here. It would be great if we could at least get a response that some kind of tweak down is coming.
  10. 3 points
    Wow the amount of hacking on the PSN is ridiculous.I don't know if techland cares about this or PSN cares about this but the communities are promoting there cheating in there PHOTOS! One "gamer" with a billion dollars.A "gamer" with 999,999 Air drops stored away.A "gamer" with clearly dupped God weapons.These "gamers" are inviting other people to there communities to just trade dupped weapons and hacked cash and they are doing it right in front of your faces!Act like you care all you have to do is browse the communities on PSN you don't even have to join you can see it in the community profile picture!
  11. 3 points
    Mr Squealypig

    Crop Questions

    Here are the crops listed for each location: Montana - barley, rye, wheat, cabbages, tomatoes, plums, peppers, apples, pears, potatoes Italy - olives, eggplants, grapes, oranges Colombia - coffee, chillies, industrial hemp Japan - rice, wasabi, cherries Germany - rapeseed, cabbages, peppers, tomatoes
  12. 3 points
    Enka

    New Video: Fuel Management

    I disagree. 1. As far as I can see whatever you described about Triple A isn't happening. It's simply magically buying more fuel through your tablet, seemingly instant. 2. If everything can be roleplayed why buy the game, I'll just picture it all in my head. I think there's not alot of management going on if all you need to do is bring up your tablet and buy fuel at a higher cost. Trust me my imagination is good, but that's a bit too much. I've played plenty of simulators and I can distinguish what I need to roleplay and what would actually break immersion. I think the penalty for forgetting to fuel up should be a little more than that. If I was a real farmer and I forgot to tank up what would I do? Go to the gasstation with some jerry cans and fill them up, cursing myself on the way over and back for the lost time. I think saying "just roleplay it" is too easy. Add a little depth to the whole mechanic if you're gonna put it in. Make it feel like fueling on time matters and is a bigger part in the routine than "Oops I forgot to fuel up, better alert the magical Triple A to instantly fill my tank up".
  13. 3 points
    Mosko war

    New Video: Fuel Management

    fabulous I am very impatient to see more content, for example see the function of mod as it will be, see the form of the missions, different details more machinery that will be added not very impressive until the moment open and wait to see how it is optimized in console
  14. 3 points
    This is good for hunters but for human is soo bad this not balanced and im playing this game for 1000+ hr , and the hunter after this patch is over power.
  15. 3 points
    Hey everyone, I’ll get to the point: We hear that many of the top Be the Zombie players think it could be better balanced. We want to make things better, but first we need to properly understand what changes you want to see. So we want your input on the overall balancing of BtZ. Below I’ve listed some of the variables that determine the balance of BtZ. These are things that we can either decrease or increase without necessarily needing to release a new patch. We’d like you to reply on this thread with: The top three things you think we should increase. The top three things you think we should decrease. I appreciate that you will have other suggestions for bigger changes or additions but please, for the time being, stick to what we’ve laid out here. It will really help us get a clearer picture of how you feel about BtZ. Thank you for your input and your support. Here are the variables: HUMAN UV Flashlight Damage to Night Hunter Duration Cool down time Flares Cool down time Drop attack Height required Grab radius (how close to the NH you need to be to land a Drop Attack) Grappling Hook Stamina cost Cool down time NIGHT HUNTER Damage Tackle Ground Pound Claw Spits Effect duration Cool down time UV Block Effect duration Cool down time WEAPONS (Note: damage to Night Hunter and damage to Nests are separate variables). Short knife One-handed Small two-handed Large two-handed Dropkick Pistols Rifles Arrows Crossbows
  16. 3 points
    Hello. At the last update, "drop # 1 content" The players lost the client launch button for user games. We have to run the client from the folder with the original game. Please correct this problem, ordinary players will not be able to play custom games due to this problem. Yours faithfully your Frost.
  17. 3 points
    k1lcone

    Cheaters communities hackers

    so what? play in PC to see what is cheats. hacked DFA, gold flares who kill nests and work 1 min, auto evade tackle, infinite uv, infinite hook, insta kill hunter, infinite energy and healt, and more and more. and techland cant do chupacabra about
  18. 3 points
    Joluk

    Carryable Objects

    ,fill-area _ -req_count=1 -pause=1 -class=SensorAreaHelper -area=test ,sensor_area_helper SensorAreaHelper test ,spawner-ho HeavyObjectsSpawner test_01 This works. This is the same phase used in the bozak horde.
  19. 2 points
    FarmerJimbob

    Workers

    I'm finding the ability to hire workers very hit and miss - sometimes I get the option whereas other times I can't get it to come up at all. Is there a set of rules that govern hiring of workers? At first I thought that I just wasn't able to get them to work because I was in the middle of a task driven by the My First Farm storyline, like if I had to cultivate or plant potatoes I couldn't set a worker to do a task on another field. But I'm currently at the point of switching to Italy (visit logistics centre) and I was able to set a worker fertilising field 3 but I cannot get another worker to plow field 1. I have the starting Zetor tractor and the plow at the field but no matter where I place it there is no hire worker option. The field has 40% fertilisation and is x% irrigated but other than that all status bars are at 0 after I harvested what was grown previously.
  20. 2 points
    DLB HennehBee

    Zombie horde

    Alex did this idea dawn on you after you brought your Hunter out of "retirement" for this most recent patch? You know, the horde's sole purpose isn't to blow Survivors up while you run away at a default sensitivity and deadzone setting. Horde can be used for several purposes, like getting Survivors off the ground so that you can GP tackle them off a roof or distract one Survivor with scrambling to high ground while you split up the team and rek others in the lobby and cross your fingers for a telebomber that will most likely happen! Is this not good enough for you Alex? Working for your kill is what, not fair? You are actually going to suggest that the Horde appears faster because you are killing n00bs before it can get there and do the work for you? I have lost count the amount of times that a bomber has put me down the SECOND that yellow spit pops on me or a teammate. But nooo that's not good enough for you. Too much work, right? People like you are ruining this game. Just because you aren't as skilled as other players doesn't mean that the Devs should scurry about to make it so you can win against people who are better at this game than you. I've taken many losses to Hunters who are better than me, but I don't cry to the Devs about it not being fair. I take my butt whoopin' and hope that I do better against them the next go around. I suppose if Survivors wouldn't have spammed skills so much we wouldn't be slowly losing one of the most unique and at one time enjoyable PvPs to people who want participation trophies.
  21. 2 points
    That’s just it though: you needed a few weeks of intensive play to arrive at that conclusion. That doesn’t mean the update was good. It just means you got used to it. A successful pounce requires a level of true skill? Post update I observed a higher number of undeserved gotcha pounces by my hunter. Also tactically, you’re describing a scenario where the hunter takes the bait and complaining that they get punished for it. As for the survivor types milking this tactic: There are other, more measured ways to discourage camping from giving folks an edge strategically. Note that camping itself is a symptom of poor game design: folks feel they don’t have options with which to engage hunters, so they camp. Equally important to all the balancing arguments is that the game is fun to play. And drop attack was one of the most fun mechanisms for a reason: survivor makes a sound prediction about hunter’s heading and position and is rewarded with insta kill. To me it doesn’t matter if this happens from the height of a cardboard box: if the hunter’s moves are that transparent, then sparing them those kills won’t make a difference. The fact that so much emphasis is placed on the necessary learning curves for survivors, while there is zero discussion on the merits of challenges/learning curves for hunters is revealing. I’ll point out the obvious again: This kind of reasoning pretends to value balance while really seeking overpowered hunters (For everybody howling “You seek an overpowered survivor”; see my previous posts, I’ve been defending what I interpret to be appropriate buffs and nerfs on both sides well before stuck spits could be negated by survivor shield use, which needed to be reigned in for example). With the latest update, the following scenario is common: a hunter picking a predictable route and the survivor’s drop attack just being off by the width of a hair results in the same kind of game play: inaccuracy of hunter rewarded and survivor nerf is equivalent to removing drop attack as an option for survivors, given that survivors feel only a fraction of their attacks to be effective when compared to before the update. Double standard. The net effect over time is that folks will stop trying to use what is arguably one of the funnest survivor mechanisms of the game. Indeed, if great = leaving survivors in many situations without viable options, then indeed they've "Made Dying Light great again". But as you've noted, it took a couple of weeks for that greatness to sink in, which indicates the kind of change that makes the game harder to learn and less fun to play; and while EXACTLY THIS may be the kind of fun appropriate to competitive play styles and huge frequencies/hours sunk into the game, I'll go out on a limb here and say that the vast majority of folks seek a good time online and are neither interested nor impressed by the kinds of play styles that seek some warped sense of skill only to lord it over others online. Ok, then share with us the exact criteria to make the distinction between imbalanced, poorly designed games, and the kind of game play situations that require "get better and deal with it". I believe that's a personal thing and that people should not play games that aren't fun. By valuing challenge in itself, I should play infinite games against supercomputers that I can't win because it would be more challenging. And by the same measure, if humans are overpowered then hunters should enjoy the challenge of winning 1 game in a thousand against weaker playing survivors. "C'mon you whiners, where's you're sense of adventure?" works both ways but is also an admission that the game's quality is so poor, you need hundreds of hours to realize it. Therefore, bad patch for the community as a whole, even if excellent patch for us.
  22. 2 points
    Natex406

    Cheaters communities hackers

    I'm not sure why you guys even go on about this. Different people like to play games different ways, if they find a hack for the game on psn, so what? That's the way they choose to play the game, it shouldn't be effecting you because it's not like this game is pvp. Games are meant to be enjoyed by the gamer who plays them however he wants to. Yeah I've used a few cheats myself i won't lie. But there are reasons for sometimes using cheats. For one i know in dying light, getting gold tier weapons is ridiculously difficult, getting stuff that sells for enough money to buy the ridiculously overpriced weapons is also super difficult. Some of us work and actually have lives apart from gaming so the fact that we have to now spend hours and hours grinding on one game just to get to where we want to be, isn't a possibility. I personally think that if the developers are going to fix hacks then at least look into the kind of stuff people are hacking and why they are hacking them. Like honestly things are crazy expensive in this game. And secondly i don't know why in the world the developers are still patching hacks when this game came out a million years ago. Like honestly leave the hacks in the game or make things easier to find and bring down the ridiculous cost of weapons, sometimes i don't even enjoy the game i just get irritated of how stupid expensive stuff are and how difficult is to find certain things.
  23. 2 points
    Hey everyone, quick update for you: today we’ve returned Survivor Sense to how it was before this update. We really appreciate all of the feedback you’ve given us since the update and we’re reading all of it very closely. Balancing an asymmetrical game mode like BtZ is a challenge, but your input helps us immensely, so thank you. Right now we’re reviewing everything you’re telling us, and we’ll of course keep you informed of any more changes as a result.
  24. 2 points
    Now i love dying light. I love techlands. But this patch is just unfair and unbalanced for the humans. I don't know why you guys thought this was balanced in any way shape or form. Humans were having a hard time enough as it was to play against really skilled hunters that actually knew what they were doing, and you guys went and made it even worse! This is insane. I find absolutely no enjoyment playing as the human anymore because of this patch. Go home! Your drunk!
  25. 2 points
    murcks

    IDEAS for 10 DLCs

    I wish an arena mode like in dead island with highscore and increasingly strong waves of zombies. That would be mega fun and for long-term motivation care
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