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Showing content with the highest reputation since 12/07/2017 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. 3 points
    cd_BE

    My rice farm

    So the cost of the equipment and time needed to plant rice doesn't bring much profit. Especially with the 2300kg rice you can harvest and unload.. To do something while my cherries grow I have my three rice fields in Japan. To speed things up, I did this: Works well, but time consuming and workers can't do this, sadly... Nevertheless I thought I share it with my fellow farmers! Happy farming!
  6. 3 points
    Gabrielmpf

    Crop suggestions

    Hi, One of the things I love most about the game is the variety of different crops and how they are tied to different locations. Some of the crops I'd like to see in the game in the future: Tea - As with coffee, possibly tied to a new region, maybe India. Cotton - Possibly in China. Banana / Pineapple - Here, it could be added to the Colombian map, since it's a tropical region. Peaches / Apricots - Maybe linked to Italy. Pumpkins / Carrots - For more greenhouse variety in the USA map. Strawberry / Or any other Berry fruits - Also, maybe tied to the greenhouses in the USA map Nut Tree Orchards - Walnut, Chestnut, Pine, Hazel, Almond... These would be awesome to have. Maybe in another Mediterranean map: Spain, Greece or Turkey... or Portugal, we do have them in here as well Since several maps are already made and finding new areas for more orchards would be difficult, you could have a similar option to change orchard trees as the one you have for the greenhouses. That way, you wouldn't have to compromise on the map layout. Hope you guys give these some thought and consideration. To me, personally, I prefer this type of add-ons than just more machines. It's what gets me invested in this type of games. Thank You, and Happy Farming! Gabriel
  7. 3 points
    @PetterCZ I think we all do. For Potato harvest they have to rethink tings. Even if you put a trailer next to it, they start unloading but as soon as they have a little bit of empty room (20kg) the AI worker starts driving off. So like someone said here the only option is to fire the retarded worker and unload it by yourself and rehire someone new for the next batch. I hope we get something like the Grimme VARITRON 470 the equipment we have now is just not compatible with the AI.
  8. 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.
  9. 3 points
    bostonjohnny1226

    Weather forecasts

    Having this ingame would be great. Why water your field if its gonna rain?
  10. 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.
  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. 2 points
    Pete Donnelly

    Register for Global Playtest!

    Sign up here for access to the Global Playtest! https://dyinglightgame.com/badblood/
  17. 2 points
    Omni

    BtZ Feedback Wanted: 03/21/2018

    Hey Pete, just wanted to start off by saying thank you for requesting community feedback in an attempt to improve the PVP. The PVP in this game is incredibly fun and I hope further improvements will attract new players. I've played through every patch of the PVP and, I've got to say that although the PVP isn't perfect by any means as it is now. It definitely has improved in terms of balance over the long run. Being someone who has sank over 1500 hours into the PVP, I hope you find this feedback helpful. WHEN I PLAY AS SURVIVOR #1 thing I like: One thing I like so far is the balancing in 1v1. It's definitely the most balanced match up compared to the rest. I always use to play hunter before the survivor nerf because the survivor was just too easy (in all match ups)! It definitely feels like I'm fighting for my life now (without it being unfair for either side) which makes it incredibly more refreshing to play. #1 thing that bugs me: The new flare system in team games. It's too punishing. If any survivor is separated from the team, it is very difficult to hold your ground. I understand that the hunter is suppose to have an edge over individual separated survivors in team games but, sometimes it's impossible. Why? Well, the current flare system in 2v1, 3v1, and 4v1 only allows for 1 flare to be thrown at a time. After that flare has been thrown, the survivor must wait out the cool down time before throwing another one. The problem is, let's say you're stuck with UV spit in one of these match ups and you are separated from the team (which is very common). What do you do? Throw a flare if you can of course. The problem is, the cool down is too harsh because the hunter can simply wait out the flare without even engaging the survivor and then pounce. The UV'd human can't do anything about it unless another survivor saves his chupacabra in the nick of time. One of two things needs to change in order fix this. Either the human is able to throw another flare before the first one expires or the consumption meter after having thrown the first flare must be set to 99% instead of 100%. That way, the separated human has an opportunity to defend himself without being able to spam flares. WHEN I PLAY AS HUNTER 1 thing I like: New spit radius/explosion times! YES! Although some might disagree with this, I do believe that this has given the hunter the buff that was so desperately needed pre patch. Coming from a veteran player who has 800/900 hours as the zombie, I can tell you that the increased spit radius/lowered explosion time has definitely made the hunter side more balanced because it makes it so that the survivor still can escape the spit but is more likely to be hit by it which in the end allows the hunter to more easily divide consolidated teams and send individual survivors into panic, therefore reducing the effectiveness of the team. However, the main issue now with the spits (and also UV heals) is the regen times which I discuss below. #1 thing that bugs me: Regeneration for spits and UV blocks is too quick in the larger (3v1 4v1) match-ups. Way too quick. I agree with Renfur that these regen values must be reset to pre patch. The hunter has way too much of an edge over the humans especially if the hunter is mutation 3 and has unlocked the UV heal skill. Currently the regen time in 4v1 is 20 seconds and 30 seconds in 3v1. This means every 20/30 seconds the hunter can regen back to full health. This also means it only takes 40/60 seconds to achieve a spit smash. This is blatantly unfair. I've seen low ranked hunters literally spit smash/UV heal their way to victory in these larger match-ups against very skilled players. This problem is exaggerated also due to the fact that humans only have 1 flare in team matches as I mentioned earlier. #1 thing I want: Re spawn times for team games needs to be slightly decreased. Do not revert it to the way it was before this patch but it simply takes too long to re spawn (and therefore regroup) now. Even if the hunter is beating the survivor team by a considerable amount, it still takes too long to re spawn. If the hunter is very skilled, the hunter can easily pick off individual survivors with the current flare/regen system. The humans need to be able to regroup slightly more quickly. (Oh, and can you pretty please let heavy weapon throws 1 shot the hunter . I never get to see them anymore because they can't kill besides in 1v1 so no one does it unless you've missed a ground pound.) Also, as Renfur mentioned, please can we have a BTZ leader board? It would make the game so much more competitive. Like, seriously, that would be awesome. That would definitely set in stone who is the best . Also, another option for improving the game would be and option in the online settings menu to where you can set a specific rank for a zombie player to join. Say i'm waiting for a hunter, I could set the required rank to join to let's say, widow maker. Then, no one below the rank widow maker would be able to join. This would help the matchmaking tremendously. All of the veteran survivors could then switch to a higher ranking hunter option and all the lower ranked survivors and newbies could set it to whatever level they desire. I'm tired of seeing biters and runners frequently invade the veteran players who don't want to fight them. In 1v1, the survivor can just abort. However, this becomes a hassle in team games where it would require the survivors to create an entirely new lobby (which is a hassle) in order to regroup. (Most people abort the hunter since it's such a hassle) This would definitely just improve the overall quality of the game as you could fine tune what hunters you do and do not want to see. Everyone would be able to stay within their skill rank. (oh yeah and teles too pls but that's pretty obvious) Woops, sorry, I think that was more than 1 thing my bad. I'm pretty sure these changes would be best for the game. I'm confident that if regen times are reversed back to pre patch (3v1 and 4v1 only), fix flare system, remove telebombers, and decrease re spawn times in team games that this game would be almost perfect in terms of balance. Thanks again for requesting our community feedback we all really appreciate it.
  18. 2 points
    The hire/rehire is the best way to harvest potato's atm. But I sold everything that has anything to do with potatoes. It's like you said it's that bad even worse.
  19. 2 points
    luqasz_85

    Console patch data?

    when the official information about the patch date for consoles?
  20. 2 points
    Gdmovich

    A great start!

    Hey all, long time simulator gamer here. Just wanted to say I'm enjoying this game so far. Haven't played through the whole campaign yet but so far I really like the crop diversity. The amount of things to do for money is great. The missions system is great too. I love that I need to use my own equipment. The equipment maintenance is a nice touch too. I also love that the mini map updates in real time. Irrigation is a thing! I mean there a re lot of great features here. I'm really impressed. So far I think people are being a bit harsh. Yes I know we need more equipment. THAT'S EASY! It'll come. The bones of this game is great. I can't wait to see more. Lets give them some positive feedback, as well as negative. I hope to see some tweaks in the game soon and new equipment on the horizon. I'm sure there's a long list of changes they want to make based on the feedback I've seen. I hope to see list get shorter soon. Thanks for a great game so far. Here's to making it even better!
  21. 2 points
    moosedawg

    A great start!

    I agree, there are some quality of life, controls, day length, and camera issues but in general, I'm liking it. I agree 100% of the updating mini-map - that's probably one of my favorite features as well as the integrated Tablet themed UI, that's a nice touch making it feel more modern. I like that there's a "tutorial" to help you get familiar with the game elements and they seem to explain things a bit better. I don't mind the amount of equipment they have so far at all. Other farm sims can be a bit overwhelming with all the different types of equipment all at once that you have no idea what 90% of it is for. This one paces you a little better in the "My Farm" scenario, which does a good job of introducing you to farming if you're new to the genre, which I like. I like the idea of having to use your own equipment for the missions too, it is interesting to say the least if you are familiar with the farming game genre. On the other hand though, I liked doing missions in another farming game that provided you the equipment because you were able to try out new/different/bigger equipment, which helped you further on when making purchasing choices. Rather than the save game>rent equipment>try it out>reload saved game method. Edit: I also REALLY like the field status window that pops up on the right of the screen when near/in the field that gives you all the pertinent info regarding its status and the percentage of each variable. Very comprehensive and quickly lets you know what to prioritize. The other good thing is the developers seem to be listening to some of the issues we are having and have already mentioned several things they are working on for the next patch to tweak things a bit better. For the most part, I feel it's been a very smooth launch. Good Job Devs! I am eager for what will come in the future!
  22. 2 points
    cletgdm

    We want your feedback based on previews

    One thing that would be helpful is to have the option to turn of withering. Thanks James
  23. 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.
  24. 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.
  25. 2 points
    Dying Light - Real Mode (Please read in detail) Would like you to evaluate this idea. The game is phenomenal, but after finish it 100%, is one wanting more. So I developed a new game formula, which in my view, would be extremely fun and tense too. . Objective: Survive as long as possible. If die, the game ends (Read below). . New start. No character import. . New character. No developed skills. No mod's projects. No weapons. . World without NPCs. No available safe houses. The two active maps from the start of the match. . World composed entirely of zombies Biters and Virals and members of the gang Kadir "Rais" Suleiman. . Conditions HEALTH, HUNGER, THIRST and FATIGUE . HEALTH: Recoverable with medical kits (Found only in locked ambulances) or through alcohol and gauze. - Die because of a zombie. You wake up at the nearest base of the attack site. Health, Hunger, Thirst and fatigue will be 50%. You have 24 hours to inject Antizina (Read below) or will be dead. - Dying for fall or shot. End of game. . HUNGER: Recoverable with food, of course. (Found in houses, shops etc.) - Die of hunger. End of game. . THIRST: Recoverable with water, of course. (Found in houses, shops etc.) - Die of thirst. End of game. .FATIGUE: Recoverable sleeping in any conquered base. - If your fatigue bar reaches 100%, you can no longer run. You will need to sleep to recover. No matter the time you wake up, if it is day or night, can not sleep again until your fatigue bar reaches 50%. - Wake up, Health, Hunger and Thirst will be 50%. . ANTIZINA: It will only be found if it is infected. When infected, will appear within 24 hours on your screen and a delivery point on the map. It will not be easy! Deliveries will fall on top of a tower or on top of a building. Race against time is bad, any accident could occur. If deliveries do not fall in high places, dangerous, for sure they will be surrounded by gang Kadir "Rais" Suleiman. . SAFE HOUSE: They will have to be won in the same way that in the current game. The difference is that they will have more zombies both inside and outside. And all the safe houses have to clear the zombies, close the entries and activate the electricity. . FIREARMS and AMMUNITION: Found only in locked police cars. . SKILLS: They would be the same as the current game, but with an addition. The ability to build arrows and silencers. That's right! In addition to all existing weapons, we would have four types: bow, crossbow, shotgun and sniper rifle. Arrows and silencers will be sorely needed (Read below). . FIGHTING: - Day: World only composed of Biters zombies and gang Kadir "Rais" Suleiman. But be careful! All Biters act as if you Virals noise (explosions, without silencers shots, alarms etc.). - Night: World only composed of Biters zombies and gang Kadir "Rais" Suleiman. All Biters act as Virals if you are seen (red bar indicating the time equal to the current game). - UV Flashlight: It will help against Virals night. Same effect as the current game against volatile. . COOP: It will only be possible if the four players are not infected. - Forming up a group, it will be easier to win all groceries, via exchanges or withdrawals. - If the player has to sleep, will exit the game online. (I need to think about it) - Dying for a zombie. Health, Hunger, Thirst and fatigue will be 50%. You and / or your companions will have 24 hours to inject into you, the Antizina. When infected, will appear within 24 hours on the screens and a delivery point on the map. It will not be easy! Deliveries will fall on top of a tower or on top of a building. Race against time is bad, any accident could occur. If deliveries do not fall in high places, dangerous, for sure they will be surrounded by gang Kadir "Rais" Suleiman. - Dying for fall or shot. The player will be waiting fallen help of fellow (medical kits). - Die of hunger. The player will be waiting fallen help of companions (food). - Die of thirst. The player will be waiting fallen comrades help of (water). - If not rescued, end game. And it folks? Like it? Is it possible? Anyway, dreaming costs nothing. Sorry for bad english ... Thanks 7R1X
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