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Showing content with the highest reputation since 03/12/2018 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
    Irish farmer

    PS4 player

    Just wanted to say really nice game and good job developers, I know a lot of people are having problems with different parts of the game, I have been playing since release date and have no problems to date even after the updates, wanted to let techland know this keep up the good work it can't be easy keeping going with all the negativity going around
  3. 4 points
    Gabrielmpf

    A Few More Game Suggestions

    Hi fellow farmers, I've been playing a lot of Pure Farming, and as I play I'm always thinking of new things that could be added to the game and improve the overall experience, and to make it even more interesting. Honey - This would be fun, and probably won't even take much space. Bee keeping, where the end result would be honey (in small boxes that we could carry), which we could sell at available food markets. British Map - Have you guys seen the English countryside? It's gorgeous. You could have lavender fields, rhubarb, and keep llamas (or alpacas) for wool, which are all popular things in Britain. African Map - Cocoa plantations is what immediately comes to mind with an African map. Other popular produces could be added as well. Peanuts - Peanut plantations, for the USA map. C'mon, it's the land of peanut butter More things to do while we wait for our crops to grow - Right now, I mow grass into bales and sell them, while I wait for my crops, instead of just speeding up time. I'd like more things to do, for example, missions from my neighbors in Free Farming mode. Could be field work or other tasks, similar to what we did in the Campaign. Wouldn't even have to be handsomely rewarded, just something to keep us entertained while we wait. Automatic Irrigation - The water cistern is not very practical to irrigate our fields, especially if you have a huge field. I'd have to wait for a rainy day to irrigate such a big field. Maybe have it similar to the orchards, with a tank near the field that we could fill. I'm sure they don't use a cistern to irrigate big fields in the real world. Front-End Mower - This would be great, as I would be able to mow grass and bale at the same time Buy the Dam - We should be able to buy the dam in Montana, and get more energy income. ***************************************************** The game's economy could still be improved: More dynamic prices - Prices should be more volatile. And with preference, different from place to place. Farmers Market - A way to sell our goods occasionally, with better prices. Like once a week, or something. But at random times, to keep it more interesting and unexpected. Special Orders - Sell goods at different places that take orders from time to time, like a Brewery (Barley) (or Apples for Cider), a Bakery (Wheat, Rye). Also these prices should be better, but we wouldn't know when they needed these goods. It would only appear occasionally. I wish the developers see the suggestions section and take them into consideration. Not sure they do. I'd be really happy if a few of these suggestions make their way into the game at some point. I'm sure I'll come up with more suggestions soon. This game really fires my imagination. Happy Farming! Gabriel
  4. 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!
  5. 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
  6. 3 points
    Over the weekend we released two updates for consoles. Unfortunately, there are still some issues that we are working hard to fix. We’ll be releasing another update to address everything you’re reporting to us. In the meantime: - Please be sure to manually check for the latest update via your console’s home menu. The emergency update we released on Saturday may not have automatically downloaded. - While we are working on a solution to fix issues with existing save games, you may find that starting a new game works better for the time being. We are sorry for the inconvenience. We’re doing everything we can to make sure the game is to the standard it needs to be.
  7. 3 points
    Yesterday, I made this post talking about a survival mode and sandbox mode feature for Dying Light, possibly in a future Content Drop. That post has gotten popular rather quickly, showing that people definitely want these features to make it into the game. I figured that I would share it here and increase the chance of the developers themselves noticing it. I believe this would really bring people in. Plus, I've been dying (ha) to get back into this game for ages. This would hook me, and more! This will be consistently updated with new ideas that will be added to the list. If you have any suggestions that would fit this bill, leave it down below and I'll add it to this and the Reddit post! -------------------------- Sandbox Mode starts a fresh game with no storyline, allowing you to play essentially forever, and also allows a variety of settings to be changed before you play a game, such as zombie speeds, strengths, types, activity (day/night/both), Volatile activity, infectivity, and so on. So if people wanted to play something that felt like The Walking Dead or 28 Days Later and so on, then they have those options, whichever are available. Also in this sandbox mode, it can be an option to have all safe zones claimed or lost, and how many for either option. This would tie in for the survival mode. With this in mind, most buildings that are locked off post-campaign or have interiors but are not enterable, are now accessible. Permadeath is also an option, so when you die, you start over. If you die regularly, you respawn as a new character, which is what survival mode also has. Settings that would be available are as follows (will be updated): Zombie Population Density: Very low, low, normal, medium, high, very high, insane Zombie Speeds: Walkers and Virals, Virals only, Walkers only Zombie Strengths: Very weak, weak, normal, strong, very strong, one-hit (optional) Zombie Hearing: Very weak, weak, normal, strong, very strong, pinpoint (stealth is the only safe method) Zombie Sight: Blind, Normal, Eagle Special Zombie Population Density: Very low, low, normal, medium, high, very high, insane Zombie Population: Normal zombies only, Special zombies only, Normals and Specials Zombie Population Increases: Yes, No Zombie Population Increments (accessible if Yes): 2x, 4x, 8x, 16x, 32x Zombie Population Increment Days (accessible if Yes): Every day, Every 2 days, Every 5 days, Every 10 days, Every 20 Days Infection to Harran Virus: Yes, No Infection to Zombie Guts (disguise): Yes, No Infection Transmission (accessible if Yes): Bites only, Scratches only, Bites and scratches Sound Attraction: None, Very low, Low, Normal, High, Very High Gunshots and explosions spawn horde: Yes, No Sound Horde size (accessible if Yes): 5, 10, 20, 50, 100 (if game can handle it) Sound spawns: Walkers only, Virals only, Walkers and Virals Loot Respawns: Yes, No Food And Water Respawns: Yes, No Loot Spawn Frequency (accessible if Yes): Every day, every 2 days, every 5 days, every 10 days, every 20 days, every 30 days Loot Abundance (accessible if Yes): Very low, low, normal, medium, high, very high, extremely high Food and Water Spawn Frequency (accessible if Yes): Every day, every 2 days, every 5 days, every 10 days, every 20 days, every 30 days Food And Water Abundance (accessible if Yes): Very low, low, normal, medium, high, very high, extremely high Airdrops Spawn: Yes, No Airdrops stop after (accessible if Yes): 1 Day, 5 Days, 10 Days, 15 Days, 20 Days, 30 Days, 50 Days, ∞ Random Wandering Hordes Spawn: Yes, No Random Wandering Horde Size (accessible if Yes): 5, 10, 20, 50, 100 Volatiles Spawn: Yes, No Volatile Spawns (accessible if Yes): Day, Night, Day and Night Volatile Population Density: Very low, low, normal, medium, high, very high, insane Enemy humans spawn: Yes, No Enemy human commonness (accessible if yes): Very low, low, normal, medium, high, very high, insane(?) Survival Mode is another toggle-able option that, when activated, prompts the player to look for food, water, and a place to sleep. You search houses and can find bottled water, cans of food, and beds for either temporary outposts or safe zones. Players will also get sick, whether from eating food gone bad, dirty water, or other reasons, and will need antibiotics to treat these sicknesses. Antibiotics can be bought from shopkeepers at safe zones, found in pharmacies, or in enemy territories. This will give players an even bigger reason to explore the world and find what they need to stay healthy. Sicknesses can vary: Some may cause you to lose energy faster, require more food to eat or water to drink, may make you more commonly fatigued, or even more susceptible to catching the Harran virus when dealing with Infected. In a way, you do not want to be sick when trying to survive out there. If you camouflage yourself with zombie guts, you increase the risk of contracting an illness or the Harran virus - even both. If sickened by zombie guts, you will become weakened, fatigued, and may have a lower perception with your Survivor Sense. As for being sickened with the Harran Virus, see below. Players can now become infected with the Harran Virus, and must either see the doctor in a safe zone or find Antizin via air drops or Rais' drops/territories. If you do not take Antizin during your infection period, you will succumb to the disease and respawn as a new character. If you are playing the campaign and activate survival mode, you will already have the disease, and Antizin now becomes available to find in the game world. If you do not take it within 1 in-game day, you will die, and like the modes of Hard or Nightmare, you may be penalized. You can starve or die of thirst without enough food or water. You can stockpile supplies. Depending on the difficulty, they will not respawn, meaning you will eventually end up with finding supplies only in bandit camps, on bandits, or by airdrops. Safe zones can be lost to zombie attacks after a while. Also in this mode, loud sounds will now not only draw larger groups of Virals, but also draw large groups of walkers as well. Is that gunshot worth it? Another idea I thought of was perhaps a hardcore version of Survival, in which all safe zones are lost, and you are allowed to create small "outpost" zones in small houses (though this would be possible in the normal version of Survival). You can create two at a time, and must gather the resources necessary to create UV lights to keep out the Volatiles. Once a safe base is created, you will have access to a locker that will allow you to stockpile supplies, meaning it would be best to stockpile when you can, because you will eventually run out. In this particular hardcore mode, airdrops will stop after 15 in-game days, so Antizin will be found primarily in bandit camps and Rais containers, as well as on the bodies of bandits and Rais thugs. More zombies will populate the world, stronger and much more deadly. Volatiles will appear commonly at night, and you might have to gather batteries to keep your flashlight going. Just don't run out of Antizin either! (Concept, may not be possible) In survival mode and its hardcore counterpart, a "safe-zone mode" will be available, allowing you to choose more areas than in the base game where you want to set up a safe zone. For example, if you were to choose a house at ground level, you will need resources to create UV lights and barricades that block windows. You will also be able to craft a door lock and a bed, which will immediately scan the perimeter and declare it a safe-zone. In the slim chance that the Techland devs see this, I would really love to see something like this make it into the game as perhaps in one of the future Content Drops, even if it's not in full detail as I listed above, though that would be nice for something close to the full thing. Dying Light already is a fantastic game, and personally, I like challenges. So please, feel free to make sure the Techland devs see this, and if you are a dev and are seeing this, please, I would love to see this make it to a future update!
  8. 3 points
    I appreciate one and all opinions. Because they are just that. Some people enjoy on thing or the other. However, to personally attack other members of the forum and degrade them is not ok with me. You do not have a clue as to who anyone is here in this forum. You talk about disagreeing with your opinion, but I do not believe any member of this forum has degraded or personally attacked you because of your opinion. Just not cool. Maybe if you would bring you point across a little more succinctly people would listen, instead of raving on how horrible this game and the developers are. Give people and the developers a chance. There are some who enjoy the game. We can agree to disagree. My first multiplayer game was pong on a Sears black and white TV. Good luck to you.
  9. 3 points
    Maybe I'm not seeing it in the tablet or in the options, because I'm clearly not seeing it on the silo/storage tooltip, but it would be nice to have a way to see the actual amount of crop you have in storage (weight in lbs or tons) versus the percentage, after all, market prices are based on tonnage, not storage percentage. I find the percentage pretty useless in all reality. There's already a bar there telling me how much of the storage that crop is taking up. What I'd really like to see is how much I actually have in storage by weight so I can determine how many trailer loads I have or if I even have a full trailer load in there, which helps in determining if I want to sell that crop or hold on to it until I have a full trailer load. Having both of those statistics would be the ideal, better yet would be a way to switch between the two.
  10. 3 points
    Michał Rainert

    PS4 player

    Hi, Thank you for kind words. I can assure you we are working hard on fixing the issues, also a new content is going to be released soon. So - please stay tuned for more details :-)
  11. 3 points
    Okay, did some further testing, and @Weaponz248 was right. If you start a new game and buy any of the new vehicles included in the patch 1.1.2, the game stays stable and everything works as it should, which means that the new updates are, indeed, incompatible with the previous saves. So, there you have it. Another piece of the puzzle complete
  12. 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.
  13. 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.
  14. 3 points
    bostonjohnny1226

    Weather forecasts

    Having this ingame would be great. Why water your field if its gonna rain?
  15. 2 points
    If I was you, I would delete my mail from that post! In any case, that solution doesn't work. Tried it, and told support. Guess they haven't read my reply yet. I think the water bug is in 1.13 in 1.12 it stil worked. Tested that one with my 44 extra free SE tractors. Yeah, they have something here. For a first time farming sim, they have good ideas and the good job part is coming.
  16. 2 points
    cd_BE

    Something to look into

    Yes, that would be nice. 4. Option to put greenhouses "at rest" so if you want a break you don't get water/fertilize message every hour. 5. If you don't own a shed, you can't buy seeds/fertilizer nows it feel likes stealing from some other farmer. 6. Make the farmer challenges quest in free mode.
  17. 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.
  18. 2 points
    Mr Squealypig

    Bunch of amateurs

    There are a lot of video game companies who release broken games intentionally and never fix them because they've already got your money. IceFlames/Techland are clearly not one of those companies, as they have already made hundreds of changes to the game based on player feedback. If they do manage to sort things out and release new content you are only hurting yourself by giving up on an otherwise really fun game.
  19. 2 points
    I’ve been playing a completely new save today after the patches (always intended to start over when real time dropped in) and it’s been a great experience. Hadn’t been brave enough to chance the new vehicles with it tho on account of the warnings. Cheers for the testing Gabriel, I really need a new truck as I had to sell the old one after I beached it on a rock and “exit blocked” became a constant even after I freed it.
  20. 2 points
    Grzegorz Krawczyk

    I hate you techland

    Hi! We are sorry to hear about your situation and are aware that a small number of players have this issue. All we can say at the moment is that we are looking at it. Our team have a few ideas on how to improve co-op features both in standard Dying Light and the upcoming Bad Blood. Keep an eye for more information posted on our Social Media channels as they become available!
  21. 2 points
    brugees

    John Deere 6170 R

    Next one... claas axion 920
  22. 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.
  23. 2 points
    Mr Squealypig

    PS4 Review

    After playing the game a few days I think I have seen enough of what Pure Farming 2018 has to offer to come to a verdict on how much I like the game. In short, I absolutely love this game and it is a real joy to play. It is not perfect, but having closely followed the development I have seen plenty of evidence that Techland/IceFlames truly do care about player feedback and complaints. Nearly all of the issues players have come across are being addressed in the first patch and they have done a great job giving detailed updates on what they are working on. Whatever you may think about the game, you have to admit that the developers are working hard to meet our demands. So what makes Pure Farming so fun? 1. The locations. -The devs have done an amazing job capturing the atmosphere of the locations in the game. Each one is truly unique and a pleasure to work in. 2. The variety of activities. -Field farming, orchards, greenhouses, and livestock are all equally engaging and give you plenty to do to occupy your time. 3. The sound design. -I cannot overstate how good the sound effects in this game are. It creates a very relaxing and upbeat tone that I honestly have not experienced since playing my favorite game of all time (Afrika on PS3). As someone who typically listens to music or youtube videos while playing games, I shut everything off when playing Pure Farming. I could fall asleep listening to the sound of fruits plopping into your trailer on a loop. 4. The convenience. -The best description for this game is user-friendly. The mini map and full map, the tablet, the drone, the vehicle selection wheel, and pretty much every interface in the game is designed to make things easy. 5. The crops. -The developers really hit it out of the park with the crop selection and gave us some unique experiences we may never have seen in other farming games. They did such a good job and I hope there will be even more to come as they have hinted at the possibility of new locations being added later down the road. Now with all that said, this is an honest review and there are still some things that I would like fixed or changed in the future. I would personally really like: -The farmer to have a flashlight -All livestock to require feeding -To be able to deliver bottles of milk to homes But overall I am very happy with where the game is at and it will only get better from here on out. I'm really excited to see what will be added after they get through fixing bugs and this game could very well make it into my top 5 games of all time. What do you guys think?
  24. 2 points
    James Gallagher

    Fix to slow down time

    We would release it right now if we could. But as Mosko mentioned, to release an update on consoles you have to get it passed by Sony and Microsoft, and they have their timescales for that. It's not the answer I want to give you, but that's what it is. We'll keep you informed and of course keep listening for feedback.
  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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