Bub

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  1. Upvote
    Bub got a reaction from Hank J. Wimbleton in Playtest Feedback   
    Okay I think playtest is over for me now due the long matchmaking times. Waiting 5-10 minutes for a match which lasts about the same time is exhausting. I dont know what changed in this playtest, is it because lack of players or some matchmaking ranking parameter (im on lvl 18), but on last playtest lobbies filled up really fast.    20 hours on this game is just scratching the surface, but anyway heres some thoughts: - Bleeding is really lethal right now, imo its weapon mod should be more rare than others or just nerf bleeding effect speed. Bleeding caused by arrows is good and rewarding though.
    - Add inventory system back. Most players who come from btz have been struggling with this alot. We like to keep inventory organized so theres no hassle with keybinds during the combat. Also weapon+item wheel was removed from newest build for some reason?
    - The enemy warning system on normal mode. I kinda like it that no one dfa’s me out of nowhere when im fighting against zombies but now warning system is way too obivious and removes even the smallest element of surprise. I would atleast ditch the horn sound. Or even better, change it so that red warning zone on minimap would be visible only when survivor sense is used. Also camo would be nice for ambushing people, tho it would make collecting samples too easy.
    - Duo and team modes. I get best experience of games when I play with friends, preferably on same side. With friendly fire on ofc, so combat needs to be organized. - DFA range way too low. Right now you can dfa from height of a van and get relatively high reward for it.
    - More nests and/or spread em out more; theres no any action going on at the edges of map right now.
    - Increase the extraction time, about +10-20 sec. Too many times even if you start running to helicopter immediately when it arrives you wont make there before that lvl 5 guy flies to the sunset.   - Increase the match time. I like that BB's matches are fast and theres no that annoying long looting phase which BR's usually got. Still right now games can be really fast if theres experienced people who know exact nest locations and how to clean em from zombies in no time - and figuring out those things in current map wont take more than few hours from anyone. I'd increase the blood sample requirement slightly.   - Parrying feels weird. Im not sure whats wrong with it. Theres no proper feedback when you block enemy attack? I think atleast the melees hitting each other audio should be lot louder and sharper.     Theres still lots of good things in this game: combat works pretty good and its satisfying to get someone killed. Npc's are strong in right way so harvesting samples isn't always childs play. Map looks very nice with added flora. I didn't have high hopes for DL turning into PVP in this form, but after playing it myself I have to admit that it seemed promising and I actually enjoyed it very much.
  2. Upvote
    Bub got a reaction from Hank J. Wimbleton in Playtest Feedback   
    Okay I think playtest is over for me now due the long matchmaking times. Waiting 5-10 minutes for a match which lasts about the same time is exhausting. I dont know what changed in this playtest, is it because lack of players or some matchmaking ranking parameter (im on lvl 18), but on last playtest lobbies filled up really fast.    20 hours on this game is just scratching the surface, but anyway heres some thoughts: - Bleeding is really lethal right now, imo its weapon mod should be more rare than others or just nerf bleeding effect speed. Bleeding caused by arrows is good and rewarding though.
    - Add inventory system back. Most players who come from btz have been struggling with this alot. We like to keep inventory organized so theres no hassle with keybinds during the combat. Also weapon+item wheel was removed from newest build for some reason?
    - The enemy warning system on normal mode. I kinda like it that no one dfa’s me out of nowhere when im fighting against zombies but now warning system is way too obivious and removes even the smallest element of surprise. I would atleast ditch the horn sound. Or even better, change it so that red warning zone on minimap would be visible only when survivor sense is used. Also camo would be nice for ambushing people, tho it would make collecting samples too easy.
    - Duo and team modes. I get best experience of games when I play with friends, preferably on same side. With friendly fire on ofc, so combat needs to be organized. - DFA range way too low. Right now you can dfa from height of a van and get relatively high reward for it.
    - More nests and/or spread em out more; theres no any action going on at the edges of map right now.
    - Increase the extraction time, about +10-20 sec. Too many times even if you start running to helicopter immediately when it arrives you wont make there before that lvl 5 guy flies to the sunset.   - Increase the match time. I like that BB's matches are fast and theres no that annoying long looting phase which BR's usually got. Still right now games can be really fast if theres experienced people who know exact nest locations and how to clean em from zombies in no time - and figuring out those things in current map wont take more than few hours from anyone. I'd increase the blood sample requirement slightly.   - Parrying feels weird. Im not sure whats wrong with it. Theres no proper feedback when you block enemy attack? I think atleast the melees hitting each other audio should be lot louder and sharper.     Theres still lots of good things in this game: combat works pretty good and its satisfying to get someone killed. Npc's are strong in right way so harvesting samples isn't always childs play. Map looks very nice with added flora. I didn't have high hopes for DL turning into PVP in this form, but after playing it myself I have to admit that it seemed promising and I actually enjoyed it very much.
  3. Like
    Bub got a reaction from Grzegorz Krawczyk in Missing Game Launcher Executable for Bad Blood Global Play Test Phase One   
    Files come to Steam when playtest starts.
  4. Like
    Bub reacted to Darkness in Buff Hunter   
    Buff hunter 
  5. Like
    Bub reacted to Renfur in Buff Hunter   
    Buff Hunter
  6. Like
    Bub reacted to Noviex in Buff Hunter   
    Buff Hunter
  7. Like
    Bub reacted to Body_KilleR in Buff Hunter   
    Buff Hunter 
  8. Like
    Bub reacted to Omni in Buff Hunter   
    Buff Hunter @Pete Donnelly
  9. Like
    Bub reacted to Renfur in Buff Hunter   
    Buff Hunter @Pete Donnelly @James Gallagher 
  10. Like
    Bub reacted to Wraith in Buff Hunter   
    Buff hunter
     
  11. Like
    Bub reacted to Gregu in Buff Hunter   
    Buff hunter @James Gallagher
  12. Like
    Bub reacted to LucasK in Buff Hunter   
    Buff Hunter @Pete Donnelly
  13. Like
    Bub reacted to ғᴇᴀʀ. in Buff Hunter   
    Buff Hunter 
  14. Upvote
    Bub got a reaction from Natteee in Prison Heist Contest closed?   
    Hey,
    Wasn't Prison Heist Speedrun contest supposed to end at April 29th?
    Right now website says: "Contest is now closed. Thanks for participating. Winers will be contacted soon."
    https://dyinglightgame.com/speedrun-contest/
     
     
  15. Upvote
    Bub got a reaction from ZeroFcksGiven in Post Any Btz Bugs/exploits Here   
    DL crashes when hunter drops under map (unless theres water and hunter can tendril back up). It rarely happens but yea annoying bug.
    Same when hunter invades lobby > new human joins > NH sometimes gets ending screen (credits) and disconnects to main screen.
  16. Upvote
    Bub reacted to Renfur in 4/5/2018 Complete Details on Patch   
    They removed a majority of the autobalance in the 1/12 update. Resources regeneration time can range between 2 values in each of the game modes but can not regenerate faster than the times I listed in the post. The only other hint of autobalance left in the files is respawn times in 2v1-4v1. For example, if hunter is losing by a lot, they respawn a lot faster, or slower if they are winning by a lot. Same goes for survivors, I can post the autobalance code if you'd like.
     
    EDIT: Also, for those complaining about dropkick chains on other posts, there is an instant tackle that can help shut these down and possibly set up multiple instant tackle chains. (:
  17. Upvote
    Bub reacted to Renfur in 4/5/2018 Complete Details on Patch   
    Developers left out quite a bit of information when announcing the new patch. Spent the last 30 minutes finding this information in detail. Not sure why they did some of the things listed here since no one really left feedback on some of the things changed, but oh well. Enjoy! (:
    Damage Mapping
    Nothing Changed Human Buffs
    Flare Burn Times Regular Flare Burn Time Increased From 10 seconds to 15 seconds Zaid's Flares Burn Time Increased From 15 seconds to 25 seconds Gifted 3 Medkits and 3 Zaid's Flares Upon Death More Gold Tier Weapons are Available as Rewards Instead of only Fantasy Weapons Harvest crafting materials and ammunition from Volatile Nests Spawn times in 4v1  Slightly Increased UV Light Ranges Increased in 2v1 - 4v1 2v1: Increased from 60% maximum light range to 70% maximum light range 3v1: Increased from 50% maximum light range to 65% maximum light range 4v1: Increased from 50% maximum light range to 60% maximum light range Slightly reduced DFA range 1/12/18 Patch: VarFloat("f_btz_jump_attack_min_fall_speed", 13.0) 4/5/18 Patch: VarFloat("f_btz_jump_attack_min_fall_speed", 11.0) Reduced Regeneration Times of Flares in 3v1 and 4v1 3v1: 24 second cooldown to 20 second cooldown 4v1: 30 second cooldown to 25 second cooldown Hunter Nerfs and Buffs
    Spits and Resource Regeneration Reverted to Old Regeneration Values 1v1: 80 Seconds 2v1: 50 Seconds 3v1: 40 Seconds 4v1: 30 Seconds Reduced Knockback Melee Speed <prop n="PVPKnockBackDamage_Speed" v="10.0"/> to <prop n="PVPKnockBackDamage_Speed" v="5.0"/> <prop n="ZombieMeleeKnockBackSpeed" v="15"/> to <prop n="ZombieMeleeKnockBackSpeed" v="5"/> Claw only knocks humans back by 3 Meters Reverted Spit Radius to the old Radius  Made the Control the Horde Effects Shorter Unupgraded Horde lasts only 18 seconds instead of 20 seconds Upgraded Horde lasts only 25 seconds instead of 30 seconds Made the UV Supressor Spit Effects Longer Unupgraded UV Supressor lasts 18 seconds instead of 15 seconds Upgraded UV Supressor continues to last 25 seconds If a moderator or developer could pin this, would be much appreciated. 
  18. Upvote
    Bub reacted to Renfur in BTZ Damage changed?   
    They patched this by including the update from 1/12 into the game files. 
     
    Sadly, they decided to do the update via PLS again instead of an actual update so now if someone bypasses, they will have the damages from the 1/12 update and all of the Hunter buffs from 1/12. :v 
  19. Upvote
    Bub reacted to James Gallagher in Be the Zombie Balancing - We Want Your Feedback   
    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
  20. Upvote
    Bub got a reaction from CartierC in Be the Zombie Balancing - We Want Your Feedback   
    Thanks for this thread.
     
     
    - Toxic effect during DFA/increase DFA animation time so human stays longer in toxic. What grinds hunters gears? Animation camping, specially after iTackle was removed. Those unavoidable deaths - just because one survivor had enough patient to sit top of lamp post for 10 seconds. And brave enough to jump down on locked hunter. Yes theres ways not to get under DFA bombardment-bait - but hunters energy limitation (I like to think it as ticking clock) sets certain limitations to drive off the campers all over again.
    When hunter feels like dfa is coming and he cant counter-tackle, he should have chance to take survivor with him with quick toxic-spit. Main idea is not to actually get the kill, usually toxic deaths lead to human revive anyway if hunter isn't around, but it would give NH one way to delay humans trip to nest. Nowadays hunters shoot horde-spit and pray for telebombers when they feel like they are getting rained from above. Sometimes toxic too but it wont kill human unless hes low on HP.
    This one is problematic because toxic is very strong currently and imo shouldn't be any stronger on normal gameplay. Thats why dfa animation time increase-suggestion.
     
    - DFA height required. Got quite few wtf-moments with this one. Sometimes dfa just triggers out of nowhere on very low drops.
    I'd like to see the day when DFA is hard maneuver and indication of high skill or something, now it just feels so ez trick.
     
    - Manual firearms damage. Im lazy and just quote myself: "I'd really like to get slow manually loaded firearms buffed. E.g. I love double barrel shotgun (dat reloading sound) but against Night hunter its like bb-gun. If successfully clearing both barrels to NH would correnspond somewhere near bows single hit damage, it would be good alternative to crossbow."
     
     
     
    - Amount of autobalance. It just feels so wrong. As I've said before; I rather lose like winner than win like loser.
    - Claw damage is at good state. I like the knockback too. However occasionally I feel like Im forced to use the NH-booster to survive from insane damage done by double-claw glitch (I really like pyza-suit). So decrease amount... of claw-glitching? On the other side I try to understand why hunters do it and why they find it justified: NH is just powerless af against good team. And most players seems to use booster by default.
    - Damage on 1v2(?). I have very little NH-experience, but as survivors eyes something feels really wrong in this setup. It feels unfair compared to 1v1/3/4. E.g. if both survivors know what they are doing, its not hard job to instakill hunter after single missed tackle.
    Nothing else, maybe? Guess I'll get back to this later.
     
     +rep ok
  21. Upvote
    Bub reacted to CartierC in Dying Light PC tournament   
    Tournament is starting. Spinoza is streaming his portion here. 
     
  22. Upvote
    Bub got a reaction from BladeMaster in There Should Be No Instant Healing Medpacks For Survivors On Normal   
    Even though this thread was necro'd, its point is still valid.
    I can give normal mode with instant heal to new players so its easier them to get in to the gamemode. Problem comes when survivors with some skills (and health category upgraded to max) keep playing on normal. Hunter really need to push pressure to one single player until hes finally dead. If NH loses focus for second and human manages to heal, well, loop starts again. Meanwhile rest of the team can just animation camp for dfa ...
    I got feeling that most active players eventually move to nightmare mode. Ofc theres always those ultimate survivors who keep playing in normal for some odd reason, and maybe because of them players above certain rank, ie. Endangered, should be forced to heal slower.
    I've understood that hunter doesn't see lobbys difficulty level(?). If so, it should be changed so atleast hunter knows where he joins.
  23. Upvote
    Bub reacted to Vallon in The worst patch to have ever hit Dying Light   
    One step forward, two steps back. Is this what you were aiming for? 
    Let me just get straight to the point: the issue of this patch is not the removal of GP-Spit, it's not the removal of instant Tackle (which isn't actually removed), it isn't the lie that DFA in water is no longer possible. It's..:
    ''- Fixed the charge attack exploit of spinning on the spot while sprinting''
    Excuse me? Tackling while running in circles an exploit now? Since when? Apparently the ''fix'' for this is to completely disable the option to Tackle when you turn to a side too sharply, and ''too sharply'' literally means a small, 30-degree curve, the ones we've been using for ages to fake out a Survivor. What the patch also omits to mention is that the Hunter's velocity is now completely removed and he comes to a near halt the sharper the turn he takes. A 180-degree turn nulls his movement entirely. That is... beyond dumb. I'm trying to find words to describe how bad this set of changes feels, so I'll try to sum it up.
    With this patch, you removed one of the Hunter's strongest points - his incredible agility, maneuverability and elusiveness. The Hunter now feels incredibly sluggish, and paired with the literal fuсking inability to Tackle a Survivor if you move your mouse more than 30 degrees to the side is the epitome of stupidity. Like the fact that a Survivor can smash the hell out of Space bar for maximum Tackle immunity wasn't enough, now if Hunters want to Tackle from the side (Tackles from the back are impossible) they'd need to wait so the game accepts you're sprinting forward and lets you Tackle, which gives Survivors all the time in the world to react and turn, making it a sure evade. Couple that nerf in speed and lessened difficulty for Survivors to keep their UV light on the Hunter and you've got a pathetic zombie that cannot remain in combat for longer than 2-3 seconds before running out of energy.
    Now here's the funny part. I asked around what the inspiration for this idiotic change was, and get this: apparently it's because ''PC Hunter players should not be faster than console ones''. Huh? Obviously this is something I've been told and don't hold it as a fact, but it's strangely believable.
    So, Digital Scapes, if you want to completely kill one of the two sides of your PvP design why take such a roundabout approach? How on earth has the fact that Survivors are easily the superior side escaped you throughout two years of patches and fixes? Nerfing Tackle and Tendril speed after all this time seems absurd to me.
    I realize this may just be some sort of temporary change for you to just see how it works in practice and get some feedback, so hopefully that's the case and this is not permanent.
  24. Upvote
    Bub reacted to Pete Donnelly in INSTANT TACKLE   
    Final stages now.... should get it out tomorrow if all goes well!  I'll let you know when it goes live!
  25. Upvote
    Bub reacted to Pete Donnelly in INSTANT TACKLE   
    I've been tweaking more than initially planned
    More tweaking requires more testing though.... I'll let you all know when something is ready and post a list of changes.