Thunder Ice

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  1. Thunder Ice

    Survival Mode + Sandbox Mode Feature Requests!

    We could possibly see this being implemented as a future Content Drop.
  2. 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!
  3. Thunder Ice

    Content 0 disappointment

    They're still taking suggestions for the upcoming DLCs. Don't be afraid to suggest! That's the only way these will be great!
  4. I suggested this in the past on the DLCs thread, and I supposedly had to wait a few days before posting my own thread (that, or everyone had to wait). Regardless, I figured that I should make my post an actual post now, giving it a better chance to be seen by Techland, with the hopes that at least one of these make it in or more. IDEAS: 1. Survival Mode. It's more of an extra difficulty. Similar to Fallout 4's survival mode, you now have to eat, drink and sleep to survive. You can scavenge for food and water throughout the world, sleep in a bed at a zone to replenish your strength. You now also have to thoroughly look for air drops, as they contain Antizin. With this mode, you now have to use Antizin yourself. If you don't, the infection will take over and kill you. 2. Sandbox Mode. Separate from Story Mode, when you start a new game in Sandbox Mode, there is no main story. You jump right into the world in a random location every time, and explore to survive. This would work hand in hand with Survival too. 3. Night Mode. Similar to I Am Legend, the world is empty during the day. Zombies are nowhere to be seen on the streets, except for inside dark interiors. Interior cells will always have zombies in them unless cleared out. At night, zombies will flood into the streets. 4. Hunted Mode. Zombies always know where you are, no matter what, and will hunt you down wherever you are. If you are in Old Town near the plaza, where all those zombies are, it doesn't matter if you're on top of a pole or building; they'll shamble straight towards you and extend their arms out to reach for you. They always see you, and you'll always be hunted. 5. Virals-Only Mode. All zombies, walkers and specials, are replaced with virals, that now populate Harran.. Perhaps three difficulties for this so it's not impossible. The streets look empty of Walkers or Specials, and Virals will occasionally roam about. Fire a gun, as in vanilla, and they will come. If you've watched 28 Days Later, think of it like that. As for difficulties, it's more of how many virals appear on the streets when you aren't firing a gun. It could be as few as three, or as many as thirty all about. Either way, you'll want to be on the run more often. 6. Loner Mode. All safe zones from Story Mode are overrun by the infected or turned from lack of treatment. No place for anybody. It's your job to take them back, one by one. Places like Brecken's Tower and Lena's Tower will be overrun by the infected, and now you have to reclaim them. 8. Special Mode. There are no Walkers or Virals. Only the special infected rule the streets of Harran, day and night. 9. Settlement mode. While the settlements of Dying Light don't need your help, it's nice to make your own settlement on the go. Or rather, for this game, a safe-house. In case you're too far from any safe-house, you could craft your own in the building you're standing in, but only if zombies can't just walk through the door. You can craft barricades, UV lights, and a sleeping bag for you to rest your pretty little head. You can choose to keep it as an official safe-house, or dismantle it in the morning. I mean, it's technically a mode, so I guess it fits here? 10. Growing Horde Mode. Not the actual name, but here's the idea. With each day passes, more zombies spawn across the map. After several days, zombies will dominate the streets, forcing you to stick to rooftops and avoid the streets. Similar concept can apply to The Following, in towns and villages. 11. Be The Zombie single player. You can play as a viral or a Volatile and hunt survivors. And I don't know if this is okay, but I have a couple of feature requests: 1. More open interiors. If the game can handle them, I'd like to see more places be enterable; more houses and buildings that are part of the exterior cell. More places to hide, more places to explore. I love exploring. 2. Infection. As Kyle Crane, you're infected from the start, bitten by a zombie upon touching down in Harran. In the case Techland (or you, if you (Techland) is reading this) adds in something like a Sandbox mode where you aren't Kyle Crane, you should carry the risk of catching the infection. If you get infected, you'll need Antizin. Of course, this feature would apply to the above Survival Mode. 3. Shooting gun spawns horde of walkers. In the current game, shooting a gun draws nearby walkers and spawns virals in the distance. This feature would have a gunshot spawn a large walker horde that reaches your location. 4. Zombies wander more. I feel like the zombies should wander more, as they're trying to search out survivors. While some could just stand still as they already do, I feel like the majority of the zombies should be wandering around. 5. Permadeath for sandbox mode. Option to choose before you start. If you die, that's it. You have to start again. 6. Random horde spawns. I guess this would be more of a feature than a mode. Basically, it allows large hordes of zombies to randomly roam around the map dynamically. So if you're in the middle of a field in The Following and you're looking through supplies, a horde can randomly appear in the distance and shamble through, taking you completely by surprise. 7. Resurrection. This would fit probably in modes like Nightmare Mode, Survival Mode, and Sandbox Mode with Nightmare Difficulty. Anyone who dies turns into a zombie. Rais' men who are killed by Virals, they come back. That fisher in front of Brecken's tower, when he dies on the mission, he comes back (even though he'll reappear again later). 8. Dependence on Air Drops (Sandbox/Nightmare/Survival Mode). It always bothered me in that the original game, while air drops occur, they don't have too too much of an effect on the safe zones. Sure, you bring them to the quartermaster and all, but it feels less like they're making a difference. It would be interesting if, for certain modes, safe zones now become dependent on air drops, especially if they contain Antizin. These would only apply in modes outside of Story Mode. If air drops are not delivered to main safe zones after a certain period of time (these would be missions spawned for you), that safe zone now runs the risk of becoming overrun as people turn. If a whole safe zone turns, it is lost, and you are granted a mission of reclaiming it for survivors. 9. Finite resources. The majority of Harran is abundant with supplies to collect and scavenge. With this optional selection, all resources are finite, meaning when you collect them, they don't respawn after a few days, meaning after a while, the only supplies you will find will be from air drops and enemies scattered around the map, as well as whatever you may find on the infected or corpses of enemies like Rais' men or bandits. Areas where bandits and Rais' men spawn will always respawn with supplies, but areas elsewhere across Harran will run out of supplies. 10. All zombies turn viral at night. This is for hard or maybe nightmare. Basically, at night, all zombies become virals and chase you. Gives you a real reason to go home at sundown. 11. Only Volatiles come out at night. This is connected to the suggested Night Mode above. At night, no zombies except Volatiles will come out and hunt. And one thing I'd like to add about survival mode. Perhaps it'd be possible to collect food and water as objects, depending on what they are, rather than eating or drinking them on the spot? I believe I Am Legion (mod) did that. I'm glad Dying Light is still being worked on and improved long after its release. Personally, I feel like these modes can give it so much more life than it already has. I would more than love to start a sandbox survival playthrough and just survive as much as I can and as long as I can, perhaps while running from virals in a viral-only Harran, or avoiding the streets because the special infected now rule the roads. There are so many possibilities, and I believe Techland can follow through on them!
  5. Thunder Ice

    IDEAS for 10 DLCs

    I feel stupid for not knowing how to edit these, haha. But I had one more suggestion for my above suggestions that could count for part of a hard difficulty (like Nightmare mode) as an addable option: Finite resources. The majority of Harran is abundant with supplies to collect and scavenge. With this optional selection, all resources are finite, meaning when you collect them, they don't respawn after a few days, meaning after a while, the only supplies you will find will be from air drops and enemies scattered around the map, as well as whatever you may find on the infected or corpses of enemies like Rais' men or bandits. Areas where bandits and Rais' men spawn will always respawn with supplies, but areas elsewhere across Harran will run out of supplies. And one thing I'd like to add about survival mode. Perhaps it'd be possible to collect food and water as objects, depending on what they are, rather than eating or drinking them on the spot? I believe I Am Legion (mod) did that. Either way, it'd be cool to have some of these added in the future. Up until a couple weeks ago, I hadn't played DL in months, but now I'm getting back into the groove of it, especially with finishing The Following. Hopefully we get plenty of new content that makes it to the DLC! I'd really love to start up a sandbox playthrough and try to survive against a viral-only Harran while trying not to starve or die of dehydration at the same time.
  6. Thunder Ice

    IDEAS for 10 DLCs

    No idea if you can edit comments made here. If you can, forgive me; I'm new. But pretty much all of those modes would be able to work hand in hand with Sandbox and Survival.
  7. Thunder Ice

    IDEAS for 10 DLCs

    Okay, so apparently we're also getting new game modes too. If that's the case, I'll leave this here. I suggested it in a YT video as well as Reddit, so I'll leave it here as well with the hopes that TL sees it, as I would love love love at least one of these to make it into the game, if not all of them. Here I go: 1. Survival Mode. It's more of an extra difficulty. Similar to Fallout 4's survival mode, you now have to eat, drink and sleep to survive. You can scavenge for food and water throughout the world, sleep in a bed at a zone to replenish your strength. You now also have to thoroughly look for air drops, as they contain Antizin. With this mode, you now have to use Antizin yourself. If you don't, the infection will take over and kill you. 2. Sandbox Mode. Separate from Story Mode, when you start a new game in Sandbox Mode, there is no main story. You jump right into the world in a random location every time, and explore to survive. This would work hand in hand with Survival too. 3. Night Mode. Similar to I Am Legend, the world is empty during the day. Zombies are nowhere to be seen on the streets, except for inside dark interiors. Interior cells will always have zombies in them unless cleared out. At night, zombies will flood into the streets. 4. Hunted Mode. Zombies always know where you are, no matter what, and will hunt you down wherever you are. If you are in Old Town near the plaza, where all those zombies are, it doesn't matter if you're on top of a pole or building; they'll shamble straight towards you and extend their arms out to reach for you. They always see you, and you'll always be hunted. 5. Virals-Only Mode. All zombies, walkers and specials, are replaced with virals, that now populate Harran.. Perhaps three difficulties for this so it's not impossible. The streets look empty of Walkers or Specials, and Virals will occasionally roam about. Fire a gun, as in vanilla, and they will come. If you've watched 28 Days Later, think of it like that. As for difficulties, it's more of how many virals appear on the streets when you aren't firing a gun. It could be as few as three, or as many as thirty all about. Either way, you'll want to be on the run more often. 6. Loner Mode. All safe zones from Story Mode are overrun by the infected or turned from lack of treatment. No place for anybody. It's your job to take them back, one by one. Places like Brecken's Tower and Lena's Tower will be overrun by the infected, and now you have to reclaim them. 8. Special Mode. There are no Walkers or Virals. Only the special infected rule the streets of Harran, day and night. 9. Settlement mode. While the settlements of Dying Light don't need your help, it's nice to make your own settlement on the go. Or rather, for this game, a safe-house. In case you're too far from any safe-house, you could craft your own in the building you're standing in, but only if zombies can't just walk through the door. You can craft barricades, UV lights, and a sleeping bag for you to rest your pretty little head. You can choose to keep it as an official safe-house, or dismantle it in the morning. I mean, it's technically a mode, so I guess it fits here? 10. Growing Horde Mode. Not the actual name, but here's the idea. With each day passes, more zombies spawn across the map. After several days, zombies will dominate the streets, forcing you to stick to rooftops and avoid the streets. Similar concept can apply to The Following, in towns and villages. 11. Be The Zombie single player. You can play as a viral or a Volatile and hunt survivors. And I don't know if this is okay, but I have a couple of feature requests: 1. More open interiors. If the game can handle them, I'd like to see more places be enterable; more houses and buildings that are part of the exterior cell. More places to hide, more places to explore. I love exploring. 2. Infection. As Kyle Crane, you're infected from the start, bitten by a zombie upon touching down in Harran. In the case Techland (or you, if you (Techland) is reading this) adds in something like a Sandbox mode where you aren't Kyle Crane, you should carry the risk of catching the infection. If you get infected, you'll need Antizin. Of course, this feature would apply to the above Survival Mode. 3. Shooting gun spawns horde of walkers. In the current game, shooting a gun draws nearby walkers and spawns virals in the distance. This feature would have a gunshot spawn a large walker horde that reaches your location. 4. Zombies wander more. I feel like the zombies should wander more, as they're trying to search out survivors. While some could just stand still as they already do, I feel like the majority of the zombies should be wandering around. 5. Permadeath for sandbox mode. Option to choose before you start. If you die, that's it. You have to start again. 6. Random horde spawns. I guess this would be more of a feature than a mode. Basically, it allows large hordes of zombies to randomly roam around the map dynamically. So if you're in the middle of a field in The Following and you're looking through supplies, a horde can randomly appear in the distance and shamble through, taking you completely by surprise. 7. Resurrection. This would fit probably in modes like Nightmare Mode, Survival Mode, and Sandbox Mode with Nightmare Difficulty. Anyone who dies turns into a zombie. Rais' men who are killed by Virals, they come back. That fisher in front of Brecken's tower, when he dies on the mission, he comes back (even though he'll reappear again later). 8. Dependence on Air Drops (Sandbox/Nightmare/Survival Mode). It always bothered me in that the original game, while air drops occur, they don't have too too much of an effect on the safe zones. Sure, you bring them to the quartermaster and all, but it feels less like they're making a difference. It would be interesting if, for certain modes, safe zones now become dependent on air drops, especially if they contain Antizin. These would only apply in modes outside of Story Mode. If air drops are not delivered to main safe zones after a certain period of time (these would be missions spawned for you), that safe zone now runs the risk of becoming overrun as people turn. If a whole safe zone turns, it is lost, and you are granted a mission of reclaiming it for survivors. Dying Light is a great game, and adding modes like these would, for me personally, add to its replayability for a good long time. It would also make it loads more fun.