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Everything posted by Renfur

  1. Renfur

    Dedicated Servers

    No dedicated servers. No proper anticheat. Ticket system will get you nowhere. The game is no longer supported.
  2. Renfur

    Exploits, Broken Game, Reporting PS4

    All support for Dying Light is over. Bugs and exploits won't get patched unless the bug is truly game breaking and even then it probably won't get fixed. All support is being put into Bad Blood and Dying Light 2, stated by Tymon Smektala himself. The amount of exploits is rediculous, I agree but to be fair, there are exploits on both sides of the spectrum that balance it out.
  3. Renfur

    Useful Resources Thread

    The purpose of this thread is to help new players learn and improve their gameplay by having an all-in-one spot for information from experienced players. Feel free to comment additional resources to be added if you feel that they are useful. •Hunter Guides Hank J Wimbleton's Guide to Becoming a Better Hunter: Renfur's Guide to Becoming a Better Hunter: •Survivor Guides Hank J/Omnipotent's Survivor Guide (Outdated but still useful): Renfur's Guide to Becoming a More Solid Survivor: Blademaster's Advanced Techniques Guide:
  4. Renfur

    Useful Resources Thread

    Bumping due to excessive spam w/ lack of moderation.
  5. Renfur

    BTZ Update 04/05/2018

    Even if they did change it back, most survivors will slice after a ground pound or before. Doing this causes the claw to have no knockback regardless. Giving this back wouldn't fix the issue you stated and would just mess up combos for the hunter.
  6. Renfur


    From my experience in Bad Blood over the past 2 playtests, guns are an issue. I understand you should be rewarded for getting drops but guns are just too strong as they stand right now. If 6 drops spawn as soon as the match starts then someone is more than likely going to get a shotgun. It is very frustrating to spend 10 minutes looting, stocking up on armor before extraction, and harvesting samples to get tier 5 just to get one tapped to the head at extraction while you have maximum health as well as 50+ shield. Yes, shields block bullets. But this game is peer to peer so it is not a solid counter due to latency between players. The guns, primarily shotgun, need to be nerfed in some form. Whether that be damage nerf, less ammo count, etc. is up to developers, but getting one tapped like that should not be possible.
  7. Renfur


    Obviously. But they should not be able to take away full shield and health from 1 lucky headshot lmao. This post is from the playtest as well, I have not played since official early access release.
  8. Renfur

    Post Any Btz Bugs/exploits Here

    It is not a cheat to neglect getting certain skills lol It is just understanding the game and using it to your advantage. Lets say you're playing a FPS game and you can add addons to your weapon. The only add on you have is one that has a small chance of doing something beneficial with a lot more chance of doing something negative. You wouldn't put the add on on because the negative outweighs the positive. Same thing applies to not getting tackle knockback and GP knockback Gp Knockback Positive: Small chance to impale someone every now and again Negative: Can't Claw afterwards due to knockback, makes it much harder to spit stick afterwards Tackle Knockback Positive: Get an impale every now and again Negative: You have to adjust for distance to get a spit stick, longer distance means less reaction time for followup combos, cannot 100% spit stick after tackle everytime It makes sense to not get these skills.
  9. Renfur


    Shotgun does not need to go. It just needs to lose the 1 tap potential and have a set damage range that is not absurdly high. Pistol would be fine with less ammo count, longer time between shoots as you said, or just higher recoil. The shield already counters guns.
  10. Renfur

    Buff Hunter

    Buff Hunter
  11. Renfur

    Buff Hunter

    That feeling when you take a troll post seriously and end up writing an essay for nobody to read. Feels bad man. Buff Hunter.
  12. Renfur

    Automatic healing?

    Yes it is normal. And it is like that because what would be the point of medkits if you auto healed to full? Its meant to be there to save you by healing you in tight situations when you may not have meds or have time to heal.
  13. And you still will not receive $20 lmao
  14. Renfur

    Automatic healing?

    It is called critical healing. Your health autoregens after 4 seconds of no damage to 95 health (provided you have all regen skills). This value looks low when you have 200 health or more but if you still have 100 health it heals to a higher percentage than it would if you had higher health values.
  15. Renfur

    Buff Hunter

    Buff Hunter
  16. Techland's PLS (their server) is down apparently? We are all on the 1/12 update until they decide to send out the 4/5 files through PLS again. Enjoy the 20 second resource regeneration, 8 meter DFA, 15 Second Zaid Flares, etc. Not sure when exactly it'll be back to normal. This is why the developers need to send out official updates for BTZ, exactly as I stated on the feedback post from Pete.
  17. Renfur


    Not to be disrespectful to the developers but the default keybinds are horrible. I understand you can customize keybinds in settings but this is not enough. I feel held back when I play this game due to lack of customization. I would highly suggest adding in keybinds for ALL actions in this game and allowance of overlapping keybinds. Overlapping Example W is both my Sprint and Forward keybind so this frees up room for my pink which can go onto a different bind rather than waste an extra finger to do a basic action. I like to throw with my RMB but also like to aim with RMB, I could set both binds to that since they don't mess with one another but allow me to use both actions comfortably. Having comfortable keybinds is essential to a successful PvP game. Simply put, if you cannot play comfortably and optimally, you cannot play at your best which can bother many players. Now, if I were a developer I would go about this by doing one of these things to inputs_keyboard.scr; Allow a way to change the game keybinds through the files without triggering the EAC, similar to changing your field of view through documents (E:\Documents\DLBadBlood\out\settings\video.scr) Create a whole new menu for keybindings by; Removing the existing overlapping binds that change different action if you change one keybind. Ex. In order to throw your weapon, you must hold [Attack] then press [Use Equipment]. Remove the throw from Use Equipment so you can just throw your weapon by pressing [Throw Weapon] keybind. Adding in new .BIN file IDs for the settings menu and keybinds Creating separate categories for each keybind that is used in Bad Blood for full customization
  18. Renfur

    Buff Hunter

    Buff Hunter
  19. Renfur

    Buff Hunter

    Buff Hunter @Pete Donnelly @James Gallagher
  20. Renfur

    The Shield

    After further testing of this thing after the playtest ended. This thing is rediculously strong if a player knows what they're doing. The issue with the playtest was nobody knew what to do to counter shield. You pretty much need a couple of molotovs to counter a shield user. The only way to counter shield is to parry them by power slicing or tackling. Tackle is not part of the game though. (I added it into the game when testing offline with friends) So the issue is power slice is the only effective way to parry the shield. This is bad. The shield has no delay when putting it away and there is no way to cancel your power slice aside from kicking. Thus meaning if you try to power slice, the shield user just stops using it and parries your power slice, which adds even more salt to the wound if they have armguard. There is no mindgame to it, the shield user currently has an edge constantly since they can pull it out whenever with no delay. I have 3 possible solutions; •Add a delay to shield when putting it away. •Adjust keybind hold times for Parry so that you must hold it for 0.x amount of seconds to block an attack. •Add durability to the shield Obviously second option is not ideal, but it is an alternative if the first option cannot be accomplished. The third option is also less than ideal because players will then just run multiple slots with shield.
  21. Renfur

    The Shield

    On your last point I edited my post to account for the guns. I forgot about those scenarios when typing this up, thanks for reminding me. Power slices can be parried so you get stunned by armguard which gives bleeding effect and gives opportunity for shield guy to add pressure to you. Parrying to cancel power slice charge animation will let shield user kick you for a free stun and power slice since there is no put away delay. Switching to another weapon doesn't cancel it unless it is bow iirc. Could be wrong, i'll test it later. Trying to cancel charge by using equipment does not work either since now it just throws your weapon. My point is with shield, due to no put away delay it takes no brains to fight someone. Power slice cancel + kick is the only way to counter shield + parry. But since there is no delay, if you try to power slice they just put away shield and parry. And if you try to power slice bluff then kick, the shield user can just keep his shield out and block it. It takes no brains to use a shield effectively, just fast reactions in certain situations.
  22. Renfur


    While playing privately after the playtest I added in tackle. I can see why it was removed from the main game due it being rediculously strong. I do have some suggestions if you do plan on revisiting the skill for possible implementation later on; Nerfs •Have a cooldown of 15 seconds after using it once ~ This prevents constant spam of it, which is the main issue of tackle (along with it's current damage output) •Reduce damage dealt to other players to 10 HP ~ Tackle should be your get out of jail free card or your setup move for a combo, not something that should actually do massive damage. •Tackle parries Tackle ~ Both parties stunned and applies tackle cooldown for the next 15 seconds, the stun should be short if both players tackle so that they may continue their fight. Like I said in posts before this, combos were a huge part of BTZ and they should be a part of Bad Blood as well. Things like Tackle + Power Slice or Tackle + Jump Attack should be a thing in this game. Most fights last only 20 to 40 seconds anyways so there is roughly only time to tackle once since you will not be able to spam it over and over again.
  23. A common issue from Dying Light with a lot of people was motion sickness. This game is PvP based so you should make it more enjoyable for these people by adding a toggle for head bobbing or just remove it in general. •Set "<prop n="HeadBobFactor" v="1" />" to "<prop n="HeadBobFactor" v="0" />" Another issue is magnet. This was a huge issue in BTZ for a lot of players. A lot of people missed out on cool frags due to magnet pulling a survivor closer to a vehicle or pile of trash bags forcing them to miss their attacks. There is no room for this in a PvP based game imo. •Set "<prop n="EnableFallHelperModule" v="1" />" to "<prop n="EnableFallHelperModule" v="0" />"
  24. Renfur

    Death from Above

    When you rain death on somebody, you can get attacked by a third party during the animation and get killed the second you come out of animation. I'd like to propose a grace time during the whole animation (after you watch the other player stand up) where you cannot be rained by someone else and all other incoming damage is reduced by 66.66% (Just like in BTZ). Also, another idea would be implementation of combos with throwing combos. For example, a camera lock can extend after the Death from Above animation where it locks onto the player you rained. Don't make it absurdly long but you should make it long enough so that if you have fast enough reactions you can throw a one handed weapon and hit the player. Combos were a huge part of BTZ and would love to see new combos emerge for Bad Blood against survivors.