Death Smiles

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About Death Smiles

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    Survivor
  • Birthday 02/28/1994

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  1. Thank you for posting this actually! I was having the same problem and I thought about maybe doing that, but I definitely will now! Thanks!
  2. Death Smiles

    Post Your Btz Matches!

    That's why I love that spot so much XD so much fun!
  3. Death Smiles

    Be The Zombie [Bugs/nerfs]

    @darkwolfcub any of these posts I see you on I basically agree with you 100% lol #3: I've always hit a zombie I was aiming at with the UV and always been hit by it (provided they actually aim right) This might be a PS4 thing, I've never had this issue on Xbox One. #4: lol wut? I've never really had any issues with pounce. Maybe once or twice something weird happens and you don't pounce or jump or sprint or whatever when you want to but nothing really regularly. Except climbing, I swear to god the zombie is so f**king stupid when it comes to that but that's why he has the tendril! It should work every time unless the Survivor deflect you with a UV light And I actually agree with you about the boost for the zombies around the nest. I have to admit that it does make things a little more difficult (in a good way, not like an IMPOSSIBLE way) and makes you have to think a bit more but seriously... I had to stand by a nest and I must have hit those two zombies around 20-30 times (no exaggeration) before they died. That's just too much in my opinion, kind of unnecessary.
  4. Death Smiles

    Be The Zombie Improvements?

    @Thecak3isali3 that would be really annoying! I've dealt with people using strafe when they know I'm aiming at them. But that's the thing if I can set up a better ambush then they won't know what hit 'em! I don't know if they should really nerf the strafe since it's just kind of natural in the game and if they do then the Survivor will have no chance of dodging a spit that lands right next to them. I think it really comes down to the Survivor Sense, and all the times the zombie and player just end up staring at each other. I don't know how they would fix that though. If they put a limit on usage or distance then the Hunter can just tendrile in or jump down or whatever real easily and kill them with a pounce. But it certainly does make things a bit slow sometimes. I'll edit that into the list and see what kind of suggestions we can get for it! Thanks! p.s. That guy probably was just being a total douchebag lol
  5. Death Smiles

    Bugs, Bugs & Bugs

    ^^^^ what @darkwolfcub said. I would add; 2. Sometime when the hunter/survivor leave in the middle of the games, you lost the game. I've had this happen, but it wasn't necessarily them leaving sometimes the game would lose connection. It was a server/matching issue and when it lost connection you'd hav a 50-50 chance of winning/losing but they put out a patch so it should be fixed now! 5. Ground pound sometime fail to have an effect This happened to me maybe once or twice? Usually if it doesn't work then it's because I missed (though I don't use it often) but what's happened to me is that I'll hold down the right trigger to charge it and it will instead slap, and it won't actually charge for the ground pound. That's messed me up on a few occasions, not sure if that's what you meant? I'm on an Xbox One thought and idk if that's something they'll fix or if it's my controller or what. #'s 1,3,4,9 & 100% health/stamina Could be the result of hacks, glitches, slow connection, although for #1 I would have to go with what @darkwolfcub said as most likely. I've used that tactic plenty. Spit a UV Block and then pounce before it explodes, really handy for people who you know are gonna drop flares right when you pounce or who already have flares around them.
  6. Death Smiles

    Humans Are Still Op V Zombie Mode Post Patch

    I have pretty much always played 1v1 when I'm the Survivor. The only reason I would regularly join others against a zombie would be if the game automatically forced you to. Kind of like CoD, where you get automatically put into matches with other players. But I don't think I would like that, I'll play with people but I don't want to HAVE to play with people. I would say they should change a few things, like what I have on my list and possibly any other ideas people have. But the Survivor should always at least have a chance. That's what leveling is, making things even.
  7. Death Smiles

    Be The Zombie Improvements?

    @darkwolfcub those are actually good ideas that I didn't think of! I have done the one where you use the spit and pounce before it explodes. I guess I've only ever used attacks other than pounce when the Survivor is terrible... which is usually lol but nonetheless I'm not too experienced with them. I'll have to use that though! Also where do you look to see their rank? I've never actually thought about looking before and I may wanna check out my own!
  8. Death Smiles

    Be The Zombie Improvements?

    @jcks makes a good point, instead of a certain number of flares available you could just make it so there are only so many you can throw at a given time (I edited that in). The only problem I see with that is that if the Hunter puts out the flare, then the player can put down another one, and then the Hunter puts out that flare, and the player puts down another one... see the pattern? There would have to be a recharge for flare placement, which I also don't think would be fair because then once the Hunter puts out one flare the Survivor is left vulnerable. I feel that limiting the number of flares available to use would make it more about how you tactically use them, you would have a limit and if you used it up you would be screwed. @DoctorPurrington you make a good point about how the Survivors can use items while moving and it is kind of an advantage, but if a Hunter were to tackle a Survivor near a flare the flare would damage it's UV stamina, so it wouldn't be able to pounce. Just as well the Survivor can usually us his UV flashlight while being tackled or drop a flare really quickly, so it's usually a bad idea as a Hunter to try to pounce. Rather just run away and come back in for another tackle in rapid succession. I noticed you guys talking about how the Hunter can ground pound and tackle a Survivor near flares. The only problem is that the Hunter still loses stamina from the flare, so it won't be able to pounce immediately after a tackle or ground pound near a flare. And while a UV spit can put out a flare the Survivor can immediately throw down another one.
  9. Death Smiles

    Humans Are Still Op V Zombie Mode Post Patch

    I made a post on this and you should totally go comment! I'm trying to make a list of suggestions, maybe somebody at Techland might see it? But I agree, I've never lost as a Survivor and only occasionally lost as a Hunter, but I think in this new patch they changed some stuff that they really didn't need to. My biggest problem is always flares. I can put them out, and if I'm quick enough I can maybe take out the survivor, unless they throw another flare, which they can and generally do immediately. It may just take getting used to, but I think they are really trying to tip the scales too much in favor of the Survivor. Like you said, the Survivor can pretty much always know when the Hunter is nearby with the survivor sense, and can pretty much always deflect a pounce.
  10. Death Smiles

    Survivors Now The New Underdog?

    Honestly I don't really like the patch in either case. As the Hunter it seems like my spit recharge got a nerf, and the player got a TON of benefits, with only a few added difficulties, which as a survivor are also annoying. As a survivor, it seems that my weapons, which are basically the best you can get, now have very little effect on the nests and the zombies, which now also chase me a lot more. Annoying, but not impossible. I still have yet to ever lose as a survivor. And I practically never use flares, only if I get hit with a UV spit. The key is just spamming the survivor sense which will always tell you whenever the hunter is within about 100 yards. It also seems like (and I could be mistaken) it seems like the UV flashlight got some added distance. Noticed this after having played both Hunter and Survivor. Also, they really fucked the survivors drop attack. You can jump off anything (a park bench, for example) and use it. It also has a crazy lock on feature (again, played on both sides and noticed it in both). I actually got killed as a Hunter grappling up a building while the Survivor was jumping off. The problem with that was that he was jumping off another corner of the building, about 5 feet away from me... And in my opinion a drop kick should not cancel a ground pound (just throwing that out there haha). But yeah, that's my opinion on it. I've had a lot tougher time as the Hunter than the Survivor with the new patch. And I'm like a level 45 Hunter and level 25 Survivor, lol so I'm not inexperienced XD
  11. Death Smiles

    Be The Zombie Improvements?

    Alright, so I've seen some other people posting suggestions on how PvP can be better. Techland is fixing the matchmaking process which will make it IMMENSELY better! And while I think this game is amazing overall, there are a few things that I think could be done to make gameplay more fair and fun! What I'll do is post some suggestions for an improvement and a few reasons why I think that's beneficial. Then you can comment and say "yay" or "nay", a reason why, and add your own suggestions! If I and other people like it then I will edit this original post to include it! That way all of the good suggestions can be easily seen. Likewise I will edit out my ideas if they don't seem very popular, or change them as needed! Please leave a comment below of what you think, and hopefully we can get some good idea's that Techland will see! Thanks! Edits will be done in red Additions will be done in green A few of my suggestions (in no particular order): 1. Players can no longer abort immediately. Now this may seem a bit ridiculous since you would basically be making the player play. But here's my logic; - If a player does not want to be put in a BTZ match, then they can turn it off in the online menu, while still leaving multiplayer on for adventures with other players. - Doing so would help people playing as the Hunter find matches with players who would actually be willing to play. - It would help stop people from just leaving their console unpaused at night with the zombie invasion on. Many a time have I found that a player has left the console to do whatever and now I have to wait or abort because I just don't find it sporting to kill a guy who's just standing there My guess is if people are aware that if they leave it on they will be entered into an un-abortable match, they will be less likely to just wander off, at least without turning off the invasion mode. - I would suggest only allowing players to abort if they are going to quit the game. If they abort then they get sent to the main menu. I feel this would make people actually think about if they want invasion mode turned on, and make the matchmaking more effective. 2. Nerf Survivor's drop attack and dropkick. I thought this was nit-picky at first and I haven't had too much trouble with dropkicking, but it's become pretty apparent that this is an issue. I think this would really even out the two sides, and here's why. - A Hunter's pounce is a one hit kill, but can be deflected with UV light, quite easily in fact. A player's drop attack is one hit kill, apparently unavoidable.. - The drop attack has a weird knack for locking on from too far away. This means it takes no real skill or aim to use it and what's worse is that it can be performed off anything, even a park bench. The Survivor can even perform this move after jumping over a Hunter's tackle. Trust me, it's happened to me. - The dropkick seems really OP to me, doing more damage than it should, stunning the Hunter for too long, and is also too easy to chain preventing the Hunter from having a chance of escape/defense. - This would be fixable by a simple button mechanic (such as using the base hit button, perhaps a juke similar to what the survivor does, or a jump). It would be the same thing as the brief second available to deflect a pounce or jump over a tackle. 3. Spit recharge time. It might just be me but it seems like with the new patch they made the recharge time on the Hunter's spits longer. By kind of a lot. Now while some may think that the spits give the Hunter excessive advantage, I don't believe so. Here's why; - The Hunter relies on these to make effective assaults. Given that the Survivor has a UV flashlight and as of right now no limitations on flares, the Survivor can pretty much always deflect a Hunter's pounce. Hunter's need the UV Block spit in order to be able to prevent this, or try to since Survivors can always throw down more... flares... - Hunter's also have the ability to tackle, ground pound, and slap! However tackles can be easily dodged and cause the Hunter to stop running giving the Survivor time to UV and kill it, ground pounds do minimal damage and if miss for some reason make the Hunter stand there like an idiot while he gets chopped up, and slap is about as effective as a Magikarp's splash... All these can really mess up the Hunter, unless he uses the UV shield. Giving him time to make a move effectively and get away. Unless it takes 5 minutes to recharge; another reason why the recharge should not be as long. 4. Survivor Sense. It's vitally important to the Survivor, but maybe too vital? Many a time has it led to awkward staring competitions between the Hunter and the Survivor. And quite frankly I have no idea how to fix that! A comment below explains a bit how NOT having it would probably be unfair to the Survivor, and maybe nothing needs to be done at all. Opinions?? - Someone suggested giving the Hunter the ability to not be detected by Survivor Sense when crouching and I think that's a really cool idea! It gives incentive to the Hunter to be stealthy, the Survivor will still know it's location when it's on the move/attacking, and it would just make the whole think a little bit scarier. The threat of the Hunter stalking the player methodically rather than just relying on combos for kills on skilled players. 5. Hit points & aggression of zombies around nests/Hunter. I noticed this immediately, and it only took a few minutes to annoy the chupacabra out of me. I like the fact that they made them more aggressive and harder to kill, I just think they went a bit excessive. It once took me about 20-30 hits with a machete (dmg about 1800) to kill TWO viles (fast running zombies). My suggestions are pretty simple: - Aggressiveness around the nests should be high, but I don't need to be chased by 30 viles while I go from nest to nest. It doesn't make the game difficult or make you think, it just makes you take longer having to repetitively hit 30 zombies 10-15 times each! I have a Hunter to worry about between nests. At the nests, you can make it rain zombies. - The hit points of regular wimpy Viles should not be 10x more than the Hunter's. I've played a long time to get the amazing weapons I have, and now it seems like I'm hitting them with a teddy bear. I like that they don't get killed in one hit because it makes the game more challenging. But the amount of hit points they have is crazy! It should take me no more than 3-5 hits to kill those zombies. Because while they're attacking me I can't keep on the look out for the Hunter, which makes me an easy target. That... kinda sucks... in like a not well balanced way... - I DO like that the Hunter doesn't take that much damage to kill. It makes it so it's more about the skill of the zombie than just being The Incredible Hulk. I don't really think that needs changing as of now. 2-4 hits on the Hunter is a pretty good number, especially since he can regenerate health. *Footnote: If you type "S-C-R-E-W over" it will replace "S-C-R-E-W" with chupacabra. In fact, I didn't even type chupacabra it's just replacing "S-C-R-E-W" with "chupacabra" as I type. Just a fun fact!
  12. Death Smiles

    Be The Zombie Improvements?

    Alright, so I've seen some other people posting suggestions on how PvP can be better. Techland is fixing the matchmaking process which will make it IMMENSELY better! And while I think this game is amazing overall, there are a few things that I think could be done to make gameplay more fair and fun! What I'll do is post some suggestions for an improvement and a few reasons why I think that's beneficial. Then you can comment and say "yay" or "nay", a reason why, and add your own suggestions! If I and other people like it then I will edit this original post to include it! That way all of the good suggestions can be easily seen. Likewise I will edit out my ideas if they don't seem very popular, or change them as needed! Please leave a comment below of what you think, and hopefully we can get some good idea's that Techland will see! Thanks! Edits will be done in red A few of my suggestions (in no particular order): 1. FLARES!!!! Sorry, got excited. But it seems people have used the duplication glitch to get ungodly amounts of flares and then just making an endless flare trail! Even when spit on with a UV spit they can still IMMEDIATELY place another. So, basically, they're invincible! Tackle, ground pound and slapping them around only does so much damage, and usually if they've duplicated flares, they've done the same with medkits. My suggested improvements are as follows; - Flares do not last the entire game, they burn out in, say, 30-45 seconds? About as long as it takes for your UV flashlight to recharge, maybe a little longer. - A player can only go into a BTZ match with a set number, if available in their bag. Maybe a cap of around 10? That should be plenty, as you really only NEED them if you've been hit by a UV spit. - It also may be a good idea to fix that duplication glitch if it hasn't been already. Even with a patch for that however I would still suggest a cap on the number of flares usable because people who had used the glitch pre-patch would still have an advantage.. 2. Players can no longer abort immediately. Now this may seem a bit ridiculous since you would basically be making the player play. But here's my logic; - If a player does not want to be put in a BTZ match, then they can turn it off in the online menu, while still leaving multiplayer on for adventures with other players. - Doing so would help people playing as the Hunter find matches with players who would actually be willing to play. - It would help stop people from just leaving their console unpaused at night with the zombie invasion on. Many a time have I found that a player has left the console to do whatever and now I have to wait or abort because I just don't find it sporting to kill a guy who's just standing there My guess is if people are aware that if they leave it on they will be entered into an un-abortable match, they will be less likely to just wander off, at least without turning off the invasion mode. - I would suggest only allowing players to abort if they are going to quit the game. If they abort then they get sent to the main menu. I feel this would make people actually think about if they want invasion mode turned on, and make the matchmaking more effective. 3. Give the Hunter the ability to avoid the player's drop attack. Now this one is kinda nit-picky, but I think it would be only fair. Here's why. - A Hunter's pounce is a one hit kill, but can be deflected with UV light, quite easily in fact. A player's drop attack is one hit kill, apparently unavoidable.. - Mainly an issue because the player can do it very quickly and basically after jumping off anything. The player can even perform this move after jumping over a Hunter's tackle. Trust me, it's happened to me. - This would be fixable by a simple button mechanic (such as using the base hit button, perhaps a juke similar to what the player does, or a jump). It would be the same thing as the brief second available to deflect a pounce or jump over a tackle.
  13. Death Smiles

    Connection Issues Between Games

    Just got the patch! It's been losing connection to Xbox Live for me but that could be on my end, or I'm sure they're fixing it. Either way I'm glad they actually did something! A lot of companies wouldn't. Thanks Techland! And thanks for the input everyone!
  14. Death Smiles

    Connection Issues Between Games

    Ok, so what I've gathered from playing the Be the Zombie mode is there is a serious connection problem for the zombie. I'm not 100% sure what the cause is but please, PLEASE fix this Techland, this is an amazing game and honestly this is the only problem or complaint I have! Also to those who get upset when it appears that a player has quit, don't be mad at them! Half the time it's merely the fact that the game loses connection to the server. That's why sometimes it says "victory" and other times it says "aborted." It gives you a 50-50 chance of winning/losing when it disconnects. Anybody who hears any updates or has any input on this topic please reply! I would love to see lots of comments and maybe Techland will see this as an important issue to resolve!
  15. Death Smiles

    Dying Light, Be The Zombie Mode Problem, [Ps4]

    I have the same issue [Xbox One]. I used to think it was people quitting all the time, but then realized that even when it says you won in the middle of the match chances are it just lost connection to the player. You have a 50-50 chance of it saying you won or aborted (lost). Techland REALLY needs to fix this. This game is amazing in all other aspects but this, this is just terrible. You can sit there for over an hour and not even play a full match.