SomeOldDude

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Everything posted by SomeOldDude

  1. Hi, I'm on Steam in the US and I'm ready to download the DLC. The release date is the 9th. In my eagerness to download I've got to ask: is this midnight the morning of the 9th or some other time during the day? Thanks!
  2. SomeOldDude

    What If Not Everyone Upgrades?

    Sweet. Free upgrade for everyone, just the DLC is extra. Thanks!
  3. SomeOldDude

    What If Not Everyone Upgrades?

    What if not everyone downloads the new update? Will there be an update without "The Following" DLC so all of the adjustments be the same those both of those who do and who don't get the DLC? The question is as I'm planning on upgrading and downloading the new DLC will I no longer be able to play against those who don't upgrade those reducing further the pool of players available?
  4. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I'd like to be able to run when I press W and only walk when I hold shift. Yes, the exact opposite of the way it is now.
  5. I just got excited! It would be a perfect game expansion!
  6. SomeOldDude

    Why No Volatiles In Invasion?

    Just out of curiosity, if a player is going to continue the campaign at night for the additional perks, why do the volatiles and night walkers disappear during an invasion? If it's too hard for lower level players to battle volatites and the NH, then make it a perk for mutating up and thereby fighting better players.
  7. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Have you guys thought about tackling while transitioning from a tendril? Tendril towards a human and then tackle from the air. I never knew about swiping at them, but humans standing on the tall walls on the bridge in the slums and on lamps are frustrating.
  8. SomeOldDude

    Is Btz Fundamentally Broken?

    Hear me out a minute as it's not just the imbalance of skills. Something I've been thinking about over the last couple of days. So, we've got a mutant human somehow differently affected by the zombie virus to make him vastly different than other infected humans. This zombie develops powers well beyond the shambling bodies looking to feast on the un-infected. It's even beyond the more aggressive zombies to the point that this zombie grows tendrils for feasting and locomotion. These tendrils are so powerful that once he grabs an object, be it a human or just a wall, they propel him at great speed to where they have attached. These are powerful indeed. As he survives, lives, grows he grows dense horns along his arms, head and back. He even develops glands that produce various substances to attack his prey and is able to launch gobs of this stuff a good distance and with accuracy. Lastly, he inherently has the ability to sense life force through solid objects. Techland created a super powerful entity that can destroy any human and even a relatively good sized group of humans. So, they had to reel him in. He is extremely vulnerable to UV light to the point that exposure of only 4-5 seconds levels him to a barely walking defenseless sloth, but with enough power to smack the ground with enough force to toss humans not only off their feet, but backwards as well. Humans can sense him from great distances and can automatically know when he is near. It only takes three punches to kill him! (Holy cow! That's a powerful punch that even world-class boxers can't deliver!) It seems Techland created an over-the top monster only to reel him in in unrealistic ways. Folks are complaining about the imbalance in the game. My opinion it's about the imbalance in offense and defense skills, the extremely OP attacks versus the OP vulnerabilities. I know it would be a completely different game, but I'm thinking a better game play may come from removing the some of the OP abilities and leveling the vulnerabilities: Remove supernatural sensing abilities on both sides. Only the hunter can sense where the nests are. The humans can bring up that intel on their maps. The objectives are then adequately marked. The hunter can still hear and see human movement like normal without the howl. No survivor sense to locate the hunter, no "something's not right," no change in music. The humans have to assume the hunter is near a nest because that is its role: protect the nest. The hunter knows where to find the humans because that's where they are supposed to be: destroying the nests. The hunter can no longer sense the humans' life force through solid objects with accuracy. It's is like now during line of sight, but a vague glowing streak that is slightly delayed through solid objects: this is part of the hunter's echo location which is greatly attenuated through solid objects as it based on multiple sounds paths to go around the object. The UV flashlight has two functions: to interrupt a pounce and to locate the hunter. The UV flashlight will make a hunter glow from around the same distance as it does now. The glow shines off other objects so the hunter's location can be determined even around corners, but it only lasts a few seconds. The UV flashlight will interrupt a pounce, but does not otherwise affect stamina unless it's very close range, then it's like now. However, the UV light sources are accumulative meaning 2 light sources reduce stamina twice as fast one. Depleted stamina reduces damage of NH attacks down the same percentage, but only slows the run and tendril speed without removing it. The hunter is completely silent walking. He is relatively quiet running. The tendrils make a noise hitting whatever it's attaching to simply because it's moving at such a high speed as does the hunter landing. So, a hunter's movement affects the humans' ability to detect him by sound. The hunter has the ability to "hide in shadows." It's sort of a chameleon effect where only his eyes glow if he is completely still. He can only be revealed in the direct light of a UV flashlight at a distance just outside pounce range. The hunter's melee attacks are the same except for the claw where it's faster and does more damage. The UV light is the human's defense in this situation and fosters teamwork to defend against the attack. The howl is required to accurate hits. The hunter's eyesight isn't the best, but with the echo location sense, all attacks have a better chance for success. This means spits get stuck more, pounces are from a greater distance, tackles have a large hit box, etc. No-howl attacks off-set accuracy with other perks like much shorter spit pops, less opportunities for tackle dodges, and shorter pounce defense windows. This provides for variety in game play by having the ability to be super aggressive or really sneaky. New weapons: UV arrow and UV aerial flare. Both affect the hunter as you would imagine, but leave a streak in the air to reveal its path. The match I envision with this goes something like this: at the start of the match the NH is near the nest. His role is to defend the nest. The humans get alerted that a nest as been spotted and the location is on their map. They know a NH is going to be in the area defending the nest. Their choices include going in hard-core to kill the nest and draw out the NH to engage him and possibly kill him, or they they can sneak in attempt to locate the NH and kill him in his hideout. Of course, it will depend on his tactics. Is he quiet and hiding, or is he on active patrol? Both sides can play super aggressive in the open or super sneaky. Imagine you're wanting to sneak in. You don't hear the NH howling or moving around so your team breaks into two to move down two alleyways, but not too far apart so you can help the other team. You're moving through tight alleyways, moving slowly scanning the area with the occasional flash of UV light to reveal any glow. You're moving slow with no flashlight because you know it can reveal your location. The other team's UV light momentarily illuminates the NH and you can see his glow. He doesn't see you. Do you attack or continue moving? From the other side, you're watching silently for those vile humans. You are perfectly still on the lookout for the slightest movement. You hear their foot steps coming closer. You've hidden well, but you know one flash from their annoying lights will reveal you. Do you attack as soon as you see them or wait for a silent kill? I do think this would move the game from one of really quick action to much more of a strategic, but slower, one. But either side can force the speed of game play by being more aggressive. The strategies would change a little as humans want to be in the open for effective defense, but then it would reveal their location by howl. Hiding in a tight alleys is a risk, stay hidden, but more vulnerable to melee. Humans won't know where the NH is, but the NH won't be able to see through walls. UV doesn't affect stamina at distance, but has an accumulative affect at close range. The humans have a stronger defense in melee range, but more vulnerable to melee attacks. TL;DR: Techland made an OP monster and dialed back the wrong elements. Dial back the OP abilities and normalize everything else.
  9. SomeOldDude

    Is Btz Fundamentally Broken?

    I can blind pounce a player while survivor sense is off and still have the pounce interrupted. A survivor can OHK a NH with a two handed weapon if the NH is not looking with no alert like the human gets on a pounce. The Survivor Sense Suppression Spit is not even close to a guaranteed kill.
  10. SomeOldDude

    Look This Guy Hacker.

    Yep, but Techland suggests just moving along and not playing them anymore. Not sure they are interested in banning cheaters or doing anything else with them. I've suggested all sorts of automated consequences if the game itself sees anything out of the ordinary. Here clearly the NH was carrying a weapon, was striking at a distance, giving too much damage, teleporting, and more. Yes, it sucks. Nothing is going to be done about it.
  11. SomeOldDude

    Post Any Btz Bugs/exploits Here

    With higher level players you can't use attacks that punish you for a miss. That includes GP, tackles, and pounces. Wait, what's left? Nothing. It's not like mutating up provides you with any shorter recovery times, more spits, or more health, either. The NH doesn't have attacks that can be chained so fast that it seems like a OHK like the humans have.
  12. SomeOldDude

    Dying Light Pvp Needs A Serious Fix.

    I think a lot of us need help being a better hunter. What we need is a "training arena." Mics open to each other. A kill instantly resets both players (the killer and the killed) to starting point--no 30 second spawns, etc. No XP, equipment, or inventory gain or loss. Purely skill versus skill so experienced players can coach others of the opposite persuasion tips and strategy. Include multiple players of both sides so an experienced hunter can coach another hunter, too! Thanks! Yes, I know. It's a brilliant idea. Thank you.
  13. SomeOldDude

    Dying Light Pvp Needs A Serious Fix.

    Hertz, check your messages. I sent you that link.
  14. SomeOldDude

    Dying Light Pvp Needs A Serious Fix.

    It's the match with FolksyTarsier and then another player joined, then H8 joined. I could tell you were going to have problems with Folksy, but then the other two sealed your fate. I don't have Skype. I'll post it as private and let you look at it. If you want then you can DL it and re-up it to your account.
  15. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Apparently I'm in a tier that has "lessor" players. Though I'm high ranking I don't play well, but when they see "Carnivore" they tend to bail out. It took a long time last night to get any matches. I haven't played a lot the past few weeks out of frustration with matches and I was kind of hoping I'd see that de-ranking some folks complain about with their survivor rankings. I haven't moved rankings in a while.
  16. SomeOldDude

    Dying Light Pvp Needs A Serious Fix.

    I have it, but it has your running commentary over it. Not really for general consumption due to adult language (not a prude, just saying) , but I can post it so it's not generally available except with a direct link with your permission. Then I can link it here. BTW, I'm using your techniques for more success, but it's hard to not revert back to attacking in the open.
  17. SomeOldDude

    Dying Light Pvp Needs A Serious Fix.

    Yes, earlier I watched Hertz easily handle lesser players. Many quit mid-match. Then FolksyTarsier and a couple of others easily handed Hertz his behind. At that level play the NH quickly runs out of options while the human still has bags full. Oh, never once did I see a shield exploit used. Cloak potions completely negates a horde spit unless you're unlucky enough to be near one at timeout. Hertz, that would be a good video to post.
  18. SomeOldDude

    Post Any Btz Bugs/exploits Here

    When I go into a match I generally tell how good the player is by the first few seconds of contact. They stay in the open and they turn towards you--sometimes even while still moving towards the nest. They will continue to move around you keeping a distance if you try to block their path. Many will grapple around if you're not too close as they know they can complete a grapple and turn back towards you before you can get to them. These are the ones that the UV block / spit tactic doesn't work on. These will throw a flare as a matter of course even if they still have their light. You try to GP them in the flare, they'll dodge away--again as a matter of course--out of the GP range and then punish you for the miss. These are also the ones that will sit still on a roof top in a flare. You come in a for a spit and jump away, they punish you will a DFA. You try to land and tackle, they jump over you and turn for a DFA. Forget a pounce because they have the flare--they want you to pounce for the easy DFA. So, you attempt a long range spit and they simply dodge or exploit the shield. I've traded roles with APs so they can show me tactics: do this, do that. Then I go back into the game for matches it doesn't work. Pounces get interrupted and tackles get avoided. Humans complain about GP spamming, but that's the only thing that works consistently as the only thing a player can do is get away--no semi-automatic avoid tatics. Guess what good players don't let themselves get caught in confined spaces. Maybe, I'm just being matched with folks who are that much better than me, but when I look they may have been playing the game for well under 100 hours, yet I've been in BtZ alone for well over 100. Maybe, I just suck. But the game shouldn't punish you because you suck, should it? Oh, and I seldom win against someone who has full green bars--a supposed match.
  19. SomeOldDude

    Why No Volatiles In Invasion?

    Yeah, at least then they can fight back.
  20. SomeOldDude

    Cool Passive Perk Nh

    Well, there are zombies who explode after to kill them. The Hazmat guys are one and the toxic biters are another. Both attract virals.
  21. SomeOldDude

    Post Any Btz Bugs/exploits Here

    Pete, I appreciate all the feedback on BtZ and the upcoming updates. One more question: is there anything changing concerning the modding of the game, especially in BtZ? Removing incentives for not playing as intended like in-games rewards of loot, weapons, and rankings when the game detects certain things? Or a way to flag a player for ourselves so we don't have to play them again? Also, be able to gracefully bow out of a match when a flagged player enters an established match? (I've come across situations where I've been searching for matches while ignoring a certain player, only to have him enter a different match I eventually found. This is frustrating.) Thanks!
  22. So, last night I came across a player who had a health bar that was double normal and could quite literally jump tall building in a single bound--it was Old Town. Certainly, this player had more than a few more parameters out of spec. I didn't rage-quit. It was more of a SMDH-quit. Still, it irked me to wait for a game only to be in one with someone who obviously can't play without, um, augmentation. (Not that there's anything wrong with that in a single player environment.) So, later a little thought brought a small evil smirk across my face. Please, Techland, implement a ever so small change to deal with these unfairly buff players. How about at the beginning of the match check for out of bounds specs and if any are discovered then turn off the UV light pounce interrupt: both the UV light and the flares. It would be so satisfying to pound the dookey out these guys! Thanks in advance for your consideration to this matter.
  23. SomeOldDude

    Stats: Can We Have Them?

    In a discussion in another thread the talk about win/losses came up. I thought this interesting and I would love to have a running stat board of human versus zombie wins. A break down of how those wins came about would also be nice, like won through completing the match versus one player dropping out. I know a lot of people won't care about the stats, but there are a lot of people who enjoy seeing the stats. I'd also like to see how many humans are playing at the moment that have invasion turned on including the "only at night" and "anytime" break downs, plus the number of matches currently active and who is waiting for a match. This would help when I start up the game as I can get a feel of if I'm going to have a chance at some matches versus I'm just wasting my time. Additionally, I'd like to see the human's ranking when in the list, or at least when they join a game. The human can see my rank and I believe that's why they drop out sometimes. I have to look at the profiles at this point to see how experienced the player is that I'm playing.
  24. SomeOldDude

    Post Any Btz Bugs/exploits Here

    I had edited my post after you saw it... But, is that trick with holding down the tackle key suppose to work in all situations on all platforms? I just jumped on the game (PC) to try it in the tutorial and it doesn't work. I just run into the human. I have to not have the key pressed until I'm in range and then execute it.