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  1. (**NOTE: to skip directly to wishlist/suggestion coverage, see paragraph [5]**) Greetings Dying Light 2 Community!!! To the Techland Team, and specifically, the Dying Light 2 Developers. I am composing this post, for whatever value it may yet have in the current wake of the games indefinite launch delay, because I feel quite strongly about the creative potential that exists for Dying Light 2. Like the many millions of fans and players of the Dying Light community, I hold a very brightly lit torch for Dying Light 2, and have my own ideas that I would like to share. I realize that I am about a few years to 8 months late to this table, but seeing as how the development and release date for Dying Light 2 was recently delayed indefinitely, it is my hope that my thoughts may yet have an impact. At the very least, perhaps my suggestions will offer Techland ideas for Dying Light 2 dlc expansions. It is my understanding that Techland has five years of post-launch updates/content planned for Dying Light 2, so as I said, perhaps this post will amount to something. Now, while I am currently going to school for a degree in Computer Science w/con. in Software Engineering, I do not know everything that goes into transforming creative graphic and narrative ideas into a video game. In other words, I mean to suggest that some ideas may logically sound or work better on paper, compared to the results after actually attempting to integrate the idea into a project (the project in this case, being Dying Light 2). I think as a society, especially in the United States, consumers are more and more prone to forgetting just how complex the technology they demand a market for actually is. Particularly, as the world continues to make such great advances towards improving technology. The reason I am pointing this out, is to address the set-backs and limitations in Techland's development of Dying Light 2, as it relates to the demand and evolution of the market in 2020. Also, I wanted to acknowledge that there are a multitude of factors that may or may not play a hand in how close the developers manage to meet the communities expectations. I hope that Dying Light 2 is released alongside the Xbox Series X & PS5 holiday launch in December of this year, but I would happily wait even longer, if there is a chance that the ideas I mean to discuss in this thread are implemented into Dying Light 2 as a result. Moreover, before I finally get down to my thoughts on Dying Light 2, I want to mention why I feel so strongly that my ideas should carry significant weight compared to so many others' ideas. Especially, those who might find that they disagree with my ideas and suggestions, which I will soon go on to discuss. Techland has been quite vocal about even their own expectations for Dying Light 2, remarking that it is their most ambitious project to-date. Particularly, they have emphasized that their goal for Dying Light 2, is to provide players the best and most immersive narrative and engaging world interaction that they possibly can. So, the first justification for why my ideas are worth a glance from the developers, starts with the premise that they will actually help Techland succeed in its mission for Dying Light 2. First notable point, is that I firmly believe it is actually harder to come up with good ideas, or notice short-comings in a project (any project, of, any kind), when mental energy is being expended to address a great deal of things at once. Second notable point, when that level of multitasking is coupled with a constant demand to pitch quality creative ideas (we must not forget this is a competitive BUSINESS industry), even though the tasks may be divided things are still impacted by the general buzz of project anxiety. In short, their is a reason why the industry reaches out to fans for ideas, and it is not solely for the purpose of pleasing fans as a marketing strategy. I have been playing console & hand-held console video game devices since I was four years old, so, almost 18 years now as I am nearly 22 years old. I have only just recently begun to step back from my habit, becoming a more casual gamer, due to adult responsibilities and demands in my life. However, in those 18 years, I played some countless upon countless number of video games. And so, my ideas come from 18 years of contemplative creative analysis and thinking, which I have never really had to share with the world (unlike those designing a game, or, even multiple games for a living). That kind of perspective friends, is hardly even close to the same as what is offered by hundreds of thousands of very casual players, who's ideas are often derived from simple desires and/or commonly mentioned by the entire community. Example (for Dying Light 2): the very general suggestion and desire to see "better weapons" added to the game, compared to Dying Light. Ummmmm...close guys...but, WRONG ANSWER!!! Why? Because a million people asking for better weapons does not help the developers, effectively, develop the best next generation video game experience. So, I fully intend to elaborate on other peoples suggestions, while also suggesting some ideas that I have not seen mentioned by anyone else as well. (1) Addressing the Decision Making Mechanics: I am 100% for what Techland is doing for the narrative experience, but, I think that there needs to be a way for a character to traverse between different locations they unlocked over multiple different playthroughs (including rank, weapons, etc). A simple way to do this would be allowing a start menu option to choose a saved character, then, follow that option with the option to select a saved game. If the exploratory value and potential rewards specific to different zones is not excellent enough to give a player a reason to want to carry a single character between two entirely different playthroughs for zone purposes, then already, there is no value in even adding this decision based geographic feature to the game. To follow, a simple question that addresses my point. What if I want to go back and explore an area I unlocked during my first playthrough, but on my second playthrough, I made the opposite critical decision unlocking an alternate area while permanently locking the zone I wanted on that playthrough? If you think that players will be understanding when they have to spam cooperative lobbies hoping to find a lobby hosted by a player who has that zone unlocked, or worse, completely playthrough the game again and again needlessly everytime they want to return to alternate zones. Well, guys, we won't be. We are hardly able to hold ourselves together patiently in response to the Dying Light 2 delay, let alone, deal with that potential issue. That is, assuming Techland has not already accounted for this. (2) Weapons/Attachments/Customization/Realism: There are a lot of things in the weapons department that need to be improved so bare with me, and if my suggestions prove to be too great a change to the game at this point, then implement them in Dying Light 3 (and yes, you should make a Dying Light 3). There is the whole entirety of Planet Earth that is infected with the Haran virus now, which means, you can franchise the game by continuing to improve mechanics, features, narrative, and geography. I shouldn't have to point this out, but there is little fun in ending a good zombie narrative using the all too bland and traditional zombie cure, don't do it Techland its too early for one. If that is your long-term goal for the narrative, then please, scrap that idea because it will end as badly as the last few minutes of the final episode of Game of Thrones. Hint: it will be 100 times worse, but, that is still a good comparison with respect to how the fans will respond to such a traditional ending. In fact, you could build upon the Dying Light 2 considerations regarding the evolution of the virus, and consequently the resulting variations of the virals left to now prowl the in-game world. Dying Light 3 could take on the horror effect established by the games focus regarding day/night gameplay differences, and by that, I mean tackle it directly with the inclusion of a narrative set in a world where humanity has been out evolved by the virals. In this way, the game could keep all of the fans on the edge of their seats in a heart pounding sweat, as [insert main character] struggles to survive and outrun and outsmart a world that now hunts him/her. If that idea should be considered at all, then also know, I recommend taking away the easy sleep option that allows players to avoid playing at night. Even in Dying Light 2, placing some minor restrictions on the ability to sleep would prevent players like myself from completely avoiding the night experience at all costs. It should carry a heavy price to use sleep, and like the fast travel boards in "Forza Horizon" the only way to reduce the cost should be collecting a series of artifacts only available at night, forcing the player to face the darkness if they wish to always play during the day. -Night Time: Techland, if you really want players to play more at night, add some restrictions that make it far more difficult to avoid playing at night. Disperse volatile encounters to specific locations and areas (like high reward target locations), and limit their spawn rate outside of those areas to a very manageable amount of distance between them "unless you make noise." The problem with Dying Light night-play was partially how terrifying it could be, but it was mostly only excessively terrifying because between trying to see your environment, maintain awareness of any regular zombies in the surrounding area, and maintain a quiet level of noise all while avoiding a way overpowered/overpopulated concentration of volatiles was just too much. In horror games, I would argue that in general, most of what creates that sense of terror one might feel is a fear of dying in the game. In Dying Light, playing at night was so un-moderated for exploration because of the ease in which a volatile could kill you, and the fact that there was always so many of them you could almost always see one in range on you mini-map. So, playing at night in my opinion, was never worth it outside of missions. I understand that Techland is supposedly addressing this, given remarks made about making night-play more worth while and rewarding, however I am strongly against the algorithms used for volatiles in Dying Light. Similar, again to another game, the "Heat" or "Wanted" system used in Grand Theft Auto games would be a much better type of system for night-play in Dying Light 2 with respect to just open world traversal/exploration. It is much more fair to base the concentration of virals/volatiles according to how much sound the player produces, thereby turning successful gameplay at night into a stealth mission. When all is said and done, Dying Light was much more dominant as a "hack-and-slash" experience, because night-play and dark locations are really the only true opportunities for stealth and it was done so poorly that just avoiding night entirely was generally more fun. Which, finally brings us around to focusing on weapons and other weapon based ideas. I'd like to briefly reference community reactions that were common between the launch periods of Black Ops 4 & Modern Warfare (Warzone). Specifically, how much dispute occurred over BO4's unrealistic weapon & operator skins, and other random or strange cosmetics. And now, how much happier the Call of Duty community is with Modern Warfare because of the ridiculously fantastic realism of the game for all of the modes (Campaign, Multiplayer/Coop, Warzone, and Special Operations). Look Techland, or whosoever happens to kindly be taking the time to read through all I am writing, I have played a decent spectrum of zombie games in the last few years. I've played BO4 zombies to Master Prestige 180'ish+nearly all the easter-eggs, Dead Rising 3 & Dead Rising 4, and Dead Island & Dead Island: Riptide. Also World War Z, State of Decay 2, and Dying Light. The only one I stuck-out and beat because it was quite fun was Dying Light. However, I want to talk about the loot system for the three that were developed by Techland: Dead Island, Riptide, and Dying Light. The loot system for Dead Island seemed to feel much closer to realistic compared to Dying Light, but other than that the series once you got to the original "Old Town" was insanely challenging (it sucked without mods). Personally, I think a part of Techland's mission for Dying Light 2 should be to move away from the games dependency on finding in game looted weapons that have a limited life span. Now I don't mean to say they should get rid of it entirely, but rather, an immersive experience requires a level of realism not provided by the unrealistic spawning of weapons (which don't always seem like they fit their location). For example: constantly finding Scythe's in chests, like such a weapon is even remotely common in a place like "Slums." NOOOOOOO, instead, such weapons should be limited to environment interactions with realistic objects. Or, found and/or earned under believable circumstances. For example, (and I will come back to this) if your customized/built weapons are all broken and need repair, then you may find yourself in need of an emergency weapon to substitute your GO-TO inventory selections. A realistic solution, yes, might be snapping off a nearby piece of pipe or pulling up a weak metal sign to quickly defend yourself in combat. This, is what a true immersive experience would be like for those kinds of weapons, because they call on the player to react in a fight/flight manner just as they would if it were really happening to them. Before I explain my notion of their being customized weapons, other instances for base weapon finds might include baseball bats, crowbars, tools, short-knives, long-knives, guns, and other weak operable weapon items that are realistic (picking up a tire, a traffic cone, etc.., stuff like that). For unique and legendary base weapon finds such as maybe an antique spear, swords, maces, and weapons of a similar unique/uncommon nature they should be included as finds specific to different unlocked zones. And, those zones should resemble a realistic justification for the base weapon find, such as the ruins of what used to be a museum. Generally, swords and maces and battleaxes are not just lying around in any random location. You can find them in many places, but in the case of Dying Light 2, the best fit is going to be some kind of run down ruin of a museum. Unless, they add a smelt and anvil with a blacksmith trade as a visible part of a more populated community sized safe zone. The instance of such weapons should be more special, and I am about to get into the reason why. You may have noticed that I referred to the weapons as "base" weapons, by that, I am suggesting Dying Light 2 couple the aforementioned realistic interactions with operable environment objects suggested earlier with a dominant focus on player customization of weapons. For realism in the game's combat mechanics and loot system to provide a truly immersive and addicting experience, frankly, Dying Light 2 needs to severely balance the games weapons. Parkour is fun, but, it would be much more fun if the game actually felt like a survival-based horror experience. Different scenarios should call for the use of different weapons, as well as, careful consideration for what personal modifications have been made to a weapon. Categories: ranged, blunt, and sharp. Tactical: stealthy or aggressive (or using both together such as setting a series of traps). The option to knockout rather than kill a human NPC would be an important feature required to make this all work, because of course, you would want to use a blunt weapon to knock someone out. Dying Light 2 should really promote the need to having and applying the right tools for different situations, because in Dying Light, it really doesn't matter at all what weapons you are using so long as each has the highest DPS levels possible in the game. That fact, takes so very much away from the end-game experience, because the looting just becomes a game of sifting through inventory for highest weapon stats. Or, just grinding for orange and gold tier weapons, which is still pointless for a lot of reasons unrelated to the poor weapon system. -Safehouses/Armories: Its hard to discuss the concept behind "base" weapons without mentioning suggestions for safehouses and the addition of an armory as part of each safehouse location. But outside of weapons, suggestions for safehouse improvements are quite simple. The community wants the ability to customize safehouses, but, that to me implies that we all really want to see a great deal more end-game incentive. Which, is commonly provided via in-game cosmetics. So yes, safehouse/armory decorative cosmetic options are desired. But, also actual upgrade and improvement based customization options that actually interact with the world. Back to the "base" weapons. These would include the categorization of weapons: baseball bat, machete, swords, maces, axes, shotguns, pistols, revolvers, snipers, assault rifles, RPG's, daggers/short-blades, and there may be a few others. Environment objects that can be used as weapons, but, are not "base" weapons would not be allowed any player modification. So, unlike Dying Light, Dying Light 2 should include all categories of the gun family (that means adding sniper rifles, a real bummer for my friend in the first one). And, deciding upon a categorization for subcategories regarding blunt and bladed weapon types, within reason. There doesn't need to be ten different types of blunt weapons for example: baseball bats, maces, one-handed hammers, two-handed hammers, and those four basically cover the relevant "base" blunt weapons. So, do that for guns (AR, Sub, Launchers, Snipers, Pistols, Revolvers, Shotguns, and LMG's) and then bladed weapons (Machete, One-handed axes, Two-handed axes, short swords, long swords, spears/lances, and daggers). Then, make it so that each one of those base weapon categories can be leveled up individually (in addition to, not replacing, the skill trees for survival/combat/agility), which will then unlock Armory Workbench options for modifications to the base weapons belonging to that category. A basic example: we have a baseball bat (belonging to the bats category under the blunt weapons tab), we level the bats category up to level two (unlocks camo/sticker customization) and the ability to wrap tape around the bat (also use tape for future modifications), lastly we go to the Armory Workbench and use it to wrap the bat-head with duck-tape (which of course we had to have found through exploration). Do you see where I am going with this idea for weapons, and, how it should impact the loot system cycle for Dying Light 2? This adds so much more playability to the game, just, period. FACT. It also allows players to actually seek out instances for different unique base weapons, which after leveling up that weapons category enough and finding the right materials, the player can then upgrade/modify/personalize the way that they want. How does this impact the idea of blueprints? Well, instead of blueprints being a bunch of rarity based features where there are too many options, also again where the choice hardly matters at all (especially in the end game). Blueprints can unlock unique weapon cosmetics, special/unique/secret(even) Armory Workbench modification options (so basically list of ingredients to build a particular attachment modification, that is what the leveling of a weapon category would contribute to unlocking, recipes'), and tactical equipment recipes (types of throwables, explosives, etc.). Also, another good idea could be to provide challenges for each weapon category, which will unlock various cosmetics upon completion of the given challenge. Lastly, to refer back to my mention of these modifications impacting the need to consider different tools for different situations. If a bat is modified with tape/glue/nails to form a spiked bat, obviously, without going to a workbench in the armory and removing the modifications from the bat you will not be able to knock a human NPC out using that bat. There is a basic example regarding those mechanic relationships. Also, at a workbench, all customizable weapons would be able to undergo refurbishment. Only applies to weapons belonging to the blunt, gun, and blade categories (NOT TEMPORARY WEAPON OBJECTS IN THE OPEN WORLD). (3) Zombie Invasions & Multiplayer: If zombie invasion is re-used in Dying Light 2, then it should not be the only mini-game feature, and the ability to keep track of and combat the hunting player should greatly be improved. My friend and I had a first impression that said, "THIS IS UNFAIR, NEVER DOING IT AGAIN, DISABLE!" My recommendation would be to do something like a gladiator arena/sandpit game mode that is similar to the wave based system offered by BO4 Zombies. AND NO, THAT DOESN'T MEAN REPEAT BOZAK HORDE CONCEPT. I literally mean quite specifically, a wave based system, that takes place in an arena where you can compete against yourself and other players for a chance to earn rewards. (4) Fast Travel: I am not fully against fast travel, but as I mentioned before about putting a price-tag on excessive sleeping to avoid playing at night, fast travel should also cost money. I say this, because regardless of some players complaints about the inability to fast travel, such a feature severely takes away from the experience of this type of game. Frankly, having the ability to use the waystation poster to travel between the Slums & Old Town was enough. If playing more at night was more forced, then having safehouse fast travel would really diminish the intended game experience. It is a survival game guys, not, a skip past all of the potential zombie threats with loading screens game. I am sure I could come up with more, but, this post covers the areas closest to my heart that I would love to see implemented in Dying Light 2. In Conclusion, the campaign and a need for multiple playthroughs to experience all of the narrative/geographical content, it isn't enough Techland. There has to be a level of addictive features that target the human pleasure center, releasing dopamine, that creates a sense of emotional investment in the game. The end game for Dying Light was and still is complete garbage. It is so fruitless to play beyond the completion of the campaign/sidequests. There is not enough to do, that is fun enough to do, even close to worthwhile enough to waste further time doing. Quite simply, there are really no addictive features in Dying Light, which sucks. It was fun, until we beat it, and then it was just "hack-and-slash" for really no reason. Dying Light 2 could become the first top-charts best open-world/cooperative zombie game experience ever made, but, only if you guys put in the work to accomplish such a production. It really is the difference between your fans playing the game for 1-6 months, and playing the game for longer than a year. I love the idea behind Dying Light so much, that I have spent a great deal of my time articulating this thread, because I want Dying Light 2 to be worth playing longer than a year. My suggestions, that is what to add/change, in order to make the game experience have that extent of an impact. Of 13 million people who purchased Dying Light, for there to be just over 500 thousand still playing, is really not a whole lot. These suggestions could get that number held at above 1.5 million people still playing Dying Light 2 years after its release. I played practically just BO4 Zombies for almost an entire year before I got bored due to the lack of content drops (new maps), and I still didn't achieve all of the weapons camo challenges & I was still just over 800 Master Prestige ranks from obtaining the max level. Almost A Year TECHLAND!!! And I could still go back now and play for the rest of the achievements/challenges/ranks probably another 6-7 months. Addictive content and features makes a HUGE HUGE difference in how long a game is fun to play! TAKE DYING LIGHT 2, AND MAKE IT AS GOOD AS THE IDEAS TRUE VALUE MERITS, BECAUSE WE WANT IT TO BE SO MUCH MORE THAN JUST AN AMAZING NARRATIVE!!! Best, Xatir111
  2. Disclaimer The following content is purely artistic and for entertainment. Nothing that is presented below seeks to generate any kind of benefits. All content linked to "Dying Light" belongs to the developers, Techland, and its publishers, Warner Bros. Interactive Entertainment. From Mexico City to Harran: Ideas from a survivor Suggestions for new in-game content …. Establishing connection…. …. Searching on all channels…. …. Signal received…. …. Starting transmission…. To all runners and survivors in Harran and the countryside, recieve a big warm greeting from Mexico City. Let me introduce myself, I am Pedro17_ro, student and big fan of the zombie genre, especially of this heavenly game called Dying Light. In all this time running between streets and skipping roofs, I've been thinking about how to contribute with some crazy idea that can improve this amazing videogame. So, after killing a good number of zombies, I realized that, despite how fun it is to camouflage yourself with zombie guts or doing acrobatics with the buggy, it was missing something that represented my country: Mexico. Do not get me wrong, the game is amazing and I have no complaints about it, but I'd like to make a suggestion about new content that can be included in the game. But before I start, I want to thank you again for making one of the best zombie games (And that includes the original Dead Island) Let’s get started… So, I was thinking about how to create a design that was according to the game and that at the same time, was a small tribute to my country: Mexico That's when I thought of the "National Outfits." They include many countries but unfortunately Mexico is not; for that reason I decided to design it myself. That was when the challenge began: How to design a shirt that would represent a country like Mexico? Our flag is similar to the one of Italy only by the colors, because the eagle and the snake is OUR symbol, our identity and everything we aspire to be as a nation. How to include our national symbol on the shirt? The eagle represents the Mexican people and the snake symbolizes the enemies of the nation, so it was clear that both should appear. Another important element of our emblem are the branches of laurel and holm oak, where one represents the victory and the other the sacrifice and the ribbon that unites them symbolizes the union as a nation. For my design, I take these four elements and put them together in one to create a shirt that would represent the Mexican spirit. In the neck, we can find the laurel, the holm oak and the ribbon. The eagle and the snake are in the chest and in the arms we can find a prehispanic design to represent our past. But that was not the only design... If I had already got there I wanted to keep trying, that's when I decided to travel more in time to our pre-Hispanic past. The history of the great cultures of Mesoamerica are of great appeal, not only for the people of Mexico, but for the rest of the world. It was there when I decided to create an attire that honors one of the most known civilizations in Mexico: The Aztecs Within the entire Aztec culture, the Cuauhpipiltin, better known as the Eagle Warriors were part of the military elite of the Aztec Empire. Any person, even the "macehuales" (The lowest caste of the empire) could serve in their ranks, as long as they were worthy and fulfilled the rite of passage. Fast, brave and fearless, the eagle warriors (Together with the Jaguar Warriors) made the Aztec Empire one of the most powerful civilizations of its time In the hope of accompanying the Sun on their journey through the sky, they did not fear death, thus becoming fearsome warriors. But every warrior deserves his own deadly weapon... The Aztec militia had a terrible weapon: The Macuahuitl. A weapon that could be handled with one or two hands, the Macuahuitl was a powerful weapon. Made of wood with obsidian stone, it was sharper than any metal. Capable of decapitating a horse, the macuahuitl sowed terror among the troops of the conquerors. In the chronicles of the conquistadors there are records of the destructive power of this weapon, for that reason, I make a modern version of this Aztec weapon. Just imagine Kyle using this weapon against the undead ... They would have no chance against him! But ... How to include all this in the game? I know that Harran is based in Turkey and that making something so Mexican get there sounds complicated, but I thought of certain details that could make all these designs have a sense: "After the virus spread through Harran, a small group of Latino survivors grouped together to form a safe zone (either within Harran or in the countryside)" All this content could be included in a single safe zone: -Kyle could get to that area and help survivors on side quests and get these designs. -The Macauhuitl could be a weapon like the Korek Machete: The planes are obtained and can be generated again and again The safe zone could be like the design I show below: For example: -To get the National Outfit, the mission could be for Kyle to search the region for photographs so that the inhabitants of the safe area build an altar to honor the dead like our celebration of the Day of the Dead -The Eagle Warrior Outfit could be obtained by completing several challenges that prove Crane's speed, endurance and strength. -To obtain the Macuahuitl, the mission could cover the following: In the region, near the safe area, there could be certain ancient ruins that became a volatile nest. (The ruins would not necessarily have to be pre-hispanic) To increase the difficulty, the mission could only be done during the night: Crane can go to investigate and discover that before being occupied by volatiles, the ruins were a store of Rais men. After a complicated fight where Crane could fight against a giant Volatil, simulating the sacrifices that realized the Aztecs, could take the Volatil's hearth and place it in an altar, which would generate the blueprints Before becoming a nest, the ruins could have been used as a Rais store Being a warehouse, boxes can be put inside the ruins to obtain improvements of arms and supplies Finally... As a final design, one of the things I liked most about Dying Light are the graffiti that appear in the city. All of them are excellent, so it occurred to me to design a mural that symbolized the union between Mexico and Harran, so I took the Eagle and the Snake of our National Flag, and the Lion, which appears on the coat of arms of Harran. Both emblems became the following design: The Lion, the Eagle and the Snake against the Volatile Horde And we arrived at the end of the transmission, I hope all those who have come here are satisfied with the results. It is worth dreaming that some of these designs come to the game, but, for myself, I feel satisfied to have shared with all of you, survivors of Harran, these ideas. ¡Gracias a todos! Pedro17_ro Thank you all and remember.... "Good Night and Good Luck" ... End of tranmission...
  3. Hello everyone! Werewolf here! Now as you seen the title, this is about PERSONAL ideas and suggestions on what I would think help the game more. Right now as people may now, the game is kind of suffering a bit (or that's what I see at least) and truthfully honest, I've been seeing a bit of suspicious activity from Techland (ex. DLC not being in Season Pass, not much patches, no responces, etc). Now, I may not be 100% expert on this, but I'm going to be presenting some ideas and suggestions like, as mentioned, I feel would help the game. This is my OWN personal opinion, so it's fine to disagree with me or what not, just don't be accusing me of anything and such (as that can happen basically when it comes to ideas) Below are my own addressed ideas, and maybe these ideas are something Techland SHOULD look at and give some consideration at. There are two categories, being Important and Optional. Important are the ones that are desperate to get fixed or added, while Optional are ideas that are in no rush, but can help the game much better. Before you start accusing me of some of these ideas, yes I know some of these aren't my own ideas... HOWEVER, I'm not using them as act for stealing, but rather for being mentioned and referencing them easier so in case they haven't been looked at, they can now be looked at. Before I continue, I also may say that some of this ideas not being mine, respectfully belong to the people that created them. IMPORTANT Removal of Bullet Sponges for enemies. Prior to the Enchanced Edition, enemies on Normal (yes, I'm a normal-difficulty player) would have the right amount of heath and attacks before dying off (for example, decapitation would occur within 1-3 strikes, which should be reasonable I would say). Overall, unless this is set on Hard or Nightmare, none of this bullet sponge stuff on Normal at least. Headshots should be an instant kill like before, while body shots should vary. An example being armored Rais' Men getting killed by 5 or 6 shots in the chest, depending on the weapon, while normally unarmored Rais' Men should be killed with one or two shots to the chest. Think plausible here. I also remember I read somewhere on Steam or so that enemies should have some unique tricks up their sleeve, so why not do this? An example of this is maybe Rais's Men or maybe an infected of sort could disarm your weapons from you, resulting possibly thinking of different plans or making you flee from them. Overall, enemies on higher difficulties should do interesting things like new moves or something while having logical sense with this; make them a valid challenge, not a waste of time (and by this, I don't mean Bozak Horde-like challenge). Legendary Levels should be used exclusively for Hard and/or Legendary Levels only. As mentioned, I would really wish if the Legendary Levels would be out of Normal difficulty, and this actually does tie in with the bullet sponges. OPTIONAL Weapons/Combat Modify durability appearance for Weapons. For example, have a Common Gas Pipe's degraded appearance only when the weapon turns red, not too early or in the middle. Earlier weapons (such as pipes, wrenches, knives, etc) from earlier survivor ranks recurring at maximum level. Certain melee weapons by default having attributes to the stats (Ex. Crowbars having higher durability, Baseball Bats having higher speed, etc). A modification to the stealth kill ability, having certain melee weapons present unique animations for assassination (kind of like in The Walking Dead: Survival Instinct with Daryl's assassinations techniques with his knife). For example, bladed melee weapons such as a machete would decapitate the enemy from behind in a quickened fashion. Modification to the Stomp ability. If in front of a downed enemy, having the front kick to the face (minus the head exploding when it comes to Rais's Bandits or the Virals). When getting bitten on the leg, the stomp should be faster than in the current game, where it's just a slow stomp. The abilites to stomp once or twice on an enemy like in Dead Island should be added somehow, depending on the situation I suppose. If possible, having bullets from firearms not always shattering enemy heads. This should obviously be removed with Rais's Men or Hostile Survivors, but maybe there should be a randomization where sometimes bullets can shatter Biter or Viral heads, while sometimes not. Night Time Gameplay Having the Infected attracted to light and following you if you enabled your flashlight and if you are producing loud noises, throwing in a more stealthy mechanic into the game. Using the 2013 E3 video for reference, having much more improved Volatiles by giving them the right amount of them being scarier, tougher, and worthy challenging. As mentioned, find the 2013 E3 video for reference on what I mean. New variety of Volatile appearances, like in the concept art. Option to enable or disable the slow Volatile eye detection (If disabled, Volatiles in-game would instantly notice you). Modification to the chase music during Volatile chases and in the tunnel climax in Extraction. In the E3 video, there was a version of the Escape music that had more drums and it'd be awesome if this was putted into the tunnel climax in the Extraction mission, that way it makes the chase more intense and threatning. While normal Volatile chases would have the default chase music, the Escape music (minus the less drums) would occur if the Pursuit level is at max (aka, the skulls on the side of the mini-map) Extended night-cycle AI Mechanics/In-game events Having random events being more surprising and less big on XP (although, they can still be used for XP), having it triggered by the scene before you by and being drawn by the unknown and surprising attention. Having common sense for AIs. For example, rarely would you find two survivors finding a Demolisher. An example idea for this would be two survivors instead trapped by a Demolisher and need help getting escaped or something along those lines. An modification for Air-Drops; this being having it feel like consequences will occur if you miss the drop, and the ability to get Antizin as an item for yourself or others, and also selling them for shops. Another thing tying with the Antizin would be the ability to find Antizin for your infection (although, it should be a while before desperately finding an Antizin drop for your infection to reduce stress as much as possible). As the game is in-fact a Survival game, having food and/or drinks having a more important role than being just for health Modification for world physics as a tad bit more to wind being blow, having rain and fog last longer, and the transition of the Day and Night cycle being more slower than being quick (Ex. after raining, it would slowly change back to Day light, and not quickly). Safe zones able to be invaded and/or captured by bandits or infected. Other As an option, having an overhaul to the Grappling Hook by having it functing more like the hook in the E3 2014 video, where it would take a bit for the hook to land somewhere and pull you up. Also for an idea, maybe having a new appearance for the Hook such as the one hook shown in the Quartermaster's inventory, or even having a wrist-like device for the hook to propel (just an idea though). The two headless (by decapitation or the explosion of their head) death animations where an enemy stumbles around and swatting before falling should be removed, both Biters and if not, definitely for Rais' Bandit Leaders (the ones with the mohawk and wearing white masks). Seriously, it looks pretty stupid in my book. Well, these are all of the suggestions I have posted. If you have any more ideas you want me to put up here, give me a shout out and I'll list your suggestion here for reference. What are your thoughts about this?
  4. Would most players not want a rear view mirror? It could be a new three stage novice skill tree path (novice because a rear view mirror seems pretty basic for driving, especially when you have bad things chasing you all the time): simple mirror --> rear mounted spot light (aligned with rear view vision field) --> panoramic mirror wings (these should simply add blind spot vision, by extending the mirror a little on each side with convex mirrors) I will grant you that the front field of view when siting in the buggy is already a little real estate poor, so the size of a centrally mounted rear view mirror near the car level progress bar up top should be carefully considered, and the optional convex mirror wings may not be an option at all, but BASIC MIRROR and NIGHT SPOT LIGHT skill tree options seem like basic options and are painfull (literally and figuratively!) not to have. Very imporant last point, if the convex mirror wings WERE an option, it would be critical that they were add-ons that did not disrupt or change the original basic mirror area. It would suck if the whole mirror became convex. The only practical (visually comfortable) way to gain additional angle of view with basically one mirror is to add mini mirrors on a flat mirror's edges. We've all seen examples of this on non-apocalyptic cars on the roads today, except that they are often tacked right ON the mirror instead of added to the edge (I don't like compromising the original mirror to gain aditional view field). In any event, the development mechanics of convex mirrors, to essentially do the job of side mirrors may be impractical for you guys and I get that. Just getting a straight rear view that worked in day AND NIGHT would be huge. Thanks, - Enthusiastically counting the days to the beginning... ...of the end
  5. If it's not too much to ask I would like to see more detail of what is happening in the patches on this forum (before or after If possible). I know you guys can post the changes made in the multiplayer, campaign, server, etc. in better detail rather then just "And More..." It would be better for the community because they'll know what changed or what is going to be changed in the game. The community would be able to find out more problems and suggestions with the information about the previous and upcoming patches for the separate platforms. If you guys even take this into consideration can you guys please put the patch notes into separate posts (PS4, Xbox One, PC). Because the platforms don't always have the same issues and problems.
  6. Dying light is an amazing game, But there is some things that i've realised would make the game a lot better: *New Guns, Especially SNIPERS and RPGs *A REWARD for completing ALL SIDE QUESTS, like a special outfit or some crazy new weapons! I was really disappointed when i didn't receive anything for all my effort and time i spent on doing this! *A PvP gamemode unlocked after the main story where you can hold up in buildings and fight against, not only the infected but other players! E.g when you die you drop all your stuff and people can loot your body etc (Almost like the DayZ Standalone game on steam) I undersand this would be a lot of work for techland but i think it would make the game one million times better! *New map? This is something i wouldn't be to surprised about being a DLC. I think it would be amazing to have a little change in scenery for a little extra money! Slums and OT get pretty boring after a while! So a small, fun map with some bonus quests would be great! If Techland see this, i want you to know, Congratulations on what you have created and you should feel proud as heck to say you developed this game! The suggestions above are (like i said) suggestions that WILL bring more players to the game, and for me, the PvP gamemode would be amazing, as an xbox player, there isn't a game or gamemode on any console game like that (i dont think)! PS if the PvP gamemode does get created, please dont make it for PC only. I beg Thanks for reading, i really appreciate it!
  7. 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!
  8. 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.
  9. Well, hi everyone, I'm JP and I'd like to share my thought here, in the hope that some of DL developers actually see and read this message.) I don't post often on forums and I had a lot of doubts about posting this, but I guess this is the time when you enjoy the game so much that you crave to thank the developers personally, to share your gratitude and let them know how much fun their game brought to me. Dying Light is not the first game from Techland that I've enjoyed. But this is game that made me actually say to myself "Hey, this is almost ideal game!" And I must add that being an active gamer, I haven't said that in a long time. You know, this weird feeling like this game was made specifically for me? This is this case of Dying Light. The thing that made me really angry at first was that a lot of people blamed Dying Light's plot for being clichéd and it's characters for being "cardboard". And nobody actually tried to understand why developers decided to use clichés rather than try something particularly new (I'm sure that the the writers at Techland are perfectly capable of creating absolutely fantastic and fresh plots). It's obvious that they did that because of the publishers influence. I mean, hey, creating AAA title is hell of responsibility, this type of games takes a lot of effort and money to produce, so they just couldn't take the risk. Sometimes it's not even a choice. It's pretty understandable for me. On the other hand even that "clichés" (I don't agree with that opinion at all, btw) are made into a very deep and thoughtful world with perfect dynamics and believable settings and if you have at least a tiny bit of imagination, the characters that some call "cardboard" starts feeling really expressive and real like it happened to me. Man, Brecken always made me want to hug him in an attempt to console the guy, both by myself and by Crane.) And also it's very sad that Jade's character didn't get the understanding from people that the writer put into her chacacter... Why people so stubbornly keep on seeing only the "clichés" and so rarely try to look deeper? Anyways, I might say for sure that I've enjoyed the set of characters Daying Light presents. For most part because they are not that egoistical pseudo-dramatic hysterical people who don't listen to anyone and consider their personal drama the most important one among other people's loses. Sure, DL characters are quite emotional when time comes, but in a good way. It never made me roll my eyes or facepalm, because their reactions always felt natural for me and because Crane's words was almost always the words that I'd say in the same situations. What's also important for me is that the developers didn't add any unnecessary, vulgar and explicit $ex scenes here. Well, I should explain this: it looks like a tendency now, to add this kind of scenes in recent games for ex. Far Cry 3, or Metro: Last Light, or new Wolfenstern. And this is what truly disgust me, this is what made me refuse to play this games, this tiny, but really repulsive thing that made the game experience feels like virtual rape, because, clearly, I don't want to see this and don't want the playable character that I control to have an encounter with the woman I actually hate. So, dear developers of Techland, I say thank you for not adding to your brilliant game any of this terrible and vulgar stuff! You give a great example of an adult game without this terrible and unskippable intercourse scenes. Please take a word of advice of a hardcore gamer here: if you ever consider adding scenes of intimacy in your future games, please make them optional, like the situation where the character can refuse woman's offer of her body and let there be an option where the hero can say something like: "I'm sorry, but I don't want to sleep with ya, bye." Now I have something to say of a more controversial topic and I say this because I have a trust in Techland, I believe that these are the people who can actually listen. So I don't want it to sounds like a trolling here and also I'm not a crazy supporter of anyone's right - nothing like this. But you see, adding homosexual characters to the games can be a really interesting thing. I'm not suggesting these flamboyant, half-comical men who think only about anal intercourses and wear pink thongs. I'm speaking about the kind of men that The Walking Dead comics offer, these Aaron and Eric type who actually behave adequately and seriously kick a$$. They are homosexual, but look how capable and likable they are! The thing that they love one another doesn't change actually anything for the plot itself, just add a nice spice and the originality to the story, and this is what I'm talking about when suggesting adding this kind of characters. Make them sincerely love one another like Camus in "Plague" says about human love, add this acute bromance and this would definitely touch the hearts!) And nobody would even try to open their mouths to mention anything about cardboard. Alrighty then, this was my little "please don't do" and "please do" things. ^___^ Once again, for devs - thanks so much for your game! You did a really great job and I must say the experience of playing DL was truly incredible! I wish you all he luck with your future project (and I really really hope there will be many!) and hope that you'd consider the things I've said here. Because using anchored story patterns is safe, but risking may bring even better benefits. Just consider, ok? Best regards, JP.