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Found 6 results

  1. Hello community! Who knows how to decompile original levels from the game? Saw, as import whole levels of, for example - a Bozak Horde Level. Probably used a Decompiler .level files in .map for further use in the Developer Tools editor. But have not yet found the right information. If who in course, prompt where to dig further.
  2. I visit other forums now and then and saw a player suggest to other human players to just "dupe survivor packages" to max out their survivor rank. Ignoring all the other ridiculous advantages that duping gives human players in BtZ, why should humans get to rank up in seconds while it takes the hunter weeks of continuous playing to max out? I just don't get why this isnt a higher priority. Why is the progression system, among other things, allowed to be so heavily unbalanced?
  3. Which skills are most important to choose early in the game? Which do you use the most when you play? And how do you know if a mission/ side mission is too advanced for your skill level (without having to die repeatedly to find out)? Do side missions coincide with your current skill levels?
  4. Hey Devs, Got a few good suggestions for a future updates Since I and many other players are max or high in survivor rank and complain about lack of weapon variety, please make all weapons available regardless of level and also make them less over powered since it isn't the funnest thing being able to one shot almost anything now. Even without modding and upgrading, it's still too easy. A weapon like a Katana should be the only one shot weapon since it is the sharpest thing logically available. Things like machetes and long swords can cut, but these are dull blades thus they would do more breaking than cutting anyways (As I own these weapons in reality and they do not cut for chupacabra). Also, when looting bodies, the one thing that bothers me is that loot isn't scaled to your level. I remember Dead Island gave you higher cash rewards if you were high level, but here regardless of level in Dying Light, you still get the same 17-38 dollars regardless. Everyone once in a while you find a couple hundred, but usually the money is minuscule in value that it doesn't help that much unless you are selling wanted items or just selling high valued items just to buy another. Lastly, the swim speed. This is probably the most aggravating thing of all time for me personally. I think it would be great to incorporate it into the first unlock for the 2nd and 3rd tier agility trees. Since we can perform better with these unlocks, I think being able to swim faster would be nice to since the current speed is ridiculously slow. Either speed it up universally to make it more reasonable or make it upgrade with standard agility. Also, maybe adding a mask and/or aqua lung into the game as a craftable item would be cool to avoid blurry screens when exiting water as well as increasing breathing times for underwater scavenging. These are simply suggestions that would be greatly appreciated. Also, if there is any word on a patch for the glitched Toygar quests, that would be cool too.
  5. The Survival mod is intended to make life a little more like a survival game by reducing a lot of factors that make Dying Light too much of an arcade game for me and my coop friends. Now you'll have to spend more time scavaging parts you need and crafting should mean using your resources wisely. I have a lot planned to make this a more fleshed out mod, so I'll keep adding content and I'm happy to implement ideas the community has that would fit the mod. For things like hunger, dehydration and sleep.. I may have to wait for the mod-tools to be available.. but when they are!!! Here are some of the features I currently have working. Please consider that there are many mods available now that currently do the same or similar, we're all tweaking the same files from data0.pak - Increased difficulty: now you'll need to earn more experience to gain the higher level skills. Some skills will require more than 1 point to obtain. - Increased level cap and experience required to get there. Currently up to level 40 in all three skill trees. This means you may not be able to get EVERY skill as this would need 42+ skill points, so spend wisely. This works very well in co-op where you can share the burden of crafting items. - Removed frequency of a lot of loot drops. In many situations, you're just as likely to get an empty cupboard as you were to find something. This also removed certain items from locations that seem out of place. (no more disc blades in kitchen cupboards, for example) - Now the only place to get metal scrap is from weapons you find. Decide if you want to repair your own with the metal scrap, or sell a found item for cash. Loot is dramatically reduced. - Added cooldown to flashlight (45 seconds use, 6 second recharge - Added stamina usage to kick (this seems to only function when stamina is already draining from melee) - Reduced ammo carry capacity for pistol, shotgun and rifle (30, 30, 60 respectfully) - Reduced stack sizes for loot, valuables and throwables (30, 5, 10 respectfully) - More to come...! -Shockr /edit: version 0.8 is available on nexusmods: http://www.nexusmods.com/dyinglight/mods/49/?
  6. Douglis

    Dumb Idea

    Okay, so, here's my problem: I'm an idiot. The thing is, I've been playing for days since I finished 100% of the game just to get to the maximum level of all three skills, so I won't receive any exp for anything I do. Until there it's all okay, I've already finished the game, but then, something hits my head like a baseball bat: DLCs. ''The Bozak Horde'' and ''Cuisine & Cargo'' are basically about exp, but I won't get any since I'm maxed out, thereafter I will only play them to do something with the Season Pass. So, what about an Idea for Techland? Add in Season Pass more levels, like, level 30 or something, just to players that already beat the game have some fun too.