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Found 1 result

  1. Echo.controverc

    Kinda Takes Away From The Experience

    So I dunno if it's just me or if I'm just engaging the survivors wrong, but these drop kick addicts are pissing me off. There's nothing fun about being drop kicked three times and dying like nothing- especially seeing as how the drop kick cuts to a cut-scene style attack that seems to home in on you pretty effectively. Now- my suggestion would be a movement counter for the Hunter. Maybe show the humans drop kicking over if the hunter crouches at the right time. A directional dodge would be useful as the hunter, but I realize that may be a little over the top. Probably end up with little dodging matches more so than there already are. The game mode has issues - especially when you start adding more humans - but overall it's pretty enjoyable. Couple other suggestions: -- When 4 human players are in the game- the zombie density on the map should sky rocket. Also we should have some of the nightmares that constantly roam the map. The current system that just makes the transformed infected near the nests super difficult to kill is broken and can easily be overcome by just tackling through the zombies and curb stomping them while they're on the floor. When the nests are being killed STREAMS of weak zombies (with intermittent virals and nightmares depending on player count) should just start crawling out of the woodwork while the nests are taking damage. The numbers can die down again to the preset value of zombies that are always on the map. Fix: *Zombie density in relation to skill/number of players in-game. -- Implement some kind of dodge for the night hunter against the human's god damn drop kicks. Either that or put a stamina limit on JUST the drop kick. OR increase the amount of distance traveled required in order to initiate it? There shouldn't be any way for a single human to chain together an unlimited amount of those. Too intense for a singular hunter and too lame to be fun at the same time. Fix: *Drop-kick limit -- To be fair, we should also implement some kind of tackle limit when there's just 1 hunter vs. 1 human. Maybe even 2 humans. I've seen too many hunters tackle a helpless, cornered, survivor, into a pulp and just continue to spam it. This is especially unfortunate if the survivor doesn't know about the dodge they can do. But once they do it opens up the problem listed before this. Fix: *Tackle limit. -- Regardless of the weapons humans are using in the be the zombie game mode, the damage dealt by humans and damage received by hunters should be pretty static and consistent. Some of the human weapons do WAY too much damage when thrown in a group - sometimes even by themselves. Though it's fun for the humans to be able to kill a night hunter in a swipe or two, it's extremely frustrating from the perspective of the hunter. Also seems to be a pretty unforgiving game model for newbies- which is the biggest reason we have such a shite time finding matches. People get scared because they get completely wrecked by the hunters and then disable the game mode indefinitely. Fix: *Everyone's weapons do the same amount of damage. A preset five hits to kill a hunter (or some other arbitrary number- whatever is decided works best). == I'll probably continue to update this with newer ideas as they come to me. Let's make this game the best it can be!