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Found 5 results

  1. So as much as I love Dying Light, I enjoy being the Night Hunter more than anything else. I have a lvl 50, mutation 3 Widow Maker, and Grinding out to the Apex and lvl 51 is taking forever.. With this in mind, I have thought about a lot of things that would make things a lot more interesting and competitive, as far as playing as the Night Hunter. 1. Decrease the Range of UV lights FOR THE LOVE OF GOD, please nerf this! I shouldn't be able to be on a 5 story rooftop, and still be affected by the UV light from survivors on the ground across the street. I can understand that we keep it there because the pounce range and the UV range are incredibly similar, but survivors have about 2 seconds to hit me with the UV light as I'm pouncing them, why should they have a chance to do it before I even get there? 2. Nerf Survivor Sense in some way The NH can be seen at all times. This is incredibly frustrating as it makes surprise attacks nearly impossible unless you hit them with Sense suppressor spit. (Funny how even the best survivors sit in flares until this spit goes away, or sit in safe-zones.) Nerfing this ALONE would balance things greatly. Maybe make it so that the survivor sense tells them the general direction the NH is in, not his exact location, or at least putting some sort of cool down on this. 3. Make the Ground Pound AOE proportionate to the height at which you use it. For example: If I jump off of a power-line tower in the Following, I should have a larger AOE than if I was standing on the ground and did it. The main reason that I say this, is because if you are chasing a buggy, and happen to get in front of them enough to attempt a ground pound, you usually end up missing when you drop from the air, because they have time to drive far enough away; same with on foot and them jumping away. IMO, if I drop over 100ft, I should leave a crater in the ground the size of a toyota prius. If I'm ON the ground and do it, it shouldn't be as powerful. 4. Add new types of Zombie spits. We have the horde, which is a lot of fun, but I think being able to summon a few Goons, a Destroyer/Freak of Nature, or some Night Volatile's (The ones that chase you when you aren't in BTZ mode) would be just as great. Each kind could be a different shade of green, and could be chosen by pressing d-pad left multiple times. Dropping a Goon or destroyer/FON spit would work best around nests, and Volatile's and horde would be great for traveling between nests. The bombers can't climb, but the Volatiles can. I feel like 1 goon for every 2 people in the match per spit would be fair, and 1 destroyer or Freak of Nature per spit would be fair. I can summon exploders, why can't I summon all my other zombie family? 5. Flare spits I think that we should have a spit that makes it so you can't throw flares. The UV light can simply get replaced by the flare, and in 1v4 matches, UV spits are useless as more than one person has a light. If I had a spit to take out UV lights AND flares separately, that would be such a help in 1v4 situations. 6. Space out the spawns in each nest. The nests now, seem to span anywhere from 100 - 500 sq/ft with all the spawns (except in the Following). I think that if you spaced them out a little more so that 1 flare couldn't cover 2 spawns, it would make things a little more difficult/interesting. Or break up each nest into two small areas that are spaced apart. The reason I say this, is that there have been a few instances where I'm in a 1v4 match, and 3 of the nest spawns are in a tight circle so close that if you do a 2h weapon spin, you'll hit all of them, and one flare covers them all too. While the other two nests are close by. So one person hits the three, one goes to the 4th, one goes to the 5th, and the last stands guard and watches me. The nest is taken out by the time I can kill the person standing guard. 7. Death from above counters If a survivor is camping on top of a tower, or is otherwise at a really large height, the cinematic for the DFA can last 3 - 5 seconds, maybe more. At that point, I think that both the Hunter and the Survivor should get prompts to either counter/dodge or ensure the DFA, as they are falling. Then just before they hit the ground, the DFA will either be done, dodged, or countered. If you are on the ground, for example ground-pounding and miss, you wouldn't have enough time to dodge someone's DFA, so it would be an insta-kill. 8. Stop allowing survivors to dodge tackles as they are falling. If a survivor gets ground pounded off a roof or is still in mid-air after a GP, or in mid-air for any reason, I should be able to run off that roof and tackle them mid-air; Without them having the ability to jump off air and dodge it. Most ground-oriented tackles will get dodged by any good survivor, so this is one of those "in the bag" tackles that shouldn't be able to be dodged. On the rare occasion I do land that tackle, I get called a hacker for tackling through the roof due to the cinematic. 9. Allow any acid spit that is stuck to do damage even after the survivor leaves the puddle. If I hit you in the face with toxic spit, I'm sorry, but simply moving out of the puddle shouldn't stop you from taking damage. You are COATED in toxins at that point. Maybe don't do enough damage to kill the survivor, but do bleeding damage for another 3 - 5 seconds. 10. Allow the Night Hunter to jump in specific directions like survivors. Survivors can jump in specific directions to get away from the Night Hunter and his abilities. I think the Hunter should be able to jump in a direction other than up. This would be great for dodging drop-kicks, DFA's, buggies, and other things. 11. Allow Hunters the chance to dodge/counter drop-kicks. This one I read on another post, and I agree with it. I feel like during the cinematic of the drop-kick, the hunter should get a prompt to either dodge, counter or spit-react to the drop kick. Like being able to grab their feet and throw them, being able to jump over them, or sticking a spit to their foot. If we could dodge their kick just as they dodge our tackle, it would make things more fair. 12. Only allow ground-pounds that hit buggies to affect the cool-down, if the buggies are in use. On many occasions I have been drained of energy, with 2 - 3 survivors approaching me; and so I pounded an empty buggy, got some energy back, and got away. I think that the ground-pound should only work if the buggy is using an ability like the UV lights, alarm, etc; or if it is occupied. Otherwise, it's slightly cheap. 13. If a survivor is hit with sense-suppressor spit, they can't see spits either. When you hit a survivor with SSS, they can't see the hunter anymore. But if a spit lands behind them, there is a prompt on the screen as to where it is. If you can't sense the hunter, you shouldn't be able to sense his spits, horde or nests either. It should leave you 100% blind, but if this is the case, the duration should be dropped slightly IMO. 14. Have a "Night Hunter Buggy" The buggies that are currently being used kills the passengers when they hit something, flips absurdly easily, and is NEVER used by good survivors because it's easier to fight the hunter in an open field. This buggy/personnel carrier/tank would fit 1 - 4 survivors, and would have a UV turret and gun turret that the second and third person could man (one survivor per turret) without getting killed if the driver hits something. It would be heavier and bigger (armored with spikes that can be used for spike kills on either the NH or humans), and so it would be less affected by ground-pounds. It is more heavy duty, so the UV lights can last longer (or could have specific NH style perks like being immune to bombers). But it travels slower, so the NH can catch up easier, and there should also be a way to camouflage it so the NH can't see it. But, if we use this, I think the ENTIRE following map should be used in invasions. Not just the North or South side, that way they NEED it to keep the match from being an hour long. 15. Allow the NH and Survivors to hear each others chat when in close proximity. If 4 survivors are using the in-game chat; it would be AWESOME if the Night Hunter could hear what they were saying if he was within 10 - 20 or so feet of them. That way, when you play the "SSS / camo game", it could be a little more intense. Or if the survivor has SSS on, and the Night Hunter is sneaking up, the survivor could hear the NH if they were on chat. I was talking about how this would be cool in "The last of us" game, and someone mentioned there's an game out there that has this ability. I thought it was super cool and think it would be fun in BTZ mode. 16. Improve matchmaking It regularly takes me 10 - 20 minutes to find a match, and typically 3 out of 4 matches I won't be able to connect to for some reason. I typically have 1 - 2 matches per hour, 3 on a good night. I don't know if this is due to how high my level is, or what, but it feels like I'm being punished for getting better. The better I get, the harder it is to find a match. I will honestly do a 1v8 match if the survivors aren't "good enough". IDC I just wanna play sometimes!! It's sad that I purposely lose to get matched sometimes... 17. Competitions or ranking. Seriously. This game has such a die-hard following, how has there NOT been some sort of legit competition for this? Maybe the winner gets new outfits. Like, as the Hunter, if I could pick out outfits, that would be fantastic! Maybe have it look like you were wearing something specific before you became infected, or be able to pick out different spike looks or colors or etc. I would love to be able to customize my hunter a little bit. Ranking would be great, not as in apex, but as in "This guy has the best win/lose ratio for his hunter rank" or the best successful pounce ratio, etc. That way we can look up the rankings, and challenge specific Hunters if you're good enough. These are just some idea's I've heard and agreed with, or thought of myself. Please let me know what you think!
  2. PlaywitJay

    Missing My Uv Light!

    Please help!!! After finishing the Museum level after fighting Tahir and you get your taken equipment returned my UV Nightlight is gone? This is not good, have you tried surviving at night? It's hard with the damn UV Light, without it it's impossible, Please help me I need that light! Thanks
  3. Who among you feels downtrodden beneath the Humans' blood-stained boots? Their rugged leather stamped cleanly upon your brow; swords of legend, forged in fire, nestled comely between your eyes. Who among you raises your tendril-slathered fists to the moon and cries once upon each fortnight, "Goddamn Humans!" No more. Now, we have our own weapon. They have Flares, but will they use them in time? They have guns, but are their fingers quick enough to slay you? They are not, and nay, they are not. Using your UV Block, approach the Human with extreme prejudice. Leap. Leap into the night like the majestic lion you are. And look down upon the face of your meal. Look down upon it like a hungry man looks down upon the face of a cooked lobster and says, "I don't care if you have eyes. You're already dead." Essentially, the Pounce ability can be used safely as long as you are directly behind a person. Humans do not "snap" to you, despite how the animation looks, unless you are to the side or in front of them. With this method, you escape the Human's "Dead Zone" of vision by actually Pouncing when you are, for all intents and purposes, behind the Human. Because you are still allowed to Pounce, you prevent the Human from being able to turn quickly enough to UV you and home in for the kill. Now this, of course, does NOT work if there is already a Flare on the ground. But if you approach the Human before they can do anything preventative (i.e. throw a Flare), it's a flawless Pounce. And the best part about this strategy? It's hyper-aggressive, in-your-face fun. No longer will you be the hunted. You are the Night Hunter. Now take back the night, goddamnit.
  4. Just an idea.. But I think it would be cool if certain safe zones were made a little less safe. Maybe when a player is playing as a zombie, they could use certain skills to blow out the UV lights around the safe zone, bringing a challenge of trying to fix the safe zone, take on the fight or flee to a more secure safe zone, maybe one which has characters stationed within it. Maybe this could open up idea's of special safe zone weapons or defence items.
  5. Let me say this first. I was the victim of the night hunter dozens of times, and my opinion was that the mode was balanced (granted I never used survivor sense because I didn't even know about it). After playing as the hunter for a while to get some perspective, my opinion has changed. Let me start with survivor sense... absolute stupidity on the person who added it to this mode. It's ridiculous when all 4 humans are looking directly at you for the entire match and theres nothing you can do about it. The idea of a hunter in any aspect is to be stealthy and avoid detection by your prey. In this mode, the hunter often times because the hunted simply by being flashed with a UV light for half a second. This is what I think needs to happen: Survivor sense needs to be either completely removed from this mode or be seriously reworked. It has no purpose other than to show the hunters exact location. It should have a cooldown of 20 seconds, and it should only show the direction that the hunter is in. On top of that, the duration of the effect (showing the direction of the hunter) should only last for 2 seconds tops. It's range should also be severely limited. The best thing to do would be to show the hunters map icon on the edge of the radar to show its direction. UV light... this is a big one. It's drain rate is far too slow. I've been in 10-15 second long chases (where I, the HUNTER, am being chased) where the humans have no issue keeping their UV light on me the entire time. It should last for 6-7 seconds on a full charge, and it should not start recharging for 5 seconds after the UV light is turned off. It's range also needs to be reduced dramatically. It's range coupled with survivor sense makes it impossible to pounce a player who is always staring in your direction with their UV light turned on. It needs at LEAST a 30-40% reduction in range. Spawning... good GOD... When a hunter dies, it literally spawns them 10-15 seconds away from the nearest nest (this is after the 10 second loading screen wait, of course). Also I can't tell you how many times I've went after a group of people, kill one of them, only to have him spawn 300 meters away within spitting distance of the nests. By the time I even get there, he's already gotten to the nests, destroyed them, and is waiting for me with his UV light pointed in my exact direction. If a survivor dies, for whatever reason, it should NOT spawn him closer to the nests. Spits... now before I go into this, be aware I'm only a level 7-8 hunter, so I do not have all the skills unlocked. Now, the length of time it takes spits to explode is ridiculous. You can land a spit 2 feet away from someone, and they can be 30 feet away before it goes off. If there is a skill that reduces that time, disregard this part. People hiding in unreachable places... here's a story from last night (TL;DR at the end). I joined a session of 4 people who were playing in Old Town. As soon as I joined, I see all 4 of them running for a few second and then they stopped. Upon reaching them, they're all 4 hiding inside of a safe house (whose only entrance was through a hole in the roof), inside of a closet with the door closed. The second I would get remotely near this hole, they would run out with UV lights blaring and chase me off. I tried spitting a horde spawn into the hole, but they would simply close the door. Same with the UV disruptor. So eventually I backed off, hoping they would leave and I could have a chance of killing them. They finally grew a pair (or so I had thought) and decided to come out. I started after them, only to be met with constant UV lights in my direction. Then they proceeded to run up onto a tower. This tower was extremely tall and in the middle of the open, meaning I couldn't get near them from any angle. I tried climbing up the side of the tower and spitting at them from below. Nope, UV light over the edge and off I went (they were throwing flares like mad men as well). there was absolutely nothing I could do. Horde spit? They're on a tower, so even if I did tag them it wouldn't matter. UV disruptor was useless, because they were already throwing flares and I hadn't even hit them yet. This continued for about 10 minutes. I had come to the realization that they were terrified of a video game, and were trying to get me to leave. I was not about to let them win so easily, so I stuck around. To my surprise, they actually came down. By that I mean they all ziplined at the same time, covering half the distance to the nests. By the time I reached them, they had already cleared out the nest and were hiding (again) in what looked like a small store, with the door closed. I managed to tag them a few times with horde spit (they opened the door occasionally to hit me with their UV lights) but they would simply close the door until it was over. Long story short, they hid in the room for a few minutes and then proceeded to clear out the nests one by one, as I sit helplessly on the rooftops as they constantly shone their UV lights directly at me at all times. I tried spitting, but it was old town... so hordes are useless, and they were throwing flares basically the entire time (even when they weren't hit with UV disruptor). TL;DR: Group of 4 players hides for 20 minutes, then cowardly clears each nest by hiding in any room they could find until I backed off a little (or they decided to come chase me, which is not hard considering the UV lights range). All the times that I had been hunted by the night hunter, I never used survivor sense, nor did anyone that I played with (that I'm aware of). It made the game a lot more fun and to me it seemed balanced. However, I have a few matches under my belt while using survivor sense, and I can tell you that it's unbalanced. I will not be playing the hunter any more until they balance this game mode. On a final note, if you people don't want a hunter to join your session (the people who immediately leave because they're scared, or alone) then please turn off your zombie invasion setting.