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Found 4 results

  1. The mystery of the Harran Virus is very intriguing and the story drops numerous clues about how it all went down but never gives us a definite answer. Lets start from the main campaign. The GRE wants us to retrieve a file which contains the "cure", but as we all know, they want to weaponize it ! Now, the GRE logo says, "since 2002", which means it was probably not always the "bad guy". Dr Zere explains us, that the virus is rabies like and we know that when a person is infected, he/she turns into a Viral, eventually decaying into a slow Biter. So where did the Volatiles come from ? Surely they didn't just pop out of nowhere right ? In the beginning of the outbreak, the GRE sent Amir to assist Dr.Camden and Zere while they were figuring out a cure, so they definitely were interested in curing the virus at first. My guess is that, the GRE set up a research facility in the countryside(Open fields, lower population) to work on a cure. Now, while studying the virus, they realized that it had the ability to mutate and give the host: superior strength(Goon and Demolisher),night vision(All Zombies) and better agility. This "breakthrough" led them to think that they could create a serum (Similar to the super soldier serum in captain america) So they reverse engineered the virus and tested it on a few human test subjects.The result was a volatile ! It gained all the abilities they had hoped of but the virus took over the host... making it an unsuccessful and dangerous product which is why they had nuclear warheads as a backup plan to destroy all evidence and traces They still carried forward the research and it led to another breakthrough ! The test subject had a human mind when exposed to UV Light, but in the darkness, the virus took over again.(We are looking at the sentient Volatile) At this point, there was an outbreak in the lab that couldn't be contained and the volatile test subjects escaped and started breeding in hives (Remember, the body still functions which explains why they don't decay into biters) This is how the volatiles came into existence. (A natural virus was reverse engineered in the wrong way) The countryside is littered with hives because it was where the volatiles first appeared ! However, the Harran Virus did start in Old Town/Sector 0. The "mother" in the following was the wife of a colonel which explains how she got access to the serum.Thus, when the GRE said that if the "cure" in the stolen files was used at its current state, it would have bad consequences, they were right. Indeed, the file that Rais stole, had the recipe for the sentient volatile serum This is why, Volatiles and Biters are from the same base virus, but entirely different.This also explains why volatiles only kill, and not bite.The scientists probably managed to change some traits of the virus. The Biters are undead, while the Volatiles are living (But not Human) and thus can also breed. Also explains how the average human became such a monstrosity.They are a completely different species ! Maybe, Dying light 2 could have us fighting a super soldier Zombie from the GRE (Boss Fight) !!
  2. Hey, I destoryed most of the Volatile Hives in the countyside and at night there just arent enough volatiles for it to be a challenge... just wondering is there a way to get them back?
  3. The Following has wide open areas, but the balance around this is a bit lacking. The spawn rate of volatiles is comparable to inside Harran, but line of sights are much larger in The Following due to a lack of buildings to obscure vision. Additionally, safe zones are extremely far apart. There's nothing inherently wrong with either of these things, but both volatiles and virals have been lifting weights and are even more dangerous than they used to be. Chiefly: 1. They both can keep up with the buggy without nitro (and even with nitro, at least for the first few levels). 2. Volatiles can spit on you from extremely far distances. It also seems like they do not miss unless there is something blocking their line of sight. 3. It is almost impossible to deagro volatiles once you are detected by them, short of reaching a safe zone. There's simply not enough buildings to juke them unless you happen to be near a more urban area. 4. The slightest bit of noise seems to trigger virals from impossibly long distances. It takes far more noise to kill them, which in turn tends to attract even more virals. Things are much more spread out in the countryside, so it makes sense the agro range for virals is much larger. However, if you do almost anything, a swarm of 5 virals will attack. And then many more, when you make even more noise dealing with the mess. For example, I was killing a single lone zombie near a police van. I did so fairly quietly (a few melee hits), and then I start picking a lock. There are no zombies within 100 meters of me. Next thing I know, 5 virals are attacking me, seemingly from the noise generated from the lock picking. And they inevitably drag more zombies to them. While on foot, I was evading volatiles at night (can't really do that with the buggy). I was doing so fairly successfully, but somehow one of them went off. No matter, I'll just use the hills and ridge to lose them. I clear a ridge and have a decent amount of distance between me and the volatiles (50 meters, at least). And then they both spit on me and I die anyways. Never mind the fact I'm moving on foot and very quickly, then both hit me with laser accuracy. This is probably the best case escape scenario you can get in the countryside on foot, and it is essentially rigged in favor of the volatiles. So to sum things up: Techland way overbuffed volatiles, and to a lesser degree the virals. There's almost no incentive to be outside at night on legendary, where even if you do manage to outrun them, you're probably going to die anyways because the odds are stacked so far in their favor. I typically die in less than a minute if I get spotted in the countryside, and the nearest safe zone is usually at least 10 minutes on foot and 2-3 minutes with driving. And safe zones are effectively the only reliable way to get away from volatiles since there are not enough ways to escape volatiles with parkour.
  4. At night, when sneaking around, trolling volatiles and trying to find out if you get better loot at night, I keep getting annoyed over 2 things 1. -Hivemind? - When finding a lone volatile, I sneak up on it and either power attack it or throw my weapon into it's neck (it's a premium katana, fully upgraded, got minimum 2500 damage and is bolter poison modded). BUT as soon as it hits and dies (one-hit-kill, even on hard mode) the pusuit starts and several other volatiles start comeing, so that makes me think. Does volatiles have a hivemind or is it just a **** annoying thing that the devs haven't fully thought through? 2. You can't stealthkill volatiles - I remember in some of the first videos of Dying Light Beta's, you saw the player stealthkilling a zombie, by makeing a stealthkill animation, where he chopped it's head off. (can't remeber if it was a voaltile or a normal). I have even tried to dropkill voaltiles, without succes. So please like this post if you think we should be able to stealthkill volatiles without being detected. or do you think it makes the stealth system too OP and the volaties too easy? Allso, does someone knows, if you accualy have a higher chance to find better weapons at night?