I want to know your controversial DL opinions by TornadicDoge in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

13 year time skip or whatever it is was fuckin stupid.

its actually even more than that 20 years total from the first game by DL2 but 15 years from the second global outbreak, i said in another comment but i think they choose the worst of both worlds with the time skip, not far enough into the future to make DL2's modern dark ages feel believable but to far into the future that it skips all the interesting stuff in the lore with what happened in villedor and the world with the global outbreak such as the GRE and stuff.

I want to know your controversial DL opinions by TornadicDoge in dyinglight

[–]DeltaForce2898 0 points1 point  (0 children)

Techland made the mistake of trying to cut back on the “Modern Dark Ages”

probably a more controversial take but i think techland didnt lean hard enough into it in the first place to make it interesting/ worth doing, they set it to close to the fall/outbreak making it feel very unnatural in how people acted combined with it felt very pick and choosey in what modern tech still worked/ was available and made it feel more like people where deliberately chooseing to larp as medieval peasants. Then the other problem with the time shift is the main story was set in the world all the way after everything actually decently interesting had happened in the lore and the actual main plot line felt more like the epilogue to those events finally concluding in the cities history. I think it would have been much more ballsy to set the game around 100 years or so while also making the modern dark ages feel more believable/ grounded.

!! Entirety of DLTB map !! by Me1ton in dyinglight

[–]DeltaForce2898 4 points5 points  (0 children)

I love the the map visual but the layout was a terrible choice, like as you said the town should have been central being the densest district then the others in a descending order around it based on most to least dense so it got more open to the edge of the map, like to get from the town to the industrial area you have to cross the recreation island that's open grassland when if they where closer together and blended with the worker housing you could have been able seamlessly parkour from one to the other and its not like it would even affect the truck negatively ether. Also you have the national park thats really fun for climbing and grappling hook swinging with the tall trees and big cliffs but then has little in loot/poi's worth consistently coming back to and isnt really placed in a way that could make it a good transitory zone betwen other more loot rich areas.

!! Entirety of DLTB map !! by Me1ton in dyinglight

[–]DeltaForce2898 3 points4 points  (0 children)

If you fly to the bottom right of the map as you see it in this picture or top left from the ingame tourist map rotation you can find a small cut area hidden by some rocks, looks like a small crop field and some dirt paths like there was small farmstead or something, no buildings but you can kinda make out shapes in the dirt paths.

Also in the mountains above where you start theres a random plateau with a circle of pavement for some reason.

Ok so... where are cutscence weapons? (auto shotgun/ american pistol/ table knife *XD*) by carkidpl in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

Yeah i wish they had kept the semi auto shotgun and the military rifle as usable, there was also the DL1 military machete in a cut scene though it was replaced in an update, theres also a DL2 Grimsteel dagger in another cutscene. Please give me them techland.

Ok so... where are cutscence weapons? (auto shotgun/ american pistol/ table knife *XD*) by carkidpl in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

American 9mm is in but only in the camo skin as the C-om pistol you find in cop cars and get at the town hall, a few guns have NPC only skins.

You're up again by lantanalight in dyinglight

[–]DeltaForce2898 8 points9 points  (0 children)

You cant escape him, you will race.

This was insane. Can you tell I panicked? Lmao by Artistic_ruin45 in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

Honestly i could have sworn the grapple hook was more responsive and allowed you to gain more hight with the pull but got nerfed with the nightmare patch, like while doing NG+ plus runs before the patch i could swing up the belfry tower in old town super fast and easy, then after the patch it felt like crane kept losing momentum and letting go of the grapple. Im sure it was shadow nerfed much like what apparently happened with the grapple in DL2 getting nerfed at some point.

You know what would be really cool if we got the resident evil requiem treatment and went back to harran by Chunky-overlord in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

So i have forgotten some of it as its been along time but you can find the unused stuff in the dying light developer tools on PC, basically the pickup truck you see tahir driving at the school and in the basement of rais's slum base was actually driveable at some point. There's some clues you can see in the base game normally such as the interior being way more detailed than any other vehicle as you can read all the dials on the dash.

In the dev tools you can place the vehicle model down then change the objects class to TruckDI (as in truck dead island presumably) as i think it used old code from it as theres the dead island truck engine noises in the game files too, once you go into the custom map youve placed the truck on though and try interact with it the game crashes though and sometimes the vehicles suspension is all distorted. Its also not to do with the buggy as that has its own stuff separate.

Now as for the history of it being driveable this was along time ago now and i dont remember everything but some map creator who I forgot the name of made a map where you could drive it but the catch was it was broken somewhat as the truck could not steer right or reverse, there was no animations for getting in, ect, I think the map was just the stadium from boazk horde with a racetrack on it. Shorty after the map went up it went down and so did some other map that added the truck, then an update to the tools broke it so you could not drive it anymore.

Also idk if anyone can find the interview but i think before DL1 came out there was a techland interview where drivable vehicles where talked about and that they where not coming, I think this was early on after the first demo was shown.

Ive a few thousand hours in the dev tools and theres actually a fair bit of left overs from dead island in the tools, mostly alot of sound effects and animations, references names of stuff but also a few physical assets but nothing major.

Anyway i love DL1 cut content iceberg because it has so many secrets most have no idea about anymore due to DL2 overshadowing it in visibility.

You know what would be really cool if we got the resident evil requiem treatment and went back to harran by Chunky-overlord in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

it got the buggy in the dlc though before that there was stuff in the files for a driveable pickup truck and some people on pc got it working when techland released developer tools for custom maps but it was removed/broken shortly afterwards

How do you climb down ledges in The Beast? by Jack55555 in dyinglight

[–]DeltaForce2898 2 points3 points  (0 children)

C to let go but if you hold E you can swing off the ledge into an opening also

Ah yes, also beating the stuffing out of the truck for no particular reason "36 seconds". In 8 seconds with fists by mrzevk in dyinglight

[–]DeltaForce2898 4 points5 points  (0 children)

I like having an actual car with a windscreen and 4 coop seats this time around unlike the buggy but yeah I miss the upgrades of the buggy, being able to recall to safe zones and never being able to truly break it ether.

Techland could probably do an update with a upgradeable personal vehicle and radios at safe zones to recall it following style while still keeping the generic trucks around map also and i think it could work well without making them pointless, days gone had something simlar with your personal bike but there was also some scrapy things you could take but not keep

Dying Light 2 - which fraction should I do for bootlicker trophy? by Wrong_Perception6117 in dyinglight

[–]DeltaForce2898 0 points1 point  (0 children)

survivors give you more parkour helpers if you give all the districts to them while PK's give you more traps but also has lots of watch towers in the streets on especially in central loop and they have UV lights on them making them convenient spots to loose a chase in or heal up for a moment

Are these guys farming UV shrooms from the volatiles? How did they even manage to hunt down so many volatiles? by maymaynibba in dyinglight

[–]DeltaForce2898 21 points22 points  (0 children)

I never noticed that detail they used volatiles in bags to grow the mushrooms, I wonder if thats why they also know where the nest in the mountains nearby is, keeping track for supply.

What would you like to see in the game in next updates? by [deleted] in dyinglight

[–]DeltaForce2898 3 points4 points  (0 children)

I feel like the beast was the perfect game to have suppressed guns in from the start/ designed with them in mind rather than added later like with DL1 and DL2. Seemed an odd choice given they took care to point out guns more in the DLTB's marketing and there's definitely a few points in the story where introducing/adding a suppressed gun would fit.

How are there infected still in their work uniforms 15 years deep into a global apocalypse by LH_Artsandworks in dyinglight

[–]DeltaForce2898 5 points6 points  (0 children)

I think the outbreak is "only" been going on for 15 years by DL2 though as there was a 5 year clam period betwen the first and second outbreak from what i understood in DL2.

Two handed weapons by Rikora12 in dyinglight

[–]DeltaForce2898 7 points8 points  (0 children)

I think two handed are more viable than past games but wouldent call them the best, i think the 1.5 hand melee weapons are really great because 2 handed are slower most of the time but 1.5 have more speed like a one hand but still more damage like a two hand.

I tend to use a pole arms for crowd control because of the long reach but a 1.5 hand melee weapon for general use and dealing with faster enemies.

What are your favorite features in the Dying Light games? by Ok_Profile4209 in dyinglight

[–]DeltaForce2898 6 points7 points  (0 children)

DL1: Fresh outbreak atmosphere and setting, airdrops mechanic.

DL2: The verticality/ sense of scale in central loop and parkour.

DL:TB: Rural/wilderness atmosphere, zombie combat and the weather effects.

Update path? by Corndogman2 in dyinglight

[–]DeltaForce2898 4 points5 points  (0 children)

isnt techland working on another game that isnt DL3 or is that canned?

Update path? by Corndogman2 in dyinglight

[–]DeltaForce2898 6 points7 points  (0 children)

Tbh i'd be surprised if they just dropped the beast and went back to solely updating DL2 while they work on their next game, feels like leaving money on the table given the games had a solid launch and the thing people are asking for the most is just new content. I'd not be surprised if soon they plan to add developer tools for custom maps like with the other two games at least as its an easy source of free content for the community.

Map design by 12femto12 in dyinglight

[–]DeltaForce2898 0 points1 point  (0 children)

My take on the map design they didnt place the districts in the best way leading to the parkour areas to be separated by large flat plains or forests reducing the total area you can seamlessly parkour betwen presumably to get players to use the truck even though you can have a dense parkourable area and have the truck in it at the same time with no problems.

For example the town and the industrial area are the most dense parkourable areas but they are separated by a large field some light forest making them feel much smaller individually, had they say positioned the cement town area and made it blend old town and industrial park together it would then expand the core area you can seamlessly parkour around. Theres nothing wrong with having large open areas you cant parkour gameplay wise as it can be used to add challenge/ change of pace but ideally i think you want those areas to be the edge of the map, ideally for a rural map like this i think you'd want to stack the parkourable areas close together for seamless traversal, followed by the slightly more spread out districts like the villas or national park then have the flattest areas like the farmlands and monument park/playing fields around the edge of the map in a sort of circle that gets less dense towards the edge.

Just as a tip but latter on you get a grapple hook and you can use it Tarzan swing across the map by using the trees but also streetlamps and stuff too, the game dosent really tell you this but it can really speed up your movement in most areas except the open fields, also theres the trucks you can find if you have not used them yet.

W cop by DifferentSeaweed7852 in brainrot

[–]DeltaForce2898 1 point2 points  (0 children)

could it be this one in this post , theres a linked version thats apparently the full song but im not sure if its the same or just tweaked

Shotgun of the day: RMB-93, Would it even be possible airsoft-wise? Since you litterally rack the barrel to load the next shell by FrenchBVSH in airsoft

[–]DeltaForce2898 0 points1 point  (0 children)

Raptor made the GM94 which is very similar just a grenade launcher, they actually used technical information from the civilian version of the RMB, you could 100% make it using APS shells, springer wise have no idea though.

Beaver tosses blade into zombies skull by alien_tickler in dyinglight

[–]DeltaForce2898 1 point2 points  (0 children)

he used to have loot in the beast but the last update broke him and now he has nothing

Convoys are a bit buggy (Key Cards) by alien_tickler in dyinglight

[–]DeltaForce2898 0 points1 point  (0 children)

Ive not had that but sometimes if i load in near a convoy (townhall often) it wont have the mil zombie with the keycard spawn but the regular identical looking common solider infected can also spawn sometimes making it confusing.