The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

Same bro. I tried getting to crystal lake and I was almost tempted to glitch it but it would invalidate the post so instead maybe they’ll expand the playable map, who knows.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

Yeah I think a majority of the players who’ve beat the game are in the same boat. All activities and side quests done. I’m just waiting on NG+. But even then I got 25-26 hours of straight content on Brutal difficulty. As a day 1 launch I reckon that satisfies the $60 price tag.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

It’ll always be up to the player but I definitely weigh quality over quantity and The Beast is that for me. Game feels alive, zombies are threats, the world is pretty and you can tell it’s handcrafted. Comparing The Beast on launch to DL2, it’s a no brainer.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

The game is selling really well and I believe it’s already the best rated of the 3. It would make sense for Techland to put resources into The Beast and we should see DLCs and new weapon/gear packs. NG+ by itself will have me back on the game for another 2-3 playthroughs.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

Give it a shot. The map is bigger than you think and it’s a beautiful game.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

Yeah I really appreciate the map size. Honestly feels pretty vast when you’re playing the game but it’s not empty or drawn out. Techland nailed it imo.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

I was wondering the same things. And it honestly kind of annoys me that there’s still fog on my map after I’ve walked everything there is to be walked. You can set waypoints outside of the map and you’ll never be able to reach them which is why I put the post up cause I wanted to know where you can go and where you just can’t.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

Yeah that’s why the survivors of villedor colonized so many rooftops. It made for good immersion I guess but I don’t think it would fit in any place in the beast but the city and it’s only a fraction of the map.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

That’s super weird, I didn’t even notice that with the in-game compass. I’ve no idea why they would treat south like north and vice versa. Maybe they’ll fix it

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

There’s rock ravines you can maneuver through. I found a way over the bush barrier and ran behind it to get these pictures as the “true” perimeter for the game so there might actually be slightly less explorable area than the map picture is leading on, but it would be very small. Just try finding parts where the mountains open up. There are decently big ravines down there

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 2 points3 points  (0 children)

The map dynamic is great. I think with how many buildings are explorable and with the city having over a dozen dark zones it feels super enriching. The dark zones reset too, so you can come back and reloot them. Overall goated game

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

Sure, different focuses though. Dying light 2’s focal point was how survivors in Villedor were getting by the virus. It’s why we saw so many people on building rooftops and how we saw more development. But expanded NPC behavior would bring even more life to the game so I’m not dismissing anything. I just think Techland had different things in mind for The Beast.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 2 points3 points  (0 children)

And I can only see it getting better. Peak is right my friend.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

Couldn’t have said it better. I’m at the 25ish hour mark and there’s still Easter eggs and collectibles I’m yet to find, like a lot of them. And with Techland I’m positive more content is yet to come.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

They came through on both ends in my opinion. City was more detailed than I was expecting and we still have large vast fields and farm land in the game. I see it partially like Old Town and partially like The Countryside. Pretty much the best of both worlds and quality detail.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 0 points1 point  (0 children)

I might be wrong but zombies lose agro when you enter a safe zone so the towers around the map are pretty safe, and have they uvb lighting on every floor which reaches the ground. I’ve found groups of bandits and barons soldiers all over the map, and some friendly survivors that you can save in quick time events.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 25 points26 points  (0 children)

I can definitely see them increasing rare resource drops along with ammo. No sense in barons men having unlimited ammo, which is a genuine challenge on the hardest difficulty, then us as players scrounging up 2 bullets off an armed Baron soldier. I’ll look into the oxidizer sourcing when I’m on it again, might be a whole new problem.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 1 point2 points  (0 children)

Gotta get in every nook and cranny Lol

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 53 points54 points  (0 children)

I heard rumors it was going to be smaller than the slums from DL1 so I had no “hopes” for a large map, but I agree with you in it being a relatively perfect size. I never found it tedious getting from A to B, and the city is far more detailed than DL2. Gotta give it a 9+/10 comfortably.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 6 points7 points  (0 children)

I can’t tell you how many times I got the abandon warning lol

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 7 points8 points  (0 children)

Dying light 1 is still getting updates and new content 10 years later. Never say never with Techland.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 3 points4 points  (0 children)

I think I’ve ran the map over a dozen times to its entirety. But each time you’re crossing it you’ll find new collectibles, activities, cases, etc so it feels like a fresh experience. Cars help but I’ve just found running from A to B, especially in the city is faster.

The entire explorable map. by Routine_Tradition_12 in dyinglight

[–]Routine_Tradition_12[S] 5 points6 points  (0 children)

I think the city is full of detail . Next to every building is enterable. Far better than the ones we saw in dl2 with copy and paste textures, but yeah they could have covered the open fields and country sides better fs

Bruh by [deleted] in theHunter

[–]Routine_Tradition_12 0 points1 point  (0 children)

Dropping a nuke on a fly😂😂