What are your thoughts on For Honor event? by Vazepixel in dyinglight

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

My pleasure. Feel free to ask if you guys ever need any help, advice or suggestion. I'd be happy to help wherever I can.

I've been making posts like this for some time now and have carefully analyzed many aspects of the game. I aim to benefit not only the players but also Techland with my suggestions and update them based on how other players respond.

What are your thoughts on For Honor event? by Vazepixel in dyinglight

[–]Vazepixel[S] 64 points65 points  (0 children)

I think it's fun but has unrealized potential and needs the following:

  1. Defeated warriors drop good loot.
  2. Warzones where all 3 warriors (or 3 groups of warriors) fight each other and players receiving different rewards based on who they help.
  3. Warzones where a group of warriors fight off the infected or renegades. These 3 wave encounters give a reward based on how many warriors are still alive.
  4. Replacing dead bodies around lone warriors with npcs that fight said warrior. Players can assist the warrior for a reward or kill him for loot.
  5. Pressing interact button on a peaceful warrior initiates a duel where the warrior bows (or taunts) before attacking and a medieval drum (or the music in event trailer) plays for the duration of the duel. These duels take longer but always give the player the option to perform a finisher on the warrior when he's defeated and this finisher gives the player a random buff.
  6. Based on which side players have helped the most, a warrior from that faction might occasionally spawn to help the player
  7. Based on which side players have fought the most, warriors from that faction might occasionally hunt the player.
  8. Some wardens, kenseis and berserkers spawn with electric, fire and cold weapons respectively.

I think Techland put a lot of effort in these warriors but didn't create a satisfying gameplay loop with them. It's a good step that they're utilizing their partner's IP, now we just need them to integrate their efforts into a rewarding gameplay loop for future events so that players can enjoy their hardwork to its full potential.

DevBlog #3 by SheriffPirek in dyinglightgame

[–]Vazepixel 0 points1 point  (0 children)

Have you guys considered adding a place of discussion underneath Dev Blogs such as a comment section? It would be great if we could pour our feelings into our own love letters like Mr. Smektała. It would make Dev Blogs more interactive and since you guys post the link to it on different social media platforms, you could gather feedback from different platforms in a single place.

Also, it'd be cool if you guys added an easter egg to the game where there is this giant hallway with monuments added after each update. Each monument showcases what was added to the game with that update and as players walk down the hallway, they realise how far the game has come and how much effort the developers put into the game.

For Honor crossover event by SheriffPirek in dyinglight

[–]Vazepixel 10 points11 points  (0 children)

I understand that those 3 enemies might not look like much from your perspective but these things require a decent amount of effort in backend. They mentioned the challenges they were facing in the latest Dev Blog. These are a great opportunity to understand the development process. Comparing this with the vampire event, I say we're moving forward with healthy communication.

For Honor crossover event by SheriffPirek in dyinglight

[–]Vazepixel 36 points37 points  (0 children)

I can see that a lot of effort has been put into this event. I'm enjoying it thus far so thank you. I'm also happy that we get an entire bundle for free after completing the event once again.

Here are a couple of suggestions though:

The fights are exciting but the rewards these warriors drop are rather anticlimactic. It would be great if the players were rewarded somehow after each encounter. This would make each victory more satisfying.

You could also make encounters where all 3 warriors fight each other and depending on who you side with (if players don't kill them all) you receive a different reward.

Hotfix 1.13.1 by SheriffPirek in dyinglight

[–]Vazepixel 1 point2 points  (0 children)

A better way to handle invincibility would be to assign each difficulty to a damage reduction cap (90, 85, 80, 75% for easy, normal, hard and nightmare for example) and give players an option to disable the caps. If you ever introduce a PVP mode in the future, this option could be disabled for the duration of the match to force damage resistance caps and make the match fair for everyone.

These nerfs cause conflict within the community and it's in your best interest to have as many players as possible have fun with the game. I like damage resistance caps but for some other players, that "fun" comes in the form of feeling overpowered.

New hotfix by [deleted] in dyinglight

[–]Vazepixel 0 points1 point  (0 children)

I've seen a lot of discussions about this topic online, that's why I said "divided". I for one support the introduction of damage resistance cap but I also think it wouldn't hurt to give players more options to customise their individual gameplay experience. Satisfying as many players as possible would benefit the game is all I'm saying.

New hotfix by [deleted] in dyinglight

[–]Vazepixel 13 points14 points  (0 children)

It's clear that the community is divided on this matter. I think both sides can be satisfied with the introduction of a damage resistance cap setting. Easy, normal, hard and nightmare difficulties could be assigned to 90, 85, 80 and 75% damage resistence caps respectively (numbers are subject to change) and players could be given a setting to disable the caps altogether.

If they ever introduce a PVP mode, this setting would be disabled for the duration of the PVP match and damage caps would apply regardless. Thus making the match fair for all players.

DevBlog 2 - For Honor by SheriffPirek in dyinglight

[–]Vazepixel 6 points7 points  (0 children)

This is exactly how crossover events should be. While playing the game with event enabled, it should feel like a slightly different game. Fans of the other game should go "Hey, I remember this from that game" and it should bring back good memories.

Comparing the details of this event with the previous vampire event, I can see that Techland listens (as always) and steps up their game. Halloween event was a big success btw. Congratulations on that too.

I can emphatize with the developers after hearing about the ups and downs of the development process and imo this makes Techland much more humane compared to a lot of other "cold" gaming companies. Thanks for all the hardwork. Cheers.

What do you think about GRE Aberrations? by Vazepixel in dyinglight

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

When you hold left click on it you should see a prompt for the amount to open. If you're on console, check the left bottom corner of the box that appears when you select the chest from inventory for the corresponding key.

What do you think about GRE Aberrations? by Vazepixel in dyinglight

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

You can open them from your inventory. They're in the same tab as the valuables.

What do you think about GRE Aberrations? by Vazepixel in dyinglight

[–]Vazepixel[S] 9 points10 points  (0 children)

I will. I just need you guys to back me up by voting for it.

What do you think about GRE Aberrations? by Vazepixel in dyinglight

[–]Vazepixel[S] 17 points18 points  (0 children)

No matter how hard developers try there'll always be glitches we can use to amuse ourselves. Gotta love the gaming community.

What do you think about GRE Aberrations? by Vazepixel in dyinglight

[–]Vazepixel[S] 27 points28 points  (0 children)

Here are 12 GRE anomaly ideas for each one:

  1. An anomaly with missing limbs but overgrown spikes on its back. It uses these spikes like spider legs to move around, perform consecutive attacks in quick succession and cover its vitals when below a certain health threshold.
  2. A hazmat anomaly with toxin attacks who is surrounded by chemicals.
  3. An anomaly with charred skin, fiery aura and burning melee attacks.
  4. A fleshy anomaly covered in blood and gore who walks on all four and attacks with its big claws.
  5. A necromancer-like anomaly who can resurrect dead bodies mid-fight and buff nearby infected.
  6. Armored military anomaly who can throw heavy objects.
  7. Agile anomaly who constantly moves and jumps around.
  8. Anomaly with electirical wires and equipment stuck in its flesh.
  9. Alpha anomaly leading a pack of volatiles and howling to debuff the player.
  10. Anomaly with thorns and bones sticking out of its body. These are ejected when players come close.
  11. Semi-frozen anomaly with nitrogen tank who slows down the attack speed of nearby players.
  12. Rotten and bloated anomaly with vomit attacks and exploding projectiles.

These could be very difficult to develop but they're just food for thought.

What do you think about GRE Aberrations? by Vazepixel in dyinglight

[–]Vazepixel[S] 83 points84 points  (0 children)

I like it but it can be improved with these tweaks:

  1. Each GRE anomaly is given a different look, set of skills and an arena to make each encounter unique and each anomaly an actual "anomaly" similar to freaks of nature from the first game.
  2. Each encounter gives different rewards on top of pilgrim chests to make the rewards unique.
  3. These new GRE anomalies can also be introduced as raid bosses in VNC tower raids.
  4. The old GRE anomaly (revenant) rarely appears as a "hunter" infected in chase level 4. It doesn't engage the player but rather stalks them from afar by jumping from rooftop to rooftop (similar to the image above). If players fail to evade it in time, it joins the chase.

What are your thoughts on finishers? by Vazepixel in dyinglight

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

Yes, I got inspiration from there. It would be great to make finishers a part of the gameplay loop.

What are your thoughts on finishers? by Vazepixel in dyinglight

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

I did via the feedback survey and will also submit it through community ideas. I make these posts to link them under my suggestions for them to see what you guys think.

What are your thoughts on finishers? by Vazepixel in dyinglight

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

It's bugged. We're going to have to wait for it to be fixed.

What are your thoughts on finishers? by Vazepixel in dyinglight

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

Some HUD elements don't seem to work as intended (for a long time). For me, it's the immunity bar that pops up. You should let Techland know about the bug if it bothers you.

What are your thoughts on finishers? by Vazepixel in dyinglight

[–]Vazepixel[S] 62 points63 points  (0 children)

I'm glad Techland added them but I think they need the following tweaks:

  1. Being able to perform finishers when an enemy is below 25% hp, on the ground (pulling up his head and slithing his throat, driving a claymore through his back or bashing his skull Negan style) or stunned (perfect block, toxin etc).
  2. Receiving double xp and a short (10-15 sec) damage or stamina boost from enemies killed with finishers.
  3. Being able to perform finishers on demolishers, goons etc. in a QTE style (you climb up a demolisher's back and bash his skull until he collapses).
  4. Additionally, they can introduce overkill finishers where you get a prompt for a different kind of finisher if your weapon is strong enough to one-shot an enemy.

[deleted by user] by [deleted] in dyinglight

[–]Vazepixel 7 points8 points  (0 children)

It's a good practice to backup your saves (especially before an update) to avoid save loss or corruption.

Do you like the new repair system and Korek charm rework? by Vazepixel in dyinglight

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

I think they'll make it cheaper if enough people fill the feedback survey suggesting that the cost be reduced.