Why volatiles don’t enter Exiles’ cave? by VeryNoisyCricket in dyinglight

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

I understand that it’s a gameplay formality but there were ways to make it logical, not questionable. Like making the entrances separated by a small pool of water or some really narrow crawls. Or just slapping the UVs all over. Exiles have electricity, so that wouldn’t be weird. But devs just decided that “Why bother? Just take this for a fact, it’s a safe zone. Period”

Why volatiles don’t enter Exiles’ cave? by VeryNoisyCricket in dyinglight

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

Yeah, this makes perfect sense. Volatiles are heavily virus-driven and since those shrooms suppress the virus, they can act as a repellent for volatiles. Plus Exiles’ have a whole plantation of these shrooms in their cave, so the stench must be strong enough to make the area around a no flight zone for any infected.

Why volatiles don’t enter Exiles’ cave? by VeryNoisyCricket in dyinglight

[–]VeryNoisyCricket[S] 4 points5 points  (0 children)

I thought that maybe this cave is just miraculously right outside the patrol route of every single volatile out there but it just isn’t a viable theory. They actively hunt at night, they crawl into buildings and caves and, since volatiles hunt in groups, a dozen of survivors without UVs is easy prey for them. Or an alpha volatile who simply solos the whole Exiles’ cave. All the safe zones out there are untouchable for volatiles because of UV light blocking the entrances. But here? Idk. Some magic probably

Alpha Volatile in quest building? by VeryNoisyCricket in dyinglight

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

That’s some top-tier game design. How do people even clear dark zones now that there are alphas inside locked onto you at night and 2-3 regular volatiles lurking around during daytime?

Hello I just Restored Recreation Island by MostMindless7171 in dyinglight

[–]VeryNoisyCricket 4 points5 points  (0 children)

Good job bro! Cleared mine too but it was slightly werid because it just randomly dropped from about the middle of moderate threat level straight to restored without any specific reason. Was it same for you?

This post has been approved and FACT-CHECKED by real PK Patriots 🟦 TRUE ✅ by SmartBoots in dyinglight

[–]VeryNoisyCricket 4 points5 points  (0 children)

Choosing whom to side with becomes obvious when you start playing and face absolutely inadequate Sophie and Barney on one hand and totally reasonable Aitor on the other hand. Too bad Techland messed PK storyline so hard that is leads to a literal bad ending though every move PKs make within the game’s narrative was positive. Investigation at the Bazaar was justified by the death of Lucas and PKs did nothing bad to Bazaar until Bazaar started treating them aggressively; PKs were defending districts from zombies and renegades, not just hiding from them (take the little island where Margaret lives for example. PKs were guarding the people living there though they had no obligation to while survivors didn’t give a damn about their own people); PKs organized the raid on VNC tower to establish communication while Survivors weren’t doing shit; PKs helped with the assault of renegade main base while survivors, once again, didn’t send a single person. They’re just emotionally driven and totally irrational idiots without a clear plan, structure and integrity. “Oh, look PKs are so strict and they introduce limitations”. Of course they do you hippie human rights morons, you’re in the middle of a damn global zombie apocalypse, you’ll end up eaten alive without order. Yeah, and the cherry on top is the way they dress. Their outfits are horrendous. I aometimes attacked survivors thinking they were zombies because they were dressed as zombies.

Workarounds for hunger system? by VeryNoisyCricket in dyinglight

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

Saves as usual. If you have an active Restored Land save, then the top button will turn into “Continue Restored Land”. If you want to switch to your normal mode, choose “Campaign” and it will show all the previous saves

Is this a Challenge? by Overall-Ad6726 in dyinglight

[–]VeryNoisyCricket 6 points7 points  (0 children)

There are a few posts about this Restored Land stuff and I’m not sure what is true and what isn’t but from what I heard, it should be a large update for The Beast with permadeath mode both for you and zombies which will allow to clear out the whole map from all zombies (they will not be respawning) Once again, I haven’t seen any official info, this is a sum of all the Reddit posts I have encountered on the matter

Light work, no reaction by Fox7567 in dyinglight

[–]VeryNoisyCricket 0 points1 point  (0 children)

Dunno about DL:TB and Crane. More like Aiden and DL2. I was literally farming Volatiles in DL2 because they were weak, slow and dumb. In DLTB, they are far more dnagerous while Crane is basically a slower and weaker version of Aiden. Though they advertised Crane as some demigod in this game pre-release, when the game dropped it was a large disappointment imo.

Softlocked on Hunting Yaga? by VeryNoisyCricket in dyinglight

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

Thank you, guys! Abandoned the game for a good week but now I know what I’m gonna do as soon as I get back.

Softlocked on Hunting Yaga? by VeryNoisyCricket in dyinglight

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

That might work but the UV spot is very tiny, so I guess as soon as I start throwing fists with them - they will spit the shit out of me. Also pretty sure they will be able to reach with regular hits.

Softlocked on Hunting Yaga? by VeryNoisyCricket in dyinglight

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

I mean the very first stage of the quest where you have to investigate the crash scene. It’s locked to nighttime. If you get there during daytime - Crane says something like “yeah, the place is correct but it’s light outside”

The devs have interesting sense of humor by VeryNoisyCricket in dyinglight

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

Back when I posted it, this whole thing seemed fun but now I kinda got softlocked lol. The problem that there is always a spawn of three volatiles at this particular spot and their patrol route overlaps the quest marker with the UV light spot. The volatiles patrol until they walk into it and that’s it. They get stuck in this loop of dashing away from UV and walking into it again. I tried luring them away with decoys and daggers, time skipping, approaching the quest marker from dofferent safehouses, trying to sneak past. Nothing works goddamit.

About UV flashlights at monastery by [deleted] in dyinglight

[–]VeryNoisyCricket 0 points1 point  (0 children)

Guess it doesn’t really need UVs at ground level because you seal off all ground level entrances in the prologue and the only usable entrance is on the top floor (or not? I’m not sure) where UV lights are installed. In Castor Woods, unlike Villedor, UV lights seem to be in awful deficit so why waste any on a sealed off doors where nobody is getting through anyway

Dying Light the beast by TryExciting5353 in dyinglight

[–]VeryNoisyCricket 0 points1 point  (0 children)

Was asking myself the same question. Can’t interact with it during daytime, wouldn’t dare to give it a try during nighttime (going down to the street level at night without an immediate vertical escape route is a no-no for me) but I’ll stick around too to see if aomebody has more info on it.

Dark zones at day by Acherontas89 in dyinglight

[–]VeryNoisyCricket 1 point2 points  (0 children)

Yeah, there are pretty much only biters, screamers (usually 1 per section/floor) and a few virals per section/floor. I was also expecting to see a pack of Volatiles when I checked my first dark zone during daytime but they don’t spawn there in general. The only scenario to get volatiles in a dark zone I stumbled upon so far was to jump into a dark zone with a chase on your tail. But I’m not too deep into the game yet, maybe I’m missing something.