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Exactly. You can use it as a pseudo fast travel system if you're ultra lazy or wanna get in and out of Old Town quickly.
Nah. Spawning depending on your quest track is so much better. Find quarantine zones, these are your fast travels.
Mark Bozak, go to your Main Menu > Play > Campaign > Save > Advanced > Return to Campagin and you'll spawn in Brecken's Tower, at 100% story.
If it saves in a safe zone I fully expect the game to reload in that same place not somewhere else entirely, it's the way games have been saving for decades so why the devs thought it'd be "good" to try sometrhing new is beyond me, it's a major fail of this game which is a shame as the rest of it so far is very good.
It doesn't save your location, it saves your items and progression as well as collections. Also quitting the game triggers auto save as well so you can't lose your items and etc.
I never had issues with spawning or going wherever I wanted.
You're missing my point, I'm well aware it doesn't save location but it should just like pretty much every other game out there! - I save in a Safe House, I want to reload in that Safe House not 500m away in the opposite direction...its illogical and flawed.
I like the way it is. Maybe it's illogical or unrealistic, but the whole idea of game "zombies" itself is illogical and unrealistic.
I wouldn't call it flawed, using quarantine zones as fast travel saved me a lot of trouble when I quickly wanted to get there or here.
Simply mark down the location you are before quiting, use grappling hook to get there. Game always spawns you as close as possible to your current mission, so I don't see what's the issue. If you don't like the way it is, get Skyrim.
P.S. yes I know zombies...logical, totally agree on that part, but a simple game mechanic should work and this doesn't!
Get used to it. I've played the game on all difficulties several times, without any issues.
Dying Light isn't a game you're supposed to rush and be always after missions, you should enjoy moving around, exploring, killing a lot of zombies. It's an open world game. Where you spawn doens't matter, at all from the first place.
Also, I believe you're not reloading the save every minute. Anyways, once you get grappling hook, covering several hundred meters is a piece of cake.
I think it'd be tough to balance unsafe safehouses properly. If a player wants to get up and get a drink or some food it'd be infuriating to come back to a death and many lost legend/survivor points. Though, I do enjoy the idea of having to hold off inside a safehouse or perhaps a system that you can use to post guards or traps, that way if the player dies it can't just be attributed to an annoying design choice since the player should've buffed up security if they decide to leave unattended.
I think the best save system the game could've had would be to save at the last slept at safehouse. The current system works well enough, but it's a bit weird and unpredictable. Sometimes the quest I have tracked will spawn me literally right in front of the objective, sometimes it spawns me a bit away, it's not consistent enough.
For a game to use a save system like Bethesda's the game engine would have to be made with that in mind. Bethesda's engine allows you to save the entire game state, including character position, all NPC spawns around you and their positions, all dropped items around you, etc.
Dying Light's engine doesn't seem capable of that, everytime you reload the game everything is reloaded, the items, the enemies, your own location, everything. A lot of games work this way, so I'm not surprised.
I didn't know that about the Elder Scrolls save system. I can see that not working. Interesting...
I like Minecraft's save of having a bed. The ability to put up safeguards helps too. Maybe one day a Dying Light type game will look like DL but allow you to mold the whole world like Minecraft.
7 Days to Die.