Dying Light 2: Reloaded Edition
Volatile changes -how long?
how long does it take and how many complaints are needed for the devs to tune down the dang V's its insane, trying to get friends into game and they are just like NOPE f this.

bro
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กำลังแสดง 136-150 จาก 165 ความเห็น
โพสต์ดั้งเดิมโดย Gman:
I'm one of the people that wanted Voltiles' back in mass for the night gameplay. But even when I said that I always mentioned Volatiles' aren't the issue, balance is. It is completely possible for the apex predator to roam in mass and keep player retention regardless of skill or character power, it just has to be balanced properly.

As it stands in endgame I can defeat a Volatile in 2 swings, how many swings this takes at the beginning I know not. But surely Techland can mess with the current level scaling implementation to make fair challenges across the board based upon the individual player's level.

It takes a lot, but that's by design. The idea that people expect to just be able to do things at night on any difficulty right away in the beginning of the game is laughable and naive. The entire game's premise is that night is super dangerous and you aren't supposed to be able to just roam around freely and you certainly aren't supposed to be able to fight everything you see at night.

This really boils down to a skill issue for players complaining. I just finished the game on hard and night only matters if you play stupid. I hope they don't change anything with the volatile count and don't cater to players who can't adapt to the simplest concept of "When it's dark out, don't be out."
They mentioned something about adding a "Nightmare" Difficulty in an upcoming patch for 2024... either theyre going to make the current situation nightmare and tone down the rest. Or maybe... even more insane than it already is currently? :steamsad:
In the end, it seems that only a few people are advocating for the complete removal of Volatiles at night. The real issue appears to be about the difficulty curve, the extent of the challenge, and the addition of options for personal adjustment. I wonder why so many people dismiss it simply as a matter of skill. I believe things are not just black and white, digital 0 or 1, but rather fuzzy, needing adjustment anywhere between 0 and 100.

Furthermore, there's a difference between being able to clear a game and finding it enjoyable. Currently, even if you manage to avoid Volatiles or take down one, more keep coming endlessly. This situation, where obstacles persistently remain, often leads to frustration rather than fear. In Dying Light 1, the density and the presence of a minimap made it manageable, but now, constantly having to press Q for stealth feels tedious and laborious.

While I don't have much complaint about the nights in Dying Light 2 being dangerous, the current situation seems excessively perilous, almost breaking the game's world. How can people live in small rooftop outposts when there are always about 10 creatures spawning around the player, crawling out from everywhere? Why aren't Volatiles sleeping inside buildings outside of the Dark Zones, especially when it's clear they are spawning from outside these zones? How can one safely sleep in a tent or a bus with just a little UV light? In such a world, it seems implausible for humans to survive outside of walled fortresses.
Villedor, according to the lore, had around a 2 million person population pre-fall, and post fall in the current game is said to have around "hundreds to thousands" so even if you take a really high guess on that number and say there are 50k people still left alive, that's still a 98% reduction of the population. So with that and dying light 2 being 20 years after dying light 1, there has been plenty of time for most of those infected to turn into Volatiles. So while some may disagree with the good or badness of this change, it certainly seems to align with the game's lore and premise for there to be this many of them at night.
We should be able to have sex with them, should fix the problem.
The volatiles are very stupid in my opinion
โพสต์ดั้งเดิมโดย Mister:
The volatiles are very stupid in my opinion
Exactly, doesn't take much to outsmart them.
They were a scary-ish threat in Dying light 1, actually difficult to kill without cheesing and overall just fun to interact with during runs

All of that is gone, they're just annoying buffed up zombies that won't really do anything to you unless they start swarming you. Even if you run, their AI is so braindead that it takes a few minutes for them to leave, turning nights into a boring slog where you just kill them, over and over again rather than avoid them.

All of the character of Volatiles is gone, same for nights. It's unbelievable that Techland managed to ♥♥♥♥ up this hard TWICE when it came to the most iconic part of the license, but I'm slowly realizing that this isn't abnormal, and that D1 was pretty much a fluke.
แก้ไขล่าสุดโดย Sid; 3 ก.พ. 2024 @ 4: 54am
โพสต์ดั้งเดิมโดย Sid:
They were a scary-ish threat in Dying light 1, actually difficult to kill without cheesing and overall just fun to interact with during runs

All of that is gone, they're just annoying buffed up zombies that won't really do anything to you unless they start swarming you. Even if you run, their AI is so braindead that it takes a few minutes for them to leave, turning nights into a boring slog where you just kill them, over and over again rather than avoid them.

All of the character of Volatiles is gone, same for nights. It's unbelievable that Techland managed to ♥♥♥♥ up this hard TWICE when it came to the most iconic part of the license, but I'm slowly realizing that this isn't abnormal, and that D1 was pretty much a fluke.
Thou speakest of things to great and mighty for thou comprehension, thou shalt not badamouth the Dying of Light 1
โพสต์ดั้งเดิมโดย SunEarthMewsic:
The pushback on the thread is so damn toxic.

It's simple.

Fun game = 100k people playing + more revenue from casuals

Pointlessly hard game = 100 people bragging and flexing in their echochamber, gatekeeping the game from everyone else because they feel so good about how good they are. How much revenue are 100 people going to give to support the game for 5 years

So called skill issue = "I'm just so ♥♥♥♥♥♥♥ good at the game. Look at all these little babies crying. I'm a real man <3"

Supporting options for difficulty = "I like a challenge but I understand I"m sadistic like that. I do think this is a good game and it would be great if there were options to make it more accessible to others"

First one is an as. Second one is more mature.

I stopped playing due to excessively tuned volatiles. Not sure how snide remarks are supposed to make me come back or convince others to play more, but ok. The money that I might give to techland for in-game points just goes to another game instead. Means less money to support servers.
I don't want the game to be friendly to casual players, i don't want bad quality content just to appease the masses. The normiefication of game and it's consequences have been a disaster to gaming
โพสต์ดั้งเดิมโดย Wayland:
โพสต์ดั้งเดิมโดย SunEarthMewsic:
The pushback on the thread is so damn toxic.

It's simple.

Fun game = 100k people playing + more revenue from casuals

Pointlessly hard game = 100 people bragging and flexing in their echochamber, gatekeeping the game from everyone else because they feel so good about how good they are. How much revenue are 100 people going to give to support the game for 5 years

So called skill issue = "I'm just so ♥♥♥♥♥♥♥ good at the game. Look at all these little babies crying. I'm a real man <3"

Supporting options for difficulty = "I like a challenge but I understand I"m sadistic like that. I do think this is a good game and it would be great if there were options to make it more accessible to others"

First one is an as. Second one is more mature.

I stopped playing due to excessively tuned volatiles. Not sure how snide remarks are supposed to make me come back or convince others to play more, but ok. The money that I might give to techland for in-game points just goes to another game instead. Means less money to support servers.
I don't want the game to be friendly to casual players, i don't want bad quality content just to appease the masses. The normiefication of game and it's consequences have been a disaster to gaming

I agree.

Techland kicked themselves in the teeth when they dumbed down the nights the way they did. The fact that people were afraid to venture at night, meant that the main scare factor was working. Now they will have to keep hearing complaints from people who have no idea what Dying Light is because the newbies think they should be like Kratos in every single game. I ♥♥♥♥♥♥♥ despite how every single game out there you have to be "the chosen one" or overpowered.

I understand their frustration because Techland didn't address night mechanics that revolved around the previous one (like the Token farming, which is ridiculous), but this is not the Volatile's fault. They are the icon of this franchise, nights are meant to be dangerous, you are meant to be hunted, you are meant to die, and anyone who thinks Volatiles are too much should go play Dead Island or any other zombie game out there, as they clearly fail to understand the lore and all the worldbuilding. Once Techland addresses these old night mechanics, then they can come back.
แก้ไขล่าสุดโดย Behemmoth; 3 ก.พ. 2024 @ 6: 31am
โพสต์ดั้งเดิมโดย Behemmoth:
โพสต์ดั้งเดิมโดย Wayland:
I don't want the game to be friendly to casual players, i don't want bad quality content just to appease the masses. The normiefication of game and it's consequences have been a disaster to gaming

I agree.

Techland kicked themselves in the teeth when they dumbed down the nights the way they did. The fact that people were afraid to venture at night, meant that the main scare factor was working. Now they will have to keep hearing complaints from people who have no idea what Dying Light is because the newbies think they should be like Kratos in every single game. I ♥♥♥♥♥♥♥ despite how every single game out there you have to be "the chosen one" or overpowered.

I understand their frustration because Techland didn't address night mechanics that revolved around the previous one (like the Token farming, which is ridiculous), but this is not the Volatile's fault. They are the icon of this franchise, nights are meant to be dangerous, you are meant to be hunted, you are meant to die, and anyone who thinks Volatiles are too much should go play Dead Island or any other zombie game out there, as they clearly fail to understand the lore and all the worldbuilding. Once Techland addresses these old night mechanics, then they can come back.
Well said!
โพสต์ดั้งเดิมโดย Behemmoth:
โพสต์ดั้งเดิมโดย Wayland:
I don't want the game to be friendly to casual players, i don't want bad quality content just to appease the masses. The normiefication of game and it's consequences have been a disaster to gaming

I agree.

Techland kicked themselves in the teeth when they dumbed down the nights the way they did. The fact that people were afraid to venture at night

I understand their frustration because Techland didn't address night mechanics that revolved around the previous one (like the Token farming, which is ridiculous), but this is not the Volatile's fault. They are the icon of this franchise, nights are meant to be dangerous, you are meant to be hunted, you are meant to die, and anyone who thinks Volatiles are too much should go play Dead Island

You're right that Techland didn't address the night mechanics, that's the problem, instead of bringing back the tension that Volatiles brought in D1, they just increased their spawn to an absurd amount to make up for the fact that Volatiles in D2 are limp-d*cked.

They and the nights are not dangerous in the slightest, it's the swarming that gets you, otherwise they're just annoying, to the point where nights just aren't fun, in the slightest.

Half of your comment is assumptions about the people who dislike nights as if they just couldn't possibly understand dying light lore, but the facts are here my guy : There's a volatile on every single rooftop, yet you still can just press shift forward care-free.

That sounds like the apex predator of the Dying Light universe to you ?
โพสต์ดั้งเดิมโดย Sid:
โพสต์ดั้งเดิมโดย Behemmoth:

I agree.

Techland kicked themselves in the teeth when they dumbed down the nights the way they did. The fact that people were afraid to venture at night

I understand their frustration because Techland didn't address night mechanics that revolved around the previous one (like the Token farming, which is ridiculous), but this is not the Volatile's fault. They are the icon of this franchise, nights are meant to be dangerous, you are meant to be hunted, you are meant to die, and anyone who thinks Volatiles are too much should go play Dead Island

You're right that Techland didn't address the night mechanics, that's the problem, instead of bringing back the tension that Volatiles brought in D1, they just increased their spawn to an absurd amount to make up for the fact that Volatiles in D2 are limp-d*cked.

They and the nights are not dangerous in the slightest, it's the swarming that gets you, otherwise they're just annoying, to the point where nights just aren't fun, in the slightest.

Half of your comment is assumptions about the people who dislike nights as if they just couldn't possibly understand dying light lore, but the facts are here my guy : There's a volatile on every single rooftop, yet you still can just press shift forward care-free.

That sounds like the apex predator of the Dying Light universe to you ?
It was already disproven your claim that there's too many volatiles spawn. Unless you show any good evidence that proves the contrary. your argument is invalid.
โพสต์ดั้งเดิมโดย Sid:
โพสต์ดั้งเดิมโดย Behemmoth:

I agree.

Techland kicked themselves in the teeth when they dumbed down the nights the way they did. The fact that people were afraid to venture at night

I understand their frustration because Techland didn't address night mechanics that revolved around the previous one (like the Token farming, which is ridiculous), but this is not the Volatile's fault. They are the icon of this franchise, nights are meant to be dangerous, you are meant to be hunted, you are meant to die, and anyone who thinks Volatiles are too much should go play Dead Island

You're right that Techland didn't address the night mechanics, that's the problem, instead of bringing back the tension that Volatiles brought in D1, they just increased their spawn to an absurd amount to make up for the fact that Volatiles in D2 are limp-d*cked.

They and the nights are not dangerous in the slightest, it's the swarming that gets you, otherwise they're just annoying, to the point where nights just aren't fun, in the slightest.

Half of your comment is assumptions about the people who dislike nights as if they just couldn't possibly understand dying light lore, but the facts are here my guy : There's a volatile on every single rooftop, yet you still can just press shift forward care-free.

That sounds like the apex predator of the Dying Light universe to you ?

There are as many Volatiles in DL2 as there were in DL1. And they are the ones that make nights dangerous.

Additionally, traveling at night is easier than in DL1 if you consider that you can throw coins to distract them and that in every rooftop there are bushes that you can hide (even when a chase triggers).

Also you said "There's a volatile on every single rooftop" and that's true. They would spawn mainly on street level in DL1. But DL2 is much more vertical than the previous game, and as i mentioned before, we can always hide in bushes to prevent a Hunt or throw coins (which are plenty) somewhere to distract them, so this is not really an issue.
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กำลังแสดง 136-150 จาก 165 ความเห็น
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วันที่โพสต์: 21 ธ.ค. 2023 @ 3: 00pm
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