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Post by mikeweeks2346 on Jul 15, 2015 4:49:54 GMT
The save system in DL -
Like FC, if you die in free roaming, you re-spawn at the closest "safe house" - regardless of where the last auto save point happened to be.
During missions you have specific save check-points as well as new map load saves. If you wish to have available a possible re-starting point to try a mission segment different ways, not all (but some do) those new map loading points re-spawn exactly in the same point should you exit and re-start. And by re-start I mean this:
at the point of the new map reload, you exit the game and then save to PC the save files - so that if you wish to do a re-start, you copy the PC saved files over what are the current save files - this assumes you continue on with a mission, but then decide to abandon it and try it differently - for whatever reason.
It's a good idea to copy your save files at various points prior to starting something to just have available a re-starting point. An example would be this:
once the tutorial s done and you're on your own for the very beginning; i.e., the guard opens the door and you are standing outside for the first time, with just a wooden table leg as a weapon -- that's a save point. Exit the game and copy the save files, then re-start. If you happen to make a complete mess of it you can just stop, copy over the saved files, and go at it again.
But the biggest issue can be this when you exit the game; whatever activity/quest you have active determines where you will re-spawn when you fire up the game again; based on what was the last major activity/quest event you completed. Certain activities/quest can send you completely across the map with, say, four major objectives. Say you've completed two, and wish to exit. You'll restart back at the starting point, with two objectives still to complete, so you don't lose the activities, but you lose the location (or nearest one) to start again. Hope that isn't too confusing.
Here's what I do; at the various locations where you can start activities, I always "accept" one with the intent not to do it. Then when it's time to exit the game (my in-game rules are that I always return to a safe location when I wish to exit), I select that activity from that location as my active quest, and that's where you'll start again.
Probably more than you wanted to read, but once you get the game and try it a bit, you'll see. So it just depends on how seriously you wish to control what you're doing, with the understanding of how the save system was designed.
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Post by willyr1100 on Jul 15, 2015 16:43:44 GMT
thks Mike, that's a big help, i'll just have to make sure i label my saved game segments in different folders for reload, thks again
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Post by mikeweeks2346 on Jul 15, 2015 19:07:14 GMT
One reason you may wish to generate your own save points is that in free roaming there's a pretty substantial death penalty hit to the one skill tree (of three) that's not based on how you simply navigate about the landscape and go about killing zombies. So it's tough to recover those lost points - but it can be done... .
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Post by takeout1113 on Jul 17, 2015 16:20:46 GMT
The game can be frustrating sometimes. I like to play the game literally like it says. In one mission, it says you have to get close to a bolter at night to get a tissue sample. So far I have gotten close to three bolters at night using the Dahlias Potion, and not one tissue sample after attacking them, grasping them, and kicking them. Then I read some third hand walkthru stuff and it states you have to kill a bolter and remove tissue sample, much different than getting near one. Oh well, only lost a days worth of playing because of wording.
So you have to kill and then get tissue sample somehow not described, prob in-game prompted, tho killing one was not prompted when close to bolter.
Just one of those things, heh.
Mike: Great tips on save-game stuff, thanks, hadn't even thought of that method to preserve a bit of work done already.
Going to go thru key bindings to make sure I didn't forget one that says pick-up weapon or something, only thing makes sense right now, thanks for that too.
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Post by mikeweeks2346 on Jul 17, 2015 19:07:45 GMT
Yeah TO - the in-game narration of obtaining Bolter issue can lead to confusion; but it does just come down to what's the norm in the game once a zombie is dead - you're looting them. From Bolters you always getting tissue is the difference from the others.
Regarding the save system; by exiting the game - I mean back to main menu to start again the campaign based on what's Crane's current activity selected if one so wishes. It's a way to do "fast travel" if one so desires.
Of course one completely exits DL in order to actually make a copy of the last save file for any possible re-load.
If you find nothing in the key re-binding, drop a note. I have the time to re-load a DL save game and simply see what might be an issue.
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Post by takeout1113 on Jul 18, 2015 19:11:11 GMT
Mike, you have been a great help in getting some of us started in this game. Just a big thanks.
As far as the key re-binding prob, I "think" it might be associated with the swap weapon option in the game options. I noticed also that disengaging "swap" mode and crouching to get the weapon help in the odds of it actually just gaining the new weapon without losing one in the process. I was able to acheive what I think is the way to get a weapon using "swap option" off. I am still refining it and have confidence I yam on right track for solving my misinterpetation of how to play in this regard.
This is not to detract from the enormous amount of fun I am having running around gaining confidence in the Parkouring method of touring and planning my missions and provisioning the equipment and weapons needed.
That method of saving files for possible future fast travel mode in game is ingenious.
Spoiler alert:
Finding the keys on floor to get kids mom out of locked room was a new moment in gaming for me. Completely surprized me. Just something they threw in game, good stuff.
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Post by takeout1113 on Jul 19, 2015 23:52:13 GMT
IF you have a problem like I did in picking up weapons on ground without dropping another weapon, I have found a way to do this perfectly each time. You have to turn OFF the swap weapon option in Game settings. And then put a weapon from your body holster into backpack as to make a unoccupied slot available, then use weapon select wheel to choose that slot so there is only fists, then crouch down if weapon is on floor, and tap use twice. It should just pick up the weapon without dropping another.
I am surprised that no one else seems to have run across this problem, hmm, oh well, I just draw luck, both kinds. So now game is near perfect, except I liked all the other benefits of having swap weapon on, it was easier to pick stuff up and search bags and things, kinda like I like to use single click for selection in normal computer stuff. Maybe later on another power will be made evident that will correct this. Am happy as clam.
The game is a very good one. Right up there with FC4 I should admit. Only the greater beauty in FC4 ambience makes it the winner, hard to compete with Himalayas when you have to use slums of city and smoking ruins.... DL is a bit more "Call of Duty" realism, if ya know what I mean, but leans toward the full depth of FC4.
EDIT: I wonder if it would work if I didn't turn off the swap weapon option? And just made the slot. hmm. Stand by.
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Post by mikeweeks2346 on Jul 20, 2015 1:11:53 GMT
This may or may not help; When it came to weapons, inventory and swapping I didn't reset anything IIRC (swap option is OFF). That being said; here's how it worked for me:
If you had an empty slot then you simply interacted with the object/weapon to be picked up. It either went into the backpack or an empty slot of your active weapons slots if you didn't have four.
If you had no empty slots then when you got near the object/weapon, your got on the screen "inventory full" and you couldn't interact with the object. At that point, if you wanted the object you opened your inventory screen, selected an object being carried to either be dismantled or dropped. Do so, and of course you now had an empty slot. You then interact with that object you wanted to pick up in the first place.
When I started a mission I tried to make as much space available in the backpack, and would pickup the dropped weapons from the bad guys or zombies. Once backpack was full would then dismantled the cheapest one(s) if the one(s) on the floor was more valuable and worked my way thru like that until mission end.
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Post by takeout1113 on Jul 24, 2015 15:36:18 GMT
I am happy enough with present system I am using where I just switch the open slot to the carried weapon and choose the empty slot and then pick up item, otherwise, it will still drop a weapon like the swap weapon option does, whether or not I choose that option. Works well enough. The game is definitely a AAA premium top notch in my book. Wouldn't have thought of buying it unless your opinions were seen. Thanks, I always enjoy buying games I use for months on end with happiness.
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Post by mikeweeks2346 on Jul 25, 2015 19:27:00 GMT
Appreciate that TO. And I have to say I wouldn't have considered the game if Major Slack hadn't done his youtube walk through.
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Post by takeout1113 on Aug 13, 2015 18:34:46 GMT
Okay, Mike Weeks definition of how to achieve spawning where you want to after quitting game and restarting is the best I have seen. Was confusing to me at first, but once you play enough, and then re-read his directions, makes a whole lot of sense. Just select from Quests selection on main inventory page a Quest that starts where you want to respawn when restarting. Easy-Peasy.
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Post by JRavens on Aug 13, 2015 21:52:56 GMT
Don't you want to roam the outback in a zombie mulching upgradable dune buggy on a map as large as all of Dying Lights original maps combined?
Of course you do!
Coming Soon - Dying Light: The Following (an all new campaign!)
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Post by willyr1100 on Aug 13, 2015 22:09:45 GMT
wow, lot of openness,hmmm wonder if they will have a gold edition w all dlc ?
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Post by mikeweeks2346 on Aug 13, 2015 23:44:22 GMT
A single-player based DLC - H*ll Yes!!!Notice the bow; Notice the Bow!!!
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Post by takeout1113 on Aug 14, 2015 4:06:11 GMT
Oh, for Goodness Sake, I am posting on my face a BIG SMILE! The following, with vehicles and bows and more room..... Gosh.
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