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Post by JRavens on Oct 22, 2015 20:52:15 GMT
TO. i love the 980Ti, great card no issues yet, sooo u get a 1 hr timer everytime before night fall? JR. glad ur going to work some magic for this,hope u get the changes up before i get the download started and finished,about a week or so lol,thks Oh that reminds me I also doubled (actually quadrupled x4) the length of days and nights because daylight goes by way too fast for good exploration though I suspect that's to encourage night play (which is even much shorter in the vanilla game only lasting a few minutes). I always slept through the nights because I am a wuss when it comes to those damn night time volatiles When you get higher in level can you actually kill volatiles? Or do they just level up with you and get even more monstrously impossible to kill?
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Post by mikeweeks2346 on Oct 22, 2015 23:42:09 GMT
Regarding killing volatiles - yes you can, but it still requires (at least for me), some planning. And frankly by the time I've leveled up, I don't need the extra points given when you do kill them.
As a possible hint; volatiles (or any of the other zombies) can't swim - in case that wasn't commonly known.
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Post by takeout1113 on Oct 23, 2015 3:42:25 GMT
TO. i love the 980Ti, great card no issues yet, sooo u get a 1 hr timer everytime before night fall? JR. glad ur going to work some magic for this,hope u get the changes up before i get the download started and finished,about a week or so lol,thks Oh that reminds me I also doubled (actually quadrupled x4) the length of days and nights because daylight goes by way too fast for good exploration though I suspect that's to encourage night play (which is even much shorter in the vanilla game only lasting a few minutes). I always slept through the nights because I am a wuss when it comes to those damn night time volatiles When you get higher in level can you actually kill volatiles? Or do they just level up with you and get even more monstrously impossible to kill?
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Post by JRavens on Oct 23, 2015 3:44:11 GMT
Regarding killing volatiles - yes you can, but it still requires (at least for me), some planning. And frankly by the time I've leveled up, I don't need the extra points given when you do kill them. As a possible hint; volatiles (or any of the other zombies) can't swim - in case that wasn't commonly known. eh they freak me out to much (kudos to Techland for making really cool and GROSS zombies). Every time I see one I'm like "nope" and haul ass back to the safe house for a snooze. No amount of points is worth for it for me at least. I am also gonna look at Ceano's flares to see if buffed flares would be a viable means of defense at night. Part of me wishes there were LESS safehouses (although I doubt that could be modded anymore than it could in say Far Cry). In this game the absence of a nearby safehouse could be dangerous... or at least nerve wrecking if you were caught outside when the sun began to set. I figured that out about the swimming and TBH I was a little disappointed. At the very least I would have liked to see the dumb, slow shambling walkers move into he water and shuffle around the sea bed since honestly water would be no detriment to zombies. Again this is probably impossible since I don't think ANY AI will enter the water and I'm sure that freed up having to generate a lot of additional animations and AI programming. Shame. (at least in FC3 & 4 we had dangerous sea creatures - a zombie shark would have been great, but once again we have a game where you can't even slash while in water :/ ) Speaking of which the eat animation is the same candy bar no matter what food you eat. In an FPS game I hate when games skimp on the first person animations (cough Far Cry limited amount of healing animations cough)
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Post by takeout1113 on Oct 23, 2015 3:50:30 GMT
Willy: Yeah, I get a notice over the radio about one hour to go before nightfall and again right at nightfall. I should check if I am on beginner or something, been playing so long haven't thought about it.
JR: Those volatiles are no biggie if ya gots a Katanna with 2500 damage and 160 or so handling with 84 durability, along with a guzzle of resistance fluid. The grapple is great thing to get good at, getcha outa probs fast. Night seems to me to go too fast, heh, however, I won't miss it. Everything gets easier. I better check right now if I am on beginner or something, cause I have accumalated about 4.5 million and around a hundred or two weapons all orange or purple at pretty high values. I just run around looking for those nice upgrade packages for weapons and the top weapons in the police vehicles and red chests, then sell them when I find a nice trader. One thing that bugs me is looking in the tote bag at shelter and having to go find the place I was before each time when getting a lot of weapons to sell or trade.
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Post by mikeweeks2346 on Oct 23, 2015 3:58:53 GMT
Agree 100% - zombies are already dead, so water should have no impact - i.e., perhaps can't swim as such, but wouldn't "drown" either.
I never attempted to hunt volatiles as part of normal game play; I simply tried a few techniques to see what could be done when very close to a safe house, to jump back into if it all went south.
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Post by takeout1113 on Oct 23, 2015 4:06:31 GMT
Okay, I yam playing with hints on, and a few other helps, on that one page of options, but not at any skill levels I can find. It wasn't easy at all at first, was kinda frustrating, which was good, am just having a blast right now, looking for the blue help badge things on map that give you stuff when you help them. Nice deal to fully reequipt a nice full bore sword for free, even gives you 5 updates again, everything like newly minted.
I will eventually have to do the Rais getaway dealy at his big house building, might be the start of the end, donno what end is like, but would kinda like to start over, getting too easy now. Can take out a whole dozen zombies with two swipes of my sword.
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Post by mikeweeks2346 on Oct 23, 2015 5:45:03 GMT
By "skill levels", do you mean difficulty? If so, on the main menu select "play campaign" and on the following screen you'll see on the right side of the screen that it should show "normal" (that's the default) - this screen shows how many different "starts" you've done for the game. Select "F" to bring up options for the highlighted, current game, and that provides the means to select "hard" if you wish, along with other options.
Again, if skill levels is meant to imply difficulty level.
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Post by takeout1113 on Oct 23, 2015 20:41:24 GMT
Spoiler Alert maybe!!!
I checked with the Steam page of this game and I have now 454 hours of play time. I yam retired, so have time to spare. Not especially good player, but getting lots of experience. I found that the string item is the most needed by me, I use a LOT of molotovs to clear large groups of zombies, after gathering them with firecrackers, then come back after going 50 meters away for a bit till they turn into packages that are easy to collect and seem to have more in them.
Lockpicking is not as big of a challenge as it was, I just use the left movement key in short taps to check if right position on lock. Makes the lockpick last longer.
EDIT: HAVE SINCE FOUND OUT THAT COLORS ARE NOT VERY PRESENT IN HARD SETTING (While sensing) ON CAMPAIGN. Below paragraph is not as appropriate on hard setting.
The best chests are blue and red so far for me. Orange Purple Blue and Green then lastly Gray ranks the value of items found in them and throughout game. I don't keep anything but orange or Purple weapons that can upgrade 3 times and be repaired up to 4 or 5 times. The rest just aren't worth it to me at this point. I have to clean out my tote bag once in a while to get the cash back as the weapons don't match my fighting style as it develops gradually. Durability seems to be the most important property of a weapon now, once your get past 100 handling and 1500 damage, unless you like to have electric lightening bolts go through the whole crowd of zombies and kill five or six at once, heh.
PS: am rushed and missed your reply Mike, sorry, will check out campaign story line stuff, thanks.
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Post by JRavens on Oct 24, 2015 13:25:58 GMT
Found boat loads of extra content via the editor. Tons of unused outfits (shame you can't see yourself in the game - cutscenes, a mirror, something... I would have even been happy to have Crane's appearance on the main menu change, but he's always wearing the default starter jeans and shirt) Not sure if I could enable them but found 2 meshes for revolvers, 2 extra shotguns, 2 "submachine guns" (one is an uzi and the other is a TEC 9) and a mounted LMG and Minigun. The player zombie from "be the zombie" multiplayer mode is REALLY cool looking and has several upgrades. Would be neat to create some new scary zombies out of him. Probably a lot of pie in the sky thinking and I did say I was going to keep the mod from turning into a huge overhaul... Anyway more tweaks I learned by looking through the mods and forums - * Turned down the survivor sense noise a hair and removed the weird muting effect it has on other sounds. * More varied weather (nights can get stormy, days can get foggy, etc etc) * You can move around while you talk to the GRE after initiating the call (still have to test this one) * Survivor mod author gave me his blessing to use whatever I want form his mod so hoping I can get the hunger / thirst stuff working with 1.6.1 * Mod has a name now - Z.E.R.0 Mod - Zombie Extermination and Rescue Operations ZER0 chance for survival? ZER0 chance for success? Only you can beat the odds! (It's an acronym I've tossed around in my head as a boardgame idea for years, but my days of board and rpg games are long gone). I'll sure I'll make some spiffy cover pic for it. I envision a cool looking font with the 0 taking the place of an O and striking through a zombie skull (like the no smoking, no parking, etc. signs)
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Post by mikeweeks2346 on Oct 24, 2015 18:07:40 GMT
Never understood the extra "uniforms" being available given there's no third-person option (i.e., Skyrim). Just wonder if that was something cut from the final product.
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Post by JRavens on Oct 24, 2015 19:35:01 GMT
Never understood the extra "uniforms" being available given there's no third-person option (i.e., Skyrim). Just wonder if that was something cut from the final product. Apparently you can see them in CO-OP and Multiplayer. And to be fair you do see a lot more of Crane's arms and legs than you did Ajayson. But yeah I really wish there was an option to see yourself better. :/
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Post by mikeweeks2346 on Oct 24, 2015 23:25:56 GMT
Okay, not really intended for SP use in the first place it would appear.
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Post by takeout1113 on Oct 25, 2015 19:14:23 GMT
Thanks, Mike. I discovered by using the "Campaign" button and advanced options that I was playing in normal mode. Changed to Hard mode.
It was night, so went out and slew me a coupla volatiles, was slightly harder, but still pretty easy with high weapons settings only requiring one or two slices with Katana or Skull Machete full boogie tilt shock and fire loaded. Wouldn't have had same confidence had I known how SLOW the med kits healed in Hard setting, heh. Resistance guzzling is now more important. Wow, big change there. Also, sensing is about one third as far and sensitive, doesn't show value colors or importance. More immersive I reckon. If that is all the diff, not a big deal, am still testing my observations. Movement seems unaffected.
Did not lose my fortune or booty in weapons or parts or advancement. Will run next time thru at Hard setting whole way, should be longer accumulation time.
Darn what a nice game. Have not had the same adrenal reaction since I don't know when..... tho Far Cry 4's vast beauty was pretty overwhelming. Still gonna go back there to Kyrat sometime.
JR: At least in Normal setting, once you reach the full setting with all powers, you can shove the Volatiles off of you by repeatedly pushing the use button till the square fills up around perimeter, then you automatically kick him off and get a second fast chance to slay him before he is on you again, tho you have to time the sword swipe to match when he is in air in front of you, seems to work the same in Hard so far.
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Post by takeout1113 on Oct 25, 2015 21:54:08 GMT
For JR or Mike or anyone that knows: I am very curious if there is a difference in REACH of certain weapons, as in "Is there a difference between how far you need to be to inflict wounds between using a Wicked Blade knife, and using a Bastard Sword which is usually a long two handed weapon, especially when compared to a knife. Otherwise, I see no point in ever upgrading anything other than the highest rating of the three parameters they give us. I know you get more handling points with the knife and less with say, a sledge hammer, which gives faster swings and lunges, but is the range different in some coded way? I am aware of the 360 degree swing you can do with two handed weapons if surrounded by zombies, but am concerned with reach in developing my fighting style. I prefer the Katana or Machete myself, but am really curious if there is somewhere an actual difference in reach. There SEEMS to be a difference, but am just wondering if I am imagining it while fighting, as say implanted inference. On a different note, found a site that benchmarked quite a number of cards, unfortunately, it didn't do the older ones I was interested in for DL, but seems to be fairly accurate, tho take with grain of salt, as such things like it having a X99 motherboard with one of those 6 core or better processors that will make a bit of difference I think from what most of us run. My rig in signature runs it without problems, even tho I took out 8GB of RAM to make another puter, so it is now 8GB total. I have everything on full bore as I recall, no film grain or motion blur, but full detail distance. I would take their advice and turn down distance detail setting if experiencing lagging at all. Outside on ground level with distant view will task most cards the highest. I am unaware of any bad reviews of this site, let me know if I yam off kilter here.... www.techspot.com/review/956-dying-light-benchmarks/
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