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Worth copping on a sale?

I’ll get it for $20 or less.
No. I'm so disappointed in this game. The original was a true GOTY contender, this shyt is literally a step back in every way but graphics. If you never played the first one I guess it's worth it on a giveaway sale, but if you played the first one don't do it breh.
 

Sad Bunny

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No. I'm so disappointed in this game. The original was a true GOTY contender, this shyt is literally a step back in every way but graphics. If you never played the first one I guess it's worth it on a giveaway sale, but if you played the first one don't do it breh.
Okay thanks bro. I got the first game. I’ll finish it
 

MeachTheMonster

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No. I'm so disappointed in this game. The original was a true GOTY contender, this shyt is literally a step back in every way but graphics. If you never played the first one I guess it's worth it on a giveaway sale, but if you played the first one don't do it breh.
I don’t get this take.

I loved the first one and felt the second was a pretty good sequel.

What did you feel was a “step back”??
 

Animal House

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I don’t get this take.

I loved the first one and felt the second was a pretty good sequel.

What did you feel was a “step back”??
The atmosphere of the second game just don’t hit like the first game

Even fully leveled up I was always legit shook to rollout at night. This game was just too bright and I get it the environment changed and so did the tone and setting but it was highly disappointing especially at launch.

And don’t get me started on the physics
 

MeachTheMonster

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The atmosphere of the second game just don’t hit like the first game

Even fully leveled up I was always legit shook to rollout at night. This game was just too bright and I get it the environment changed and so did the tone and setting but it was highly disappointing especially at launch.

And don’t get me started on the physics
I agree the game was brighter and night
time was less scary. You were almost always very close to some UV light or a safe house.

First game i found the samurai sword early so i kinda always felt OP. Second game there were times at night collecting stuff that turned out to be a real challenge.

First one was a long time ago so i didn’t notice any change in the physics.:manny:
 

MeachTheMonster

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The first game. Night time was more scary/dangerous, but there’s was pretty much nothing to do at night but get to a safe house and wait till morning.

Dying Light 2 night time was much more manageable, but there was much more stuff to do only at night so you’d purposely venture out at night.
 

Animal House

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I agree the game was brighter and night
time was less scary. You were almost always very close to some UV light or a safe house.

First game i found the samurai sword early so i kinda always felt OP. Second game there were times at night collecting stuff that turned out to be a real challenge.

First one was a long time ago so i didn’t notice any change in the physics.:manny:
For example on the physics:

Everything is animations like your movements and how the zombies react to you. In the second game when you wall run you can sometimes be running on nothing but the air because the devs focused on animations rather than physics

Also there’s less final kill blows and a host of small things that add up imo

Still a decent game but i was highly disappointed
 
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Deezay

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Patch Notes from recent update:

Brutality and Physicality
As the name of the update suggests, in this patch, we focus on the physical combat and brutality that revolves around it. Top up your slay-game, and brutalize both Infected and Human type enemies.
• Cut Demolishers – and everything else – in half.
– More dismemberment!
– Every limb can be cut in 3 places.
– New visualizations of damage done to enemies (visible bones, ribs, eyeballs, etc.).
• VFX adjustments for blood and guts.
• Players can rip out a chunk of flesh and leave a hole in the enemy's body.
• "Spill the beans" takes on a literal meaning with the possibility of ripping the guts from your foe.
• New hit detection code for improved enemy reactions to being hit with a weapon.
• More smashed head variants.
• "Domino Ragdoll" introduced, where enemies can fall on each other, with a proper reaction to the force and weight that pushes them.
• More ragdoll improvements for immersion and emergent gameplay.
• Added an ability to dismember enemies through collisions with environment objects.
• Support for Biters seamlessly falling from high ground, including rooftops.
• Enemies can pass burning and electrocuted effects to each other.
• Added new hit reactions and improved some of the existing ones.

Gear Transmog
We know how important it is to maintain the best stats in the game and look good while you do. That said, we have introduced a Gear Transmog feature that will help you slay enemies with style! You can now Modify the visuals of most of your gear pieces by using a new slot called "Appearance".

Weapon Crafting
To slay enemies with style, you need the proper weapon, and we understand how durability makes you cycle through your arsenal and how hard it is to loot good weapons. With Weapon Crafting, we offer you full control over your loadout.
• Crafting will happen with… Craftmasters (hooray!).
• You will need to obtain weapon blueprints by exploring The City or claiming them as a reward. Then, you can find your claimed blueprints at the Craftmaster's shop.

• IMPORTANT: Blueprints are upgradable – the higher the blueprint level, the better the weapon quality you'll get. A blueprint's level dictates damage, durability, modification slots, and the number of affixes.
• Affixes (additional stats like "Increased damage against Humans +20%") are randomized when a weapon is created – so good luck, Pilgrims!
• Crafting, as always, requires resources.

Pilgrim Outpost Introduction
Pilgrim Outpost is here! A new Hub for all Dying Light fans is open with some new, long-demanded features. Visit pilgrimoutpost.com, where the one and only Spike is already waiting for you. Activate bounties and complete them in game to receive new Pilgrim Reputation Points.
These points advance you through Pilgrim Reputation Ranks, and with each rank, you get Pilgrim Tokens.
You can spend them in the Armory, where you can buy unique weapons and outfits from a Pilgrim Outpost merchant. We regularly update the items on offer. With Pilgrim Tokens, you can also buy an Outpost Drop, where you can get random crafting materials and weapons. If you're lucky, you can get one of five completely new Pilgrim Weapons that are exclusive to the Pilgrim Outpost.
The more bounties you complete, the better gear you can get. Every week, you get six unique bounties to complete. If you finish them all, you'll get additional Reputation points.

In-game Bounties
For those thirsty for new challenges, we have new Daily and Weekly bounties:
Bounties are introduced after the prologue.
Bounties are divided into the following categories:
Daily – one simple Bounty per day.
Weekly – one challenging Bounty to be completed within a week.
Finishing Daily and Weekly Bounties will grant you in-game rewards (like experience points – or Legend points if you're already playing Legend Levels).
For every 5 either Daily or Weekly Bounties completed, you'll receive an additional reward – Bounty Bonus Box that has the possibility to drop exceptional weapons and other equipment.

Teleporting to other players in co-op.
Players in a co-op session can gather teammates during common interactions (for example, to talk with an NPC or go to sleep).
Ability to dismantle weapons to receive crafting resources.
Two-handed weapons received some love with the ability to add mods to them.
Possibility to switch on/off in-game event participation.
Rebalance of the number of Howlers during the night.
Players can knock over enemies by sliding into them.
More special infected encounters during the day.


On top of that, we'll be releasing a variety of skin bundles in the upcoming weeks. With those, you'll look outstanding in The City!

Game Update
Apart from all the big news from the Gut Feeling update above, we've also introduced the following changes to the game:

Co-op
Improved stability related to the host's game crashing when another user attempts to connect.
Aiden's head animation is now displayed properly when turning around while hanging from a pole or pipe.
Fixed a game crash for the host or peers upon finishing the Carriers 3 side quest.
Fixed an issue where the host could encounter a black screen during dialogues.
In-game music no longer stops playing when the player is downed in the Bloody Ties challenge.
Functionality of mines is fixed.
Adjusted the Respawn button prompt to be more intuitive for players.
Players are now able to see the distance to teammates when downed in co-op sessions.
Players will no longer see multiple icons when joining a co-op session.
Players in co-op are less likely to spawn in the model of an NPC after dialogue or a cutscene.
Notifications about inability to join co-op sessions have been improved to reflect more accurate information to players.

Gameplay
Huge groups of Tyrants and Volatiles will no longer be spotted in the open world.
Fixed an issue where players couldn't complete Achievements.
Players can no longer perform a Knife Takedown and instantly kill infected with a higher level than Aiden.
Fixed a bug where Biters would grab Aiden one after another.
It's easier to aim for the head with a baseball bat.
Adjusted stamina consumption for higher-tier weapons.
Players will be able to escape from a Volatile if QTE Hold Mode is enabled.
The attack animation on some weapons is now faster, making all the attacks have the exact timing.
A proper light is present in multiple places between 10 a.m. and 12 p.m. and during specific weather conditions.
Fixed an issue where Hakon would become unresponsive, show improper behavior, or not follow the correct path in various quests.
Fixed an issue with loot missing from the Sunken Airdrop.
Human enemies no longer die instantly after removing their masks.
Improved Spitter's damaging actions.
Added missing textures on The City map.
Fixed an issue where craft plans were missing, resulting in blocking game progress.
There will be a proper time change when the player dies during the "Get to the Safe Zone" objective.
Fixed multiple issues related to Aiden being respawned incorrectly.
The correct animation is played when the "Ground Pound" skill is used.
 
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MeachTheMonster

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Patch Notes from recent update:

Brutality and Physicality
As the name of the update suggests, in this patch, we focus on the physical combat and brutality that revolves around it. Top up your slay-game, and brutalize both Infected and Human type enemies.
• Cut Demolishers – and everything else – in half.
– More dismemberment!
– Every limb can be cut in 3 places.
– New visualizations of damage done to enemies (visible bones, ribs, eyeballs, etc.).
• VFX adjustments for blood and guts.
• Players can rip out a chunk of flesh and leave a hole in the enemy's body.
• "Spill the beans" takes on a literal meaning with the possibility of ripping the guts from your foe.
• New hit detection code for improved enemy reactions to being hit with a weapon.
• More smashed head variants.
• "Domino Ragdoll" introduced, where enemies can fall on each other, with a proper reaction to the force and weight that pushes them.
• More ragdoll improvements for immersion and emergent gameplay.
• Added an ability to dismember enemies through collisions with environment objects.
• Support for Biters seamlessly falling from high ground, including rooftops.
• Enemies can pass burning and electrocuted effects to each other.
• Added new hit reactions and improved some of the existing ones.

Gear Transmog
We know how important it is to maintain the best stats in the game and look good while you do. That said, we have introduced a Gear Transmog feature that will help you slay enemies with style! You can now Modify the visuals of most of your gear pieces by using a new slot called "Appearance".
Hate when games add a bunch of cool shyt after i’m done playing it :beli:

I really enjoyed the game, but i’m not going back to it just to mess around with this stuff.

These days with pretty much any game you are better off waiting for the cheaper better version of game.

Probably won’t be buying much of shyt day one anymore :smh:
 

Deezay

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Hate when games add a bunch of cool shyt after i’m done playing it :beli:

I really enjoyed the game, but i’m not going back to it just to mess around with this stuff.

These days with pretty much any game you are better off waiting for the cheaper better version of game.

Probably won’t be buying much of shyt day one anymore :smh:
It's crazy cuz I told myself that shyt yesterday.
It's like everything that drops these days is Beta Mode until a year, or sometime 2 years later.
I did get to tool around with it last night though. They're doing a Viral Mutation event at the moment and they pop out during the day in groups. shyt is nuts.
It's a cool update if it's folks first time on it.
 

Deezay

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(Continued Patch Notes)...
Aiden's model will no longer lose collision upon jumping through certain points of the Artist Workshop, Trading post, and Rooftop School.
Players will no longer be moved under the map when changing to any of Legendary Level outfits.
Instant Escape stabbing audio fixed.
Fixed an issue where Play from Chapter was not available under some circumstances.
Players can no longer see what's under the map during the X13 quest.
Players can no longer obtain an unlimited amount of spears during the last fight in the Bloody Ties DLC.
Improved sound for the taunt animation done by Renegades.
Shadows related to players' movement will be rendered correctly.
No more Waltz waltzing around after the game is completed – he will no longer spawn randomly.
Dynamic Competitions won't trigger near Hubs as often.
Blocked revealing discoverables and detectable zones during dynamic competitions.

Technical
Improvements to memory usage and performance in longer play sessions.
Updated XeSS to 1.1. XeSS is now the default upscaler on ARC.
Improved foliage lighting.
Improved dissolve dithering to better simulate transparency.
Improved water reflections, turbidity, and refraction.
Improved shadows with ray tracing enabled.
Improved specular reflections on chemicals.
Improved volumetric shadows.
Memory usage optimization.
Fixed mesh flickering on some models.
Fixes an issue where the game crashed when Photo Mode was spammed during the Windmill or Antenna panel animations.
Fixed left-hand grip animation.

UI
Fixed missing text from the Stash, Respawn, Bounty, Fast Travel menu, Inventory, Crafting, and Collectibles menus.
Fixed text translations when starting parkour challenges before acquiring the paraglider.
The health bar is now visible during the grab animation.
The stamina bar depletes as usual upon Aiden's death and respawning.
Fixed minor typos and translation errors.
 
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