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[#1]
Quoted:
How does co-op work? If my friend is 30% through the game can I jump in and play co-op with him at that point or do we have to restart our own 'campaign?' View Quote Yeah you can join in with him, thing is, you will be dealing with his progress. Vice versa. So spoiler alerts, and also replaying missions once you do his. If that makes sense. Everything remains the same as if you are playing individually, you will just have a partner. |
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[#2]
Quoted: How does co-op work? If my friend is 30% through the game can I jump in and play co-op with him at that point or do we have to restart our own 'campaign?' View Quote |
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[#3]
Quoted:
i would imagine its like every other game with limited co-op. if the ppl you are playing with arent all around the same level its usually not very fun. he joins your game, and kills everything super easy. you join his game and you get rolled by harder enemies. etc. View Quote View All Quotes View All Quotes Quoted:
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How does co-op work? If my friend is 30% through the game can I jump in and play co-op with him at that point or do we have to restart our own 'campaign?' Exactly, but I don't think the bad guys get any harder. However, I could be wrong? Eta: Yeah, you definitely come across stronger mofos as you progress |
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[#4]
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Exactly, but I don't think the bad guys get any harder. However, I could be wrong? View Quote View All Quotes View All Quotes Quoted:
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How does co-op work? If my friend is 30% through the game can I jump in and play co-op with him at that point or do we have to restart our own 'campaign?' Exactly, but I don't think the bad guys get any harder. However, I could be wrong? I think the enemy populace is still gated by the story, so if you haven't unlocked specific enemies they still won't appear in your game as the host. |
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[#5]
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I think the enemy populace is still gated by the story, so if you haven't unlocked specific enemies they still won't appear in your game as the host. View Quote View All Quotes View All Quotes Quoted:
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How does co-op work? If my friend is 30% through the game can I jump in and play co-op with him at that point or do we have to restart our own 'campaign?' Exactly, but I don't think the bad guys get any harder. However, I could be wrong? I think the enemy populace is still gated by the story, so if you haven't unlocked specific enemies they still won't appear in your game as the host. Honestly, I don't know. Me and the fella I normally play with are about at the same progress |
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[#6]
I'm in absolute love with this game. Like 4 hours of sleep a night since I picked it up.
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[#7]
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[#8]
Pretty early in the game I found a "military rifle" on a guy I kicked to death. Only have 17 rounds for it.
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[#9]
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[#10]
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[#11]
I've been seriously thinking about buying this thanks to all the feedback...
But can anyone tell me why this game is $60 on Steam but is $50 in retail packaging?... for what is more or less a Steam code? |
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[#12]
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I've been seriously thinking about buying this thanks to all the feedback... But can anyone tell me why this game is $60 on Steam but is $50 in retail packaging?... for what is more or less a Steam code? View Quote $10 convenience fee for not having to go get the steam code somewhere else? |
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[#14]
Quoted: Are the concerns that it's Dead Island redux not true? View Quote I suppose it depends on what your concerns with Dead Island were. I'd say the biggest similarity is the near endless amount of "fetch quests" that some people may find repetitive. So far I don't mind them because the parkour elements make traversing the city pretty fun. Just because you're going to the same places repeatedly doesn't mean you have to take the same routes. Plus the locations where you can scavenge supplies "respawn" after you pass through, so you can always take your time and gather more materials along the way. Weapon breakage is still a thing, but they're easy to repair and there are generally a good number of decent quality weapons to be found. It's nowhere near as annoying as it was in Dead Island, in my opinion. Storyline is an improvement, but it's not going to win any awards for writing. Combat feels smooth and visceral. It's pretty satisfying smacking a zombie upside the head with a pipe wrench and the parkour abilities also mean it's easier to escape a bad predicament, provided you keep your wits about you. Adding verticality to the game is the best thing they could have done. It improves everything from combat strategies to escape options and general travel around the city. |
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[#15]
Quoted:
I suppose it depends on what your concerns with Dead Island were. I'd say the biggest similarity is the near endless amount of "fetch quests" that some people may find repetitive. So far I don't mind them because the parkour elements make traversing the city pretty fun. Just because you're going to the same places repeatedly doesn't mean you have to take the same routes. Plus the locations where you can scavenge supplies "respawn" after you pass through, so you can always take your time and gather more materials along the way. Weapon breakage is still a thing, but they're easy to repair and there are generally a good number of decent quality weapons to be found. It's nowhere near as annoying as it was in Dead Island, in my opinion. Storyline is an improvement, but it's not going to win any awards for writing. Combat feels smooth and visceral. It's pretty satisfying smacking a zombie upside the head with a pipe wrench and the parkour abilities also mean it's easier to escape a bad predicament, provided you keep your wits about you. Adding verticality to the game is the best thing they could have done. It improves everything from combat strategies to escape options and general travel around the city. View Quote View All Quotes View All Quotes Quoted:
Quoted:
Are the concerns that it's Dead Island redux not true? I suppose it depends on what your concerns with Dead Island were. I'd say the biggest similarity is the near endless amount of "fetch quests" that some people may find repetitive. So far I don't mind them because the parkour elements make traversing the city pretty fun. Just because you're going to the same places repeatedly doesn't mean you have to take the same routes. Plus the locations where you can scavenge supplies "respawn" after you pass through, so you can always take your time and gather more materials along the way. Weapon breakage is still a thing, but they're easy to repair and there are generally a good number of decent quality weapons to be found. It's nowhere near as annoying as it was in Dead Island, in my opinion. Storyline is an improvement, but it's not going to win any awards for writing. Combat feels smooth and visceral. It's pretty satisfying smacking a zombie upside the head with a pipe wrench and the parkour abilities also mean it's easier to escape a bad predicament, provided you keep your wits about you. Adding verticality to the game is the best thing they could have done. It improves everything from combat strategies to escape options and general travel around the city. This dude nailed it. |
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[#16]
Going home, getting a quick bite. Then off to slay some zombies!
I hope I can stop at a reasonable hour since last session went until 4 am. |
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[#17]
After patch it deleted all my weapons, blueprints, skill points but left me at the same point in the game....
God damn glitches |
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[#18]
I picked it up at Best Buy today, had a discount coupon.
So far it seems like a decent enough game. It is INFINITELY more polished than Dead Island. |
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[#19]
How is the nightime, or, you don't go out at all unless you have to?
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[#20]
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[#21]
So my biggest problem with Dead Island was that the further you got in the game, when you went back to the earlier levels, the enemies still scaled with you, the player. Normally, the enemies would stay the same level range no matter what your level was. Does Dying Light still have that problem?
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[#22]
Need one on ps4 to do polyamory trophy. Psn Id is conju. I have 5 quests front loaded
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[#23]
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So my biggest problem with Dead Island was that the further you got in the game, when you went back to the earlier levels, the enemies still scaled with you, the player. Normally, the enemies would stay the same level range no matter what your level was. Does Dying Light still have that problem? View Quote Yeah the main ones do, however, you come across new breeds that are nothing short of a huge pain in the ass |
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[#24]
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Has anyone picked this up yet? Is it a letdown? how's the coop? Picked it up and love it! ETA: Title to official View Quote What do you play on? I'm on Xbox one Gamertag ADE1990 |
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[#25]
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[#26]
View Quote I wish they would put out some DLC with new weapons with suppressors and NVGs. That would make the game truly awesome. |
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[#27]
Does anyone have any tips on fighting humans early in the game?
It seems like no matter what I do they auto block 90% of my attacks, I seemingly don't have the ability to block anything of theirs and even when I leap dodge clean out of the way the game still registers their hits on me. Its like trying to play the game over a terrible internet connection when fighting humans and I always feel like I'm a half second behind them. The same thing happens with those big concrete mallet carrying zombies. I can dodge like a spider monkey but the game still registers hits on me. |
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[#28]
Quoted: Does anyone have any tips on fighting humans early in the game? It seems like no matter what I do they auto block 90% of my attacks, I seemingly don't have the ability to block anything of theirs and even when I leap dodge clean out of the way the game still registers their hits on me. Its like trying to play the game over a terrible internet connection when fighting humans and I always feel like I'm a half second behind them. The same thing happens with those big concrete mallet carrying zombies. I can dodge like a spider monkey but the game still registers hits on me. View Quote I always carry at least half a dozen of them. They're awesome for humans and tightly packed groups of walkers. The game considers them "silent" too, in terms of attracting virals. |
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[#29]
Is there a good source for Alcohol in the game? The rare few I encounter I always use to make medkits, which I am in constant need of from falling off of things or getting sucker hit by things that should have missed me by a mile.
I swear the player character hit box is the size of a winnebago. |
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[#30]
I honestly don't remember having too much problem with finding alcohol. I also tend to spend more time scavenging than fighting though, so that may not be typical. Make sure you check fridges as that seems to be one of the highest percentage spots. The footlockers and locked chests on rooftops often have it as well. I seem to remember pharmacies having it, too.
Another thing you might try is the Dying Light Companion app on iTunes or Android. It's a free scouting mini-game that links to your game account (not sure how it works on PC, but supposedly it does). Any game materials that your scouts find can be sent to your quartermaster in-game so you can pick them up. That's another way to score alcohol. It's actually a fairly fun little mini-game in itself. |
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[#31]
Just picked it up. It's my first game purchase since November when Smash Bros WiiU came out
Waiting for PSN to come back up to download updates so I can play it. |
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[#32]
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What do you play on? I'm on Xbox one Gamertag ADE1990 View Quote View All Quotes View All Quotes Quoted:
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Has anyone picked this up yet? Is it a letdown? how's the coop? Picked it up and love it! ETA: Title to official What do you play on? I'm on Xbox one Gamertag ADE1990 Sorry. Ps4 |
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[#33]
Now that I have the shield and have started slinging molotovs the game is not quite as hard as it was.
Did anyone else find the "destiny loot cave"? I guess you have to be playing co-op to get the chest as the zombies just keep spawning. |
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[#34]
Quoted:
Now that I have the shield and have started slinging molotovs the game is not quite as hard as it was. Did anyone else find the "destiny loot cave"? I guess you have to be playing co-op to get the chest as the zombies just keep spawning. View Quote I saw somebody playing it. I laughed. |
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[#35]
I can't tell if I like this game or don't like it I get bored pretty quickly while playing.
I haven't tried multilayer yet though. |
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[#36]
I'm kind of in the same boat on the "do I really like this game" musing.
The game has moments of awesome surrounded by miles and miles of yawn / blah punctuated with the odd "what the fuck? Well, fuck THIS shit". I can really appreciate what they TRIED to do and I can also appreciate how far they've come since Dead Island, but this is by no means a [GameGrumps] "den outta den" [/GameGrumps] game. It still has a whole lot of rough edges and some outright flaws that could be tightened up with future patches. Every game has flaws though, and some of them are possibly intentional to balance the game out. I have to admit that almost every time I've died it has been under what I consider to be "cheap" circumstances. Hordes of enemies beaming in from the enterprise in once cleared rooms, goons with concrete sledge hammers and their magic ability to spin in place 180 degrees and hit you even though you dodged, and my biggest enemy gripe the fucking endless waves of fast movers who glitch and just keep coming no matter how many you kill with no apparent noise source drawing them to you. I can accept it when I over-reached and was caught... I can chock that up as life in the video game world. But when enemy attacks and spawn patterns feel like glitches it just really makes a good play session turn sour and make you want to rage quit. |
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[#37]
I'm definitely enjoying it.
I've only had one notable glitch so far, one of the endless waves of virals that you mentioned. For the most part it was okay, because it happened after I got the head stomp ability. Climbing up onto a structure makes them pretty easy since you can stomp their heads as they try to climb after you. I did find that running a good distance from the area where they were spawning seemed to end the wave. Most of my deaths have been of the, "Let's see what this does..." variety. Or like the time I ran into a building and shut the door behind me, only to turn around and see one of the boomer guys standing there. I did have one death that I felt was cheap. I got grappled when crawling through one of the holes in the spike barriers. When I pushed the zombie away I apparently impaled myself on the barrier. From 135 life to dead. I tried drop kicking one of the rebar guys. It didn't work out well, but I went into it knowing it probably wouldn't work. He swatted me out of the air and did about 90 damage. Generally those guys are easy though. Just carry 1 or 2 of the Heavy Rebar that they use. You can actually throw them a fair distance and they do ridiculous damage. I have 2 that I carry that do 210 damage, and I'm almost certain that throwing a weapon increases its damage. You can usually kill a heavy (What are these called; Grunts?) with one or two throws. After they die, pick up their rebar to replace yours if it's getting worn out. |
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[#38]
Finally picked this up Friday and was able to run through the entire main story this weekend. I plan on focusing on exploring, clearing safe houses and doing challenges and side quests. This game is a ton of fun, it feels like a far cry meets a zombie apocalypse. I am looking for co-op players on xbox one GT:Lambshot23
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[#39]
Quoted:
Now that I have the shield and have started slinging molotovs the game is not quite as hard as it was. Did anyone else find the "destiny loot cave"? I guess you have to be playing co-op to get the chest as the zombies just keep spawning. View Quote Just found the Destiny loot cave. That cracked me up. I (playing solo) did not have trouble getting the chest since I just used gore camo. But after some more kills they announced a patch & told you to better do some missions now. |
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[#40]
I'm sure everyone else has beaten this game and moved on by now, but I finally finished it this weekend.
My personal grade now that the game is done is a solid C. Everything this game does right is discolored by the litany of things it does wrong in my opinion. What could have been one of my all time favorite games is marred by tons of control glitches, gameplay wonkiness and (without spoilers) one of the most frustrating and disappointing ending missions I have played in recent years. All the goodwill this game earned with me it wasted in the last hour or so of gameplay. I actually caught myself saying "really? REALLY?" more times than I was having fun, and the final mission literally made me rage quit like two times before I finally cooled off enough to try it again and beat it. Pretty much every failing of Dead Island comes back to haunt this game in one form or another. Yes it has improved graphics, yes the characters don't make you want to stab yourself in the head and yes the plot is a step up (but a step up from shit makes this plot... what... puke? snot? Still not something good, but not absolutely terrible). However the inconsistent freerunning controls, the control glitches and quirks (enemies hitting you drop you out of run, using certain times creates an unavoidable delay cycle before you can use another item or weapon, switching between aim and hip fire with rifles occasionally causes a very noticable and at times dangerous lag, doorway clipping with thrown weapons is inconsistent, crafting menu is clunky and tedious, I could go on for weeks) the completely random enemy strikes (including some enemies who stunlock you and insta-hit or insta-kill you despite you getting hits on them), the player hitbox the size of a bus (enemies track you far too easily even in the middle of swings or locked in movements, they hit you easily and from a distance away at times while the player must be laser beam accurate with their strikes) and don't even get me started on the "boss" fights. I agree with Yahtzee's review of the game... it is kind of a tired "been there, done that" game with nice graphics and not much else going for it. It falls prey to cliche and cop-out more than it excels. It does have sporadic moments of excitement, but those moments quickly fade once you realize you will do them over and over again. The repetition and the glitches quickly gave way to frustration and boredom for me as I started pushing faster and faster to finish the game. There is not much to savor when every building looks alike, every zombie looks alike, every weapon looks alike and every mission feels like the ten you did before. So 6/10... a solid C. Nothing terrible, but nothing really outstanding. Wish I would have waited for the inevitable Steam 75% off sale rather than paying full retail... but in the end it did the job I needed it to do, which was fill time while I'm waiting for GTA5. |
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[#41]
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[#43]
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Disappointing mechanically or story-wise? View Quote View All Quotes View All Quotes Quoted:
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one of the most frustrating and disappointing ending missions I have played in recent years. Disappointing mechanically or story-wise? Both. Spoilers ahead for anyone who cares: Click To View Spoiler For starters, the entire run-up to the end game mission is lifeless. This game has three distinct mission types: fetch quests, clearout quests and climb quests. Once you've played the game long enough to make it to the second map every mission you get is just a rerun of the thirty missions you've played before it. Every now and then the game will fruitlessly try to change things up by introducing a new enemy type or (more commonly) just being as cheap and "cheat-y" as possible by placing certain enemy types in trap positions.
In the last five missions I got so sick and tired of the game constantly placing hidden exploders and suicide runners right where you could not see them coming and where they would insta-kill you the first time you encountered them, forcing you to restart the mission at least once. Then when they started introducing the screaming babies it was just icing on the cake... you knew they were there, you could see them from a mile away, but the horrible doorway clipping prevented you from killing them with a thrown weapon or rifle as your weapon would always hit the door frame. You'd have to physically enter the room to attack the baby and by the time you F hugged it to death, it would have drawn a bunch of fast movers to you and yelled you down to like 50% health. But while immensely frustrating, those trap enemies were par for the course for the game and were just a tiny piece of my overall anger at the finale. The first big "fuck this piece of shit game" moment for me in the finale is the sewer chase. Whoever thought of this level needs a swift kick in their balls with a steel toed wingtip. Not only does the section of the last level begin by throwing down into a sewer, the least exciting and most cliche of all game levels, it throws you down right into a trap creature screaming baby who right out of the gate saps your health and slows you down. From that point forward the entire level section is supposed to be you RUNNING away from all the volatiles that the game spawns into the sewer. Here is where the shitty controls start to fuck you hard... every time you get hit, the game drops you out of sprint mode and you have to press the run button again to start running... only to get hit again, dropping you out of run. This entire level section is a free-running course in which you absolutely need forward momentum to clear the chasm jumps. No forward momentum means you don't have enough speed to clear the jumps, which means you will fall into insta-death pits and die and restart at the fucking screaming baby. I tried everything... camouflage, flares, UV lamp, molotovs, decoy fireworks, you name it. Nothing works for more than a second in this level and you quickly discover you are drastically outnumbered and overrun. Your only chance is what the creators force you to do, which is RUN... but because every hit you take drops you out of run you are constantly in a losing position desperately trying to maintain momentum. And once you reach the "fuck you" spots in the level... the chasm jumps... you will most likely have five or six volatiles right on your ass taking chunks out of it, knocking you out of run. Every... fucking... time... I would attempt the chasm jumps I would have good speed then THUMP! hit just as I start to jump, knocking me out of run, stealing all my momentum, causing me to weakly bunny hop right down into the insta-death pit. RAGE fucking QUIT. It took me no less than a half hour and something like twenty tries, attempting various strategies and routes, before I finally... FINALLY... got through that sewer section. And at no time did I feel like the game was "hard"... I felt like the game was cheating or broken or a combination of the two. It was not fun, it was blood boilingly frustrating... robbing the final mission of any sense of immediacy or flow. Then after climbing up the "been there done that" cut and paste skyscraper level I was all set to have one of the game's notoriously bad "boss fights". The two previous boss fights that this game threw at you were both the same... all your weapons and health items taken away, player given simple low power weapon with no mods and expected to fight off a larger / faster / equally capable opponent. Stages that, while cheap, felt like boss fights. FIGHTS being the applicable word here. Yes they had their clunky issues and their cheap feeling mechanics (the bulldozer zombie's ability to insta-hit you no matter how far away from him you dodged and the henchman fight's "fog" preventing you from having a good line of sight to him or the other bad guys) but they were honest to god boss fights. At the end of the game... after all the bullshit the game puts you through... the final boss is a FUCKING SIMON SAYS QUICKTIME EVENT. A QTE that robs you of any and all desire and fun. The game robs you of your fight and closure. No skill, no gameplay, no effort... simply "press X not to die". Bull fucking shit. Thanks game. Thanks a lot. Edit: And as for the story elements this game could not be more cliche if they made it out of paper mache using zombie movie scripts. The only saving grace is that the voice acting is at least tolerable when compared to Dead Island's horrific fake accents and knee-slappingly bad dialogue. However as a villain, Rias is completely ineffective. He is more or less a boogeyman with no teeth until the two or three missions where you deal with him directly. His so called "grip" on Harran is fleeting and ineffectual. The player is told he is the bad guy and every single thing he does is bad guy cliche tropes 1 through 100. He has no motivation and no plan that the player can see. Rias exists for the sole purpose of being a foil to the player, which is the biggest, cheapest hallmark of poor writing. And any backstory that we are presented dealing with anyone is quickly glossed over and brushed under the rug. Honestly this game desperately needed a Far Cry style "your princess is in another castle" situation with Rias. Rias is basically Vaas... except there is no greater power behind him, it's just him. I was expecting to kill Rias and then square off against the GRE... nope. Just one handed captain quicktime. Roll credits. Weak. |
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[#44]
Has anyone played since the latest patch? Supposedly over 50 weapons were added and other content. Didnt notice any of it in last nights gameplay
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[#45]
Im only about 20% in so no idea, i did play and noticed nothing different from the update though.
GT is Favre44 if anyone wants to play on xbone. my biggest gripe is how long these assholes make you intro the game. Anyone who plays video games can figure out what / how to do shit in about 35-45 seconds. But game devs seem to enjoy locking you into 15+ minutes of shitty intros and loading screens and showing off what they want to before they let you play. |
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