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OFFICIAL Dying Light (Discussion)

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:mad: I'm still trying to find the guy under the bridge. I've been at it 7 times, and I always get caught by the climbing and running zombies, who are supposed to be out at night. But it doesn't look light night.

I think I suck at this game, LOL!!!
The guy under the bridge, you mean the guy who kicked out the woman who had 2 kids? you can reach him by just swimming out of the village to the "foot" of the bridge. Night missions are hard but not THAT hard, you can usually sneak past the volatiles since they show up on the minimap and if you keep using Q just to have a sense of where they are. As for the darkness, just use the flashlight and if you find yourself cornered use a flare as it acts like a portable safe zone.
 
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Also molotovs.
If I ever get in trouble I throw those things around like skittles.
Green puky man? Solved with molotovs.
Except on those concrete lamppost hammer guys. Definitely don't use molotovs.
 
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Also molotovs.
If I ever get in trouble I throw those things around like skittles.
Green puky man? Solved with molotovs.
Except on those concrete lamppost hammer guys. Definitely don't use molotovs.
man I had such a satisfying kill yesterday with a puky zombie on a roof top. he was so annoying throwing those bombs while I was trying to kill some of rais's guys so after I killed them I climbed some buildings which where farther away, started running and jumping towards him and at the final jump I pressed attack and I just lunged at him from one house to another smashing his head in>:peace: This games satisfies my inner psychopath :laugh:
 
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I'm enjoying it, getting good performance on my 970. VRAM maxes out for me at 1440p as well. What really surprised was how much RAM this game uses. I think it was at like ~5GB. At least you can tell it's truly a 64-bit engine.

Definitely don't use molotovs.

Use bottles of flammable liquid. Hit the big guys with one of those and any fire that touches them kills them instantly.
 
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I'm enjoying it, getting good performance on my 970. VRAM maxes out for me at 1440p as well. What really surprised was how much RAM this game uses. I think it was at like ~5GB. At least you can tell it's truly a 64-bit engine.



Use bottles of flammable liquid. Hit the big guys with one of those and any fire that touches them kills them instantly.

Funnily enough, I've never thought about measuring system RAM. Might add that in to future benches.
 
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I'm enjoying it, getting good performance on my 970. VRAM maxes out for me at 1440p as well. What really surprised was how much RAM this game uses. I think it was at like ~5GB. At least you can tell it's truly a 64-bit engine.



Use bottles of flammable liquid. Hit the big guys with one of those and any fire that touches them kills them instantly.
Yeah for me the same, have like ~6GB RAM used out of 8 and pagefile a whopping 8-9 GB
 

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Funnily enough, I've never thought about measuring system RAM. Might add that in to future benches.

I'd be curious to know if any of the games are using more than 8 GB system RAM. Maybe 16 GB will be in order for my Skylake build later this year.
 
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I can't complain about stuff like " a lot of buildings are identical", "you can't incapacitate yourself" etc, I have yet to see an open world game where most buildings are unique snowflakes inside and out. Also, incapacitating yourself by breaking a leg would just be incredibly frustrating since you would become zombie meat in seconds.

It's pretty obvious, just look around the buildings once you get outside of your tower. They are literally identical. It may not bother you but it to me makes the idea of the 'big city' more like one little city that's been repeated over and over.
Yes, breaking a leg would be frustrating, so don't go jumping off thirty foot buildings!? :)
 
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It's pretty obvious, just look around the buildings once you get outside of your tower. They are literally identical. It may not bother you but it to me makes the idea of the 'big city' more like one little city that's been repeated over and over.
Yes, breaking a leg would be frustrating, so don't go jumping off thirty foot buildings!? :)
That's why you die if you do so :laugh: And even in real life, apartment blocks and houses tend to be the same, at least where I live. Open world games have this "problem" and I can't really blame the devs, it looks like they put quite the effort in designing the city. To me the landscape looks pretty detailed and unique, really a breath of fresh air from recent games.:)
 
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...A lot of the buildings are identical inside and out, to the point where the objects inside (cupboards, drawers, chests, tool boxes) are equally identical - very cookie cutter...You can't incapacitate yourself with any type of sprain or wound from falling/missing a jump...

This is at best a very impoverished city. A lot of the buildings are cheaply constructed to pretty much favela-like standards. Look at any such city and you will find this type of simple modular construction that has a repeat theme. I do find however that there are enough differences in building exteriors to keep the parkour a thing where you have to keep an eye out while you're running.

Not many games have limping animations. I feel it's enough that they have severe health loss and even death when falling from greater heights. They also darken the screen, increase the heart rate, and slow movement. Having limping wouldn't make it much different other than more screen bob. This IS after all a first person perspective game where you wouldn't even see such things onscreen.

I just feel these two things sound a bit nit picky. You make it sound like they got lazy with this game's structure, but just the fact that pretty much any object in the game is interactive with the parkour took tons of time to accomplish.
 
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Fix for those experiencing less than 90% load on CPU cores
  1. Launch the game.
  2. Alt-Tab out and open Task Manager.
  3. Go to the Details tab to see all processes.
  4. Right-click on DyingLightGame.exe
  5. Choose Set Affinity and uncheck <All Processors> then re-check ONLY CPU 0. Press OK. The game will freeze in the background, don't worry.
  6. If the Affinity window closes, right-click and open it again, then re-enable <All Processors>. The game will start running again as before.
  7. You're done! The load will be balanced and the game will run much more smoothly.
Remember: Your mileage may vary, especially with different numbers of cores. You'll also need to do this each time you launch the game, which is why it should only be a temporary fix.
 

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I watched some gameplay vids, and this really looks like Dead Island to me.... With less firepower.... Is this really that much better than DI?
 
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I watched some gameplay vids, and this really looks like Dead Island to me.... With less firepower.... Is this really that much better than DI?
It's really a preference thing, like someone said before, it feels like dead island should have been.
 
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This is at best a very impoverished city. A lot of the buildings are cheaply constructed to pretty much favela-like standards. Look at any such city and you will find this type of simple modular construction that has a repeat theme. I do find however that there are enough differences in building exteriors to keep the parkour a thing where you have to keep an eye out while you're running.

All due respect, you should go back and actually look. Everything in the buildings I am speaking of, are identical - the items AND their placement. They are literally copies of one another.

Here's some examples, and these were only a handful I picked up running past. And mind you, I've only highlighted some of the objects ; the fact they are clones in every way - not withstanding.

Building 1







Building 2






Building 3 .... should I keep going?








Not many games have limping animations. I feel it's enough that they have severe health loss and even death when falling from greater heights. They also darken the screen, increase the heart rate, and slow movement. Having limping wouldn't make it much different other than more screen bob. This IS after all a first person perspective game where you wouldn't even see such things onscreen.

So in short, you get all the visuals of making a mistake, but none of the penalty - unless of course you do something extreme.
I wasn't concerned about the POV, I was concerned about movement speed. You know, something very helpful when you're being chased by zombies? Again, what fear is there when you can just sprint and hop up onto a building?

I just feel these two things sound a bit nit picky. You make it sound like they got lazy with this game's structure, but just the fact that pretty much any object in the game is interactive with the parkour took tons of time to accomplish.

I'm not making it sound like they are lazy, THEY WERE lazy. They assumed every one would be high on this gay parkour trend or happy it's basically Assassin's Creed with zombies that they wouldn't care or be bothered by a city full of redundancy. I just knew when I saw the whole city for the first time, that there would be a catch.

And in fact you are proving my point with your example. The more similar the buildings are (and in this case - identical), the easier it is to make objects/structures interactive, because the assets are already there. Now if the buildings were very unique, then the geometry would be different and THEN, it would have taken tons of time to accomplish because there weren't many similarities.
 
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^I'm sure some might be on the edge of reporting this post for hate speak. I'm not gay, but I wouldn't blame those whom are for complaining about your petty, immature analogy of the parkour. Besides that, it was well advertised this game would be heavily leaning toward a very parkour style of play. If that's not your thing so be it, but why buy it, then bash it for that feature? At this point I don't know if this is typical for you, or you just feel backed into a corner on some of the talking points and are reaching for any stones you can throw. I just don't see the rationale of buying a game that is widely known to be parkour oriented, and use it as a reason to imply it has sissy gameplay.

Now to reverse and go paragraph by paragraph after the one glaring thing I felt need be addressed first.

I'm sorry, but I see no respect here. There ARE in fact clear differences in building exteriors and interiors despite the somewhat modular design of many of them. Having worked for a while as an apprentice for a home remodeler whom ran his own business, I have a bit of an eye for such details. Clearly you don't.

NONE of the penalty from falling? This is an example of what I just mentioned regarding your lack of attention to detail. Clearly you can take severe health loss, and the screen darkens considerably. Even were there no slowed movement from it, you need to heal, which slows your movement due to the healing animation, and until doing so your vision is impaired.

This paragraph was already covered at the start, but I'll add that it's insulting to anyone in the sport of parkour, or stuntmen whom use it in movies, right on down to the average citizen whom tries out for and competes in Ninja Warrior to call it "gay". You only make yourself look like a sissy in saying so. I'm sure any one of them would make you look like a wimp.

It's obvious you don't have enough knowledge or experience with object scripting in games to even know how they are given interactive properties. You seem to assume all objects with similar features are just automatically scripted that way when one is. It doesn't work that way. Maybe if you spent some time actually learning how to do such scripting instead of being so "lazy" yourself, you'd know that. Furthermore the play testing alone to make sure all interactive objects work as intended takes a huge amount of time itself, but being as your analogy is petty and lazy, you don't appreciate that.

You've only made it obvious with your disrespect for parkour and game scripting in general that you are not knowledgeable enough or interested enough in this type of gameplay to even have a credible, unbiased, insightful opinion on it. Why you even bought the game in the first place is a mystery. Assuming of course it WAS purchased? If it was, tell us, how do you feel for having bought a game you knew has features you consider "gay"? Maybe you're the closet type and don't know it. Methinks the lady doth protest too much.
 
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LOL, I don't need to see tons of red squares to know what you mean newc, and you're having posted up such a montage only proves my point of what you're overlooking. A small impoverished city, esp if it's fairly remotely located would likely source the same contractors and supplies for such cheaply made homes. It's very modular construction like I said. All you've done is take note of some similar items. You give no attention to differences in building structures, or floor plans. There are plenty of different types of safe zones too. You often have to look around for what needs be done to unlock them. Then once you travel to Sector 0, if looks drastically different. Play the game some more if you are, then you'll see. Slums are slums though, it's common that there's more repeat construction in them.
 
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Oh man, this has to be the first game in a while that really benefited from pulling my XBOX controller out of storage. My rumblepad 2 was useless. The back triggers did not work, the analog stick was wonky and even using Xpadder could not properly emulate key strokes within Dying Light.
I think I finally feel justified in having shelled out money to Microsoft for the gamepad.
 
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first of all, i was really impressed with the graphics, which took me playing. when reached about 30% story completness, it was kinda getting booring for me, almost the same jobs had to be done, almost like a routine. nothing really new. or maybe its just not my kind of game
 
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All due respect, you should go back and actually look. Everything in the buildings I am speaking of, are identical - the items AND their placement. They are literally copies of one another.

Here's some examples, and these were only a handful I picked up running past. And mind you, I've only highlighted some of the objects ; the fact they are clones in every way - not withstanding.

Building 1







Building 2






Building 3 .... should I keep going?










So in short, you get all the visuals of making a mistake, but none of the penalty - unless of course you do something extreme.
I wasn't concerned about the POV, I was concerned about movement speed. You know, something very helpful when you're being chased by zombies? Again, what fear is there when you can just sprint and hop up onto a building?



I'm not making it sound like they are lazy, THEY WERE lazy. They assumed every one would be high on this gay parkour trend or happy it's basically Assassin's Creed with zombies that they wouldn't care or be bothered by a city full of redundancy. I just knew when I saw the whole city for the first time, that there would be a catch.

And in fact you are proving my point with your example. The more similar the buildings are (and in this case - identical), the easier it is to make objects/structures interactive, because the assets are already there. Now if the buildings were very unique, then the geometry would be different and THEN, it would have taken tons of time to accomplish because there weren't many similarities.
How do I unlock the red squares?
 
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How do I unlock the red squares?
LOL, by subscribing to his "everything looks the same" diatribe I guess. Know however that you may never be satisfied with a game again, as literally all games that have city dwellings use repeat objects. He's either in denial of that, or oblivious to it.
 

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...... , as literally all games that have city dwellings use repeat objects. ....
Most of them are not quite so blatant about it, however....
 
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Most of them are not quite so blatant about it, however....

The ones that use those objects to contain scavenging items are. It's a petty rant really.
 
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Most of them are not quite so blatant about it, however....

And that's the rub. I actually got turned around several times thinking I was visiting the same buildings!

That's what I get for trying to not use a virtual compass in a game!

LOL, by subscribing to his "everything looks the same" diatribe I guess. Know however that you may never be satisfied with a game again, as literally all games that have city dwellings use repeat objects. He's either in denial of that, or oblivious to it.

Jesus, it's killing you man isn't it..?; that for once no one wants to argue with your intolerance and ignorance.
 

rtwjunkie

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Wow, things are getting harsh here. It's just a game guys. :D
 
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The nitpicky bickering will stop now. Consider this a warning.
 
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