Рахим альдемир

Weapon Types

In the game, there are many weapons of varied categories and types. Below are some examples of the different weapon types found in the game.

Axes
Bats
Blades
Cleavers
Crowbars
Hammers
Handsaws (The Following)
Hatchets
Khopeshes
Knives
Machetes
Pickaxes
Picks
Pipes
Pistols
Police Baton
Revolvers (The Following)
Scythes (The Following)
Shotguns
Shovels
Sickles
Sledgehammers
Swords
Wrenches

Statistically, the best weapon available early in the game is the Korek Machete found at an apartment building near the Stuffed Turtle quarantine zone. It is later surpassed by other weapons when the player reaches a higher Survival Rank.

Additionally, the Legendary EXPcalibur is also available found stuck through a corpse on a small rock in the south east corner of the map. Removing the EXPcalibur will also reveal the EXPcalibur blueprint, although it is not as powerful as the legendary variant.

Melee Weapons

Melee Weapons are the most commonly used by many survivors. Serving for close-quarters attacks against slower and weaker enemies, there are many varieties and types of melee weapons such as one-handed weapons or two-handed weapons.

Blunt weapons (such as hammers, bats, and pipes) are usually bigger than Sharp weapons, and can deal more damage especially for breaking the bones of your enemies.

Sharp weapons (such as machetes, axes, knives, and swords) preform faster attacks on your enemies and can cut off limbs such as arms. They can be modified with various blueprints to have damaging effects such as electricity, bleeding, and fire, and can be upgraded with weapon modifications for stats such as damage, handling, and durability.

Throwing Weapons

Throwing Weapons are supplement weapons used for killing enemies via throwing. While they are not entirely dependable, they are good additional weapons to keep a hold on, especially if the player is absent from melee weapons or firearms. Examples of this include knives, shurikens, grenades, and molotovs. Many bandits and Rais’s Men use these weapons when the player is afar and can be craft-able with many parts.

Firearms

Main article: Firearms

Firearms are mostly at least rare quality weapons upon being found in the environment. Firearms are seen mainly on Rais’s Men or bandits and can be found in police vans when unlocked or loot stashes on top of windmills, power lines and water towers. Firearms can be used to threaten human enemies who are armed with melee weapons, which makes them surrender from airdrops.

Overview

The Tower is a large residential building comprised of small apartments. The primary residents consist of survivors and the Runners who are trained by parkour instructors to traverse the city to do important missions for the occupants of the Tower. Infected individuals in the tower are given a number depending on their time of arrival to specify their «place in line» for Antizin.

The Tower is heavily guarded by volunteers armed with firearms; the stairs connecting the ground level to the first floor were destroyed to prevent easy access for the Infected. Additional security exists in the form of electric fence traps and Ultraviolet lamps at each entrance/exit.

The Tower was an apartment complex before the outbreak. The upper level serves as the HQ, with roof access for the player granting them access to a crane which connects the Tower to another apartment complex beside it which serves as the Gym.

Throughout the course of the story, an outbreak occurs on the 18th floor due to the low amounts of Antizin. When the player comes back to the tower, the upper floors will be momentarily sealed off. After completion of Pact with Rais, the upper floors will be available again; however, the 18th floor is no longer accessible and is blocked off.

By completing story missions and side quests, many changes will occur within the Tower. For example after some side quests where the player must aid survivors and bring them to the tower, they will be able to see them walking around within the Tower. This tells the player that the quests actually mean something and will impact the world.

Buckshot, the trainer of the guards, asks Crane to film a small presentation of his skill in combat, which he will use as a reference when training other guards. Crane is filmed in combat wielding a baseball bat and later using throwing stars. After completing his challenges, Buckshot brings four other guards into the lower store to view the footage. The guards can be heard commenting on Crane’s flawless technique, and compare their actions to his.

Alexei and Kristov join the Tower survivors later on. Kristov became annoyed by the fact that they had to work and make weapons for Rais, so he left his father to become a Tower runner. After a semi-successful first run, Crane convinces him to give up his Runner position to make weapons for the Tower survivors, as he did for Rais’s men. Alexei later agrees to join his son in the safety of the Tower after Rais’s thugs invade their radio tower holdout, proving that their defences were not enough. They can be found around the lower level of the Tower, and sometimes inside Alfie’s workshop, crafting machetes.

The children start to feel bored and restless, so Kate leaves a note for a Runner to retrieve five packets of crayons to occupy them. When Crane gives them to Kate, she thanks him for his efforts, and with their new crayons, the children draw creative images on the walls of floor 20, such as a happy chicken on top of an apple tree; A blue Diplodocus which is being abducted by a UFO under a rainbow; Outer space with planets, stars, and a spaceship, and a fox and bear meeting in the forest at night.

Development

When development of Dying Light started in early 2012, reports claimed that Dying Light was originally a Dead Island sequel, but members from Techland later confirmed to Hardcore Gamer that the game is «an original title from its very beginning.» and that the team would like to create «something bigger and better» with no relation to any existing IP. Techland’s director Adrian Ciszewski also responded that there is a great difference in terms of creative vision between the studio and the Dead Island publisher Deep Silver and they considered themselves «not in a very good business position» with Dead Island. Therefore, Techland decided to split with publisher Deep Silver and start developing a new IP. Ciszewski also revealed that developing a new game can bring the team more freedom than developing Dead Island 2 and they are free to bring the elements originally planned for Dead Island, such as new types of enemies, combat, skills and day-night cycle which was not implemented due to limited team size and time, to a new project.

The new project later revealed to be Dying Light on 23 May 2013, and the first trailer of the game debuted in Electronic Entertainment Expo 2013. Techland promised that Dying Light would be of better quality than Dead Island due to its complex gameplay and extensive story as well as its more serious and mature tone. The development team also considered Dying Light «an opportunity to prove to people that we (Techland) have made an AAA game». Part way through development, the parkour system received an overhaul. Originally aiming to feature a system similar to that of Mirror’s Edge, in which players climb up rooftops or walls by interacting with the interactive element, the development team later shifted to put more emphasis on «Natural Movement», in which players can determine what parkour movement can be performed and when to perform them. The overhaul aimed at giving players more freedom in environmental navigation, and it resulted in major changes in animations and artificial intelligence (AI). The studio also abandoned most ideas for story and quests and created them again from scratch. The story of the game was designed to suit the taste of North American audiences. Therefore, Techland invited Dan Jolley, who have written few comics for DC Comic, to write the story of the game. Inspiration for the story was also drawn from novels such as The Plague as well as Heart of Darkness.

Dying Light was originally planned to release in 2014. However, on May 8, 2014, Techland announced that the game was delayed until 2015 due to a «desire to innovate», as well as to improve the parkour elements of the game. At E3 2014, Techland announced that Dying Light would have a strong emphasis on role-playing. The game was first scheduled to be released in February 2015 but later was announced that the release date was pushed back to January 2015.

During Gamescom 2014, Techland officially unveiled a four-player co-op mode. Within the trailer, Techland showed some of the customization options available. On October 28, 2014, Techland announced that the PS3 and Xbox 360 versions of the game have been cancelled due to hardware limitations. The decision was based on «thorough internal testing» that showed that the consoles could not handle the game properly.

Techland originally aimed to deliver a 60 FPS frame rate on both PS4 and Xbox One. However, according to Senior Game Producer Adrian Ciszewski, Dying Light’s frame rate will be locked at 30 FPS on consoles in order to be able to deliver native 1080p graphics, reduce input lag to minimum, and provide a smoother and more gameplay-tailored performance. He considered 1080p/30 FPS «the optimal solution for Dying Light and all its gameplay features on consoles». When asked about the short nighttime, Binkovski said: «I’ve seen a grown man cry during the night, so yeah, 7 minutes is definitely enough».

Pursuits

At night, the nature of gameplay changes mainly from the fact that the feature of Pursuits are in effect as Pursuits can only happen at night.

As mentioned above, infected such as Volatiles and Night Walkers have a cone of vision (similar to how enemies’ cone of vision works in the Metal Gear Solid series) of which players must avoid — On Nightmare difficulty the cones will be invisible to see and thus players will not know whenever they are at risk/close to being spotted by the night infected. Goons and toads still appear during the night, and they will have a much larger cone of vision (As well as any Virals that were active before night time initiated) than volatiles and night walkers, but the cone will be invisible. Being seen by them will also not initiate a pursuit, nor will they alert volatiles or night walkers to your position. However they will still attack you if given the chance. Be careful if you choose to fight them, as any nearby volatiles or night walkers may be drawn to the fight, possibly resulting in additional headaches showing up after intending to only eliminate a single threat. As a result, it’s usually best to avoid or ignore them, unless you’re ready for a fight, or they are alone.

Pursuits by definition are where players are chased/pursued by the night infected (Volatiles and Night Walkers). Pursuits can be triggered by one of several ways — One is being spotted for long enough/for the alert meter that Volatiles and Night Walkers have to be full and start chasing after the player(s). The other is to attack a Volatile/Night Walker or kill a Bolter (killing a Bolter will always initiate pursuits regardless of the method used or whatever skills the players involved may have). If attempting to kill a bolter, try to do it from a distance (Such as a rooftop) with a ranged weapon, so volatiles have to move further to reach you, giving you more of a chance to escape them.

Pursuits can also be evaded by one of two ways. The most common means of players to evade the pursuit is to get into a safe zone such as The Tower as the safe zones will have UV light systems on their entrances/around the perimeter which prevents the Volatiles and Night Walkers from getting in/pursuing the player(s) any further. The other method is to break line of sight with the pursuing infected for a long enough period of time of which they eventually give up the pursuit — This is slightly more difficult as the higher the levels of pursuits are, the infected will be far more persistent and unrelenting in their chase after you. After breaking line of sight for long enough, volatiles and night walkers will continue to search the immediate area. Their cones of vision will reappear on the map (Outside of Nightmare difficulty), but will have slightly extended range. Upon successfully evading a pursuit, the cones of vision will return to normal size, and you will be awarded agility points based on how long the pursuit was maintained.

Pursuits at night have various levels, from level 1 to level 4 — Indicated by the amount of vertical red pulsing markers on the left hand side of the minimap, as a visual indicator of how severe the level of infected are in their aggression and persistence in chasing their target(s). Some of these are fixed at points of quests i.e. in Extraction, the pursuit in the tunnel of Volatiles will instantly go to level 4, your first introduction to night-time mechanics starts you off at a level 2 pursuit, etc. 

If being pursued by the night infected, shine your UV light at them or use UV flares — They only come out/come into effect at night for a reason. Night infected will also be easy to kill if led toward traps (bar Bolters as they will avoid traps as a whole). Technically, pursuits can also be evaded upon the ingame clock reaching 06:00, as all night infected will immediately stop chasing the player and either cower from the sunlight (Night Walkers) or will become terrified and run towards the nearest Dark Area (Volatiles).

Overview

A Dark Area as aforementioned is a part of Harran that never has any natural or daily occurences of sunlight/UV light being shone onto/into it. Commonplace examples of a dark area include tunnels with roads in them, or even some of the quarantine zones e.g. Bright Mountain Tunnel can technically be considered as Dark Areas.

Whereas with the rest of Harran entering nightime/darkness and becoming more dangerous at night (between 21:00 and 05:59 ingame) and with Volatiles leaving their nests due to being night-time as well as to feed/hunt, Dark Areas are different in that Volatiles can almost always be found in these type of areas, with Volatiles naturally having a heavier presence within dark areas during the daytime (due to the fact that if they try to leave the area, they will get harmed by sunlight). Therefore in a way, Dark Areas for Volatiles are similar to Safe Zones for survivors given that Volatiles only leave their areas at night, and likewise survivors/runners are out in the city during daytime. 

There are several dark areas located around the Slums of Harran, mostly in the forms of tunnels with abandoned vehicles and debris strewn throughout them whilst there is only one major dark area/tunnel in Old Town towards the eastern area of the map. Other dark areas in the Slums include a cave in the southernmost part of the map (this is where Crane must obtain mushrooms for Dahlia during the side-quest «Witch Queen»). 

Various other quests involve entering dark areas such as Tunnel Vision and The Big Bang Thesis. It is also worth noting that Volatile Nests/Hives (apart from those present in «Be The Zombie» mode) are also classified as dark areas.

Critical Reception

Reception towards the game was generally positive, with praise mainly regarding the combat, graphics, co-operative multiplayer, navigation, and the day-night cycle. Criticism was regarding the story, difficulty, and technical issues.

GameRankings gave the PlayStation 4 version 75.02% based on 43 reviews, the Xbox One version 74.60% based on 20 reviews, and the Microsoft Windows version 72.80% based on 20 reviews.

Metacritic gave the Windows version a 75/100 (indicating «generally favourable») based on 39 reviews, while the Playstation 4 version (based on 58 reviews) and the Xbox One version (based on 26 reviews) received a 74/100 (indicating «mixed or average»).

  • IGN gave the game an 8.5/10. Praise was regarding the open-world, parkour mechanics and side missions, while criticism was regarding the characters (including the antagonist) and the difficulty in the game’s early stage. Both positive and negative was regarding the combat (for being occasionally clumsy, but increasingly satisfying) and the multiplayer (for having the matchmaking unstable, but enjoyable).
  • Game Informer also gave the game an 8.5/10, praising the graphics, narrative, crafting system, melee combat and animations, co-operative multiplayer, side missions, and the day-night cycle. However, criticism was regarding the parkour system (for being unreliable), control scheme, and the firearm combat.

Скандалы вокруг Dying Light 2

Оригинальная Dying Light вышла в 2015 году. Игра предлагала свежий взгляд на зомби-апокалипсис. Всё дело в герое, который был ловким атлетом и с помощью паркура ускользал от любой опасности.

Рядовые враги мало что могли противопоставить крутому бойцу, позволяя ему комфортно перемещаться по залитому светом городу. Однако затем наступала ночь, и на улицы выползали настолько пугающие твари, что руки тряслись даже у закалённых геймеров.

После релиза игра получила несколько шикарных обновлений вроде The Following. Авторы вообще не забывают о проекте — поддержка идёт до сих пор. Именно поэтому Dying Light всё ещё популярна: по данным SteamDB каждый день в неё заходит порядка десяти тысяч геймеров.

Впрочем, как бы упорно разработчики не развивали оригинальную игру, а фанаты требовали продолжение. Вторую часть анонсировали летом 2018 года. Тогда на сцену вышел автор классических Fallout Крис Авеллон (Chris Avellone) и поведал, что работа идёт полным ходом, а за история благодаря его участию можно не переживать. Релиз запланировали на 2019 год.

Увы, вместо скорого релиза геймеры получили уйму переносов и отсутствие новостей. Более того, скандалов вокруг разработки было так много, что некоторые геймеры подумали, что ждать игру уже и не стоит. После обвинений в домогательстве из команды выгнали Авеллона, а все его наработки отправились на свалку. Сотрудники называли руководителя студии тираном и токсичным человеком. Ведущие эксперты с ужасом бежали из Techland.

Казалось бы, Dying Light 2 ждёт трагическая судьба, но однажды разработчики собрались с силами и провели конференцию. На ней не только показали новые геймплейные видео, но и объявили дату выхода. Начать прохождение второй части удастся уже 4 февраля.

Но какой будет Dying Light 2? Это мы узнаем лишь в начале зимы. Однако, если проанализировать всё, что известно об игре, становится ясно: Techland замахивается на титул лучшего проекта года.

Testimonials

  • Against «Level 1» (Orange Jumpsuit): Repeated success using Tackle when his arm isn’t in a «blocking» position, stunning him for 2—3 swings of an 80+ handling weapon, then leap back, repeat. Can also, as mentioned above, simply throw a couple weapons at him (137 power 2H Axe + ~100 power Sickle) to drop him from afar. (~Riley, 3/24/15)
  • Against «Level 3» (Gray, shirtless, etc.): Many, many successes via letting him strike, hitting him about 2—4 times with an orange weapon (generally in the +2400 damage range) and backing away when he starts to strike again.
  • Against «Level 3» (Gray, shirtless, etc.): Repeated success using a Crossbow (upgraded or otherwise). A direct hit to the head around the eyes will kill him.

Availability[edit]

Source DRM Notes Keys OS
Retail
Enhanced Edition. Cannot play with Steam users.Online multiplayer requires GOG Galaxy client with account login.
All OS X and Linux versions require Steam DRM.
Not available for sale in Germany.

DLC and expansion packs

Name Notes
Alienware Outfit
Be the Zombie Initially a pre-order bonus, now integrated into the base game.
Buzz Killer Weapon Pack Pre-order bonus, now part of the «Ultimate Survivor Bundle».
CD-Action Anniversary Pack
Crash Test Skin Pack
Cuisine & Cargo Not available individually, only as part of the «Season Pass».
Custom Maps
Custom Maps 2
Godfather Bundle
Gun Psycho Bundle
Harran Ranger Bundle
Harran Inmate Bundle
Night Club Weapon Pack Pre-order bonus, now part of the «Ultimate Survivor Bundle».
Ninja Outfit Pre-order bonus, now part of the «Ultimate Survivor Bundle».
Nvidia Outfit
Outfit and Livery 1
Punk Queen Weapon Pack Included with the «Season Pass».
Rais Elite Bundle
Razer Nabu Outfit
Razer Outfit
Retrowave Bundle
Season Pass
SHU Warrior Bundle
Special Agent Outfit Pre-order bonus, now part of the «Ultimate Survivor Bundle».
Techland Outfit
The Bozak Horde Included with the «Season Pass».
The Constable Weapon Pack Pre-order bonus, now part of the «Ultimate Survivor Bundle».
The Following Expansion. Included with the «Season Pass».
The Lacerator Weapon Pack Pre-order bonus, now part of the «Ultimate Survivor Bundle».
Ultimate Survivor Bundle Included with the «Season Pass».
Urban Explorer Outfit Pre-order bonus, now part of the «Ultimate Survivor Bundle».
Vintage Gunslinger Bundle
Volatile Hunter Bundle
White Death Bundle
Wrench Kiss Weapon Pack Included with the «Season Pass».
Hellraid
Ox Warriror Bundle
Unturned Weapon Bundle
Harran Tactical Unit Bundle
Raiders of Harran Bundle

Rarity and Value

In-game, Rarity categorizes weapons according to their quality and stats. Rarer melee weapons will always have better stats by having improved handling, durability and number of repair and upgrades. Rarer firearms will never have increased stats, regardless of their rank. Rarer firearms will have custom painted skins, look cleaner and more polished than their more common counterparts instead. Rarer firearms will also have better accuracy and a smaller crosshair radius when standing, moving and shooting at hip.

  • Common (Grey) — Base level of quality, can be found commonly in the map. A few powerful developer weapons have this appearance as well, despite having a blueprint that is considerably more rare.
  • Uncommon (Green) — Improved stats.
  • Rare (Blue) — Higher end stats, but fairly rare.
  • Exceptional (Purple) — Very good stats, and extremely uncommon.
  • Legendary (Orange) — Highest possible stats for the given type of item. Most weapons, weapon mods and blueprints end at this rarity level.
  • Gold-tier (Yellow) — Exceptionally high stats for the given item. Almost every item at this rarity level have a unique name and appearance and are very rare and hard to find, requiring considerable time spent in looting eligible places. Alternatively, they can also be obtained randomly by winning Be the Zombie matches once a certain rank is obtained.

Value represents how worthy a weapon is for selling in a shop in exchange for money. Selling weapons is generally a good way to get rid of old, unneeded weapons or if you want to get more money. You get only 10 % of the item’s value when you sell it to shops, but this increases when you unlock the Hard Bargain skill, making it quite a viable source of income for the player.

Gameplay

Set in a map that is twice as large as the two previous maps of Dying LightThe Following, gameplay wise is similar to the first game, in which the infected are slow and fragile in daytime, and become aggressive and fast at night time. Players can use parkour movements, such as climbing ledges, leaping, sliding, jumping and zip-lining, to move between places and kill enemies. One of the new features introduced is a drivable Buggy. Players can use them to travel across the game’s world quickly and mow down enemies. It has its own separate skill tree, and weapons, including spikes, flamethrowers, UV lights, electrical cages and other upgrades can be added to the buggy to increase its combat abilities. The buggy’s performance and efficiency are affected by factors including the power of its suspension, engine, and brakes. Players can also choose from 40+ different paint job to customize their car, and must collect fuel in order to drive the buggy.

The game features several new weapons, such as a crossbow and a variety of new firearms such as submachine guns and revolvers. A new «bounty» mode, which split missions into three different categories: «Basic», «Dailies», and «Community», is introduced. The missions and objectives included in this mode change everyday, and players gain experience points by completing them. The game also features a new difficulty mode named «Nightmare Mode», which extends the duration of nighttime, and increases the strength and health of enemies. Every action made in this mode drains stamina from the player’s character. Players do not have to complete the base game before starting the expansion, but the character progression players earned in The Following will be carried to the base game. Similar to the first game, the game supports a four-player cooperative multiplayer mode. The asymmetrical multiplayer mode from the first game, Be the Zombie, also returns in The Following.

Random Encounters

Whilst navigating the slums, the player can find random encounters which will provide a reward upon completion. These rewards include money, weapon blueprints, weapon upgrades and information about the lore of Harran. One of the most common encounters involves protecting survivors from the infected who threaten their lives unless you intervene. Such scenarios can be located by their blue blip on the radar, which pulses when you come into close proximity to one of these encounters. Rais’s men can also be found attempting to secure GRE supply drops; you can take them for yourself if you reach it before them, or kill the bandits and obtain the supplies. These can be returned to the Quartermaster in The Tower for survivor XP.

Dying Light — Random Encounters In The Slums-0

Gallery

A Volatile as seen in the 2013 Run Boy Run trailer

A Volatile caught in the sunlight

An early concept of the Volatile’s head. This one has a rather frightening «skeletal» appearance to it

An early concept of the Volatile’s head. Along with the previous one, this one has a «skeletal» feel to it

Concept of the Volatile’s head. Unlike the previous two ones, this one has a more «human» feel to it

Concept of the Volatile’s head. This is the final variation and most «human»-like one.

An artwork of the Volatile

The Following screenshot of three blue Volatiles attacking two survivors during the night

The Following screenshot of two blue Volatiles, one feasting on a dead body while the other is shown running

volatile pouncing on the player

volatile screaming

From the Dying Light 2 Stay Human official gameplay trailer

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