Dying Light 2

Devs didn't bother to implement HDR in this game. Hence, I didn't bother to grace my new LG C2 with this garbage. :bleh:
 
I enjoyed the first one but for some reason this one is really annoying me, you can't run past zombies as they always hit you ?? I keep dying and getting trapped, maybe i need to level up a load before the fun kicks in. I think I should have started in easy mode like KAC does in all his game library ?
 
Just finished it.
Loved it.
Ran great, main story was good , and LOTS of stuff to do.

Almost 80 hours i spent on it.
A lot of the stuff is a bit repetitive, but for me that was not a problem because i find the gameplay pretty addicting.

Good game, been a while since i enjoyed something that nicely.

p.s: The one handed 'hammer' type weapons are by far the most satisfying. That sound and the crashed skulls , i just couldn't get enough of it.
I wish i could see how many zombies i've killed in the stats.

I can only see that i travelled more than 400.000 meters.
 
The game wasn't too bad. I didn't mind it at all. I'll need to reinstall it and get back in to doing the side quests at some point.
 
I don't think this one has much of a cult following like the first game. They've got a lot of post-release content planned but it seems like they'll be releasing it to a small audience.
 
That is sometimes for me a problem.
Open world games, if i like them i milk them and once i'm done with the game, i am done.

I guess that goes for a lot of people as well. After so many hours of playing the original game
 
Finished this game a month ago and it was a decent 7/10. I really didn’t like it but kept playing since the story was interesting. The ending twist was also OK. I really didn’t like that I could only activate super ultra zombie killing combo when storyline allowed me to. I would’ve liked to be able to do that on my own.

I did get the best ending though as naturally I play the good guy in the game and it was pretty apparent which choices would get the good ending. I like that in a game.

Uninstalled.
 
Patch seems to be GFX focused. I wonder if FPS will drop after this update.

  • Implemented benchmark mode, allowing users to measure their PCs performance in Dying Light 2
  • Ray tracing effects range is extended by 20%
  • LOD Range Multiplier - this feature is available in the Advanced video menu, but watch out, survivor, it takes a heavy toll on your performance!
  • Rendering and Lighting improvements
  • Low-quality preset in Video Options no longer switches to DX12 mode and sets Intel XeSS as an upscaler on PCs with AMD cards
  • Players will no longer lose their money after accepting the best and reloading the game during Twin Brothers quest
  • Players will no longer get stuck while sliding into the vent shafts
  • Don Quixote achievement will now be granted after the player unlocks all the windmills in the game
  • Fixed an issue with the game’s performance dropping after playing for more than 1 hour on some devices
  • Fixed infinite loading screen that was happening whenever a player logged out of the account right after signing in
  • Fixed an issue with sounds randomly disappearing
  • Fixed an issue with force feedback missing while playing on gamepad
  • [Xbox] Prologue forest will no longer be too dark during the daytime
  • Players are no longer able to bypass the Perfect Block tutorial
  • Fixed an issue with infected being too silent
  • [PlayStation] Fixed crash during One Day in Harran and Fame and Infamy Challenge
  • Fixed crash during the fast travel between The City and Opera
  • [RayTracing] Fixed player’s shadow missing in photo mode
  • [RayTracing] Fixed issues with corrupt lighting sources
  • Fixed Baba Yaga challenge being unplayable
  • Reduced the number of times infected will grab the player
  • AI/Player will no longer shake after getting grabbed by Biters
  • Fixed the game crashing after changing resolution from 3840x2160 to 1920x1080
  • Fixed infinite loading screen upon opening the title in offline mode on EGS Launcher
  • Optimized memory usage in d3d12 mode improving game stability
  • Exposed setting for extending rendering range of highest level of detail geometry
  • Fixed lack of player shadows in photo mode when using ray tracing
  • Improved initial load time (by up to 10s on PS4)
  • Minor improvements to texture streaming
  • Improved tree shadows (LOD)
  • Improved fog and water reflections quality
 
Also implemented XeSS just before this. My Initial quick peek is that it looks better the FSR 2. Grass doesn't blur like FSR 2 does. Wish they had updated the FSR to a newer version to help address that properly :(
 
Last edited:
Thinking about down pumping again just to see dat FPS.

182 median fps. Maxed out. 1440P.
 
Last edited:
I bought Dying Light 2 but I only played the prologue. I was playing RDR 2 and Cyberpunk at the time and when I finished those the 4090 was on the horizon. Now that DLSS 3.0 is about to hit I think I will give this a go finally. At the least, I should get good performance. Hoping the gameplay is alright but I've heard mixed reviews. The first Dying Light was one of my favorites so I'm hoping I'll be able to get into this one.
 
Trying not to exaggerate here. I still think DL2 is an okay game. But it is still one of the most disappointing sequels. Just doesn't have the same magic as 1 in many areas. Quite frankly Dead Island 2 looks like it might be better.
 
That's a shame but the little I played didn't exactly pull me in either. I paid for it though, so I'll try my best to get something out of it.
 
1.9


It’s gonna be Legen-wait for it-dary!
Gain new passive abilities and progress faster than ever before, even when you think you've reached the end. See what you're capable of and take your game to the next level!

*The Legend Levels feature may not work as expected with modded game content.

Ragdolls physics and AI Reaction improvements
We've upgraded your experience to include the new, improved ragdoll animations, physics and AI reactions. Infected now behave more more realistically upon taking damage. Equip yourself with the best tools, and check out these enhancements yourself!
● New ragdoll code that more realistically applies the forces of the hits
● New ragdoll presets change the hit reactions of human-sized enemies
● Changed a number of animation-based hit reactions to ragdolls
● Changes to AI behavior around the ledges of buildings

Dynamic Competitions are back
Looking for something new to spice up your online experience? Check out a classic feature from Dying Light — Dynamic Competitions! It will give you the thrill of tackling something unexpected!
This feature will be developed further in the upcoming updates!

Highlights
This update brings a number of major changes that will impact gameplay. Let's take a look at some of the highlights in this update.
● Players can now experience more immersive and frightening audio during the night chases
● Cutscenes can be skipped by holding down the dedicated button.
● Hazmat Biters won't explode instantly when hit with a weapon using fire or electric mods
● Players can now determine any amount of crafted items - not only one or all.
● Players can now instantly kill grabbing Biters with the Stab Skill upgrade
● Rare Trophies will now drop more often from Infected
● Newly added apparel — Pilgrim Outfit — granted at the beginning of the game.
● Ability to dodge when looking up
● Improved world textures — selected floors, walls, and surfaces
● Lowered Biter-grabbing frequency
● New 1-handed axe animations — and we're not stopping with animations improvements there!

Game Update
On top of the changes in the first part of the update notes, we’ve implemented other fixes!
Check them out in the full list below:
● Co-op
○ Any player can now use the host’s Nightrunner Tools during a co-op session, regardless of personal progression in single player
○ Added respawn ability — spawns 45 seconds after death near another player
○ Markers of other players will display on the compass when at a distance greater than 50 meters
○ Markers of other players will appear in the environment when at a distance of less than 50 meters
○ Challenges should now end for all the players if one completes it
○ Ropes will look natural and not warped when swinging
○ Decreased neck sturdiness for lower-tier enemies — takedowns will work properly
○ Changed UI placement of the information about the party
○ Doors in X13 will open properly for the players in the co-op session
○ Fixed issue with players respawn in X13
○ Fixed immunity exploit after repeatedly healing. No more god mode.
○ Fixed jittering of the players' model while in hiding/vents
○ Improved UI regarding players in need of a revive
○ The list of games found in the online menu will auto-refresh after a failed joining attempt
○ Fixed rare issue with flashlight remaining turned on during Aiden's flashbacks
○ Fixed rare graphical issues with Military Containers opening and closing repeatedly
○ Fixed TPP animations issue for players using baseball bats
○ Bloody Ties —- fixed matchmaking issues despite owning said story DLC
○ Bloody Ties — fixed issue of music not playing for all players in Rush and Carnage challenges
○ Bloody Ties — players now don't need to wait for other players in critical moments during timed sequences
○ Bloody Ties — player looks more natural when unlocking the safes
○ Bloody Ties — Rush challenges will end for everyone once the host finishes
○ Bloody Ties — objectives for Spectacles now update properly in UI for all players in co-op
○ Fixed TPP animation of attaching a power cable to the generator
○ Improved co-op widgets of other players — including status icons (poisoned, burned, etc.)
○ Player no longer loses the ability to attack from a turret after a triggered cutscene
○ Let's Waltz — rope replaced with monkey bar to prevent players from falling to death and blocking the quest's progress
○ Teleport to the host shortened from 10s to 3s
○ Increased bleeding-out time from 20s to 40s — now you have extra time to help your fallen friends!
○ The player healing his moving friend won't get dragged down anymore — in other words, healing is stopped if the patient run away
○ Veronika Quest — fixed issue of one invisible NPC for every player in the session
○ Fixed rare occurrences of the host's difficulty reverting to Normal when other players would leave the game
○ When using the controller, reviving other players won't unintentionally use up other consumables outside of the medkit selected in the item wheel

● Gameplay
○ Addressed the issue of players being unable to craft lockpicks despite the free space
○ Barb wires around Huntress camp will now inflict damage — beware!
○ Crossbow now has finite ammo in Harper's Elite Mission
○ Kick attacks are now a little bit faster and more powerful
○ Hurting friendly NPCs won't count anymore toward "the King of the Hill" goal

● Technical
○ The game will no longer use 3rd-party DRM protection
○ PC only — Nvidia DLSS3 support. For the very best experience, you need a VRR monitor, and GPU scheduling turned on. There is a known issue where the in-game benchmark does not report the correct framerate when the DLSS Frame Generation is enabled. To see the correct framerate, please use industry-standard FPS reporting tools such as Frameview or CapframeX. We expect to resolve this issue in the next patch.
○ PC only — addressed the issue of the darker picture on certain configurations after one of the last patches
○ PC only — the Carnage Manica shield no longer displays twice when holding the scroll wheel on the mouse
○ PS5 only — Bloody Ties will now load properly when launched from the Resume Activity tab
○ "Heartbeat" sound won't be audible anymore if the player muted all audio in the game's settings
○ Increased variation of ferns models in the city
○ Background music for the "Cathedral" quest no longer audible everywhere upon tracking the quest
○ Fixed graphical issue of fog or smoke appearing underwater
○ Fixed graphical issues of buildings' geometry showing dark gaps in the distance
○ Fixed issue with menu background shaking due to in-game explosions
○ Fixed rare instances of players falling through the elevator's floor
○ Improved quality of VFX/particle effects
○ SFX are now audible for the weapon's blast mod explosion
○ Improved shooting animation for crossbows
○ Fixed the issue of missing VO lines
○ Fixed lack of combat music while fighting in GRE Anomalies
○ Fixed rare instances of missing audio after previewing an outfit in the stash
○ Fixed TPP animations for blocking with Cranage Manica while holding 2h weapon
○ Fixes to distant NPCs occasionally stuck in their animation
○ Improved lightning consistency in the game
○ UV Flashlight — increased audio intensity when burning Biters
○ Furniture and other assets moved in a few locations to mitigate clipping anomalies
○ Increased rendering range for volumetric fog and lights
○ Higher resolution for the sky
○ Increased number of objects casting shadows
○ Enhanced transition for LOD of trees
○ General CPU, GPU, and DirectX 12 performance optimizations
○ Improvements to memory usage and performance in longer play sessions
○ PC only — the disappearance of the FSR 2.0 option on certain configurations has been addressed
○ Fixes to True Nightrunner Achievement completion. Please note there may be a need to redo one of the Nightrunner Trials
○ Improved LODs on the Highway leading to X13

● UI
○ Added a quest marker for "Portrait of a Hangover"
○ Added an additional seventh health bar segment for healthy players with over 600 HP
○ Added a tooltip to the map icon for the vendor at Carnage Hall
○ Added a tooltip to the map icon for Severus at Carnage Hall
○ The camouflage icon won't be replaced anymore by other status icons
○ Clarified quest objectives in "The Master"
○ Fast Travel hint will now be properly added to the Hints Menu
○ The order of icons for mod weapons is no longer different in different parts of UI
○ The "Quest Update" text overlapping the health bar is fixed
○ Improved loading times of Messages of the Day in the main menu
○ Players can now easily swap accessories and Nightrunner tools in the Quick Slot​
 
Played for a bit after the update. They've added quite a lot of new types of events. Also, I don't know if this was a one-time bug but the biters that wandered into my area after I started lockpicking didn't bother me until I stopped lockpicking. I like this. Added five limbs to the ongoing event's global count with the so-called Paper Cutter weapon. Almost got back into it. Surprisingly fun session.
 
Denuvo also got removed. Certain ocean-dwelling parrot-wearing folks have been playing too.
 
There was a small update that just came out. Fixed a few bugs, reflex being one of them. DLSS 3.0 runs even better than cyberpunk. 120FPS at all times and no stuttering maxed out at 4k. I've made it to the point where you choose a side between the bazarr and the PK. This game took me longer to warm up to than most. There were some nice character scenes but also alot of unpolished interactions with major characters. The start of the game was very slow and drawn out even if it did give you a chance to see spike which will probably come back around later on. Overall, I'm starting to get into it though. It's similar to the first game but I think some of the progressive gameplay features were needed but failed to hit their mark. It's a better game technically but the experience isn't quite as good as the first for me so far. I'm starting to get into the story now so maybe that will change in the future.
 
Back
Top