I Recorded This To Prove A Point - "DL2's Nights Are Impossible" (Read description)
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- Опубликовано: 7 сен 2024
- Some time ago, I was arguing with someone on Reddit (first mistake - using Reddit) and they claimed that the nights are too hard and that it's IMPOSSIBLE to go from one edge of Old Villedor to the other without starting a chase.
So me being very petty, decided to accept their challenge, and even added tons of rules to the challenge myself: beginning of the game, no gear, no healing, no safe zones, no UV, and at level 1 with no equipment / distractions to help. And I show how easy it is to navigate around at night.
So here it is, my petty-driven near 10 minute recording showing how easy the nights are lol. You may be wondering why I'm publishing this, but it's just cus I'm away from my PC and won't be streaming until late January.
Also, Merry Christmas to everyone!
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PC Specs: GPU = ZOTAC NVIDIA GEFORCE RTX 3070 8GB , CPU = AMD Ryzen 7 3800XT Eight Core CPU, 16GB RAM
Reposting the description in the comments here:
Some time ago, I was arguing with someone on Reddit (first mistake - using Reddit) and they claimed that the nights are too hard and that it's IMPOSSIBLE to go from one edge of Old Villedor to the other without starting a chase.
So me being very petty, decided to accept their challenge, and even added tons of rules to the challenge myself: beginning of the game, no gear, no healing, no safe zones, no UV, and at level 1 with no equipment / distractions to help. And I show how easy it is to navigate around at night.
So here it is, my petty-driven near 10 minute recording showing how easy the nights are lol. You may be wondering why I'm publishing this, but it's just cus I'm away from my PC and won't be streaming until late January.
Also, Merry Christmas to everyone!
No winter event stream? :(
Interesting video, good job Aussie, Merry Xmas!
Shut up CREX@@C.R.E.X
Unfortunately no, as I only have my laptop and am on the other side of the world from where I usually live right now.@@Raupenmann
@@AussieGG 😔
Making the volatiles Ai smarter❌️
Spaming volatiles into the map✅️
@@Dar1usz Their detection is sometimes off, during chases they barely catch up to you, they seem way too easy to escape inside or outside the chase, so they should be improved to be "smarter". Let's hope Nightmare difficulty will change that.
@@Vlaax_ Plus is it only me or sometimes they genuinely ignore player's UV light? I mean I've even seen volatiles running around at day time (side quest glitch) maybe they have to improve this as well.
@@unknownboi3824 yeah i've noticed it too, really weird.
They not smart they go after you to safe house and they stop walk and died 🤣🤣
literaly started a chase in morning@@unknownboi3824
yeah, I’m not sure what kind of dingleborb thinks the nighttime is “impossible”; but my personal issue with the nighttime is how techland tries to make it more difficult not by making volatile AI smarter or whatever, but instead just throwing more of them at you. It’s super easy to get around (especially once you have UV flares and other tools to just completely trivialize a chase), but it’s just so tedious. Which is honestly all of techland’s difficulty balancing 🤷♂️
It's super easy to do so without even using any tools whatsoever as demonstrated in this video. I completely disagree that there are too many, but I agree that the AI sucks and needs improvement. Their roaming speed is so damn slow.
@@AussieGG how dare you have a different opinion than me on a subject that has no toll on our lives?! Count your days.. /s
If they were to extend the spawn rate more that’d put up a bigger challenge
It's only hard when you're not running through, if you stand still for a few seconds it feels like you get pelted with spitters that do way too much damage and the annoying asf banshee stuns and the biter grabs and the runner grabs and the volatile grabs etc.
In chase if you just keep running around the city like normal free running the ai will take too long to path to you and get outran
It is annoying to kill Volatile before he actually screams and yet starts a chase. That is something they should fix.
Your mad that there hard to kill?
Man i swear sometimes they are in the death animation and still scream
@@jamesconlin5099 I believe they’re saying that it’s annoying when you kill a Volatile and they still start chase without screaming.
Never did you say that
@@jamesconlin5099hard? I can one shot a vol and yet they start a chase after death.
This game is using artificial difficult to make things hard
Totally agree that the nights are piss easy to explore with my experience (nearly 300 hours) my main issue with nights is the volatile AI and spawns. I hate how when you initiate a chase all the roaming volatiles just disappear. They just start spawning in front of you from under cars or smashing windows or whatever. And during the animation you get plenty of time to bolt the fuck out of there. Definitely needs more updates to the system
During nights whenever you get those orange random encounters where it’s like a demolisher or something there’s always like 3 volatiles surrounding them and it makes it really annoying because I don’t want to be constantly huffing inhalers or spamming UV bars. Not like it matters tho because the cheesiest bug in the game where if you just run past an encounter you’ll get exp anyways lol.
Also merry Christmas Aussie
Same. I literally have to try to punch volatiles and stuff just to keep the chase going
DYING LIGHT 2 night is hard ASMR challenge
I've been complaining of the opposite problem, I think night time is too easy and there's no way to fix it. It's not a matter of how many volatiles there are, where they roam or don't, or even how smart they are. The problem is that Aiden is just too damn fast and there are too many safezones. It's too easy to run circles around any of the infected and get to a safe house when you get bored of a chase.
In DL1 it always felt like you were either slower or on par with the volatiles, so getting away was always a challenge. Here you're an F1 car up against go-karts.
Ya in DL2 volatile just doesn't stick with you too much, they create the fake sense of chase while you looking back there are only a few fury zombie really stick on chasing you but it's not volatile like DL1.
At a certain point in the game with all the loot and experience you get Dl1 nights weren't hard either, but it was the atmosphere and the darkness that made it scary, and terrifying and that made it seem hard.The volatiles you couldn't always see on the street because it was too dark, you could see them on the minimap, but Dl2 puts a marker on the screen in front of your eyes like HERES THE VOLATILE!!!. And while the nights are easier that doesn't mean you can't die. Dl2 nights aren't hard, they're just annoyng.
it's an option that's on deafult set to be on. it's for people who like to see where the danger is. just turn it off for the emmersion. i did it and nights are far better than they used to, but i do think they need to have a few fixes. still, nights are great.
@@SupcioX I disabled it too, but when getting recognised it appears again and you have plenty of time to avoid them, Dl1 showed them and the recognition timer only on the minimap wich I wasn't checking that often.
@@saintwalker9618 yea, that's garbage. it should be included in the hide detection option
@@saintwalker9618 huh? in DL1 one the recognition icon was right in your face with the little white eye icon above their heads too, not just the minimap. Go back and check..
@@jermainejey I did, I was wrong, but the icon in dl1 seems smaller than the one in Dl2, Idk why but it did feel better.
Yeah I wish they could’ve made the nigh difficulty feel authentically hard. They just slapped a million volatiles around the map and said good job. I wish they could’ve done something like volatiles jumping onto your paraglider, jumping across buildings. And if you break chase whatever level you were at that’s what the new chase level is at.
They just need to add nightwalkers since they’re making new enemy variants
Suggest these ideas in their community section, they sound great. With the new update that just launched, techland's still on the right track, night time doesn't need much to be fixed, they have the essentials pretty much done
Dl 2 night time is so much easier than the first one 😂
@@lm_slayer1 Tbh they still have alot work to do like fixing flashlight, making lighting even more equal to e3 or 2021 version, better sfx for everything, fixing anims and adding better ones, making physics so much better, better blood and also dynamic skybox
@@weplo1597 most of that is pretty superficial, the only genuine improvements you listed are the skybox and flashlight, 1 of which shouldn't take much time. More blood? The gore is pretty phenonemal in its current state, far better than what E3 showed and definitely better than DL1
Bro really said “hold my beer” and made this video
Oni you gotta one-up Aussie. Do the same challenge but blindfolded and standing on hot coals
Agreed, if you want to keep a chase going at times, you have to intentionally slow down or let the virals/volatiles see you. I do like how the grass on the rooftops act when the chase goes into the 'search' phase. Hearing and seeing the infected stop inches from you while you hide is always exciting, just wish they added more to the systems
I think what makes volatiles so annoying in the nighttime of dying light 2 is how they don't really naturally spawn like dying light 1
It also doesn't help there is like 1 volatile per building roof when there are like 5 roofs in a single area when in dying light 1 volatiles stayed on the ground and only came on roof tops because of noise
Like i feel like what would make it a bit more reasonable keep volatiles on the ground when roaming but spawn the screamers on rooftops to alert the volatiles of your location cause they are just that right amount of squishy where it makes rooftops a safer area to travel but still easy enough to get them to come up to the roofs
Facts. Nights still need some rework. There shouldn't be so many volatiles at roofs. But I'm not sure about the howler part.
@@rodarollada I suggest the howlers for roof tops cause atleast you can one tap em with bow or one hit from most weapons
They aren't nearly as strong as other enemies
And also it gives them something to do again instead of being borderline useless like they are now
Howlers on rooftops is an awful idea because they stand still and don’t move. Volatiles on rooftops means you can wait for them to move off before going there yourself, but if there’s just Howlers then you can’t do that. Very unfun.
I don’t get your first point either, Volatiles don’t naturally spawn in DL1 either, they spawn out of line of sight of the player, like in DL2 as well. Both games have Volatiles spawning from spawn points during chases too.
@@TheStraightestWhitest well for a veteran, i doubt there are any ways to make it scary anymore. Their density being annoying is probably one of the only things that can make them unpleasant that translates into being scary for newer players. If you have any ideas of how you can make them scary, feel free to share. I think for now we should just for nightmare mode and what it brings to the table. Also I don't mind them roaming rooftops at al, despite them not doing it in DL1. In fact, i think that's quite a good addition.
I think for now the best thing they can do is improve the atmosphere by adding more layers to the sound at night, making each sound seem as if there's someone watching you or as if touching anything in your way could attract zombies. Pretty much how DL1 did it, but i wish it wasnt exactly the same. After all, DL2 has to have its own identity in some way or another. I'm making this statement about the sound design being improved since i've seen the DL1 night experience again on Aussie's channel which didn't make it scary necessarily but it felt so good.
The problem with DL2 Nights are is instead of natually having volatiles roam around they just spawn near to the closest place to you or that what it feels like instead of having them naturally roam around the map like they did in DL where you could find them walking around harran without moving and also the AI is a massive downgrade not even compared to DL just in genral the zombies stand in one spot until u get close to them and if you climb heigher than they can reach they will walk away from you and stand in the same spot that they were at and not move the bolters when you chase them there not smart they run into things they jump onto building and immediately jump back down they literally run back a forth virals and volatiles are no better there very easy to escape from Chris Avellone should never of been fired
The problem is that in dl1 the volatiles did not roam _freely_; they moved along the routes in the same way - they appeared in some place, passed a segment and disappeared, and the next one appeared in the initial place. And so - several routes in your field of vision.
Stand still for a while and you will see it.
@@UnrealMacKay no they roamed freely. I've never seen a volatile take the same path twice, ever in nearly 3k hours
@@Just_a_Piano_ It means you didn't observe well.
@@UnrealMacKay Well after spending hours at nighttime using the forced night from the airdrop mission I've still never seen it happen
@@Just_a_Piano_ I don't know how you played that you didn't see this.
If you stand long enough and watch the street, you can see that they follow the same route, reach a certain place and disappear. At the starting point of the route, the next Volatile appears and repeats this path.
Yes, sometimes they turn away if something catches their attention, sometimes they run off somewhere and disappear. But mostly these are permanent routes. Due to the fact that there are several of them and they intersect, it gives the impression of free movement, but this is not entirely true.
DL2 has some drawbacks in this regard: some of the Volatiles stand still and do not leave unless they see the player or the light of a flashlight. Another part moves a little more chaotically than in dl1.
And a very strange thing happens if you kill Volatile with a ranged weapon - he disappears, but the next one immediately appears nearby. I understand what they wanted to do, but in my opinion this is an extremely poor decision.
Never realized how easy the night is when you have floating volatile icons turned on. I've always played with hud mostly off/dynamic bc I think dl2's hud is ugly and distracting, so I've found the nights annoying since they added roaming volatiles.
Indeed, and this is turned on by default so this is the average player experience (minus Hard difficulty and all of the other limitations I set for myself)
@@AussieGG Exactly. I bet all these redditors probably desperately want a mini-map
Props to you bro for doing that at the beginning of the game with no night runner tools whatsoever and a low immunity but then again that's what makes the challenge fun because of the difficulties and limitations of starting off fresh.😊
imagine techland adding alpha volatiles, roaming on nightmare
wont that just be volatile tyrants?
what the hell is that?@@P5YCH0_M4N14C
"Honey, i'm doing a cardio tonight"
"Why are you doing it at night, isn't it better at morning ?"
"Trust me, it's more soothing and calm"
The Cardio :
most annoying to me is the inconsistency of the distractions. mainly when im trying to go into stores and buildings at night to loot and there are like 3 right in front of the building and i either have to hope the distractions work or wait for them to move which they dont really roam as much as i would prefer. makes getting into buildings annoying
The distractions only work like maybe 50% of the time for me
it would be cool if Techland made a dynamic flashlight, like at E3, so that it is not tied to the player’s camera(
Or like DL1 lol
@@AussieGG ye👍
Do you mean flashlight anertia ?
@@fellowresearchertalloranye
@@fellowresearchertalloran Yes, thank you for correcting me, that's exactly what I meant.
compared to how easy the night was at the start this is surely harder but if you think of it as it is now it's neither hard or impossible
Yeah it is harder then when it first came i think the guy just doesn't try to avoid stuff and because he doesn't get creative with his movement he gets caught in corners get's knocked down then bum rushed which can be annoying but it makes feel like it has stakes if you got cornered by a bunch of volatiles pretty sure just one for a normal person is screwed
It's just annoying. Random encounters with the boss fights. You come to fight a random boss fight during night, and there is 99% chance that a random volatile will see you and start a chase.
Play with the dark filter no hud hardest difficulty just ur flashlight and see if it's not hard when u get chased by thousand of enemies in the whole city with no safezone around, try it and come back here to tell me it's not "hard"
@@lapure2220that's just your fault for making it so hard....like come on bruh
@@lapure2220 I do that a lot and it is indeed not hard. At all. the game is piss easy, I could play night without hud, hardest difficulty, darker nights, no flashlight, with my monitor turned off while actively org@sming and still not have a tiddly wink of trouble playing the game
me and a buddy of mine were playing this in the early game on Medium difficulty. while navigating from one side of the map to the other wasn't so difficult, getting into the nuanced areas like apartments, dark zones, and other structures was a massive struggle because Volatiles would often be placed outside of these areas. even while on the rooftops, it was very densely packed with the buggers. often times we'd catch two of them hanging around on top of a single roof. it felt like the rooftops were too congested, leaving us no place to go except backwards. even if we got into a location the noise we'd make while fighting the regular zombies would attract some attention. and in the early game, since your crouch speed is exceptionally slow, it's tedious trying to navigate around them without making noise. so more often than not, if we inevitably got into a chase we'd leg it to a safe zone, wait for the chase to end, and then hop over to whichever store or night mission we had active. although the chases themselves were a bit of trouble since Volatiles would often spawn in front of us, usually by popping out of a hatch and then leaping on top of one of us. which would then knock off a chunk of our health and/or a UV bar. they'd also spit at us frequently too which made climbing into a serious hassle when you'd fall up from a errant loogie.
i did play the game for a while in solo and got to max combat rank. once that happens, more likely than not, the weapons that'll drop are 280+ damage and i'd have enough UV bars to have my own hand held sun in my pockets. so killing a Volatile takes about as much effort as wiping your nose since they'll die in only three hits, and with a fully upgraded UV bar on the ground they can't even fight back. so the difficulty of the night goes from annoying nuisance, to basically no challenge whatsoever. the difficulty curve goes so far downwards it's dwelling in Satan's wine cellar. feels really odd having these monoliths of muscle and terror be so easily defeated come late game. it'd be appreciated to have some middle ground as opposed to them being either so tough and densely packed they make the night time a worse off experience, or being child's play with the fighting capability of a legless spider. their novelty and value doesn't last nearly as long as it should.
I dont know how much the game changed in terms of updates since then but I started this game like 2 weeks ago and nights for me are almost always a chase because I start in a safe area, Survivor sense shows me no volatile, I get out into the night and 3 - 4 of them show up immediately heading straight towards my location. That happens every time and sometimes I manage to get around them but as soon as I stop somewhere, same thing happens again. Its really annoying to move around when often times there is no way of avoiding them because I need to go where they roam around. Maybe I'm not good enough yet but in the first one it was much easier and enjoyable to move around in the night while still thrilling.
The problem isn’t that there are volatiles now, it’s that they are not free roaming. The amount of times I have stealth killed volatiles just to have another one magically appear behind me and start a chase is too many. The other issue is that there’s no more enjoying being outside at night. Stealth doesn’t matter because if you are not running constantly a volatile will see you and start a chase. It just needs to be redone.
nights in dl2 are complete dogshit
Not using survivor sense is one of my favorite challenges for both dying light 1 and 2. It makes the nights actually interesting when you can't see exactly where all the threats are.
one thing i miss about the first game and correct me if I'm wrong here. but back in the first game, Volatiles ONLY spawned on the ground level and could then path find up onto a building.
but here in DL2, they can spawn even on a building. which i can understand them doing that when in Central Loop as the buildings are much taller, but it would be nice in Viladoor if they would spawn on the ground only and then work their way up if they wanted
Thanks for settling the argument because I see people saying this too. It's dumb, they're wrong, literally when you see a volatile just go the other way. Dear lord.
Hope they add a higher difficulty soon, the nights are somewhat adrenaline inducing but it's just too easy at this time, but i think that person on reddit hasn't even played the game
Don't know if you care but you can cancel the UV-shroom animation by blocking to be a little bit more quick.
Cool to know
Can you also one for dying light 1? Was pretty fun to watch this one and would be cool to also see it in the 1st game
Maybe
@@AussieGG pretty please with DL points on top.
I want to see that too😂
Well my experience of night time can be summed up by the Barney mission (unruly brother). I had to track birdie so just follow his track across the street. Before opening the door, I used my survivor sense and I had one volatile 2 meters left of the door waiting and 2 more just in front of the building where birdie is supposed to be. I open the door, manage to hide behind a car, wait for the volatiles to move (but they don’t), get attacked by a zombie from behind, defend myself and bam, chase is started. I get to the nearest safe house and the volatiles go back to their spot in the street with a fourth one on top of the building where birdie is. I triggered 5-6 chases running in circles screaming “where the fuck is that entrance to that building”😂😂… and finally managed to get in with a lot of luck…
Yeah I always get a chase but I just run to the nearest safe house and continue till the next one
I never understood this argument for several reasons, Volatiles move much much slower in DL2 than DL1 whilst roaming even their patterns are worse, there’s so many movement techniques and what not to avoid such encounters in DL2, nights are much more tame in DL2 compared to DL1, and of course you’re in a city where there’s so many interior and exterior elements to help with avoiding such situations happening.
In the end Nights are far from ‘impossible’ unless you’re a completely new player that hasn’t played any Dyinglights and are a casual gamer.
Is it just me or the AI improves in the events, because now in the Christmas and Halloween events the volatiles seem more intelligent, I barely make any noise, there are already 4 volatiles walking towards me and not only that but they follow me suckers
I haven’t noticed a difference
to be specific when carrying out the random events since for example when killing a demolitionist it is very difficult not to activate a chase and since now the volatiles hit like the end of the month it is difficult
hey aussie what do you think about the new far jump? i like that they made it faster but honestly it feels sorta clunky and more inconsistent now which is a shame
It's faster but feels less tactile and responsive. I'm not sure how I feel about it.
For me the only thing that is impossible are the events when you have to fight a demo or a goon and you have like 12 volatiles around u can’t even fight the boss you just have to run away
I cheese those boss with fire bolt and loot later.
We need flashlight inertia, lightning update, sound revamp, AI overhaul, better infected, dynamic sky and sun update.
I've seen people say that before and honestly, I think the game is the opposite, too easy but skill issues are all too common. Nice video for those people, Aussie
The only part about nighttime gameplay that I don´t like are the chases. It limits the amount of fun you can have because you have to keep away from the screamers.
Tbh, my main gripe is that the update basically made roaming enemies that start chases replace a system that was specifically built for Howlers to initiate chases with little changes and having them be everywhere. Feels less frightening and more annoying in that way.
Nah, there's no way I'd ever prefer Howlers and the old system over the new system we have. Old night mechanics straight garbage with almost no good qualities to them.
@@AussieGGI didn't really say that I liked the Howler system either, I'm just saying that the system was specifically designed to use Howlers, and it feels like forcefully removing a part of a system and crappily patching something on.
@@AussieGGtrue..old mechanics was garbage and I didn't even want to play
I just wish that the decoys would actually attract volatiles to it because at least on my game they just look at the decoys and then go on about their day even when my decoys are max upgrade volatiles never actually walk towards the decoy
Agreed. Volatiles are too static right now, they need to actually MOVE towards distractions as well as generally just roam around faster cus they spend too much time standing still.
Not being attracted by decoys is a amazing thing shows that their the apex predator they don't fall for firecrackers instead moving prey
Tbh every player that complains about DL2 being too hard are just sniffing an unreasonable amount of skill issue
Also happy holidays
I guess it's only hard when your at level 1 but when your maxed out it a piece of cake
@@kirbygamerxd6483It’s not hard at all people are just trash at the game
@@TheGamerClown that can be true too I guess I'm being to nice
@@kirbygamerxd6483 Yeah you are nights even now are not that difficult just stick to the roofs and use the hiding spots if a Volatile saw you
@@kirbygamerxd6483 It's not hard at level 1 at all
This dude seemed lucky, I cannot jump onto a roof without a hoard of them coming at me. I thought a couple would be a good idea but not this many. The nights suck now in 2, I just don’t go out there at night even being at high level. In 1 it’s better balanced not mention the map is smaller. No more stoping to look around at night. It’s whatever, if you’re all finally happy with the game cool, I thought the game was pretty good before, besides the repetitive GRE locations.
Not luck, this is my average experience every time I play the game.
This sums it up. Pretty much anytime you have to do something at night there always seem to be 2-3 volatiles roaming around your objective, really annoying. Especially in the early game when you try fighting a GRE anomaly and you get a volatile jump in the middle of your fight. Would be way better if they only start introducing roaming volatiles later in the game or have just a few here and there at the early parts.
The lenght you go to prove your point, I disagree, it is impossible, but you sir, are one and only, and that's why you made it possible 😂
Incredibly petty to record 10 minutes just to prove some nonsense claim wrong. I absolutely loved every minute of it :)
dude i play this at night, its hella easy once you get used to it,the one part that kills me however is that underwater city once you drain it,its terrifying.
This was such a good run damn
I was hoping for an update but i noticed was some game breaking bugs with this "update" that i had the special infected boss fights i had 10 volatiles spawn in after i defeat them and i tried it on 3 separate times, volatiles spawn in day time outside of darkzones and the daylight doesnt effect them, even at night darkzone missions or side quests ive had just like 5 volatiles just chilling inside. I hope that nobody else gets to experience this bullshat but for some reason after the patch its unplayable for me unlike the first game its fun and terrifying but this is just cheap
That person on Reddit with the yapping probably skipped nights in dl1 lol night in the first game makes dl2 nights look like child’s play
I turn the volatile markers off. That way I can't see when they are gonna jump me. Makes it more fun
Nights on dying light 2 are pretty easy (even on hard) with a bit of game knowledge and skill. its just using the intended mechanics to avoid enemies. Avoiding volatiles is just moving at a semi fast pace and staying out of direct sight, the volatiles ai is kind of basic and sort of dumb. it feels like some of the dl2 players or drones with basic equipment like a few UV lightbars and maybe a few boosters night time is fairly straight forward.
I miss dying light ones nighttime, completing changing the pace of the game. Having to taken it slow and being careful not to run into the open or linger in a place too long. Even chases at completely max level were still intense with the higher level violatiles and the actually somewhat scary virals. Now the higher level violatiles are stuck in one place in a medicore boss fight thats just a plus sized violatile. You can run past most night time infected without much trouble. It's really just sad how much a downgrade everything is in this game. With the exception of the parkour and combat.
Masterfully done.
People seem to forget gulden coins are a thing
The only time night is impossible is when you reach the level 4 chase, volatiles inevitably surround you, you can't move and they beat you to death.
No it’s fairly easy to run away from a level 4 chase
you can easily run at level 4 chase the entire night without using any boosters, tools or skills. You just have to get a little understanding of the map, and then it's fairly easy. You can still die like that if you're not prepared enough, but it will take a while for the death to happen.
The only impossible part about the game is actually making it to a level 4 chase without accidentally ending the chase or getting too damn bored to continue
I've had 2 Volatiles chase me out of a dark zone into the daylight and kill me without taking any damage from the sun, they also follow me into UV zones with no problems. This is my biggest issue with their AI they are Invincible to UV and sunlight if they pounce you or are in there claw slash animation techland needs to change this
Also lv 4. Chases are just dumb they literally just replace every zombie with Volatiles who can stun lock you to death
Yeah Volatile AI with UV is bad and they need to fix that. Disagree on level 4 chases though, they’re fine as they are (though I would like Banshees and other specials to appear as well to make it harder)
@@AussieGG it's more ofnan annoyance than a difficulty problem like we should be able to block/ parry Volatile attacks especially if we have the carnage hall shield because they can stun lock you when they attack.
I agree more special infected at night would be more fun maybe even have Goons and Demolishers on rooftops too
@@viktorvaughndoomthevillain3747alr not to be harsh volatiles are predictable and easy to counted just dodge and not bum rush and spam melee like your stamina infinite also sKiLl IsSuE
@@viktorvaughndoomthevillain3747 Skill Issue
@@Just_a_Piano_ typical BOT comment
He made it! It's a Christmas miracle!
/s
it’s not hard if you play strategically like you did (always using survivors sense, going around long ways, being aware of your surroundings) it does take longer to get places but it’s worth it if you don’t want to mess around with chases. i personally don’t go out at night often only bc i’m impatient and always start chases and they scare the living hell out of me bc i panic 😭
Impressive, marker said you still had 32m to go when the chase started but who's counting?
Lol, damn Discord notification got me confused, as I imagine so many others.
Also, nights are far from impossible, just gotta know your way around Old Villedor, along with not just rushing head first into stuff xD
Yeah sorry for that. This video was originally unlisted and recorded just as proof, but decided to publish it later, hence the scuffedness.
I mean at this point you are a magician in this game Aussie. There is literally no point in arguing with some beginner who has just started the game. They can be overwhelmed by the game and sure it takes time to understand every game. Also, please tell which game are you going to stream when you return??
I’ll probably stream the RE4 DLC, and then we’ll see where we go from there.
To be 100% honest, you have to be mentally slow, and slow at moving your fingers to have trouble with this game.
dying light 1 was so scary ay night dy light 2 just strain my eyes only
The amount of people who call the game too hard at night on reddit due to a condition know as "skill issue" is insane...
Hardest thing in this game is guiding the chase to you bc the ai get lost the first rooftop you jump
fr@@Nezarec123
Point proved👏🏻👏🏻+ happy holidays
Thanks for the video. As a new player I have been unsuccessful to tackle the volatile so I have been avoiding night time so far however this video has encouraged me to some extent, I would like to ask is it necessary to turn off the light while volatile in proximity?
No not really, Volatiles don’t react to your flashlight so you’re fine to use it
I completely agree. I was playing on a fresh save on "Hard" difficulty, and i had most of the hud turned off. The only way i could see Volatiles was by looking for their skeleton outlines in Survivor Sense. Absolutely no Volatile icons outside the detection meter. This was also with Darker Nights grading with the gamma at 12. Went multiple nights without getting in a chase.
If you're a DL1 veteran, nighttime in DL2 is piss easy. The low immunity was honestly a bigger threat than the Volatiles. God, I hope Techland does Nightmare difficulty justice and adds Night Walkers. This game desperately needs more horror, but it's all just so tame compared to DL1.
If you're curious what settings I use:
Gameplay:
Difficulty - Hard
Parkour - Physical
Auto Sprint - Off
Auto Ledge Grab - On
Head Bob Reduction - 20
Video:
Color Grading - Darker Nights
(90% of the time, I use Gritty + Dark because it looks better)
Gamma - 12
HUD:
Health Bars - Off
Awakening Bars - Off
Immunity Timer - Off
Stamina Bar - Off
Dot Crosshair - Off
Hitmark - Off
Ranged Weapon Reticle - On
Item Selector - Off
Time of Day Indicator - On
Player Health Bar - Dynamic
Afterboost Skill Icon - Off
Radar - Off
XP Gain - On
Bounties/Events - On
Recognition Arc - Dynamic
Roaming Volatile Icons - Off
Main Objective Tracker - Survivor Sense
Text Chat - On
Finisher Indicator - On
@@TacoLoverPerson you should try lowering that Head bob reduction. It adds so much more dynamic to your camera and feels so much more natural. Mine is at 0 and I can't go back.
@@kozmoz267 I have head bobbing at max, feels pretty natural to me
It feels like techland doesn’t know what they want volatiles and the chases to be. They push you to go out and kill volatiles with how many unique trophies you need to get, so they are easy to kill. They also want you to feel scared of them so they spam them and make them do lots of damage. It just ends with them not being scary, because they aren’t nearly enough of a threat later in the game for chases. It isn’t fun to fight them either because you need to spam boosters to become invincible to farm them for mutation samples or whatever.
It just ends with night being an annoyance, and I only go to night time when I need to kill volatiles for something.
Sidenote, they need to remove the staggers and knockdowns oh my god I’m so tired of the viral dive and banshee pounce
volatile ai sucks, when you flare them, they wont budge if they stare at you, they only budge from uv light when they are not busy with anything else, it feels so unrealistic and stiff
yea UV on volitiles is insanely inconsistant, if your too close to the volitile they often dont give a single f*** and just start swinging, this happens to me most often when i'm trapped in tight spaces and have no room to dodge or back away from the f***er, since you cant really stagger them and just about any action you do takes time and can be interupted if you take damage, this resaults in my death about 95% of the time. (death% refering to when i'm trapped in those spaces not toltal times i've died)
It would be cool if they brought back the night hunter, the co-op be the zombie from the first game as a night time enemy. Have one patrolling around old villedor and one at the center once you hit a certain level and make them appear once a night.
Volatiles in the countryside were scary. They could see me from so far away, lol. I never went out at night when I was playing the following😂
One key element that made nights in The Following quite hard was the lack of objects to hide behind - blocking line of sight is your biggest advantage in DL when stealthing Volatiles, but the Countryside is full of open fields so it was much harder to do that.
those guys were faster than a car lol
The problem is that volatiles were added just to tell that they're ''here''.. They're just so predictable and at one point it just becomes annoying, they're not as scary as DL1. I remember even having a full level with god tier gear I would still be scared of them lol. Why not just copy paste DL1 into DL2 lol, at this point it would be even preferable
Even when I first got the game, I thought the nights were too easy. DL1 was relatively easy too, but DL2 is much easier IMO
mhmm listening to the Aussie ASMR Voice
I think they should make a new difficulty setting hard isn't hard enough but that would make nights funner
Good thing Nightmare is coming out soon
Honestly it might have been me when I was first getting back into the game a couple months ago. If so I concede defeat. GG
Techland needs to update the FOV slider
I understand that volatiles may seem overwhelming but this is pretty much how they were in the first game. The MAIN problem with volatiles in this one only being chase oriented. I do think they need to be toned down in the earlier parts of the game in terms of spawn rate. Just not too much to make them seem extremely rare.
Even if they spot you, it's damn easy to evade them, and for the most part they cannot even catch you, even if you run in straight line without any boost.
Ima call bs on that, I've outran volitiles on the ground before, you go in a strait line without speed bossting techniques they will slap your as*.
I don’t get how they messed up the nights in DL2 when they already had them pretty much perfect in DL1
The literal point of the Night in Dying Light was that they were extremely hard, and technically to an extend "impossible" as in no Joke to be around, it was quite literally the Main Gimmick that set Dying Light apart from other Zombie Games aside from the Parkour, but anyone who has been around for the Franchise since the beginning will most likely remember just how much they made it a Point that Nighttime is a Nightmare, iirc, they even drove that Point home in Pewdiepie's Videos who was the first Person to ever play the Game on youtube (I wonder if anyone remembers that). That Reddit Bozo is probably just coping because Nighttime isnt a generic feature to excuse some special bonus xp time as if it was a MMO that needs Stuff like Happy Hour etc. where you cain increased Loot and Experience.
New year new me but old dying light still stays.The monetization is also horrendous for dl2 and Tencent buying in techland gives me hopes for new projects but they'll probably be filled with microtransactions requiring so many currencies you'll get an aneurysm
aww thats what i felt during the FREE WEEKEND its impossible in early game
I just demonstrated in this video that it's very much possible and simple lol
Aussie got lucky asf how
Not lucky, this is the normal DL2 night experience lol
@@AussieGG NUH UH bro I just played it a minute ago and I get spotted the instant I walk out of the bazaar. (not complaining tho cuz i got the military machete teehee)
@@woodster605 You're making stuff up. Not once in my 1k hours have I ever had this happen
Just to add to the hysteria turn darker nights on and give it another go 😈
Happy holidays Aussie I hope you’re having a nice chrissy break, been enjoying your content since I first got into dying light 1 around maybe a year ago, I haven’t been around for everything but I always enjoy what I do manage to catch up on
Also, as a gamer the nights in DL2 are I wouldn’t say easy, definitely somewhat challenging to a degree I can handle, would definitely try a bit harder to see what it’s like but I think it’s honestly just a skill issue (me running around with 4 boosters popped and everything maxed out💀)
What a petty video...Merry Christmas to you too. :)
i loaded up a fresh save on hard to relive the game after all the changes and man never again this game is rly hard after everything they have added
It really isn’t that hard lol
@@AussieGG it’s bot hard when u have all ur abilities but it’s definitely a lot harder starting out fresh
@@jamierjohnson9313 it is harder, sure, but not hard enough to have to stay hours to demonstrate it. It genuinely takes 1 or 2 times to show it's still fairly easy.
Harder? Yes. But I wouldn't say it's hard at all
@@jamierjohnson9313 I mean, I can start a new save right now and make it through the whole campaign without dying a single time it's so easy. It's honestly hard to die in the game unless you skill issue off a building or something
I joined the complaints in the forums recently as I couldn't make the game work for my usual team. And for those saying it's similar to DL1, it's not really, for multiple reasons. We got through DL1 just fine. That being said... I started playing solo recently to see how I would fare alone. And I found that traversing the map is not particularly difficult (Hard difficulty), and you can indeed make progress (I'm at the Broadcast mission).
But guess what I don't do? I pretty much don't craft anything. You don't really need much in terms of items to get through the game. And farming under these conditions is dumb. Some people told me wait until after the main story and I'm like "What do I want the items for at that point?". So my opinion is that the buffs to volatile density and strength make farming for crafting not worth the hassle. Avoiding volatiles is not terribly bad. But the game demands that you kill them. En masse.
I feel that DL2 is a collection of loosely coupled systems that don't play nice with each other and Techland is just throwing stuff at the wall.
EDIT: OH YEAH! I FORGOT! GRE Anomalies. Those are a massive pain in the ass now with volatiles just strolling into the area when they hear action. Yeah I decided to just not bother with them, just like crafting. No need anyways.
One of the main reasons I quit the game is because it's far too damn easy - I can travel the whole of villedore at night just using coins and bricks to distract volatiles (honestly that was the only way I found to make nights fun again)
Nights are not difficult to run around in, but I find if you want to fight a special infected at night, you can't do it with out volitiles annoying you and starting a chase where they basically swam you
Not sure how it is now but near the game's release I finished nearly the whole game with my friend in coop only during a night time because of how bright and easy it was. There was no threat at all.
They updated it so that Volatiles roam the nights now (they didn't before), but it's still very easy.
honestly even going back to dl1 from time to time i find thoes nights more difficult then dl2 sense dl2 its easy to not get detected and lose the chase
Even on highest difficulty Volatiles are easy to escape. DL1 volatiles are more harder to evade and have better AI imo.
I have over 1000 hours alone in just DL2 and can say night time is a cake walk you just have to use your brain a little if you wanna do a string of parkour along the rooftops without being caught
Now try it on controller!@!
I'm a console player and never had an issue.
For nightmare hux needs to be off to even make at at least somewhat challenging and make it where youd immunity drops fastsr when nightmare is introduce
I found it much more difficult than DL1 to explore night and honestly play the game in general when just starting cause of the lack of speed health and abilities, I wish techland balanced it a bit more especially with the roaming volatile update in which theres always 6 nearby
Hi Aussie I’m not sure if you know but I just realised in the begging of the game you can see Lawan walking in the bazaar when you have to talk to people around the bazaar
I've had one volatile at least two separate times find it's way into the middle of my GRE Anomaly fights. I've had them camp me at a UV zone as well, forcing me to camp at that place. Other than that, my biggest sore spot about night gameplay now is... falling to my death like an idiot and losing all the bonus XP. Same as it was at launch.
Blud messed with a world record holder
If its too hard for some people in setting theres a difficulty level, click on it and chose EASY and your set. The whole point of dying light is your not suppose to be out at night unless your skilled and love to stare into death abyss eye sockets. 😅