• Re: Dying Light: The Beast

    From Rin Stowleigh@nospam@nothanks.com to comp.sys.ibm.pc.games.action on Thu Apr 23 18:52:47 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    The 1.6.3 hotfix, which came out yesterday, adds fast travel
    capability from safe zones and hubs, just in case anyone was put off
    by the lack of it while researching this game.

    I do think it's odd that a feature like that would go into a "hot fix"
    point release like this... maybe that's because I am in the software development business, where colloquial use of the term "hot fix" means something specific......
    ....specifically, "oops we fucked that up here's a quick patch for
    something that passed our QA somehow but was still broken". Having
    fast travel or not is kind of a big thing in an open-world game. Ah
    well... I guess the game is good enough that we can overlook such transgressions.

    I've wondered why it was missing, although it seems they did a good
    job of designing the map and missions such that a lack of it is not a
    deal breaker even without it -- sometimes you see your next
    destination and it looks far away, but the way your character moves
    across the environment (not to mention vehicles, some of the
    situations you'll encounter while along the way on foot) makes
    traveling part of the fun, it's all very immersive.

    For busy people [raises hand], fast travel is definitely a welcome
    addition. As much as I do enjoy moving from one location to another,
    the reality is that I prefer to finish the main campaign of a game
    like this with less than or approximately 20 hours of total gameplay
    when possible. This one I've already spent a bit more than that
    simply because I enjoy it, but history has shown that there is always
    a practical limit to how long I should spend before something else
    takes me away from it and then I dread coming back because I don't
    want to re-learn what function I have re-key-mapped to what, etc.

    Main thing to know about fast travel is you don't just see it on the
    regular map. You have to find the map on the wall of a safe zone or
    hub.. video on the subject here:
    https://www.youtube.com/watch?v=bmoTqJS2iwQ

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  • From Rin Stowleigh@nospam@nothanks.com to comp.sys.ibm.pc.games.action on Thu Apr 23 19:16:56 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    I should also probably mention, fast travel is not just available to
    anywhere you've been before, like some games. It's more like curated
    fast travel eligibility, which is probably a smart design decision.
    The world in this game and navigating through it is one of the reasons
    to play at all.
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  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Fri Apr 24 04:40:05 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Rin Stowleigh <nospam@nothanks.com> wrote at 23:16 this Thursday (GMT):

    I should also probably mention, fast travel is not just available to
    anywhere you've been before, like some games. It's more like curated
    fast travel eligibility, which is probably a smart design decision.
    The world in this game and navigating through it is one of the reasons
    to play at all.


    Fast travel in general should be a part of navigation, rather than just skipping it, IMO. My favorite kind of fast travel is when its limited to certain "stations" that you have to physically go to, since it feels
    more tactile than just activating something from a menu. It also makes
    it way easier to contextualize it in the world as a boat ride or tram
    system or such. For larger worlds though, I think having an "escape
    rope" type item that just teleports to the nearest town is a good
    compromise.

    I haven't played a lot of super open games, so my thoughts might be
    completely wrong tho
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  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Fri Apr 24 09:37:29 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 4/23/2026 9:40 PM, candycanearter07 wrote:
    Rin Stowleigh <nospam@nothanks.com> wrote at 23:16 this Thursday (GMT):

    I should also probably mention, fast travel is not just available to
    anywhere you've been before, like some games. It's more like curated
    fast travel eligibility, which is probably a smart design decision.
    The world in this game and navigating through it is one of the reasons
    to play at all.


    Fast travel in general should be a part of navigation, rather than just skipping it, IMO. My favorite kind of fast travel is when its limited to certain "stations" that you have to physically go to, since it feels
    more tactile than just activating something from a menu. It also makes
    it way easier to contextualize it in the world as a boat ride or tram
    system or such. For larger worlds though, I think having an "escape
    rope" type item that just teleports to the nearest town is a good
    compromise.

    I haven't played a lot of super open games, so my thoughts might be completely wrong tho

    I still prefer fallout 1 & 2's way of handling travel. When you want to
    go somewhere you go out to the world map, and you click somewhere, you
    can click on any point, even empty points. You then travel at like an
    hour a second on that map and if you encounter something you get dropped
    into a local map. Or if you just end up at a point with nothing in it,
    you can still drop to a local map with little to nothing where you can
    camp etc.

    I hate the 'open world' which makes everything both feel further away in
    real time, but amazingly cramped otherwise.
    --
    -Justisaur

    ø-ø
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    ¶¬'\( ,_.-'
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    ^'
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  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Tue Apr 28 12:20:03 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <justisaur@yahoo.com> wrote at 16:37 this Friday (GMT):
    On 4/23/2026 9:40 PM, candycanearter07 wrote:
    Rin Stowleigh <nospam@nothanks.com> wrote at 23:16 this Thursday (GMT):

    I should also probably mention, fast travel is not just available to
    anywhere you've been before, like some games. It's more like curated
    fast travel eligibility, which is probably a smart design decision.
    The world in this game and navigating through it is one of the reasons
    to play at all.


    Fast travel in general should be a part of navigation, rather than just
    skipping it, IMO. My favorite kind of fast travel is when its limited to
    certain "stations" that you have to physically go to, since it feels
    more tactile than just activating something from a menu. It also makes
    it way easier to contextualize it in the world as a boat ride or tram
    system or such. For larger worlds though, I think having an "escape
    rope" type item that just teleports to the nearest town is a good
    compromise.

    I haven't played a lot of super open games, so my thoughts might be
    completely wrong tho

    I still prefer fallout 1 & 2's way of handling travel. When you want to
    go somewhere you go out to the world map, and you click somewhere, you
    can click on any point, even empty points. You then travel at like an
    hour a second on that map and if you encounter something you get dropped into a local map. Or if you just end up at a point with nothing in it,
    you can still drop to a local map with little to nothing where you can
    camp etc.

    Yeah, FO1/2 had a cool middle ground there.

    I hate the 'open world' which makes everything both feel further away in real time, but amazingly cramped otherwise.


    Cramped towns with too much space between them?
    --
    user <candycane> is generated from /dev/urandom
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