the worse moment this floating feel happens to me is when im fighting a lot of virals. I will always accidentally jump over a zombie and i will literally fly up 5 stories high. higher than using an upgraded airbag lmao
this is one of the best video I've seen on the subject of the floatiness, you shouldnt feel like someone is holding your hands and feet while jumping a roof gap, you should feel chills about making that jump, thats parkour
Great video on the subject, hopefully it is addressed in the parkour update. If they want to keep it easy for new players, they could just make it a setting or tie it to game difficulty like roll timing is.
@@eg39701 funny thing is that before the update, with realistic parkour mods every jump was still makeable, in fact, most of them were perfect jumps instead of the having to sometimes stop yourself from overjumping in dl2
Rather than removing or changing the air time, the current air time and floatiness should be an option at the accessibility options for anyone who is motion sick or isn't good at quick time movements
@zombified-forest The funniest part is when people lose their minds over the airstrafing suggestion but are okay with the floatiness, which as I've shown is a literal mid-air suspension with gravity turned OFF at the top of your jump. Gotta love the DL community.
The floatiness in Dying Light 2 is just lazy explanation for lazy world design. They could have added bridges, poles, obstacles betwean the buildings to fill up the spaces, more cars, boxes and other clutter on to the streets to make the city seem more alive and bigger , which would make traversal more immersive and it also gives the player a chance to quickly get to rooftops simply by climbing little bit higher and jumping. But instead they chose to leave those spaces empty and gave you all these skills and explained them as Aiden having superhuman abilities. (But Aiden is not the only one who moves around the city, so the emptiness is just ugly) Dying Light 1 is filled with cars, boxes, small barricades and all of that allows you for quicker traversal. You have little ramps placed on rooftops, planks covering small gaps holes in fences, because you are not the only runner in the game. It is multiple times explained that there are multiple runners and that they use those spaces for traversal. Dying light 2 is still an OK game, but the floatiness was really bad choice.
Well said, and I agree. What's even more immersion breaking is when you think about other people in the DL2 universe getting around without being a superhuman like Aiden. How's that work? Lol.
@@aybysyk The game has tons of these overlooks with no explanation, small nitpicks but they still should have been explained: - Since Aiden needs to get to UV light like every 5 minutes during the night so he doesn't turn, how exactly do those people sleep ?, because having UV lights turned on for 12 hours straight would require massive amount of replacement parts and fuel for the generators. - How exactly is the game supposed to take place during the so called Dark ages when everyone is using generators, lights, radios, cars and every building has electricity. - The GRE crates should have been looted long time ago - The settlements are too small, every settlement should already have massive area around its base that is safe to walk through, yet you walk out of the door and can get attacked - Why is nobody living inside the buildings ? and every building and car should already have been looted - Why are infected people allowed to enter the settlements ? Aiden almost got killed because of it, yet once he gets some magical watch everyone allows him to move freely. - How exactly did Aiden go to Villedor ? it was shown that there are zombies in the countryside, so that means even volatiles and since it was never shown or said that he had a car how did he escape them and moved across such massive distances ? I just hope the next DLC promps up the danger, because apart from Volatiles and the infection, the zombies can be avoided easily.
@@filipstudeny, Aiden didn’t face volatiles in his journeys because they only appear during chase level 3. Even in the updates, volatiles were added only to basic, non-GRE dark places and to the some spots of The City to just sit right there waiting for a careless prey.
What about world design, you can find interviews with Techland devs where they say that Villedor was made in a procedural way by using their proprietary tool called City Builder. They definitely added something on top of that, but it still resulted in a more hollow and illogical map than Harran.
Totally agree on this one. Dying light 1 makes me thinks twice or even three times before I make a decision on which path I pick when I'm in a level 3 night chase.
Make decisions before taking a path? r u playing a different game? those thicc bois r on you before u can even blink 😂 (also incase this sounds like an insult it isn't meant to be)
I hope they still fix the floaty parkour, I really like the feeling of risking cranes life over parkour movements If they want that float option, they should just have an option for gravity
This parkour update will either break or make the floatiness go away completely. Seriously it is a problem when you go back and watch E3's trailer, there was fluidity there. Now it's like,you're jumping on invisible soft airbags as if you are PL1 in a Mario game
Wish they would add an option to have legacy physics. So those that want that "extra deciding" time can have it and those that want a more dying light 1 feel can have it.
I feel like DL1 had too much weight on Crane , making me feel like i'm made of tungsten , Aiden feels like he's a balloon in DL2 , i just hope the devs find a way to bring a balance between both weight and float with the upcoming update but the big problem with that is how can they integrate that weight to Aiden if the whole city is designed to work around the floatyness we have rn. Nevertheless if they succeed , Aiden's movement feels like it carries weight while also keeping momentum , something i hope they can find a way for us to maintain with the flow improvement coming this month since many animations reset your momentum.
Back here after the new update and gotta say, so far so good. It actually feels strange after playing so much DL2 with the old settings, but it just works. I'm sure I'll find something that doesn't quite work right (Actually, there is one thing, that would be because of playing so much "launch" DL2, the game feels sped up now, but I think that's just me getting used to it), although I think along with the combat update, I am finally ready to jump back in and explore the map with friends.
People who have played Only DL2 will never understand us - olds and just enjoyers of DL1. I know that DL2's floaty Parkour was made to help new players in their reaction time, leaving us some time to think of our next move. And that's the main problem! In DL1 almost everything was realistic, so are physics and gravity. In DL1 everyone was learning by doing mistakes, everyone(almost) was thinking of how to end each Parkour Challenges as fast as possible. Everything in here was based on your ability to understand each barrier and block that can stop you and your ability to turn them into your advantage. The most fun time I was having in DL1 is to challenge with random people, who will get to the point faster Without damn hook. On the rooftops. Any missed step costed you a life, but because DL1 has so many ways to run from A point to B, you was able to win that Run when on the ground. It's called Adrenalin my friends, that exact moment where you pressed "Roll"(negates fall damage if fallen down a little tower) just before killing yourself, dopamine(hormone of happiness) was pulsing through your body. DL2 just negated those moments, maked your next moves too predictable and expected, that if Techland will ever add Catch-Up multiplayer game, it'll be a fail for sure. Each moves in DL2 can be calculated in seconds, while in DL1 you was supposed to calculate each move in 0.5 - 0.1 seconds. This feeling of realism, what you're not sure if you'll get to the point faster than everybody or even *ALIVE* I'm personally thinking that if Crane was having a fight against Aiden, Crane would've won 99% just because his reaction time is faster and he's too unpredictable in moves unlike Aiden is. I think Devs should make us available to Turn On Floating Parkour and Off. Like so, Aiden won't lose his ability to Parkour further or higher, but it'll become a lot faster. Same here on Multiplayer servers. _I bet that nobody readed this whole thing till the end and will just say:_ *"I ain't reading allat"* 💀
I read the whole thing ;) And I agree, DL1 gives me way more adrenaline than DL2. Even though you parkour between sky-high skyscrapers in DL2. People hate on the airstrafing mechanic in DL1, which is understandable from a realism perspective. But that's kinda hypocritical when DL2 breaks the laws of physics and reality 6 different ways from Sunday. And besides, airstrafing adds to the whole speedy aspect of the game. Anyway, hope the coming update fixes some if not all of these issues.
Going back and forth between DL1 and DL2, I'd enjoy the floatiness being an option to turn off, I think DL2 parkour would probably be more satisfying to master.
I agree almost entirely, except for the airstrafing bit. Airstrafing was one of the worst "abilities" of Crane, imho. This was too much physics-breaking for my taste and I'm glad they fixed that in DL2. As you perfectly said, if you can't properly calculate your jump, that's a skill issue. Now I'm definitely not a fan of the floatiness, but please don't let airstrafing come back.
Airstrafing is optional. You don't have to use it if you don't want to. Besides if they added that to DL2, it still wouldn't be the most physics breaking mechanic lol. Also airstrafing is already there in the game. It activates when you do a 180 rotate jump (which btw breaks like all the 3 laws of physics), jump off of monkey bars, jump off of trampolines, or propel yourself with the grappling hook.
@@aybysyk High Jump is also optional and so is the 180 rotation. Grappling Hook for DL1 is also optional, yet the vast majority of people heavily relied on it and parkour was diminished after lvl 12. More options is DEFINITELY not a good thing in gaming, there have to be limits. If not, why not add flying to Aiden? More choices, more freedom to the player, right? You're definitely right about airstrafing not being the most physics-breaking thing in DL2 though, but it's a step in the opposite direction, in my opinion. Just remove the floatiness, no need to add anything else when it comes to parkour, at least for now.
That's what the devs wanted to do, include and account for people of all skill levels. Which is something I showed at the start in Tymon's address. Airstrafing is much more effective than the floatiness since it gives you actual control to navigate to safety in case of a bad decision. That's all. I'm perfectly fine without airstrafing, as you'll see in my DL2 parkour videos on my channel. Besides, as I explained in the video, the floatiness isn't limited to High Jump only. It extends to the Double jump and Dropkicks as well. And it reduces the pace of the game, which is contradictory to its being a parkour/movement game.
@@aybysyk I did see your video and as I said in the beginning I agreed with all of it, except the airstrafing part. You're very right about dropkicks too, it looks ridiculous. And as rightly you said, many abilities are contradictory to the parkour dimension of the game. What we disagree on is that I add airstrafing to this contradiction. You SHOULDN'T have control in mid-air, like you did in DL1, it's a parkour game and you should learn to calculate your jumps. You basically say that in your video, the line about "git gud". At least, that's what I believe. Anyway, this could go on forever, so Imma sum it up one last time: Great video, excellent points about the floatiness, needs to be removed. Airstrafing doesn't need to come back. Players will adapt.
It’s sorta the same thing with the fall damage, even if he’s “super human” his legs and knees shouldn’t be able to observe the fall damage. Hopefully they nerf the roll and landing skill in the update.
There's so many holes and inconsistencies in that whole superhero shtick, I wish they'd stuck to a normal grounded storytelling route. Instead they opted to cater to people who couldn't jump across the gap in the training room in DL1 with Rahim, and here we are.
@@ArMuffinsyeah I don't get that complaint either both games have it so if you've got a problem with one you should have one with the other plus it's an actual technique that people who do parkour depend on also people seem to think that the paraglider is in the game as a "crutch when there are literal skyscrapers that you are meant to paraglider down from and across, if that's a crutch then you could say the same thing for the DL1 grappling hook to an even greater extent
@@aybysyk it was more grounded in the e3 version and I’d be okay if they would have it like that but I guess we never will have it more grounded 🫤 the parkour now makes the game to easy and it ain’t really that fun imo
I agree. Especially with that "too easy" part. There's no real challenge for people who come from the world of movement games. And anyone who wasn't good at those movement games can look good while playing this game. I guess you could say they lowered the skill floor and the skill ceiling at the same time.
5:11 suddenly turns Mario😂, btw great video! I liked the fact that you didn’t complain just like a lot of people do (for example being mad at the devs and insulting them) but you simply faced this problem calmly 👍
The devs tried to cater to players of all skill levels, including the casual players who found the first game hard. That's an admirable sentiment. However, I don't fully agree with it and I definitely don't agree with their solution to it, which is the floatiness approach. But yes, getting mad at the devs is definitely immature when you consider their intention. Getting mad at their approach and solution? well not entirely unjustified lol :D
Airstrafing needs to be implemented as one of the bigger factors in the June update and also the height Aiden gains looks really artificial as if that animation was added on top, it’s clear the game priorities animations over the physics as seen with the dropkick and the “roof test”, but as u also pointed out in the video this can be also averted to help players with accessibility, which can definitely help people in need without ruining the core game experience
At the end of the day both airstrafing and the floatiness are unrealistic, which seems to be an issue for some judging from the comments. But airstrafing makes more sense since it gives you way more control than floatiness.
@@descree7 Airstrafing is in almost all games that have good movement, it's important because it allows people to readjust their path if they didn't fully want to commit to it. on the contrary it makes the parkour more fun able to just save ur self from the air.
@descree7 like I replied to you on another comment. I think I'm decently qualified to talk about movement, and you can check the DL1 and DL2 parkour clips on my channel for this. I will upload more DL2 stuff but I'm waiting for the update. So when I say this, it comes from a place of experience: it takes a lot more effort to do the things I do in DL1 than similarly fancy things in DL2. DL2 has more moves which has lowered the skill floor, and made it so accessible for all that even a casual player can look *good* while doing parkour in DL2. You can't manage that in DL1, and if you can, it's nowhere near as easy as it is in DL2. Again, look at my clips. Also, the devs made this decision to make DL2 accessible for casual players by giving a floatiness option. The point here is, airstrafing is a much better option over floating for the simple reason that it lets casual players who cannot plan in advance, to adjust and course correct in the air. For the higher skilled players, airstrafing opens up a whole new level of movement. If you don't believe that, look at any high level Btz match from a Hunter's perspective. In other words, airstrafing is still optional if you don't like it. You can choose to not move mid-air by not holding down W. The floatiness in DL2 however, is not optional when you do Double jumps or High jumps. You should jump higher without floating in case of a High Jump, but that's not the case. It's forced on you.
I'm not contradicting anything. I think your dislike for airstrafing and "unrealistic" gameplay is clouding comprehension. I said airstrafing makes more sense AS A CRUTCH for casual players. And I said airstrafing adds a positive point for the higher skilled players in that it lays the foundation for a PVP mode down the line. It doesn't affect my movement ability in DL2 in the slightest. As I said before, look at my DL2 clips and you can tell I don't need it. But for the players that do, it'll be better than floatiness. And MEC has fantastic parkour, no airstrafing. But that works because Glass is designed that way. DL1 and DL2's worlds are not. Also in MEC, you don't have a constant threat level from enemies. Of course you could argue that in DL2, the threat is non existent too, and you'd be right on paper. But that's soon to change (hopefully).
@@descree7 no but the game compensates that with quick movement where the game doesn't really require airstrafing, also DL2 is fundamentally a different game to Mirrors edge, and adding airstrafing would only improve the game without getting rid of anything.
This is one easy fix, all they have to do is do a check when a player is jumping whether or not his velocity updwards has stopped, if so, Stop making the function for jumping continue and instead resume gravity. For slopes im not quite sure, but maybe the same system, basically if the jump index when jumping is lower than it is supposed to be, then you're 'probably' hitting a slope or the roof, so the jump should cancel and we should resume gravity. Easy as that. Never tried c++ code but i do use autohotkey, this function seems really simple, Kinda weird how they haven't implemented it yet. Also for the devs statement, it is true what they did, but the above what i explained is missing so it doesn't work correctly. They csn still f it up because they need to manually add values as to what the velocity of the jump should be, and if they f it up, then the game would recognize a player's velocity is stopped but much much later. Hopefully i explained this clearly😅
Probably not related to the vid, but you have no idea how many times I died because of the dropkick. Using advanced grapple hook settings is better, but NOT WHEN IT'S THE SAME BUTTONS USED TO DROPKICK. The animation is too long that when I get out of it, I already hit the ground and died. The floatiness doesn't make it better
You'd think it'd be that easy. But I'm not sure why they didn't implement 0 float from the start. Who in their right mind thought having a literal mid-air suspension would be a good idea? And tbh this whole thing could've been avoided if they'd just stuck to some normal grounded storytelling with new biomes, moves and mechanics instead of this superhero shtick.
After a bit of testing, I'm 100% sure the floatiness of dropkicks came from some sort of gravity reduction in the player_params and can be easily removed. Doing so makes dropkicks feel much better without breaking the game, which brings out the question of *why tf did Techland added it in the first place?*
Good question. Adding it to jumps makes sense since they wanted to "give more time to players to think", but why dropkicks? The fact they forgot to change it in Physical shows how ad hoc the game's physics system really is. You can also notice the floatiness when you're holding on to an edge, look back and jump off. It's like being a feather, and I wish I was exaggerating.
He got me in the first half the way he stated his word really seemed like he was complaining about the first game rather than the 2nd game lol even the title looks like it
There's a higher gravity mod that you can look up if you're on PC. I haven't used it but I know it exists and people have finished the game on it. I also don't know if that mod will turn off the floatiness as part of the increased gravity.
Tymon's response seems so disconnected. I can't think of a single other first person platformer that feels the need to give their players a "little handicap". You hit the nail of the head, more control is better than more time, although I, personally, think airstrafing is a pretty cheap and boring way to achieve that
@TheLittleEmoji that's what I'm doing but even then I can't one shot my enemies even with 695 damage weapons and its not that it's too hard I just want to make short work of my enemies
I feel like it's becoming too common for modern video games to rely solely on scripted animations in their movement systems. Games like Spider-Man and Assassin's Creed used to have physics incorporated into their movements, now they're just animations that offer a false sense of momentum and rid some form of player's freedom, basically putting them on a rail to go through.
I agree. What's funnier/sadder is that DL1 had amazing momentum preservation and no forced hand-holding. But.. Hopefully all that changes in tomorrow's update.
imo removing the remaining float is the way to go towards glory (in the parkour update that came out today.) it's almost perfect just need to remove the float and it will be!
@@aybysyk I haven't played much with it, but yeah it definetly feels less floaty for me too. perhaps you could make a vid like this one and comparing with dl1's? much appreciated.
I've seen a guy literally saying that removing floatiness will make parkour harder or impossible because of the map. First of all: there is literally a parkour mod that makes the physics of parkour realistic (realistic parkour mod literally), map looks good with it. Second: why should parkour be easy? Even in first mirror's edge parkour need player skill to be faster. And third: about mirror's edge, when your parkour begin worse than parkour game from 2009 is really strange. P.S. DL2's parkour feels like platformer.
Oh yes, it's been that way for a while lol. I was doing "noob" parkour in this video on purpose, to match my narrative. But I show this and other moves way better in my DL2 parkour clips.
I am aware, just like you and everyone else who watched that one interview with the devs. Gravity being normal or that of Jupiter's or Venus' is irrelevant when you can turn it off at the top of your jump animation. And please don't respond with "because Aiden is a superhuman".
I agree. The float is still there and it makes gameplay very slow. And the physics are still kinda terrible compared to DL1 ragdolls. Better than on launch though, but still not there.
The game's parkour is catered to people who only just figured out what the jump button was. nobody complained with the first game so why fix something thats not broken?
You gotta understand that DL1 had smaller jumps and gaps, as for DL2 without that little bit extra people would be missing jumps all the time because the jumps are much farther in this game than the first one. If people were missing their jumps they would be complaining about that. I say its fine as is.
There are people who have finished the entire game on a Higher Gravity mod. So no, it's not really required. There were people complaining about DL1's jumps being too hard as well.
I don’t understand why and how this is still in the game when it’s just a hot topic for the wrong reasons. We never liked it. Hope it’s removed in the physics update.
Eh it's not that ridiculous. Like I said on other comments, people have finished the game with a high gravity mod, so it's not that crazy considering how OP some of the skills are. There is absolutely no need for floaty jumps.
@@aybysyk i agree about floatiness, but i think compared to DL 1 ,some parkour needed is just overdone for no reason . simply put DL1 had it more realistic ,more "doable in real life" feeling .
Ah ok, I misunderstood what you meant. Yea for sure, I agree DL1 feels much more realistic, aside from the airstrafing as someone will point out. DL2 has airstrafing as well so DL1 having it does not break the realism or the immersion. Now, sure.. there is a lore reason for DL2 having that ridiculous parkour which is just lazy writing imo to justify a gameplay decision. I much would've preferred something grounded like DL1 and not this superheroic stuff. But, oh well.
You need literally to show this video to Techland, Tymon even. Because, if they don't fix the physics with the Parkour Flow update, man, I don't know..... maybe I'll just give up on DL2. I've given it enough chances and tried being patient, but my general gameplay experience is frustration, annoyance and constant distractions from bugs that occur frequently. At this point, I'm not playing the game, I'm just looking for bugs before they find me. Fuck sake Techland, did you play test your own game?!
I mean, it's kinda hard to die to fall damage, unless you're jumping off of a tall building with nothing else close by. And that's without even using the glider/grappling hook. Besides the floatiness doesn't necessarily help you with the jumps. You don't need more time in the air, what you need is control. They could remove the floatiness completely, and add airstrafing as I've suggested to make it more accessible for people who have trouble with jumps.
Precisely! DL1 was never hard in terms of gravity or momentum, there was no need for all these training wheels. Hopefully tomorrow's update will change all this for the better.
Here we go. I think you didn't watch the full video, because I talked about this. Being an enhanced superhuman whatever doesn't let you turn off gravity. Watch the whole thing. Carefully. Slowly.
@justapiano6342 did you even watch the video? I literally go into why the game having earth's gravity or whatever doesn't matter because of the float. Smh
Newer games just hold your hand why cant they make it challenging wheres the fun if something is easy asf i hope the new parkour update fixes these problems
Not really. People managed to get around and finish the game on a much higher gravity mod. It's very much doable. It's just that the devs don't want to end up alienating the less-skilled players.
As much as I had fun playing Dying Light 2 and love the game, its sad because even from my viewpoint I think the game was objectively bad, when compared to dying light in 2015 I dont even know how the game got worse or they couldnt figure basic things out, but its just really sad
I can understand that why you are frustrated about this float but... I dont think they will ever change it. Since the entire city was built around the physics if they were to make the gravity heavier they would have to make TONS of adjustment to the entire city
I'm not frustrated with the devs or anyone for that matter. I made this video for the people who blatantly deny that the game has artificial float and use the "superhuman" lore part as a convenient excuse. Besides, it's possible to complete the game on a higher gravity and some have done it.
@@rodarollada and also that, which is what I show in the video. Good point. You can have realistic gravity like DL2 claims to have, but you can also have float by prioritizing animations. Which DL2 definitely has.
I see this a lot, but personally, i never minded the "floaty" jumps. What they should focus on is making the flow better and the animations less prominent. If they also manage to fix the "floatyness", sure, that is a W. But i think that that should come second, even tho I definitely wouldn't mind better fysics.
You're saying the same thing I did. Because the floatiness has a direct impact on flow and is a direct result of the jump animations taking priority over gravitational physics. It literally suspends you mid-air and keeps you pinned there, when you could've landed and chained a couple of moves next.
I'm saying they should do the rest first, and If it has little to no impact on the parkour possibilities in the map, they then definitely should do the jumps.
@@alex_whiteman172 And I'm saying they're all connected. It's not like picking items out at a store out of a list and prioritizing it. It's more like a web and you have to pick at each thread to unravel it since it's all connected. The jumps directly kill your flow because of the extended jump animation, because what you said about the animations, that's applying to the jumps as well.
I'm almost insulted that he thinks I'm incapable of playing this game without those "handicaps" lol. Give me a break man, we all played the first game without any issues.
? I don't even know who you're talking about between me and Tymon. Because both are correct. I've seen players complain about DL1 jumps being too hard. And I'm sure Tymon being involved with the game to the extent that he is, definitely heard of this too. So it is a legit problem for some, which I call skill issue. Now what I don't agree with, is the devs' solution to this problem. Which is the floatiness and what this video is all about.
Oh yes, I agree. It amazes me that such a level of skill issue can even exist. Believe me, there were people who failed the literal first jump in DL1, the one that Rahim makes you do on the Tower.
If that's your takeaway, you understood LITERALLY NOTHING from the video. 1. Superhumans can turn off gravity at the top of their jump? Lol Try this in DL2: Find a place that doesn't have a slope and is lower than the jump height, and tell me what happens. I know what happens, but I want you to check for yourself. 2. the Night Hunter is the apex predator of the DLverse. It's way stronger than Aiden can ever be. Like I said, no superhuman can turn off gravity. But if that was possible let's say by throwing physics out the window, and the Hunter can't do it, then Aiden definitely should not be able to.
ye i see now what you meant or what other meant by the jump being really floaty i see so just like dying light you want that it will be according to what's called real physical stuff just like in dl1 and that's understandable which is why dl1 was better cuz you have better control but over all i saw what you meant by jumping being too floaty
They probably saw it, but most likely knew and had plans to address it before that, since many in the community hated the floatiness. There's some well-known DL community members whose feedback during the update's playtesting went a long way in shaping this, AussieGG, Fear., Noviex and Onizombies. My thoughts coincided with theirs a lot, so if Techland had asked me, I probably would've given similar feedback as well.
I hate what they did with this tbh, they make it parkour not feeling like a parkour. 5:30 like this does not feel like the running and jumping of parkour, more like running and flying, like literally.
@@aybysyk Tbh the physical mode is still off. Techland set the air control to a stupidly high level so you can jump first and move around freely while in the air.
@zerophoenix8312 The great thing about air control is you can control it and just not do a 180. It's a gameplay feature, it's not added for realism. DL2 isn't a realistic game by any means anyway.
@@aybysyk I'm not saying there shouldn't be any air control at all, just pointing out that it is absurdly high in physical mode-it actually feels higher than assisted mode, which is not helping at reducing the floatiness
I just have something to say. You went on this whole rant about 'breaking physics with the floaty jumps' but your solution is air strafing? Air strafing is possibly the worst feature in dying light as it breaks the most immersion, not to mention it also breaks physics. While I agree that the jumps should be less floaty, being able to completely bend your jump midair is not the answer, its just a big hypocrisy I'll probably just wait until the parkour and night update and then I'll do a new take on the state of dl2 parkoue
Airstrafing is a mechanic that is entirely optional, unlike the floatiness. And I don't necessarily want it in, I'm absolutely fine without it. Check out my DL2 parkour videos on my channel, you'll see I'm more than fine without it. I'm suggesting it as an alternative to what Tymon said at the beginning. Airstrafing is much more of a better solution than making someone float, since it gives them actual control to get to safety after a failed jump. This is literally what I just explained in the video.
I don't understand why you people hate this feature so much and "kills this game", apparently everything now "kills the game". The devs gave a logical and reasonable explanation on why they decided to add that feature.
? And I gave logical and reasonable explanations on why that feature is not a good feature. Apparently a majority of the community agrees from what I've seen on Reddit, discord and TH-cam. And why are you bringing this up now anyway? The update already came out like a month back and the devs addressed this problem already.
This was uploaded 10 days back, to serve as a reminder of what the pre-update floatiness looked like. And to serve as feedback for the future if it doesn't get fixed in tomorrow's update.
Complaining about realism then trying to justify it with air strafing which is not realism you make you're argument irrelevant just by doing that i see where you're coming from but that's not the way to go about also if you don't like the handglider as a crutch here's an idea DON'T USE IT.
Both airstrafing and floaty mid-air suspended jumps are unrealistic. Your counter-argument is irrelevant in the first place. You assume I'm asking for features from my perspective. I'm not. Watch the full video, calmly this time. I don't need airstrafing, nor the glider. That's not what I'm saying. I have DL2 parkour clips on my channel that prove this pretty well. That was a suggestion to the devs. Since they want to cater to players of all skill levels, they're better off replacing the floatiness with airstrafing. And I provided points as to why that's the case. Once again, for you: Airstrafing and floaty jumps are both unrealistic, but airstrafing gives you actual control mid-air so players who have difficulty with these games can navigate safely and not die to fall damage. Floating mid-air doesn't give you any control, merely prolongs the inevitable.
Maybe you should try to actually understand the problem that's being discussed, and WHY it's a problem. Besides, people have finished the entire game on a Higher gravity mod which directly counters your first point of map design.
That's the point of the video, to highlight a decision that seems questionable. Also it's not that bad since people have managed to finish it on a higher gravity mod. Besides I also suggested airstrafing which could be an alternative to the floaty jump system if the devs wish to offer accessibility to casual players.
@@aybysyk The game is awful for so many reasons. I'm giving it one last chance on June 29 with the supposed big "nighttime update," if the game is still flat I'm throwing in the towel with DL2 and I'm just going to trade it in for like six bucks in store credit 😆
the worse moment this floating feel happens to me is when im fighting a lot of virals. I will always accidentally jump over a zombie and i will literally fly up 5 stories high. higher than using an upgraded airbag lmao
this is one of the best video I've seen on the subject of the floatiness, you shouldnt feel like someone is holding your hands and feet while jumping a roof gap, you should feel chills about making that jump, thats parkour
🙏
Took the words out of my mouth on the subject of jumping roofs
Great video on the subject, hopefully it is addressed in the parkour update. If they want to keep it easy for new players, they could just make it a setting or tie it to game difficulty like roll timing is.
I don't think there's much they can do without breaking parkour in some environments since the environments are based around player movement.
@@eg39701 people have finished the game on a higher gravity mod, and even enjoy spending time with that gravity in free roam. So I don't see why not.
@@eg39701 funny thing is that before the update, with realistic parkour mods every jump was still makeable, in fact, most of them were perfect jumps instead of the having to sometimes stop yourself from overjumping in dl2
Rather than removing or changing the air time, the current air time and floatiness should be an option at the accessibility options for anyone who is motion sick or isn't good at quick time movements
Great video! I don't understand why people have to defend the floatiness in DL2?!
It’s a video game why do you guys want it to be a realistic jump so bad??
@zombified-forest The funniest part is when people lose their minds over the airstrafing suggestion but are okay with the floatiness, which as I've shown is a literal mid-air suspension with gravity turned OFF at the top of your jump.
Gotta love the DL community.
Probably cause it's their preference.
@@aybysyk Air strafing was a part of DL1 💀
@gabrielpatic7727 I don't think you understand what I'm saying.
The floatiness in Dying Light 2 is just lazy explanation for lazy world design.
They could have added bridges, poles, obstacles betwean the buildings to fill up the spaces, more cars, boxes and other clutter on to the streets to make the city seem more alive and bigger , which would make traversal more immersive and it also gives the player a chance to quickly get to rooftops simply by climbing little bit higher and jumping.
But instead they chose to leave those spaces empty and gave you all these skills and explained them as Aiden having superhuman abilities. (But Aiden is not the only one who moves around the city, so the emptiness is just ugly)
Dying Light 1 is filled with cars, boxes, small barricades and all of that allows you for quicker traversal.
You have little ramps placed on rooftops, planks covering small gaps holes in fences, because you are not the only runner in the game. It is multiple times explained that there are multiple runners and that they use those spaces for traversal.
Dying light 2 is still an OK game, but the floatiness was really bad choice.
Well said, and I agree. What's even more immersion breaking is when you think about other people in the DL2 universe getting around without being a superhuman like Aiden. How's that work? Lol.
@@aybysyk The game has tons of these overlooks with no explanation, small nitpicks but they still should have been explained:
- Since Aiden needs to get to UV light like every 5 minutes during the night so he doesn't turn, how exactly do those people sleep ?, because having UV lights turned on for 12 hours straight would require massive amount of replacement parts and fuel for the generators.
- How exactly is the game supposed to take place during the so called Dark ages when everyone is using generators, lights, radios, cars and every building has electricity.
- The GRE crates should have been looted long time ago
- The settlements are too small, every settlement should already have massive area around its base that is safe to walk through, yet you walk out of the door and can get attacked
- Why is nobody living inside the buildings ? and every building and car should already have been looted
- Why are infected people allowed to enter the settlements ? Aiden almost got killed because of it, yet once he gets some magical watch everyone allows him to move freely.
- How exactly did Aiden go to Villedor ? it was shown that there are zombies in the countryside, so that means even volatiles and since it was never shown or said that he had a car how did he escape them and moved across such massive distances ?
I just hope the next DLC promps up the danger, because apart from Volatiles and the infection, the zombies can be avoided easily.
@@filipstudeny, Aiden didn’t face volatiles in his journeys because they only appear during chase level 3. Even in the updates, volatiles were added only to basic, non-GRE dark places and to the some spots of The City to just sit right there waiting for a careless prey.
What about world design, you can find interviews with Techland devs where they say that Villedor was made in a procedural way by using their proprietary tool called City Builder. They definitely added something on top of that, but it still resulted in a more hollow and illogical map than Harran.
Totally agree on this one. Dying light 1 makes me thinks twice or even three times before I make a decision on which path I pick when I'm in a level 3 night chase.
Make decisions before taking a path? r u playing a different game? those thicc bois r on you before u can even blink 😂
(also incase this sounds like an insult it isn't meant to be)
I hope they still fix the floaty parkour, I really like the feeling of risking cranes life over parkour movements
If they want that float option, they should just have an option for gravity
thanks for sharing wish the developers would look at this and find out what community want
🔥✍️ and then Rais reavels to Aiden that Old Villedor is on different planet in simulation of Matrix and the physic isn't the same as in Harran ✍️🔥
DL2 is just an apocalyptic retelling of John Carter! (real)
It’s even funny when you jump as you’re walking up the stairs and Aiden is the doing the animation as if he’s falling down
This parkour update will either break or make the floatiness go away completely.
Seriously it is a problem when you go back and watch E3's trailer, there was fluidity there. Now it's like,you're jumping on invisible soft airbags as if you are PL1 in a Mario game
Finally someone getting into details and not saying the same things EVERYTIME.
Great Video!!
Wish they would add an option to have legacy physics. So those that want that "extra deciding" time can have it and those that want a more dying light 1 feel can have it.
Couldn't have said it better myself. We can only hope it changes.
Good to see you Quill. Going to need an extra dose of Hopium till the update lol.
I feel like DL1 had too much weight on Crane , making me feel like i'm made of tungsten , Aiden feels like he's a balloon in DL2 , i just hope the devs find a way to bring a balance between both weight and float with the upcoming update but the big problem with that is how can they integrate that weight to Aiden if the whole city is designed to work around the floatyness we have rn. Nevertheless if they succeed , Aiden's movement feels like it carries weight while also keeping momentum , something i hope they can find a way for us to maintain with the flow improvement coming this month since many animations reset your momentum.
You should check realistic parkour mod. It literally makes parkour 100x better
Back here after the new update and gotta say, so far so good. It actually feels strange after playing so much DL2 with the old settings, but it just works. I'm sure I'll find something that doesn't quite work right (Actually, there is one thing, that would be because of playing so much "launch" DL2, the game feels sped up now, but I think that's just me getting used to it), although I think along with the combat update, I am finally ready to jump back in and explore the map with friends.
It does feel pretty good so far. The new "physical" parkour mode is great.
I think they should add a "night runner" difficulty which has a really hard night and forgiveless parkour
@@descree7 no
People who have played Only DL2 will never understand us - olds and just enjoyers of DL1. I know that DL2's floaty Parkour was made to help new players in their reaction time, leaving us some time to think of our next move.
And that's the main problem! In DL1 almost everything was realistic, so are physics and gravity. In DL1 everyone was learning by doing mistakes, everyone(almost) was thinking of how to end each Parkour Challenges as fast as possible. Everything in here was based on your ability to understand each barrier and block that can stop you and your ability to turn them into your advantage.
The most fun time I was having in DL1 is to challenge with random people, who will get to the point faster Without damn hook. On the rooftops. Any missed step costed you a life, but because DL1 has so many ways to run from A point to B, you was able to win that Run when on the ground. It's called Adrenalin my friends, that exact moment where you pressed "Roll"(negates fall damage if fallen down a little tower) just before killing yourself, dopamine(hormone of happiness) was pulsing through your body.
DL2 just negated those moments, maked your next moves too predictable and expected, that if Techland will ever add Catch-Up multiplayer game, it'll be a fail for sure. Each moves in DL2 can be calculated in seconds, while in DL1 you was supposed to calculate each move in 0.5 - 0.1 seconds. This feeling of realism, what you're not sure if you'll get to the point faster than everybody or even *ALIVE*
I'm personally thinking that if Crane was having a fight against Aiden, Crane would've won 99% just because his reaction time is faster and he's too unpredictable in moves unlike Aiden is.
I think Devs should make us available to Turn On Floating Parkour and Off. Like so, Aiden won't lose his ability to Parkour further or higher, but it'll become a lot faster. Same here on Multiplayer servers.
_I bet that nobody readed this whole thing till the end and will just say:_ *"I ain't reading allat"* 💀
I read the whole thing ;)
And I agree, DL1 gives me way more adrenaline than DL2. Even though you parkour between sky-high skyscrapers in DL2.
People hate on the airstrafing mechanic in DL1, which is understandable from a realism perspective. But that's kinda hypocritical when DL2 breaks the laws of physics and reality 6 different ways from Sunday. And besides, airstrafing adds to the whole speedy aspect of the game.
Anyway, hope the coming update fixes some if not all of these issues.
Going back and forth between DL1 and DL2, I'd enjoy the floatiness being an option to turn off, I think DL2 parkour would probably be more satisfying to master.
I hope they will add option to remove dart and dash and replace it with normal run and u get to walk automatic and press shift to run normal
I agree almost entirely, except for the airstrafing bit.
Airstrafing was one of the worst "abilities" of Crane, imho. This was too much physics-breaking for my taste and I'm glad they fixed that in DL2. As you perfectly said, if you can't properly calculate your jump, that's a skill issue. Now I'm definitely not a fan of the floatiness, but please don't let airstrafing come back.
Airstrafing is optional. You don't have to use it if you don't want to. Besides if they added that to DL2, it still wouldn't be the most physics breaking mechanic lol.
Also airstrafing is already there in the game. It activates when you do a 180 rotate jump (which btw breaks like all the 3 laws of physics), jump off of monkey bars, jump off of trampolines, or propel yourself with the grappling hook.
@@aybysyk High Jump is also optional and so is the 180 rotation. Grappling Hook for DL1 is also optional, yet the vast majority of people heavily relied on it and parkour was diminished after lvl 12. More options is DEFINITELY not a good thing in gaming, there have to be limits. If not, why not add flying to Aiden? More choices, more freedom to the player, right?
You're definitely right about airstrafing not being the most physics-breaking thing in DL2 though, but it's a step in the opposite direction, in my opinion. Just remove the floatiness, no need to add anything else when it comes to parkour, at least for now.
That's what the devs wanted to do, include and account for people of all skill levels. Which is something I showed at the start in Tymon's address.
Airstrafing is much more effective than the floatiness since it gives you actual control to navigate to safety in case of a bad decision. That's all. I'm perfectly fine without airstrafing, as you'll see in my DL2 parkour videos on my channel.
Besides, as I explained in the video, the floatiness isn't limited to High Jump only. It extends to the Double jump and Dropkicks as well. And it reduces the pace of the game, which is contradictory to its being a parkour/movement game.
@@aybysyk I did see your video and as I said in the beginning I agreed with all of it, except the airstrafing part. You're very right about dropkicks too, it looks ridiculous. And as rightly you said, many abilities are contradictory to the parkour dimension of the game. What we disagree on is that I add airstrafing to this contradiction. You SHOULDN'T have control in mid-air, like you did in DL1, it's a parkour game and you should learn to calculate your jumps. You basically say that in your video, the line about "git gud". At least, that's what I believe.
Anyway, this could go on forever, so Imma sum it up one last time: Great video, excellent points about the floatiness, needs to be removed. Airstrafing doesn't need to come back. Players will adapt.
Yeah a parkor game with inconsistent gravity, sounds a like a pretty bad idea...
They should reduce float, add e3 animations, remove colors from parkour stuff (Ropes, Ziplines, etc) to make it blend in with environment
It’s sorta the same thing with the fall damage, even if he’s “super human” his legs and knees shouldn’t be able to observe the fall damage. Hopefully they nerf the roll and landing skill in the update.
There's so many holes and inconsistencies in that whole superhero shtick, I wish they'd stuck to a normal grounded storytelling route. Instead they opted to cater to people who couldn't jump across the gap in the training room in DL1 with Rahim, and here we are.
I mean the roll was also op in dying light 1. Like its a life saver at times. I don't want em to change it that much
@@ArMuffinsyeah I don't get that complaint either both games have it so if you've got a problem with one you should have one with the other plus it's an actual technique that people who do parkour depend on also people seem to think that the paraglider is in the game as a "crutch when there are literal skyscrapers that you are meant to paraglider down from and across, if that's a crutch then you could say the same thing for the DL1 grappling hook to an even greater extent
@@aybysyk it was more grounded in the e3 version and I’d be okay if they would have it like that but I guess we never will have it more grounded 🫤 the parkour now makes the game to easy and it ain’t really that fun imo
I agree. Especially with that "too easy" part. There's no real challenge for people who come from the world of movement games. And anyone who wasn't good at those movement games can look good while playing this game.
I guess you could say they lowered the skill floor and the skill ceiling at the same time.
Maybe they could increase the gravity but to balance it increase your running speed
5:11 suddenly turns Mario😂, btw great video! I liked the fact that you didn’t complain just like a lot of people do (for example being mad at the devs and insulting them) but you simply faced this problem calmly 👍
The devs tried to cater to players of all skill levels, including the casual players who found the first game hard. That's an admirable sentiment.
However, I don't fully agree with it and I definitely don't agree with their solution to it, which is the floatiness approach.
But yes, getting mad at the devs is definitely immature when you consider their intention. Getting mad at their approach and solution? well not entirely unjustified lol :D
@@aybysyk yeah exactly :D
Let’s see what happens with the June update, hopefully the situation gets better, I care a lot about this game and want to see it improving!
Btw you’ve earned a new subscriber! :)
Airstrafing needs to be implemented as one of the bigger factors in the June update and also the height Aiden gains looks really artificial as if that animation was added on top, it’s clear the game priorities animations over the physics as seen with the dropkick and the “roof test”, but as u also pointed out in the video this can be also averted to help players with accessibility, which can definitely help people in need without ruining the core game experience
At the end of the day both airstrafing and the floatiness are unrealistic, which seems to be an issue for some judging from the comments. But airstrafing makes more sense since it gives you way more control than floatiness.
@@descree7 Airstrafing is in almost all games that have good movement, it's important because it allows people to readjust their path if they didn't fully want to commit to it. on the contrary it makes the parkour more fun able to just save ur self from the air.
@descree7 like I replied to you on another comment. I think I'm decently qualified to talk about movement, and you can check the DL1 and DL2 parkour clips on my channel for this. I will upload more DL2 stuff but I'm waiting for the update.
So when I say this, it comes from a place of experience: it takes a lot more effort to do the things I do in DL1 than similarly fancy things in DL2. DL2 has more moves which has lowered the skill floor, and made it so accessible for all that even a casual player can look *good* while doing parkour in DL2. You can't manage that in DL1, and if you can, it's nowhere near as easy as it is in DL2. Again, look at my clips.
Also, the devs made this decision to make DL2 accessible for casual players by giving a floatiness option. The point here is, airstrafing is a much better option over floating for the simple reason that it lets casual players who cannot plan in advance, to adjust and course correct in the air.
For the higher skilled players, airstrafing opens up a whole new level of movement. If you don't believe that, look at any high level Btz match from a Hunter's perspective.
In other words, airstrafing is still optional if you don't like it. You can choose to not move mid-air by not holding down W. The floatiness in DL2 however, is not optional when you do Double jumps or High jumps. You should jump higher without floating in case of a High Jump, but that's not the case. It's forced on you.
I'm not contradicting anything. I think your dislike for airstrafing and "unrealistic" gameplay is clouding comprehension. I said airstrafing makes more sense AS A CRUTCH for casual players. And I said airstrafing adds a positive point for the higher skilled players in that it lays the foundation for a PVP mode down the line.
It doesn't affect my movement ability in DL2 in the slightest. As I said before, look at my DL2 clips and you can tell I don't need it. But for the players that do, it'll be better than floatiness.
And MEC has fantastic parkour, no airstrafing. But that works because Glass is designed that way. DL1 and DL2's worlds are not. Also in MEC, you don't have a constant threat level from enemies. Of course you could argue that in DL2, the threat is non existent too, and you'd be right on paper. But that's soon to change (hopefully).
@@descree7 no but the game compensates that with quick movement where the game doesn't really require airstrafing, also DL2 is fundamentally a different game to Mirrors edge, and adding airstrafing would only improve the game without getting rid of anything.
Good thing they plan to fix it
terrible plan
@@Just_a_Piano_ why can u explain?
@@Just_a_Piano_ why bro. It makes it ruins the flow of parkour
This is one easy fix, all they have to do is do a check when a player is jumping whether or not his velocity updwards has stopped, if so, Stop making the function for jumping continue and instead resume gravity. For slopes im not quite sure, but maybe the same system, basically if the jump index when jumping is lower than it is supposed to be, then you're 'probably' hitting a slope or the roof, so the jump should cancel and we should resume gravity. Easy as that.
Never tried c++ code but i do use autohotkey, this function seems really simple, Kinda weird how they haven't implemented it yet.
Also for the devs statement, it is true what they did, but the above what i explained is missing so it doesn't work correctly. They csn still f it up because they need to manually add values as to what the velocity of the jump should be, and if they f it up, then the game would recognize a player's velocity is stopped but much much later. Hopefully i explained this clearly😅
The amount of times I've had this debate and never put it so well. I'll be referring people back to this video from now on
dl1 was ruthless about punishing players who are unaware of their surroundings, dl2 feels like a cakewalk leaping over buildings,
Probably not related to the vid, but you have no idea how many times I died because of the dropkick. Using advanced grapple hook settings is better, but NOT WHEN IT'S THE SAME BUTTONS USED TO DROPKICK. The animation is too long that when I get out of it, I already hit the ground and died. The floatiness doesn't make it better
I get what you mean. Using the dropkick on tall skyscrapers especially near the edges is definitely asking for it.
Yea, I absolutely cannot stand the floaty parkour, I really hope they get rid of it in the parkour update
Easy fix - make jumpers even higher, but have 0 float. You can now traverse the map float free the same way
You'd think it'd be that easy. But I'm not sure why they didn't implement 0 float from the start. Who in their right mind thought having a literal mid-air suspension would be a good idea?
And tbh this whole thing could've been avoided if they'd just stuck to some normal grounded storytelling with new biomes, moves and mechanics instead of this superhero shtick.
I’ve died so many times cause I float over the ledge and fall 😂
wdym its floaty bro shima shima timon teklend said that its for thinking when youre in the air trust me :WE:
If only Oto ja had more time to think when he made that decision :WE:
Floatiness is the smallest problem dying light 2 have
More like one of the biggest
It doesn't affect the gameplay so its not top priority
It has no problems anymore, just the night and parkour
@@Cay9z what? It's literally part of the parkour gameplay. it affects the parkour flow. as much as the animation-based moves do.
@@officialvaultboy8242still has a ton of problems, cope
After a bit of testing, I'm 100% sure the floatiness of dropkicks came from some sort of gravity reduction in the player_params and can be easily removed. Doing so makes dropkicks feel much better without breaking the game, which brings out the question of *why tf did Techland added it in the first place?*
Good question. Adding it to jumps makes sense since they wanted to "give more time to players to think", but why dropkicks?
The fact they forgot to change it in Physical shows how ad hoc the game's physics system really is. You can also notice the floatiness when you're holding on to an edge, look back and jump off. It's like being a feather, and I wish I was exaggerating.
A mod would be interesting to make it more like dying light 1
He got me in the first half the way he stated his word really seemed like he was complaining about the first game rather than the 2nd game lol even the title looks like it
Like i said before. Sometimes a Games biggest Critics are usually always their biggest Fans.
It’s okay to critic the things you like, if you know that they could-and can-be better.
Awesome video. But did you do the roof test in real life, to be 200% sure?
@rodarollada yes I did, all for science. Unfortunately I lost 50 IQ points in the process when I bonked my head.
Is there any way or a mod to turn that off?
There's a higher gravity mod that you can look up if you're on PC. I haven't used it but I know it exists and people have finished the game on it.
I also don't know if that mod will turn off the floatiness as part of the increased gravity.
@@aybysyk I was just looking this up but I find anything like that, its a shame bcuz I miss og parkour, mabye in the future
Let's hope the parkour update coming this month removes the need for any external mod whatsoever. It's unlikely but I'm hopeful.
Tymon's response seems so disconnected. I can't think of a single other first person platformer that feels the need to give their players a "little handicap". You hit the nail of the head, more control is better than more time, although I, personally, think airstrafing is a pretty cheap and boring way to achieve that
the new physical parkour is almost on par with dl1 now 🔥
Feels like it now. It took a lot of time, effort and complaining to get it here, where it should've been at launch. But hey, best update so far.
@@aybysyknow we need an update to make the enemy's one hit like dl 1, maybe a disabled enemy rank option 🤔
(And maybe get a stay human v2 outfit)
@@bearbro10
Just play on easy mode if you want to one shot your ennemies, noob.
@TheLittleEmoji that's what I'm doing but even then I can't one shot my enemies even with 695 damage weapons and its not that it's too hard I just want to make short work of my enemies
and I thought I was the only one noticing DL1 felt way more accurate than DL2
So about that…
I feel like it's becoming too common for modern video games to rely solely on scripted animations in their movement systems. Games like Spider-Man and Assassin's Creed used to have physics incorporated into their movements, now they're just animations that offer a false sense of momentum and rid some form of player's freedom, basically putting them on a rail to go through.
I agree. What's funnier/sadder is that DL1 had amazing momentum preservation and no forced hand-holding.
But.. Hopefully all that changes in tomorrow's update.
imo removing the remaining float is the way to go towards glory (in the parkour update that came out today.)
it's almost perfect just need to remove the float and it will be!
I think the new update removed it. I've been playing for 20 mins messing with settings and it feels like there's no float anymore.
@@aybysyk I haven't played much with it, but yeah it definetly feels less floaty for me too.
perhaps you could make a vid like this one and comparing with dl1's?
much appreciated.
Yes that's the plan! I made a video demonstrating floatiness and I plan to follow up on that soon.
I've seen a guy literally saying that removing floatiness will make parkour harder or impossible because of the map. First of all: there is literally a parkour mod that makes the physics of parkour realistic (realistic parkour mod literally), map looks good with it.
Second: why should parkour be easy? Even in first mirror's edge parkour need player skill to be faster.
And third: about mirror's edge, when your parkour begin worse than parkour game from 2009 is really strange.
P.S. DL2's parkour feels like platformer.
I don't quite understand what "dl2's parkour feels like platformer" means. In what way?
I actually dont understand this too but just ignore the P.S. thing
I still don't have the money to play the game so im watching this for no reason lol
Just wait until it's on sale. By that time the game should be way better. I pre-ordered it and it was a big let down when I played it on release
IMO it’s floaty enough to be annoying
Aiden can be super-man
Wait... you can double jump after active landing?
Oh yes, it's been that way for a while lol. I was doing "noob" parkour in this video on purpose, to match my narrative.
But I show this and other moves way better in my DL2 parkour clips.
@@aybysyk dont worry bout that bro. You was jus showcasin lol. Always thought you can only do that when you parkour roll so i learn sum.
I just want e3 parkour animations
The gravity in the first game was heavier, and the second game has normal gravity
I am aware, just like you and everyone else who watched that one interview with the devs.
Gravity being normal or that of Jupiter's or Venus' is irrelevant when you can turn it off at the top of your jump animation.
And please don't respond with "because Aiden is a superhuman".
The drop kick float in DL2 pisses me off I also can't stand when you do a take down you cant kick the body out of your way after you break its neck
I agree. The float is still there and it makes gameplay very slow.
And the physics are still kinda terrible compared to DL1 ragdolls. Better than on launch though, but still not there.
The game's parkour is catered to people who only just figured out what the jump button was. nobody complained with the first game so why fix something thats not broken?
You gotta understand that DL1 had smaller jumps and gaps, as for DL2 without that little bit extra people would be missing jumps all the time because the jumps are much farther in this game than the first one. If people were missing their jumps they would be complaining about that. I say its fine as is.
There are people who have finished the entire game on a Higher Gravity mod. So no, it's not really required.
There were people complaining about DL1's jumps being too hard as well.
@@aybysyk Did they do all the parkour challenges with high gravity mod as well?
@punctualkarma1557 I don't know about the challenges, but you can ask Noviex. And I'm sure you can do those on that mod.
This is fine, I don’t see how people would prefer going back to DL1 physics where you’re constantly doing the vault animation from barely making jumps
Cool you’re just wrong
I don’t understand why and how this is still in the game when it’s just a hot topic for the wrong reasons. We never liked it. Hope it’s removed in the physics update.
When is the parkour update? This is literally my only gripe with this game
We don't have a date for the update yet, all we know is there's a stream on the 29th. The update will probably be the same/next day I guess.
@@aybysyk I bet that is when the update hits, thanks for sharing what you know
another reason too is that DL2 DEMANDS you to do far more ridiculous parkour than DL1 .
Eh it's not that ridiculous. Like I said on other comments, people have finished the game with a high gravity mod, so it's not that crazy considering how OP some of the skills are. There is absolutely no need for floaty jumps.
@@aybysyk i agree about floatiness, but i think compared to DL 1 ,some parkour needed is just overdone for no reason . simply put DL1 had it more realistic ,more "doable in real life" feeling .
Ah ok, I misunderstood what you meant. Yea for sure, I agree DL1 feels much more realistic, aside from the airstrafing as someone will point out. DL2 has airstrafing as well so DL1 having it does not break the realism or the immersion.
Now, sure.. there is a lore reason for DL2 having that ridiculous parkour which is just lazy writing imo to justify a gameplay decision.
I much would've preferred something grounded like DL1 and not this superheroic stuff. But, oh well.
You need literally to show this video to Techland, Tymon even. Because, if they don't fix the physics with the Parkour Flow update, man, I don't know..... maybe I'll just give up on DL2.
I've given it enough chances and tried being patient, but my general gameplay experience is frustration, annoyance and constant distractions from bugs that occur frequently. At this point, I'm not playing the game, I'm just looking for bugs before they find me. Fuck sake Techland, did you play test your own game?!
i kinda hate that...makes me feel like a baloon fr but idk id be falling and dying every minute without it.... no 🧢😭
I mean, it's kinda hard to die to fall damage, unless you're jumping off of a tall building with nothing else close by. And that's without even using the glider/grappling hook.
Besides the floatiness doesn't necessarily help you with the jumps. You don't need more time in the air, what you need is control. They could remove the floatiness completely, and add airstrafing as I've suggested to make it more accessible for people who have trouble with jumps.
they really made it noobie friendly wtf... me and my friends downloaded the dl1 gravity mod and we cleared the campaign with it no sweat
Precisely! DL1 was never hard in terms of gravity or momentum, there was no need for all these training wheels.
Hopefully tomorrow's update will change all this for the better.
I think people are forgetting Aiden is a enhanced human being on drugs
Here we go. I think you didn't watch the full video, because I talked about this. Being an enhanced superhuman whatever doesn't let you turn off gravity.
Watch the whole thing. Carefully. Slowly.
@@aybysyk The gravity literally is earth gravity though
@justapiano6342 did you even watch the video? I literally go into why the game having earth's gravity or whatever doesn't matter because of the float. Smh
Newer games just hold your hand why cant they make it challenging wheres the fun if something is easy asf i hope the new parkour update fixes these problems
Could they make it possible to toggle it off
They could, maybe. DL2 has a lot of options already, like edge grab assist, the amortizer magnets and a bunch of other stuff. We'll soon find out.
I hate it they could have settings at least one option for people who don't like it !!
Shame they cant really fix it for the main map since all of it is designed for the floatyness, maybe dlc2 will tone it down who knows
Not really. People managed to get around and finish the game on a much higher gravity mod. It's very much doable. It's just that the devs don't want to end up alienating the less-skilled players.
As much as I had fun playing Dying Light 2 and love the game, its sad because even from my viewpoint I think the game was objectively bad, when compared to dying light in 2015 I dont even know how the game got worse or they couldnt figure basic things out, but its just really sad
I feel the same way. Since there's a few major updates left, I still have some Hopium in the tank, but it's quite limited. Let's see what happens.
Tymon, i don't need the game to hold my hand, let me have an option to do regular parkour! i mean how hard can it be....
Advanced parkour toggler in the game settings since June 29, 2023 is already confirmed.
I can understand that why you are frustrated about this float but...
I dont think they will ever change it.
Since the entire city was built around the physics if they were to make the gravity heavier they would have to make TONS of adjustment to the entire city
I'm not frustrated
with the devs or anyone for that matter. I made this video for the people who blatantly deny that the game has artificial float and use the "superhuman" lore part as a convenient excuse.
Besides, it's possible to complete the game on a higher gravity and some have done it.
It’s not about heavier gravity. It’s about physics denial because of animations.
@@rodarollada and also that, which is what I show in the video. Good point. You can have realistic gravity like DL2 claims to have, but you can also have float by prioritizing animations. Which DL2 definitely has.
It’s not floaty anymore 😊
I see this a lot, but personally, i never minded the "floaty" jumps. What they should focus on is making the flow better and the animations less prominent. If they also manage to fix the "floatyness", sure, that is a W. But i think that that should come second, even tho I definitely wouldn't mind better fysics.
You're saying the same thing I did. Because the floatiness has a direct impact on flow and is a direct result of the jump animations taking priority over gravitational physics.
It literally suspends you mid-air and keeps you pinned there, when you could've landed and chained a couple of moves next.
I'm saying they should do the rest first, and If it has little to no impact on the parkour possibilities in the map, they then definitely should do the jumps.
@@alex_whiteman172 And I'm saying they're all connected. It's not like picking items out at a store out of a list and prioritizing it. It's more like a web and you have to pick at each thread to unravel it since it's all connected. The jumps directly kill your flow because of the extended jump animation, because what you said about the animations, that's applying to the jumps as well.
I'm almost insulted that he thinks I'm incapable of playing this game without those "handicaps" lol. Give me a break man, we all played the first game without any issues.
?
I don't even know who you're talking about between me and Tymon.
Because both are correct. I've seen players complain about DL1 jumps being too hard. And I'm sure Tymon being involved with the game to the extent that he is, definitely heard of this too. So it is a legit problem for some, which I call skill issue.
Now what I don't agree with, is the devs' solution to this problem. Which is the floatiness and what this video is all about.
@@aybysyk I'm talking about Tymon. anyone complaining about the first games jumps were just bad at the game.. I'm sorry but that's crazy
Oh yes, I agree. It amazes me that such a level of skill issue can even exist.
Believe me, there were people who failed the literal first jump in DL1, the one that Rahim makes you do on the Tower.
3:00 the roof isn’t curved so it’s not the same and he jumps high because Aiden is a superhuman so that’s the explanation to the 6 minute video.
If that's your takeaway, you understood LITERALLY NOTHING from the video.
1. Superhumans can turn off gravity at the top of their jump? Lol
Try this in DL2: Find a place that doesn't have a slope and is lower than the jump height, and tell me what happens. I know what happens, but I want you to check for yourself.
2. the Night Hunter is the apex predator of the DLverse. It's way stronger than Aiden can ever be. Like I said, no superhuman can turn off gravity. But if that was possible let's say by throwing physics out the window, and the Hunter can't do it, then Aiden definitely should not be able to.
@@aybysyk 1. Aiden is able to turn off gravity because he is superhuman. Lol
No offense, but that's the stupidest thing I've heard from anyone. Ever. And I've heard a lot of stupid things over the years.
This is so stupid. Honestly they should remove it and put it in the settings as a option for the people who aren’t good at this
ye i see now what you meant or what other meant by the jump being really floaty i see so just like dying light you want that it will be according to what's called real physical stuff just like in dl1 and that's understandable which is why dl1 was better cuz you have better control but over all i saw what you meant by jumping being too floaty
they must have saw this video cause they got rid of the floatyness
They probably saw it, but most likely knew and had plans to address it before that, since many in the community hated the floatiness. There's some well-known DL community members whose feedback during the update's playtesting went a long way in shaping this, AussieGG, Fear., Noviex and Onizombies.
My thoughts coincided with theirs a lot, so if Techland had asked me, I probably would've given similar feedback as well.
I hate what they did with this tbh, they make it parkour not feeling like a parkour. 5:30 like this does not feel like the running and jumping of parkour, more like running and flying, like literally.
Try the Physical parkour mode from settings.
@@aybysyk didn't know they added that, its been awhile since I played. Maybe will try to play DL 2 again.
@@aybysyk Tbh the physical mode is still off. Techland set the air control to a stupidly high level so you can jump first and move around freely while in the air.
@zerophoenix8312 The great thing about air control is you can control it and just not do a 180. It's a gameplay feature, it's not added for realism. DL2 isn't a realistic game by any means anyway.
@@aybysyk I'm not saying there shouldn't be any air control at all, just pointing out that it is absurdly high in physical mode-it actually feels higher than assisted mode, which is not helping at reducing the floatiness
Why my comments keeps getting deleted?
In my opinion this isnt a handicap we needed no one asked for this and as a die hard dl1 fan i find it annoying an off putting
Dl2s parkour feels like playing gta with super jump on…
Lol, accurate
I just have something to say. You went on this whole rant about 'breaking physics with the floaty jumps' but your solution is air strafing? Air strafing is possibly the worst feature in dying light as it breaks the most immersion, not to mention it also breaks physics. While I agree that the jumps should be less floaty, being able to completely bend your jump midair is not the answer, its just a big hypocrisy
I'll probably just wait until the parkour and night update and then I'll do a new take on the state of dl2 parkoue
Airstrafing is a mechanic that is entirely optional, unlike the floatiness. And I don't necessarily want it in, I'm absolutely fine without it. Check out my DL2 parkour videos on my channel, you'll see I'm more than fine without it.
I'm suggesting it as an alternative to what Tymon said at the beginning. Airstrafing is much more of a better solution than making someone float, since it gives them actual control to get to safety after a failed jump. This is literally what I just explained in the video.
I don't understand why you people hate this feature so much and "kills this game", apparently everything now "kills the game". The devs gave a logical and reasonable explanation on why they decided to add that feature.
? And I gave logical and reasonable explanations on why that feature is not a good feature. Apparently a majority of the community agrees from what I've seen on Reddit, discord and TH-cam.
And why are you bringing this up now anyway? The update already came out like a month back and the devs addressed this problem already.
My guy forgot about the update coming tomorrow xD
This was uploaded 10 days back, to serve as a reminder of what the pre-update floatiness looked like. And to serve as feedback for the future if it doesn't get fixed in tomorrow's update.
Just remake dying light og
We can only wish
Complaining about realism then trying to justify it with air strafing which is not realism you make you're argument irrelevant just by doing that i see where you're coming from but that's not the way to go about also if you don't like the handglider as a crutch here's an idea DON'T USE IT.
Both airstrafing and floaty mid-air suspended jumps are unrealistic. Your counter-argument is irrelevant in the first place. You assume I'm asking for features from my perspective. I'm not.
Watch the full video, calmly this time. I don't need airstrafing, nor the glider. That's not what I'm saying. I have DL2 parkour clips on my channel that prove this pretty well.
That was a suggestion to the devs. Since they want to cater to players of all skill levels, they're better off replacing the floatiness with airstrafing. And I provided points as to why that's the case. Once again, for you:
Airstrafing and floaty jumps are both unrealistic, but airstrafing gives you actual control mid-air so players who have difficulty with these games can navigate safely and not die to fall damage. Floating mid-air doesn't give you any control, merely prolongs the inevitable.
The whole map distances was designed to fit the floaty type , so jump enough complaining and enjoy the game
Maybe you should try to actually understand the problem that's being discussed, and WHY it's a problem. Besides, people have finished the entire game on a Higher gravity mod which directly counters your first point of map design.
@@aybysyk thats an exaggeration! But a fair point
i like the feeling of it . makes sense because aiden has popped mad inhibitors making him better.
So.. inhibitors can turn off gravity at the top of your jump?
Or... the game was poorly designed and the only way it can be played is with this cheesy, nonsensical float jump system.
That's the point of the video, to highlight a decision that seems questionable. Also it's not that bad since people have managed to finish it on a higher gravity mod.
Besides I also suggested airstrafing which could be an alternative to the floaty jump system if the devs wish to offer accessibility to casual players.
@@aybysyk The game is awful for so many reasons. I'm giving it one last chance on June 29 with the supposed big "nighttime update," if the game is still flat I'm throwing in the towel with DL2 and I'm just going to trade it in for like six bucks in store credit 😆
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youre doing too much