Dying Light 2 has seen a massive number of players since its launch and while mostly successful, there are, alas, plenty of bugs to iron out with one, in particular, causing serious pain. The death-loop bug is as it sounds, putting affected players into an endless loop of dying and respawning, unable to continue their adventures in Villador.
Backup Save system is an in-game feature that allows you to load a save based on the previous main storyline progress. Doing a rollback will revert you to a state of the game from that Backup Save. You unlock new Backup Saves as you progress through the main storyline.
The backup save system is a nice touch and a handy fallback if problems do continue. It might mean rolling back through your playthrough a little bit, but compared to the alternative, it's a trade-off worth taking.
Console players have had to wait about a week longer than their PC friends but the all-important patch is now available on console, with Xbox joining today alongside the PlayStation update from February 22.
Dying Light 2 Stay Human is the long-awaited sequel to 2015's Dying Light, and expands the open-world, free-running, zombie-slaying action-adventure game to all-new heights and ambitions. Dying Light 2 is massive, with a huge world filled with hundreds of hours of content.
Richard Devine is a Managing Editor at Windows Central with over a decade of experience. A former Project Manager and long-term tech addict, he joined Mobile Nations in 2011 and has been found on Android Central and iMore as well as Windows Central. Currently, you'll find him steering the site's coverage of all manner of PC hardware and reviews. Find him on Mastodon at mstdn.social\/@richdevine"}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Richard DevineSocial Links NavigationManaging Editor - Tech, ReviewsRichard Devine is a Managing Editor at Windows Central with over a decade of experience. A former Project Manager and long-term tech addict, he joined Mobile Nations in 2011 and has been found on Android Central and iMore as well as Windows Central. Currently, you'll find him steering the site's coverage of all manner of PC hardware and reviews. Find him on Mastodon at mstdn.social/@richdevine
I had this conversation earlier and I wanted to know more opinions on the topic. Do you consider rollbacking cheating?
Let's say you die due to some dumb mistake, it was your fault, but still a mistake. Or maybe your base got burnt down. Or perhaps a smaller mistake, like you came to a boss battle and forgot to craft something essential? Either way the scenario was some mistake that with some knowledge it could've been prevented, and you rollbacked out of frustration. Would you consider rollbacking cheating in that situation?
I am stuck between I don't care if you use it, and you should never use it. If you are a newer player you should absolutely never use it or you'll just develop a crutch on it and I feel you will get less playtime/enjoyment out of the game, but if you're already experienced and went through the motions i don't care, buuuuuuuuuut if you are someone who thinks don't starve together is too easy yet rolls back on mistakes, my brother in Christ you need to think about that for a sec.
I do think context does matter here tbh about why your rolling back. I remember distinctly, years ago, I was playing Maxwell and got between the edge and one of the rock pillars. There was no way to move out and with no lazy explorer, I had no way out. So I rolled back. While I personally don't care if someone uses them like a mistake remover, the reason why you're doing it is a big part of how justified it was. I just feel that using it to fix being screwed over by a bug is more justifiable than reverting a clearly avoidable death.
I think it really depends. Things can be situational here, like yesterday i was watchin a old video from a friend of mine when she got yawned by bearger and slash to death... in auttum. it was a bug probably or idk.
Personally - I feel very guilty when I use a rollback to save a run. I do it a lot to practice things, but if I do it in a run to maybe practice the thing I failed doing I'll delete the run afterwords. That's for me solo, in groups I generally give mild resistance to roll backs but I'm okay if ppl do.
I don't consider them cheating b/c really that's kinda the point, they are your save files. When I play an rpg or something those save points are the life line. I'm not going to restart a game just b/c I died. If someone wants to play DST that way that is entirely up to them and their group. Especially on console I'd suggest ppl feel free to use it b/c they can't use console commands to set up practice situations either.
Edit - Contrary to what other ppl have said, I would encourage new players to use rollbacks a lot. Deerclops just spawned on you and you weren't able to fend it off? Roll back and try again. Keep trying. Feel free to mess up, get experimental, and even if you *succeed* at the task roll back again and try another go. Practice. This game requires a lot of knowledge and understanding that you won't develop if you just take the L from something like a boss or a late game hound wave every time. Just make sure your focus is on learning and improving, and recognize that learning and improving on recovering from death is also important (so note what things could help you recover next time - like pre-crafting a fire and indo pit, opening up more cave entrances to duck into, get used to torching trees, OH YEAH - and actually crafting res items lol)
I think it's fine even if a player is new to help them learn the game or just get more enjoyment out of the game. When I started DST, I didn't know a lot about the game and hated restarting from day one just to redo everything I did over again since it took so long, so I just rolled back, retained the knowledge of don't-do/prepare-for "X" again, and kept enjoying the game.
It clearly is cheating and anyone who says otherwise is coping. People can cheat if they want to on their own server, I don't care at all, but it is a little obnoxious when I lose 8+ minutes of progress because someone died and doesn't want to be better prepared or wait a few minutes for a revive, or deerclops smashed a single empty birdcage and placing it back down is simply out of the question.
I personally use a mod which removes rollbacks after death, so for example someone griefs we can rollback, but someone dies we have to revive them. Obviously it won't ever be flawless but I've never had any major issues with it.
I believe there is nothing wrong with rollbacking on a solo world, since its your world your rules. If you want to use it then use it, if you don't then don't. It's not going to affect someone else's experience of the game so it shouldn't matter what you do on your world.
On the other hand if your playing with other people NEVER roll back unless the entire server agrees with it. If you die in a server with other players your better off getting someone to revive you rather than losing the last day of progress because someone died to a pigman
If one is new and just learns the game, rollback helps a lot: it allows to see more content and take it into account for next runs (like preparing for spring since autumn/winter, coming up with general summer plan, preparing enough resources for bosses, etc.), try again after spending much less time compared to restart, as well as exclude random stuff like Bearger yawning in autumn or 3 rocks killing player while one was on loading screen upon entering caves. Even if one rollbacks after little mistakes, it still takes a while to rejoin the world and redo things from previous save point, so players are naturally insentivised to avoid rollbacks and not use it like a crutch. Moreover, rollback won't save player from poor strategy and player still can be stuck in death loop, in which case player can just delete world manually.
On the other hand, if one uses rollbacks to save time in speedrun or pick the best strategy for this particular case in speedrun/rush/general skill showcase, it invalidates it in my eyes, unless it was specifically stated that it's seeded run and optimised accordingly. For example, if one tries to rush ruins and uses rollback to find totally normal tree as soon as possible, that means player couldn't adapt to semi-random map generation; if one rushes lunar island as Woodie and uses rollback to find spiders on day 1, one might as well reveal map and "find" lunar island on day 1 "consistently"; if one uses rollback to not craft this miner hat because player knows they will find it in set piece 2 minutes later due to rollback, again, it's worthless strategy that can't be reproduced normally/in multiplayer; if player doesn't craft poison protection in Hamlet because due to Alt+F4 one knows aporcalypse ruins are close and in this particular direction... In all these cases such showcase looks more like a crutch, not skill or strategy, especially because of question "what would player do without future knowledge/during normal playthrough".
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