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I can never understand these kinds of complaints, because the obvious solution is to not use whatever item feels too strong -- at least in single-player games like this one.
First, it's not a complaint. It's a question.
Second, that solution has no validity for any possible example of anything in the game. Just an example is poor implementation of fast travel. Not using it is not a valid solution to any problem with the game. So then give user ability to fly and teleport everywhere. And full max gear and implants. While claiming oh don't use it is the solution. What you're saying as a solution is simply illogical.
Any claim to 'just not use it' has zero basis to whether or not something in the game is well designed or implemented. And never a valid 'solution' for any game. It's called a workaround.
It's useless at long range so it still makes sense to use precision and sniper rifles, at close range its doesn't feel any better than katana.
For silent playstyle its also useless as its much better to use pistols with slower fire rate and higher damage per shot
If you like it then thats great but it never felt OP for me
Non sequitur.
I'm not a grammar cop but I genuinely cannot understand what point you're trying to get across in this fast travel example because the syntax is so barely legible that it's difficult to write a proper rebuttal.
In a multiplayer game? Yes, that is true because even if you yourself don't use it, that won't stop other players from using it. So unless if you have admin powers which you can use to ban specific weapons, other players will still use it against you.
In a singleplayer game? No, that is false because if you decide to not use it, the problem goes away entirely. In a singleplayer game, you are the judge, jury and executioner of your experience; everything lives and dies by your actions or inactions. In your playthrough, your word is final.
Hypothetically speaking, even if CDPR gave you an infinite ammo, insta-kill, aimbot, wallhack gun that fires at 9999RPM at the start of your playthrough, YOU still have the final say on whether you will use it or not.
I mean for Christ's sake, having options is the entire point of an open world game. If one option is unappealing to you then go with another option. Literally open world gaming 101.
I personally don't like stealth so you know what I do? I don't use stealth. Yes, it's that simple!
In a way, I was disappointed after 2.0 to see that V had a stash full of weapons that would have been very useful in that Scav apartment fight...makes no sense and they feel unearned. I actually enjoyed having to go out and do a few Scanner hustles before even meeting Jackie in Act 1 to build up my weapon collection.
Addendum: A lot of singleplayer games that have preorder exclusive items (such as weapons/armor sets) often are pretty OP for the early game which disincentivizes players from using anything else in the early game.
The solution again is to simply not use those preorder items.
You're simply picking it up as V, after the updates and / or upgrades. As to it being free, it was already V's gun, but since it was getting worked on during the opening mission, then V simply didn't have access to Dying Night right then.
edit:
As far as recipes go, the game is throwing you into it sometime after a speedy time lapse, so V has picked up some things in that time.
Good explanation
Literally any that you can find or buy in game, its not that difficult, this game has tons of loot and its very easy to get specific type of weapon that you want for your playstyle.
You're the one claiming that Dying Night is making other ranged weapons useless which is total bs
you would pick up the gun from Wilson, and then for a few bucks, grab a basic white quality silencer from him and you were off with your starter silenced gameplay gun.
this was back in 1.0-1.63 gameplay.
your stash did not contain any other weapons other than the Black Unicorn sword (if you connected your GoG account, that is) so your gun was always the same basic gun that you see in the cutscenes (assuming you don't use the gun replacer for cutscenes mod, like i do lol)
and while you did usually pick up a whole lot of decent guns and a couple of melee items back then, you do not now.
back before 2.0 and beyond, you always had lots of loot from the Sandra Dorset rescue.
i would get at least two chest items, a couple of pistols, at least one shotgun and one or two semi automatics. and that was just from this one small mission.
now, you might get one item of clothing, and one gun, which is the same as the one you are using.
now when you get home, your stash has one of each basic guns in (pistol, smg, shotgun and rifle i think) a basic katana (and the Black Unicorn) and a throwing knife.
you also get some other gear if you have witcher games, gwent and/or twitch.
along with your old lifepath clothing.
so as the others said above, the Dying Night is now your introduction to Legendary weapons, the fact you can upgrade them (you used to be able to upgrade all weapons and gear back before 2.0) and you are even given a few parts to do so.
also, the skins have changed.
what you now have as the Dying Night is different looking to what you used to get.
the Lexington you can win from Wilson's shooting competition uses the original skin of the Dying Night now.
from what i can tell, it was originally meant to be that you would win the Dying Night gun from Wilson's shooting competition (it says this in the game guide)
but for some reason it ended up being given to you right at the start.
it was always as my fave gun back in 1.6. it was my main V's signiture weapon for the whole of my playthru's for pre 2.0
now, i swapped to the Lexington because it has the same look (and i grabbed the mod that swaps out which pistol you are using in the cutscenes so my V uses that)
That being said, I find the implication that balance isn't a concern in a single player game quite short-sighted. If a weapon was indeed clearly better than all the alternatives for a given playstyle, and easy to acquire to boot, that would be a legit design problem. To quote a game dev "players will optimize the fun out of a game", good game design requires taking that into account and balancing accordingly. Balance exists to encourage the player to engage with the different game systems: you are dying too fast - craft some armor; the enemy is too quick - gotta get a ranged weapon; too many enemies between save points - either farm for some potions or get some passive regen. If a tool or strat is both broken and accessible before the endgame it trivializes the challenge, and by extension the systems designed to make you stronger.
Now technically you can choose not to use a strat/weapon/ability that you consider broken, that much is true, but where does that leave the "intended gameplay experience"? If not engaging with a gameplay element is the solution to it being too strong, then standing still outside of cover is the solution to poor enemy accuracy, playing with your toes is the solution to CPU racers being too slow, and changing the game language to korean is the solution to puzzles being too easy. That doesn't quite feel right. I think a player should not be encouraged to nerf themselves in order to enjoy a game.
Pretty much.