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And I am someone who has played through the campaign 4+ times. You are playing through it for your first time. I am telling you that you don't HAVE to experience it the way you are, but you refuse to take any advice.
That's fine. be one of those weirdos that digs themselves into a hole and then complains about being in a hole even though there's a ladder right next to them. But don't make a post in here acting like that's going to be everyone's experience and not expect some pushback.
Now we come to the crux of the problem. You assumed I was asking for help in some way, whereas I was merely making an observation on the game, and how it changes when you leave Lost Lake.
I do not recall asking for assistance, but thank you for preemptively imposing your counsel based on what you seem certain is a failing on my part.
I humbly thank you for your wise counsel, and in the future I will seek out your advice before offering a comment on anything related to Days Gone. I am deeply humbled that you have condescended to me in this matter.
Again, go with God, and Live Long and Prosper.
You do understand I'm quoting you say that something happens before the game begins and isn't witnessed by the player with evidence of something occurring with a cutscene, that the player witnesses, right? And this all in the context of the OP's thread about moving onto the second half of the map, yes?
Anyway I made the OP to pass on the information to others before they get across the Rubicon.
He was referencing the FIRST time Deek and Boozer got kicked out of Lost Lake, which is why Deek had to sneak in for Boozer's arm. The cut scene you posted happens after you start the mission (Riding Nomad Again), that begins with the pop-up warning. How did he know he would be kicked out if he hadn't started the mission yet?
What you're suggesting is that he started a mission that begins with a warning pop-up, and clicked Continue because in the cut scene immediately AFTER that pop-up Mike kicks Deek out of the camp, and he thinks it's no big deal because he was already let back in the camp?
Unless NERO made a time machine, that doesn't make sense. He was talking about Deek and Boozer starting the game exiled from Lost Lake.
It's a much bigger hassle to farm materials on the first map imho. It's sooo annoying to farm materials like scrap metal, kerosin, gun powder, bottles, medics & so on. Especially early on you've such a high scrap metal consumption, but you hardly have replenishable spawn points for it.
And later on... that changes slightly to the materials for Molotovs, then Napalm-M and Attractor Bombs.
At some point I even changed to just shooting the horde with the Chicago Chopper + MG-55 in Focus-Mode, cause it became soooo annoying to farm those materials each time again.
-------
What I liked and disliked about the 2nd map (Crater lake + Highway) is... *SPOILER*
+ the first appearance on that map looks so desolated (like in a volcano-aeria -> volcano + active war zone)
+ when you enter the DIamond Lake-camp for the first time, it feels so strange, cause you're still looking for Deacon's wife Sarah and the scenery has this drill-sergeant feeling on an makeshift outpost.
- what kills the mystery imho is, that this strange feeling doesn't last long enough, They should've kept that feeling longer alive. The mystery is to find Sarah - to follow her trail. And that doesn't last long enough. Like... 30 mins. later you find Sarah in the HQ. For me, that was a big slap into the face. Cause it kinda broke the mystery and tension completely.
And if you want to name it, that's what sucks on the 2nd map. That big adventure along with the mystery kinda broke. The map by itself looks good, but the storytelling is such a thing.
And in the end you're permanently delivering some stupid material-deliver quests for Sarah and the chemist. It kinda feels repetitive. You already did that on the original map. And there you cruised over the entire map to get scrap metal, bottles, kerosin and that BS.
In addition:
in the early game you're much more motivated in doing so. But sooner or later you come to that point, where you're exhausted from collecting materials for your recipes. When I first came to Map 2 it felt like "Nice, now I've to re-learn, where I can collect my materials AGAIN!!!"
Actually, that is a purely subjective opinion, as was my original post that began this thread.
In case you struggle with subtext, I will explain that a subjective opinion requires no response. It is merely a feeling or opinion. This means that they can be viewed differently by different people.
I hope that helps. Let me know if you need further clarification.
The idea your going to rant about the game and not get suggestions to overcome said complaint, is lacking any form of critical thought humans can possess.
Did you entirely skip my OP?
All I was saying was that new players might wish to reconsider the choice to blithely run off to Crater Lake and join the militia asap. It was not a criticism, a question that required an answer, nor was it a rant against the game. I most definitely was not inviting people to bash on me for my own choice.
Where exactly was my rant? I merely laid out the facts that the game becomes much different when you leave Iron Mike's to look for Sarah. What about that makes it a rant?
Lets cut this up, break it down barney style:
You claim in previous quotes that "I'm just warning people". Except the game explicitly tells you, before you go up the route that locks you into the next map "This is it, there is no going back, gather everything you want, do what you need, finish what you must, you won't be coming back" or something to that extent. It's been a few years since I played (on console, thus why it's not on my Steam acct, and I've 100% completed the game for what it's worth so i've seen the true ending of the game)
So what exactly are you warning people about here? The game tells you flat out "Once you proceed, you are locked out of this area". The game literally hands you the warning on a silver platter with Caviar and steak tartare. If you proceed further knowing that you're going to be cut off from previous options and interactions, that's entirely on you for not reading.
The game still keeps alot of the open world options from the first map available. Missions DO link together to some degree, but for the most part you deliberately have to go back and start the next mission, just as you did in the first map. The way you worded this message suggests the game puts a hook or chain in your nose and drags you on painfully, nothing is further from the truth. Hell, I had a good number of the weapons and upgrades for my bike purchased before I even got more than 4 missions into the area proper BECAUSE just like the first area, it doesn't drag you on, for certain missions maybe but that wasn't anything new from the last area either.
Hell the second map had plenty of open world content such as hordes; nests and other types to boot not to mention side missions. If memory serves it had less bandit camps but no shock there.
So, while I realize that the game certainly did warn me about being 'locked out' I was also aware that it would not be permanent. After all, pretty much anyone who has bought the game is aware that you can complete all side missions, collectibles, trophys, etc. before the game ends.
My warning had nothing to do with the fact you were being (temporarily) locked out of Northern Maps. It was about how the feel of the game changes (almost as if it was written by a different team of developers), and that returning North will not be nearly as challenging.
So, what part of that is not true? I didn't make anyone else's decision for them. I just attempted to help others make a better informed choice without giving away a butt-load of spoilers.
Like any cautionary words, they are subjective and are not binding to anyone. Take or leave them with as many grains of salt as you like. I am just appalled that so many people are desperately trying to parse my comments as if I had some hidden and nefarious purpose.
Anyway, I am done with this thread. Go with God. Live Long and Prosper. Etc., etc., ad nauseum.