Days Gone

Days Gone

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What do i lose in Survival mode?
Besides enemies getting more HP and the HUD not being visible n no fast travel, what other changes should i be aware of before starting this Survival mode up?
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Showing 1-15 of 15 comments
From what I remember you deal less damage and receive more. No waypoints, less resources, enemies can detect you easier and certain skills are unavailable.
hatta Jan 19 @ 6:12am 
I only play "Survival II", 800 hours of the 877 hours are just "Survival II"
This way the game doesn't feel "repetitive",
but grounded,
and every ON SITE it feels intense and always different, almost like in real life.

I really miss this on-site feeling in Fallout 4 2015. Fallout 4 is a goat racer, goat simulator.


The changes are essentially:
- no fast travel
- zombie swarmers kill you with 2 hits - I changed the "dodge" key to "middle mouse button"
- only headshots works

And less pleasant:
- minimap and ammo display and life bar display and stamina display, and GPS route
only displayed with the "concentration scanner button" for a few seconds
Originally posted by totto:
I only play "Survival II", 800 hours of the 877 hours are just "Survival II"
This way the game doesn't feel "repetitive",
but grounded,
and every ON SITE it feels intense and always different, almost like in real life.

I really miss this on-site feeling in Fallout 4 2015. Fallout 4 is a goat racer, goat simulator.


The changes are essentially:
- no fast travel
- zombie swarmers kill you with 2 hits - I changed the "dodge" key to "middle mouse button"
- only headshots works

And less pleasant:
- minimap and ammo display and life bar display and stamina display, and GPS route
only displayed with the "concentration scanner button" for a few seconds

Holy crap, 2 hits? xD Thats with the character fully upgraded with NG+ stats?
What about resources? They all stay the same in the world and you just use up more?
Less resources. If you want to try it a bit less intense. Try hard, as you will still have access to the HUD but still have some of the restrictions of survival.

Also I forgot to add, on the harder difficulties, it takes more fuel to refuel your bike, and more scrap to repair.
hatta Jan 19 @ 7:13am 
Originally posted by RedHaze1911:
What about resources? They all stay the same in the world and you just use up more?

Money and ammunition and Fuel, bike damage, ... is the same Experience on "survival II" as on "very easy".

Only that on site Felling is more intense on survival II, so Days Gone makes no sense for me without survival II.


But see the steam achievements, most compare Days Gone with "Assissins Creed Frachise or Witcher Franchise, and not with Fallout Franchise or not with Red Dead Redemption 2, unfortunately.
Last edited by hatta; Jan 19 @ 7:15am
bobczes Jan 19 @ 8:44am 
What do you mean by "on site feeling" ? On sight or on site ? I don't get it.
Snowfly Jan 19 @ 9:10am 
Originally posted by bobczes:
What do you mean by "on site feeling" ? On sight or on site ? I don't get it.

They're probably talking about immersion since you're relying more on sight and sound, rather than consulting the HUD.
hatta Jan 19 @ 9:23am 
Originally posted by bobczes:
What do you mean by "on site feeling" ? On sight or on site ? I don't get it.


"on-site" is?
- immediately at the scene of the event
- in the present situation
- present tense of to be somewhere
- here and now
- slow paced
- appointment on site, an arrangement to meet someone at a particular time and place.
- see it for yourself on site
- On-site inspection
- On-site consultation (no online consulting, no home office, but in the office) „return to full time in person work immediately“

- wiki/Uncertainty_principle (It states that there is a limit to the precision with which certain pairs of physical properties, such as position and momentum, can be simultaneously known. In other words, the more accurately one property is measured, the less accurately the other property can be known.) Being on site spreads imitation behavior and makes it impossible to live out certain Ometeotl antithesis.

- changing the hub atmosphere shift
- changing the camp atmosphere shift
- backtracking atmosphere shift

In English language, this is completely lost-in-translation.
Linguistics, in some languages ​​there are grammar rules for this.
for example, a 1-syllable particle or prefix that is spoken before the predicate.
In distinguishing whether what is said next, refers to being there in the present situation, or is a general justification instruction.

Im Deutschen meine ich "vor Ort" Gotik Sprache.
In Nahuatl the particle oder prefix ca. [ka]


Repetition:
The opposite of "on-site feeling" is a goat racer, goat simulator.
that doesn't create any based feeling, any grounded feeling.


"Days Gone 2021" is actually, next to "Gothic2 2002", the best "on-site feeling" game.

better than Red Dead Redemption 2, which is too slow paced, so which is too bulky unwieldy.


"On sight"
the view from above of something...


Originally posted by Snowfly:
They're probably talking about immersion since you're relying more on sight and sound, rather than consulting the HUD.

"immersion" ....
Immersion in a virtual environment...

I think "Days Gone PC 2021" or "Gothic2 2002" isn't particularly about "immersion".
Last edited by hatta; Jan 20 @ 6:24pm
bobczes Jan 19 @ 4:01pm 
Originally posted by totto:
Originally posted by bobczes:
What do you mean by "on site feeling" ? On sight or on site ? I don't get it.


"on-site" is?
- immediately at the scene of the event
- in the present situation
- present tense of to be somewhere
- here and now
- slow paced
- appointment on site, an arrangement to meet someone at a particular time and place.
- see it for yourself on site
- On-site inspection
- On-site consultation (no online consulting, no home office, but in the office)

- wiki/Uncertainty_principle (It states that there is a limit to the precision with which certain pairs of physical properties, such as position and momentum, can be simultaneously known. In other words, the more accurately one property is measured, the less accurately the other property can be known.) Being on site spreads imitation behavior and makes it impossible to live out certain Ometeotl antithesis.

- changing the hub atmosphere shift
- changing the camp atmosphere shift
- backtracking atmosphere shift

In English language, this is completely lost-in-translation.
Linguistics, in some languages ​​there are grammar rules for this.
for example, a 1-syllable particle or prefix that is spoken before the predicate.
In distinguishing whether what is said next, refers to being there in the present situation, or is a general justification instruction.

Im Deutschen meine ich "vor Ort" Gotik Sprache.
In Nahuatl the particle oder prefix ca. [ka]


Repetition:
The opposite of "on-site feeling" is a goat racer, goat simulator.
that doesn't create any based feeling, any grounded feeling.


"Days Gone 2021" is actually, next to "Gothic2 2002", the best "on-site feeling" game.

better than Red Dead Redemption 2, which is too slow paced, so which is too bulky unwieldy.


"On sight"
the view from above of something...

This is a terrible answer to my question. A dictionary definition, unrelated wiki citations, a a poor analogy and what the hell is a "Ometeotl antithesis". Sorry, an AI bot could do better. You sound like a college student trying to impress his frat bros by throwing everything at the wall but not actually addressing the question.
hatta Jan 19 @ 8:38pm 
Originally posted by bobczes:
This is a terrible answer to my question. A dictionary definition, unrelated wiki citations, a a poor analogy and what the hell is a "Ometeotl antithesis". Sorry, an AI bot could do better. You sound like a college student trying to impress his frat bros by throwing everything at the wall but not actually addressing the question.

Days Gone is about making you feel these regions:
Belknap
Cascade
Lost Lake
Iron Butte
Crater Lake
Highway 97

1 you return from "Belknap" to the hub region "Cascade" with the song "Sarah's Theme"

2 you leave the hub region "Cascade" in the direction of "Lost Lake" with the song "Soldier's Eyes"

3 you visit "Belknap" and "Cascade" again from the hub region "Lost Lake", like a tourist.

4 you leave the hub region "Lost Lake" in the direction of "Crater Lake" and "Highway 97" with another song.

5 somehow you don't feel a hub at all anymore

etc.

But even just standing in a random meadow somewhere always feels different.

Compare Fallout 4, where when you play through it repeatedly, every place always feels exactly the same.

Gothic2 2002
1 you leave "Khorinis" in the direction of "Minental".
2 you return to "Khorinis", the atmosphere has changed.
3 you leave "Khorinis" again in the direction of "Minental", the atmosphere has changed
etc.

Red Dead Redemption 2
Chapter I: Colter
Chapter II: Horseshoe Overlook
Chapter III: Clemens Point
Chapter IV: Shady Belle
Chapter V: Lakay
Chapter VI: Beaver Hollow
Epilogue Pronghorn Ranch
Epilogue Beecher’s Hope

I have to say, returning to locations or changing locations-camps-hubs-regions,
I felt that less in RDR2 than in Days Gone.
And I have 100% achievement in RDR2.
hatta Jan 20 @ 10:36am 
Originally posted by bobczes:

and what the hell is a "Ometeotl antithesis". Sorry, an AI bot could do better.
You sound like a college student trying to impress his frat bros

I got this term from a US American linguist who died 10 years ago. Richard James Andrews (1924–2014)

That's right.
In my opinion,, too, he is completely unknown in the USA.
But in my opinion, he is the most important "Born in USA" ever. Because this "fantasy" is omnipresent in real life today.
In Days Gone, too, this "fantasy" is a feeling in the "Sarah" late-game.
"Deacon St. John" ends up without a hub, and remains as Fallout 3 2008's "Raider", because of this "fantasy".

I see, in FALLOUT franchise, this "fantasy" is the protagonist AND is a COOKIE CUTTER protagonist.
Cookie Cutter simply copy-and-paste from real life with metaphorical simplification.


Compare with:

wiki/dodge
of uncertain origin. Perhaps from….

wiki/stunt
Etymology Unknown. Compare …

wiki/raider
Etymology From Scots raid

"Ometeotl" is NOT in the historical dictionary (Remi Simeon, Molina).
New word, such as "Ayauhtéotl | Red Dead Redemption Wiki"
but not random:
Another Lost-in-Translation Gothic Fiction Genre term.
Last edited by hatta; Jan 20 @ 4:47pm
Tr3m0r Jan 20 @ 5:29pm 
Originally posted by bobczes:
Originally posted by totto:


"on-site" is?
- immediately at the scene of the event
- in the present situation
- present tense of to be somewhere
- here and now
- slow paced
- appointment on site, an arrangement to meet someone at a particular time and place.
- see it for yourself on site
- On-site inspection
- On-site consultation (no online consulting, no home office, but in the office)

- wiki/Uncertainty_principle (It states that there is a limit to the precision with which certain pairs of physical properties, such as position and momentum, can be simultaneously known. In other words, the more accurately one property is measured, the less accurately the other property can be known.) Being on site spreads imitation behavior and makes it impossible to live out certain Ometeotl antithesis.

- changing the hub atmosphere shift
- changing the camp atmosphere shift
- backtracking atmosphere shift

In English language, this is completely lost-in-translation.
Linguistics, in some languages ​​there are grammar rules for this.
for example, a 1-syllable particle or prefix that is spoken before the predicate.
In distinguishing whether what is said next, refers to being there in the present situation, or is a general justification instruction.

Im Deutschen meine ich "vor Ort" Gotik Sprache.
In Nahuatl the particle oder prefix ca. [ka]


Repetition:
The opposite of "on-site feeling" is a goat racer, goat simulator.
that doesn't create any based feeling, any grounded feeling.


"Days Gone 2021" is actually, next to "Gothic2 2002", the best "on-site feeling" game.

better than Red Dead Redemption 2, which is too slow paced, so which is too bulky unwieldy.


"On sight"
the view from above of something...

This is a terrible answer to my question. A dictionary definition, unrelated wiki citations, a a poor analogy and what the hell is a "Ometeotl antithesis". Sorry, an AI bot could do better. You sound like a college student trying to impress his frat bros by throwing everything at the wall but not actually addressing the question.

There is no question this is an example of an ai bot. It's all over the place. Sadly there are much better bots that aren't as easily identifiable and it looks like steam forums are just another test bed of the "human users" being the large language models that are being tested on like reddit.
hatta Jan 27 @ 10:32am 
Originally posted by Tr3m0r:
There is no question this is an example of an ai bot. It's all over the place.

I just asked "deepseek"
"What is on-site feeling in a computer game?"

And the answer is absolutely perfect on point.
So my "manifesto": A computer game developer who wants to make "Fallout" or a reviewer of "Days Gone 2019" MUST!!!!!!!! know "deepseek"


MY timeless answer:
cattle breeding with a lot of thought about algorithms for reliability, so this is lost-in-translation in the USA english speeking world, so "we" can live out "our" ometeotl antithesis.

USA "ChatGPT" answers:

The term "on-site feeling" in a computer game isn't a widely used standard phrase, but I believe you're referring to...
Does that sound close to what you had in mind?


China "deepseek" answers:

The "on-site feeling" in a computer game refers to the sense of immersion and presence that players experience when they feel as though they are physically located within the game's environment. This feeling is often achieved through a combination of visual, auditory, and interactive elements that make the game world feel real and engaging. Here's a breakdown of what contributes to the on-site feeling in games:

Key Elements of On-Site Feeling
1. Immersive Graphics:
...
2. Sound Design:
...
3. Interactive Environments:
...
4. First-Person or Third-Person Perspective:
...
5. Consistent World-Building:
...
6. Player Agency:
...
7. Realistic Physics and AI:
...
8. Atmosphere and Mood:

Examples of Games with Strong On-Site Feeling
Red Dead Redemption 2
....

How Developers Create On-Site Feeling
1. Environmental Storytelling: ...
2. Dynamic Systems: Weather, day-night cycles, and NPC routines that make the world feel alive
Player Feedback: ....
Last edited by hatta; Jan 28 @ 2:15pm
the epitome of TL;DR, but besides that, thank you to everyone who answered the OP's question, I'm debating hard 2 or survival 2 for my next run, so the info is good to know.
Last edited by [SVN] Kevonovitch; Jan 28 @ 12:52pm
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