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But why are you still complaining about the developer's design philosophy, even if you disagree with it? You are getting what you want! We can both be happy here.
Just because you didn't understand it doesn't mean that it doesn't make sense. If I talked to you in a language you didn't understand, you may not understand it, but I am still saying something. And if you learned that language, you would learn to understand. Pathologic is similar, you learn the language of the town as you play.
Anyways, you quoted me out of context - I asked why you are still complaining about a philosophy you don't really understand and personally disagree with, when the game is being modified to be more of the game you want it to be? We can have our cake and eat it too, here - you can play casual mode if you don't want to deal with the annoying parts of Pathologic.
Maybe Pathologic just isn't the kind of game you're looking for? If you want a straightfoward, play-once-and-then-you-got-it experience, Pathologic really isn't gonna be your game, regardless of difficulty.
Most people will naturally assume that the "cool and interesting" content is something that can be experienced alongside an optimal playthrough, that's how almost every game works and there is nothing in the game to really signpost that this is not the case with Pathologic. Additionally, due to the nature of a Haruspex start, the game currently teaches players that reputation is something that should be carefully held rather than a resource to be 'spent'; an advantage to starting as the Bachelor in the first game was that the player started with a high (and stable) reputation that they could afford to lose or trade before experiencing the penalties for lacking reputation. This is double for returning players who are used to being able to get away with harvesting organs and stealing items without losing reputation at all.
While this is not to say that I have some objections to certain decisions concerning the difficulty balance, better communication with the player would very likely solve/mitigate at least some of the complaining/fighting.
Optimal or Stop-It-All
Often when I face difficulties in a game I find a guide or hints to help me overcome, but not with this one. I'm supposed to stumble, give up, and try again, just assuming I'll do better this time.
I'm not really into devs going against their own vision due to a couple of loud noises, but I don't blame for budging under a pressure. However, I don't think the noises are even near to the target audience and the work getting put into the difficulty slider might not improve how the game is perceived by them, due to the game putting the player into uncomfortable situations even if it were a stroll in the park when it comes to surviving. They'll be angry about not being able to save everyone, about making bad choices, about missing opportunities.
Something that many players seems to have forgotten is, a game for everybody doesn't exist.