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It probably is, and it's why I didn't like the quest. It's easy to miss some of them and you can waste time by backtracking for goons that were missed. It's not fun at all to run around the maps to find a goon you missed.
It's because you have to search both Old Villedor and the Central Loop for all 10 goons and the game doesn't give any indication or even a slight hint of each one. The worst ones were on the top of Old Villedor which would not be a likely place to be searched.
Had it been one enemy with a note, I would had let it slide but it's 10 and if you don't keep track of each one found, you're very likely to get confused and have to backtrack.
And, it's not even a hidden Easter egg or secret. It's a quest in the game and it's strange the earlier quests did have indicators where the other enemies are at.
Can't wait to see what would be your take in dialing 3 possible combinations into a safe without any clue out of 100 numbers.
Techland supposedly removed guns to make Dying Light 2 more melee focused (Yet this game still has super broken overpowered ranged options), but the only way to reasonably melee these enemies is to use super overpowered consumables and the top of the line weaponry, otherwise it's a no-go.
Or the other strategy of completely disregarding the death penalty because it's meaningless, and just repeatedly commit suicide until the creatures die. Apparently they don't regen health every time the player respawns. There's way too many things that make me think, "Who thought of this? Why is this in the game?".
And there's absolutely no reason why there shouldn't be quest markers for this quest. The previous quests in this particular series of quests had them and there's absolutely zero hints as to the whereabouts of the rest of the creatures. Dying Light 2's map is extremely huge, including being very big vertically.
This isn't Morrowind where an NPC gives reasonable instructions to go to some place in a far, far smaller map. It's just a needle in a haystack kind of situation, for what? To waste the player's time?
There's no need to force completing this quest. I've found all of these special goons while doing other stuff. It is not a main story quest that can "waste your time" or ruin your story progress or game experience.
It's just an optional quest.
The map is not that big. Players were complainig about "there's nothing to do in this game" in less than a month after dl2 was released. And there ARE markings appearing on the map when you come close to these goons.
it's not always about things put right in front of your eyes.
We must be playing different games.
When I did the quest at the time, there was no indication whatsoever if you were near the goons (other than the fact they had different elements) and again, there's no map marker or anything. Not even a general idea of where a goon would be for the quest. You don't even know how many would be in each district and you would have to check each place carefully.
And, I stress the fact you have to remember where you encounter each goon to ensure you don't waste time backtracking.
Having something this tedious doesn't justify having to do something worthwhile in a game devoid of anything good. Techland just became lazy to not put any map indicators unlike the previous quest levels and you're trying to say it's fine.
It's like telling people there's gas stations you owe somewhere in the city but you don't tell them the exact spots even if you know them. Then someone points it out there could be better indicators but tell them it's their fault.