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It takes a lot, but that's by design. The idea that people expect to just be able to do things at night on any difficulty right away in the beginning of the game is laughable and naive. The entire game's premise is that night is super dangerous and you aren't supposed to be able to just roam around freely and you certainly aren't supposed to be able to fight everything you see at night.
This really boils down to a skill issue for players complaining. I just finished the game on hard and night only matters if you play stupid. I hope they don't change anything with the volatile count and don't cater to players who can't adapt to the simplest concept of "When it's dark out, don't be out."
Furthermore, there's a difference between being able to clear a game and finding it enjoyable. Currently, even if you manage to avoid Volatiles or take down one, more keep coming endlessly. This situation, where obstacles persistently remain, often leads to frustration rather than fear. In Dying Light 1, the density and the presence of a minimap made it manageable, but now, constantly having to press Q for stealth feels tedious and laborious.
While I don't have much complaint about the nights in Dying Light 2 being dangerous, the current situation seems excessively perilous, almost breaking the game's world. How can people live in small rooftop outposts when there are always about 10 creatures spawning around the player, crawling out from everywhere? Why aren't Volatiles sleeping inside buildings outside of the Dark Zones, especially when it's clear they are spawning from outside these zones? How can one safely sleep in a tent or a bus with just a little UV light? In such a world, it seems implausible for humans to survive outside of walled fortresses.
All of that is gone, they're just annoying buffed up zombies that won't really do anything to you unless they start swarming you. Even if you run, their AI is so braindead that it takes a few minutes for them to leave, turning nights into a boring slog where you just kill them, over and over again rather than avoid them.
All of the character of Volatiles is gone, same for nights. It's unbelievable that Techland managed to ♥♥♥♥ up this hard TWICE when it came to the most iconic part of the license, but I'm slowly realizing that this isn't abnormal, and that D1 was pretty much a fluke.
I agree.
Techland kicked themselves in the teeth when they dumbed down the nights the way they did. The fact that people were afraid to venture at night, meant that the main scare factor was working. Now they will have to keep hearing complaints from people who have no idea what Dying Light is because the newbies think they should be like Kratos in every single game. I ♥♥♥♥♥♥♥ despite how every single game out there you have to be "the chosen one" or overpowered.
I understand their frustration because Techland didn't address night mechanics that revolved around the previous one (like the Token farming, which is ridiculous), but this is not the Volatile's fault. They are the icon of this franchise, nights are meant to be dangerous, you are meant to be hunted, you are meant to die, and anyone who thinks Volatiles are too much should go play Dead Island or any other zombie game out there, as they clearly fail to understand the lore and all the worldbuilding. Once Techland addresses these old night mechanics, then they can come back.
You're right that Techland didn't address the night mechanics, that's the problem, instead of bringing back the tension that Volatiles brought in D1, they just increased their spawn to an absurd amount to make up for the fact that Volatiles in D2 are limp-d*cked.
They and the nights are not dangerous in the slightest, it's the swarming that gets you, otherwise they're just annoying, to the point where nights just aren't fun, in the slightest.
Half of your comment is assumptions about the people who dislike nights as if they just couldn't possibly understand dying light lore, but the facts are here my guy : There's a volatile on every single rooftop, yet you still can just press shift forward care-free.
That sounds like the apex predator of the Dying Light universe to you ?
There are as many Volatiles in DL2 as there were in DL1. And they are the ones that make nights dangerous.
Additionally, traveling at night is easier than in DL1 if you consider that you can throw coins to distract them and that in every rooftop there are bushes that you can hide (even when a chase triggers).
Also you said "There's a volatile on every single rooftop" and that's true. They would spawn mainly on street level in DL1. But DL2 is much more vertical than the previous game, and as i mentioned before, we can always hide in bushes to prevent a Hunt or throw coins (which are plenty) somewhere to distract them, so this is not really an issue.