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now the weapon attachments literally have no use and feel silly, back then it was kinda a achievement to have a fully modded gun.
i bought this game again on steam for the aftermath edition started it and was really upset back in the day because of this horrific change, now after playing it again it still is such a bad gamedesign choice in my opinion.
and i wouldnt really call it competent, they could have added those perks on top of it like in call of duty for example with their perk system.
Edit: you have more control over your weapons now.
The new system is worse. by far. at least the old system wasn't a grind fest and the weapons I freakin paid money to be better WERE BETTER.
so you're hurt that a pay to win system got removed? i couldn't be more happy its gone.
This game still has certain gameplay effects locked behind paywalls, and some of them are related to the weapon perks that were added this year and even before that. For example, the new Defensive SMG has 2 perks that are locked behind post-Aftermath DLCs. One of them is the "Lightweight Drum" perk that gets unlocked at level 6 and requires the player to collect 9 document pieces for the first mission of the Las Vegas episode in the Challenge mode. The other one is "Unloading Vest" that gets unlocked at level 14 and requires the Arizona DLC (to complete the 2nd mission on Extreme difficulty).
heaven forbid you have to pay for NEW content that was never slated to be free.
these are not old perks that were cut and then re-added in a DLC.
want new content? pay for it.
Can't believe it's the same person saying those things. Look, I am not against monetizing new campaign episodes or cosmetics like new skins. What I am against is monetizing something that has actual gameplay effects and gives paid DLC owners an edge on players who don't own the DLC. It makes the playing field uneven. There is no problem with charging Challenge (Blue) coins, Credits (yellow coins), or assigning one of the unused mission-related objectives from the first 4 episodes to the new perks. I have elaborated on that in detail here.
missions
guns
characters
cosmetics etc
as long as there is no advantage (and there isnt in this instance) you are just paying for new content.
Dead Island 2 has a few DLC packs that have weapons and perks but they do not overshadow the weapons already in the game or the perks already available.
having skins that literally make a weapon strong be locked behind paying money is bad. having new paid content be added that just adds more things you can play with is not.
Edit: Generation Zero is a good example of having pay to win DLC. a few packs offer a stronger or more durable equipment like the motor bikes, auto turrets etc but not their gun packs.
The same logic applies to perks.
There absolutely is. The "Unloading Vest" is one of the best perks in the common slot for the Defensive SMG (if not the single best). You don't get it unless you buy the Arizona DLC. Players who own the new Vegas DLC get to reload a Defensive SMG 20% faster than players who don't own it, and a slow reloading animation is one of the weaknesses of that gun.
The old Special SMG has the "Make Do and Mend" perk located in the unique slot. It is only unlocked by collecting documents of a chapter from the Aftermath edition, and owners of the base game will not have access to it, even if they buy the 2 latest campaign DLCs. It is the only ability in the game to repair a Virus Sample, and it makes an otherwise suboptimal weapon worth using, at least as a throwaway option.
I have not played Dead Island 2, but if a paid DLC gives the owner a gameplay advantage that players not owning the DLC don't have access to, it is P2W.
That said, the Aftermath edition of this game unlocks melee weapons that overshadow the default one in many ways.
only there is no problem here.
Ammo pouch : 15% max ammo
Unloading Vest: 20% max ammo, -5 reduced magazine
the difference? you get 5% extra max ammo but have to reload more often. that isnt better.
Different =/= stronger (in some cases)
Edit: i dont know if you knew or not but when WWZ released on steam there was only 1 edition and that was WWZ: Aftermath.
First of all, if the description is accurate, it's -5 bullets, not -5% of the magazine capacity. -5 magazine capacity is insignificant when the base capacity is 275, and +20% max ammo makes a huge difference when the base number is 825.
Secondly, you don't have to pick one instead of the other, it is possible to pick both. +20% and +15% can be combined.
The right question ask in such situations is, "Is it better than playing without this option?" If the answer is "yes," then it does constitute an advantage.
Let's look at the raw numbers instead of percentages:
- Base magazine capacity at level 5+: 275
- -5 magazine capacity: 270
- Base max carried ammo at level 5+: 825
- +20% max carried ammo: 825 * 1.2 = 990
- +15% max carried ammo: 825 * 1.15 = 948.75 = 949 (it's the in-game number)
You also have to keep in mind that some classes in the game have perks that return bullets directly to the magazine, bypassing at least a few reload cycles.I know it, but it doesn't change the fact that the game was launched in the EGS 2.5 years before the Aftermath appeared on Steam. Some people grabbed the GOTY edition for free during giveaways.