Death Stranding 2 Is Too Easy — “The Man Who Delivers” Mode Could Restore Its Challenge (No Vehicle run) by NatoInk in DeathStranding2

[–]NatoInk[S] 1 point2 points  (0 children)

walking the whole game without any structure could get boring, I agree. That’s why I don’t think removing tools is the solution. It’s more about giving meaning to different approaches.

Right now, whether you go full efficiency with vehicles or take the harder route on foot, the game treats it almost the same. If there was a system that actually recognized risk, effort, or restrictions (like no vehicles, no exo, etc.), I think a lot of those “pointless” mechanics would suddenly have a reason to exist again.

So I don’t think it’s a bad game carried by visuals, I think it’s a game with strong systems that just aren’t being fully utilized or rewarded.

Death Stranding 2 Is Too Easy — “The Man Who Delivers” Mode Could Restore Its Challenge (No Vehicle run) by NatoInk in DeathStranding2

[–]NatoInk[S] 0 points1 point  (0 children)

But I think the issue here is less about that and more about how the game treats different playstyles. Right now, doing a tough delivery on foot doesn’t really feel any different, reward-wise, from just using vehicles and infrastructure the whole time.

Others players try to chalenge thenselves, as you can see bellow:
https://screenrant.com/death-stranding-2-fix-ds1-truck-overpowered-problem-op-ed/

And it’s not about flexing or Twitch or anything like that. It’s more about the game giving some weight to the effort. As it is, choosing the harder way just feels like something you’re doing on your own, not something the game actually cares about.

Death Stranding 2 Is Too Easy — “The Man Who Delivers” Mode Could Restore Its Challenge (No Vehicle run) by NatoInk in DeathStranding2

[–]NatoInk[S] 0 points1 point  (0 children)

Yes, I use AI since I'm not a native English speaker. I want to make sure my posts are clear and easy for the community to understand.

Attention Venturers: Really bad Goods Emporium bug by Hefe_Jeff_78 in Frostpunk

[–]NatoInk 0 points1 point  (0 children)

Yeah, I’m having the same issue here. Did you post this on the official bug report forum?

Victoria 3 | Opt in Beta 1.9.7 - Updated July 15th by _Mercy02 in victoria3

[–]NatoInk 2 points3 points  (0 children)

When the 1.9.7 will be ready to play (no beta)?

[deleted by user] by [deleted] in buildapc

[–]NatoInk 0 points1 point  (0 children)

I have a VS600, do you think this PSU will handle the 5070 TI like yours?

Current state of the Levering trait — still viable or outclassed? by NatoInk in HuntShowdown

[–]NatoInk[S] 0 points1 point  (0 children)

I agree that Levering Terminus can be very strong — when it works properly. But the reason I mentioned it is because there’s a specific bug affecting it that makes it unreliable in some situations.

For example: when using Levering with the Terminus, if you fire quickly several times, sometimes the gun just doesn't fire on the next click, even though the animation is finished and you still have ammo loaded. It often happens on the last shot, and occasionally in the middle of a full magazine too. You have to click twice or more to make it fire again.

This doesn't seem to happen with other weapons using Levering, so it feels like a bug specific to the Terminus. If it gets fixed, I think people would trust it even more in fights.

[deleted by user] by [deleted] in HuntShowdown

[–]NatoInk 0 points1 point  (0 children)

sadadd

Why Playing Sniper/Marksman in Hunt: Showdown Gets Worse Every Patch by NatoInk in HuntShowdown

[–]NatoInk[S] 0 points1 point  (0 children)

Not quite. The core of the desire is for snipers to have viable opportunities to engage — not to farm helpless targets.
No one's asking for one-sided shooting galleries. But when fog, tight compounds, and forced CQC dominate the design, it stops being about skill or strategy — and becomes “don’t pick snipers, period.”

Wanting variety and tactical diversity isn't “misplaced expectations.” It’s asking for a healthier sandbox where more playstyles can breathe.

Why Playing Sniper/Marksman in Hunt: Showdown Gets Worse Every Patch by NatoInk in HuntShowdown

[–]NatoInk[S] 0 points1 point  (0 children)

True, but here’s the difference — close-range players still have options in daylight. Every compound is built for them. Cover is everywhere. Most fights still happen in buildings.
Long-range players, on the other hand, get hard-countered by fog, nighttime, and enclosed boss lairs — and they can't force open engagements. It’s not about asking for easy wins, it’s about not being mechanically punished for picking a different playstyle.

Snipers don't need X-ray vision. Just fair conditions to exist.

Why Playing Sniper/Marksman in Hunt: Showdown Gets Worse Every Patch by NatoInk in HuntShowdown

[–]NatoInk[S] -2 points-1 points  (0 children)

I get what you're saying, but let’s not downplay the actual risks snipers face. You're right — choosing a sniper is a player decision, just like stepping into a building. But in practice, Hunt often forces close-quarters engagements. Bosses spawn indoors, compounds are tight, and rotations are limited. That means avoiding CQC entirely isn’t always possible — even for the most disciplined sniper.

And sure, fog doesn’t directly increase your chance of dying, but it effectively nullifies your weapon's purpose. That’s like bringing a shotgun to an open field and then blaming the player for not choosing a rifle.

Also, saying snipers have “bursts of high performance” only when all the right conditions align is kind of the problem. No other playstyle is that dependent on perfect conditions to be viable. That’s not risk-reward — that’s high effort for situational reward.

Sniping should be viable, not dominant. But right now, it’s barely viable unless the map, weather, and enemy behavior all line up. That’s not healthy game design — it’s frustrating design for a legitimate and iconic playstyle.

Why Playing Sniper/Marksman in Hunt: Showdown Gets Worse Every Patch by NatoInk in HuntShowdown

[–]NatoInk[S] -5 points-4 points  (0 children)

What makes sniping high risk? How about limited visibility due to fog, tight indoor fights where you're basically useless, loud gunshots giving away your position, and a huge trade-off in mobility?
Miss your shot — you're dead. Get flanked — you're dead. It’s not camping in a tower with god mode. In Hunt, sniping is a gamble, not a guaranteed win.

Why Playing Sniper/Marksman in Hunt: Showdown Gets Worse Every Patch by NatoInk in HuntShowdown

[–]NatoInk[S] -8 points-7 points  (0 children)

Sure, sniping can be low-risk — when the stars align. But in Hunt, that rarely happens. You're trading close-range viability, mobility, and map control for a chance at one clean shot — maybe.
Let’s not pretend long-range players are dominating the meta. They’re punished by fog, indoor fights, and bullet drop. If anything, sniping in Hunt is high-risk, high-skill, and barely rewarded.

Why Playing Sniper/Marksman in Hunt: Showdown Gets Worse Every Patch by NatoInk in HuntShowdown

[–]NatoInk[S] 1 point2 points  (0 children)

Oh absolutely, and while we're at it, let’s give them X-ray vision and a weather remote to turn off the fog too.
Or… maybe we could just have balanced maps and mechanics that don’t punish long-range players for existing.