The problem is that people expect some miracle to pop out of Devolution's ass like a goose egg that will "liberate porn games from the shackles of corporate greed" when the real world doesn't work like that. Cyberpunk 2077 was in development for over seven years and took more to become good. I played the day one release of that thing and it was an absolute shithole, and that game had a whole reputable studio behind it and the fucking Polish government. I agree so much with the sentiment that Devo should probably focus on more NSFW aspects of the game as its popularity is decreasing, but don't complain when a guy hands you a sandwich for free because it didn't have mayonnaise in it.
It's a point to make when you have limited resources and want the game to actually be difficult. Plus, it really doesn't bother me that much; you have so many ways to avoid and altogether counter said obstacles.
Wasn't the past hundred messages, trolls, and keyboard warriors not enough evidence that people are complaining? Shit I even am.
Absolutely crazy that people still don't get what a difficulty slider is, then dive into a hard save face first. It's the point of a survival shooter game. Porn game it may be, but if you dropped into this thread, read the information, downloaded it, and still expected some glorified scene viewer then you must be more ignorant than competent.
These are implemented features, some are word-for-word while others have been changed to a degree.
In my opinion the single, main and the worst problem with DZ maps is that they have nothing interesting in them. In any good (or even bad) open-world game you don't just wander around, you see an interesting location, you go there, fight enemies on the way and as a reward you get cool loot or a new quest. After that you see a new location, rinse and repeat, until you have explored the whole map.I don't think that maps are good, at least for a game that DZ is. Sometimes there are wierd design choices that forces you to go around map becouse of obstacles, and it's not tied with progression, that is you never unlock new ways overcoming this obstacles. Also good map design takes to consideration enemy placement and in this case tentacles and most of the time I think they were sprinkled quite randomly and we have stuipd cases like swamps where for accesing trader you have to cut thru hordes of enemies. But anyway, wasn't this update suppoused to drop already?
DZ has some interesting locations, where you want to go to see what's up. Except that wen you get there you at best find some generic loot. At worst - nothing.
I remember exploring the city entrance in some previous version and finding a bunker in a swamp. I was genuinely interested, but in the end all I got were 2 generic loot crates with random junk. This annihilates any desire to explore further than the first trader, because why bother? It's not like the guns behave differently between scav shit and corporate high-tech. In a cyberpunk setting you could get really creative with high-tier weapons, but it's just AKs that do more damage and jam less.
So in the end the game becomes just a highly interactive scene player, at which point - why so few scenes to play?
It becomes twice as frustrating when you see some developers with actual work ethic and integrity, who literally finish their projects in time Devolution pushes a couple shallow, terribly optimised updates.