Game hits the wall very fast, if you are following Fleatown-Refrugee Camp-Communist quest line route. Around Poacher Camp/Flay recruitment my interest just dwindles. Main reason is poorly implemented mechanics i think, RNG effects the game too much IMO. There is literally no challenge when RNG is cool with you. For example in one of my runs, region around Fleamarket town up to Communist area, i dropped 14 M14s and various small arms(pistols). With FAMAS from(thank god that 5.56) i literally ran out of ammo and had to quit/restart. In another run i dropped right after Haunted Mansion HK12 and RPK, FN-FAL from south of Fleatown and M24 around Refugee camp. Other than huge problem with RNG i can list bunch of mechanics, poorly implemented or was just an after thought, because lets face it, no dev cares about rebooting games or making good games anymore. 90 percent of us are here due to nostalgia(at least i am).
Poor mechanics are:
-Difficulty from get go. It is just lazy game development, less loot and money? really? I can agree with enemies being higher level or more enemies in occupation zones but punishing players for successfully beating your after thought mechanics is just lazy.
-SAT VIEW OPS: Partially garbage. Some of OPS are not even explained or that short explanations they added was for console players. Allow me to explain, did you guys know, scouting op actually capture "supplies" from enemies but for some divine reason, these supplies are "mystery" supplies. I am assuming gun parts, meds or ammo. People get into combat during scouting with enemy patrol, i cant control them and they get wounded for no reason or skill check. Rest of the OPs are situational and are there to create "illusion of" activity.
-No actual trade, no actual Black Market which we can view from SAT view, No Bobby Ray’s. Devs, not adding features and logical mechanics doesnt make your game challenging, it makes it tedious and an after thought.
-Another punishment for successful players: Towns. No reward for capping town, i need to spend time and money to proctect them, since they cant radio in to my team and ask for orders/directions after first successful autocombat you will lose the zone, unless, you drop your mission, return back and retrain the militia. Civilians are not grateful or helpful. Towns are just empty shells to give 1-2 NPCs a lively "neighbourhood". Is it really hard to think small rewards for success? "OH THANKS YOU SAVED MY SHOP LET ME MAKE YOUR AMMO PRODUCTION OP 30 percent FASTER BECAUSE I AM A SKILLED PROFESSIONAL IN MECHANICS AND EXPLOSIVES". You dont even need to add visual just put a simple line of text, enrich everyone's experience. Simple effing example.
-Loyalty:Lol rescuing and babysitting these towns are not enough, we need to earn their trust. For what exactly? For some income boost to nearby mine(if even a mine exists there). Cheaper militia training? Why are we even paying for that when we are under Adonis contract lol.
-Diamond Mines: Literally would be interesting since it is our direct control. I dont know, hiring extra workers, improving work quality and workers life with bonuses to boost our income. There is literally and OP specific to a single mine which improves income, yeah as you guessed it, it is SAT OP. I dont know what to say
-Town Defense: Literally most annoying part of the game, i need to babysit militias. I am sorry why though? Ok i can somewhat agree town defense is good idea for in game economy/mechanics(which are non existing after thoughts). Why not make it a fricking event? "If your squad doesnt intervene in 16 hours XXX town will be occupied by Legion Forces". Just simple stuff like this, makes your games more interesting, well thought(or at least you will look like you "cared")
Devs wasted game's potential, because even how hard try to make this game, it is actually playable and some stuff(quests) are actually not half bad.
Mind you guys that, they dont even need to add visuals, sound, graphics. Few lines of code here and there. Really.
Thanks, if anyone read anything i wrote.