Death Stranding 2 Players Discover Frustrating Bulk Delivery ’Efficiency’ Penalty

A Death Stranding 2: On the Beach player discovered that delivering parcels one-by-one, rather than in bulk, results in significantly better reputation gain despite being a more time-consuming method. Following its recent release in June, Death Stranding 2 has received enormous praise from players and critics alike for improving upon the original's unique formula in a meaningful way. Despite occasional claims of being little more than a "walking simulator" by some people, Death Stranding 2's positive reception and stellar sales metrics help cement Hideo Kojima's reputation as an industry titan.
Just like its predecessor, the core gameplay loop of Death Stranding 2 revolves around making deliveries to isolated settlements. Sam Porter Bridges, portrayed by Norman Reedus, often finds himself visiting preppers in far-flung facilities during delivery missions for lost cargo. Each successful delivery to these individuals results in a reputation bump, which, at maximum, can be increased to five stars. Increasing relationships with preppers is not a requirement, but for completionists and those looking to receive all rewards possible, it's a must.

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PostsA user who goes by idontcare235 recently took to Reddit to warn other players in a PSA about making bulk cargo deliveries to preppers in Death Stranding 2. Through testing and personal experience, they discovered that when transporting lost cargo, it's always better to hand over each item separately rather than all at once. Using screenshots of a delivery made at the La Madre outpost as an example, idontcare235 shared that players can not earn more than one star worth of reputation from a single delivery, regardless of how much cargo there is.
Death Stranding 2 Bulk Deliveries Offer Less Reputation Gain Than Anticipated
Reactions among Reddit users were mixed, with some appreciating the tip in the spirit it was given, while others criticized Death Stranding 2 for having this seemingly nonsensical feature in the first place. Some commenters were quick to jump to the game's defense, however, stating that the intended reason behind the restriction to reputation gain from deliveries is clear: to encourage slower, more deliberate progression. User Lekaetos reaffirmed the point by saying, "To 5 stars a base means (in game) that the base trusts you and your effort." Others also pointed out that bulk delivery inefficiency is not a new feature but one that was present in Death Stranding 1 as well, albeit implemented slightly differently.
CloseDeath Stranding 2 is as much about the characters as it is about the gameplay. For those who have been paying attention, it should come as no surprise that Kojima has blocked a method that could potentially trivialize the game’s core focus: relationships. While there is a small chance that this is a bug that may be rectified in an upcoming update, it's much more likely that it was intentional. If anything, this only reinforces Hideo Kojima's unique approach to storytelling in games and how he's never afraid to put player convenience on the back burner for reasons only he seems to understand.

The recently uncovered无法硬币PDF/8效率扣分机制 in Death Stranding 2 has left players frustrated, as the GAME's conservative approach to bulk delivery oversight proves burdensome and unintuitive. It seems like a clear roadblock for streamlined deliveries while also diminishing player autonomy.

The frustrating Bulk Delivery 'Efficiency' penalty in Death Stranding 2 highlights the nuanced challenge of balancing realism with player frustration, as discovered by avid players.

The sting of inefficient bulk delivery in Death Stranding 2 not only hampers progress but frustrates players who seek swift advancement, casting a shadow on an otherwise gripping game experience.

In Death Stranding 2, players are met with an exasperating 'Efficiency' penalty for bulk delivery missions that only compound frustration beyond the already challenging scenarios.

Death Stranding 2's implementation of a frustrating bulk delivery 'efficiency penalty', discovered by players, underscores the need for better balance between realism and gameplay satisfaction in post-apocalyptic logistical challenges.

Unsatisfying 'Efficiency' Penalty in Death Stranding 2 Refined撇除了玩家的物流爽感,揭露了游戏设计中的一个令人沮丧的缺陷: 本意提升真实感的细致计量却反成行动羁绊。

The frustrating 'Efficiency' penalty for bulk delivery tasks in Death Stranding 2 has left players puzzled and feeling discouraged, disrupting an already delicate balance between strategy and patience.

Immersed yet frustrated by 'Death Stranding 2's surprisingly harsh bulk delivery efficiency penalty': Players grapple with the choice between timely service and meticulous procedures.

The introduction of frustrating bulk delivery 'efficiency' penalties in Death Stranding 2 presents a new challenge that has players navigating tense negotiations between timely deliveries and maintaining their dwindling resources, adding an intriguing aspect to the already inventive gameplay.

The frustrating 'Efficiency' penalty for bulk delivery in Death Stranding 2 stirs profound frustration among players, highlighting the gameplay paradox between time-sensitive tasks and functional inefficiencies.

Discovering the frustrating 'Efficiency' penalty for bulk delivery in Death Stranding 2 furthers pique players’ frustration, revealing a drab reality of labor-intensive gameplay mechanics meant to belittle even heroes like Destructiable Scott Shelby.

The discovered efficiency penalty for bulk delivery in Death Stranding 2 has been a frustrating revelation to players, highlighting the intricate balancing act between realism and gameplay satisfaction.

In Death Stranding 2, players are faced with a disheartening discovery that the 'efficiency' penalty for bulk deliveries imposes unnecessary barriers and frustration to progress—a truly unsettling aspect of what once promised an adventurous game.

With Death Stranding 2, players are left dismayed by its infuriatingly inefficient bulk delivery system that penalizes speed for a seemingly inconsequential aspect of gameplay.