I’m going to give you the bottom line, first: The game is worth playing. As far as skill-based games go, Days Gone has some valuable gameplay.
Sometimes, the commands don't even work because Deacon is a might too far, causing you to have to press the button again. No harm really comes from this, it's just irritating.
And yet another issue are the Freaker (zombie) hoards. You have the option of battling them throughout the game (and in a small number of cases, the requirement), or keeping quiet and out-of-sight as they pass. If you decide to do so, be prepared to die repeatedly until getting lucky, either dumbly so, or after repeating a series of events so often that you can't help but get good at performing them fluidly, because it's as if the game actually wants you to fail at this particular task.
I managed to take out a hoard strategically, and I was literally struck dumb that I managed to pull it off. I climbed to the top of a gas station roof (and those SOB's can climb, too!), and was able to keep them distracted by throwing an audio bomb immediately followed by a series of pipe bombs and Molotov's until I whittled the hoard down to a handful that I could take out with my trusty spiked bat. I only bothered to try because I really wanted that cache of bounties that I could cash in and upgrade my bike, storage, ammo, and firearms.
Cope's ridiculous, conspiracy-mad Radio Show: Radio-Free Oregon... Are you kidding me? This is self-explanatory. Fortunately, you can skip this smug know-it-all by pressing and holding the pad until the icon on-screen notifies you the horror is over.
Also, speaking of contacting Deacon through his earpiece; he receives constant requests. These are necessary as often he's send on a job that will earn him some much needed points and camp cash, but they chime in while you're trying to concentrate on a mission and can't use, or want, the distraction.
I once received no less than four transmissions from people whose communications were just bullshitting while I tried scoping out another hoard, surveying the lay of the land to see if I could successfully wipe them out again and load up on those sweet, sweet bounties.
It's bad enough that Deacon talks to himself, which is understandable where both he and the player is concerned; one would go mad without society to make us feel "safe" and established, so you talk to yourself to keep from going mad. But he talks to himself when you're actually trying to listen to something game-worthy, like eavesdropping on authority transmission that have to do with the story. So when the requests and other minutia come in on the line while you're working, you get rightfully pissy.
Possible spoiler: A personal complaint I have with the game, which I feel is worth noting, is Deacon's best friend and biker buddy, William "Boozer" Gray, who is, at times, a complete pain in the ass. It's not that he's unlikable, but he causes trouble, if only by accident, which, arguably, is the worst kind of trouble because you get the impression that the character is clueless and unaware of either himself, or the dangers of the world they now live in. If you had a friend like this in real life you'd hesitate to take them anywhere, maybe even quit hanging out with them. People like this are selfish and exhausting, even when their pixelated, apparently.
Fair enough, Boozer suffers a bit of bad luck early in the game, and the winds up getting stuck doing menial jobs at camp after convalescing, but this, in turn, brings him down. At one point he drunkenly wanders off, slurring and whining over Deek's earpiece that he's going home, wtf that is.
This causes Deek to have to now track (a drunken) Boozer down. What a pain.
At the end of Boozer's frustrating charade, he sees a swarm of Freakers and decides he's going to bad-ass his way around them and bring as many of them down as he can before they seal his fate. He gets a revolutionist, renegade-y, snarling look on his face, which is always an eye-roller, and tells Deacon to F off, as if. Deacon, always rational and logical, talks his idiot friend out of this bad decision, explaining that he'll have to take Deacon down with him. And while Deek's talking him off the ledge, this angry hoard of monsters, who are only held-up by a collapsed road on the mountain side, has been worked up into a vicious frenzy trying desperately to get at them. It's only once they're perilously close to figuring out they can walk along the hill to the other side, Boozer comes to his senses (so-to-speak, because we know he has very little of these) and they trek home, Boozer riding Bitch where he belongs.
At another point, Deacon feels sorry for Boozer as the latter mournfully wanders off to gardening duty, a task his best suited for. Noticeably envious of Deacon and his understandable acceptance by others as an alpha-dog, Deacon offers to bring Boozer along on a very important mission; why he would do this, I honestly don't know. Obviously, he feels sorry for his friend, but Deacon was there when Boozer drunkenly wandered out of camp, self-involved, so he ought to know better. This is the one truly warranted "fail" Deacon earns. Other than his Boozer involvement, Deacon uses caution and calculation when completing a sensitive or dangerous assignment.
While on this stealthy mission to listen and record a NERO (an in-game federal agency, so you know they're dicks) scientist, having to sneak his way past guards instructed to shoot on sight, Deacon gets back to his bike only to discover that, ta-da, Boozer is nowhere to be found.
Once again, Deacon has to track Boozer down. He eventually finds him in a building holding a dying dog. It's clear that the game wants us to utilize this moment as teachable, showing us an empathetic Boozer and stoic Deacon, who have to (warning) put the dog out of its misery. This moment is supposed to be an example of the buoyancy of humanity in people.
What we actually see is a, yet again, bumbling Boozer needlessly wandering off to do a little "shopping" without using his trusty earpiece and telling his best buddy what he's up to, and rendering himself vulnerable hanging out with a dying animal after he's used to being surrounded by death and dying and undead people. We simply don't have time for this.
Surely, they have run into this scenario many times before, realizing they were unable to stop and do anything because in this version of the world, dying pets are now a staple of everyday life. I know, I know... Once we are in the situation, I agree with helping the dog, and some of you are crying as you read this. But you all know, deep down, that I'm right when I explain we should never have been put in this position in the first place, if only Deacon had left Boozer to his worker-bee duty.
And so what happens, as expected? They wind up having to fight a Boss-load of Rippers, all thanks to Boozer's ineptitude.
There is even a scene in which Boozer is given a very sharp blade, which he immediately starts swinging around, desperately close to his friends and their faces. This man is an irresponsible detriment. I knew giving him that blade was a bad idea the moment Deek and his fail-induced stroke where Boozer is concerned, suggested gifting him with it.
During one of Deek's error-in-judgement episodes, unwisely toting Boozer on these missions, Boozer gratefully chirps that he doesn't know where he'd be if Deacon hadn't [given him the blade]. I know where he'd be, exactly where he belongs... Back at the farm, hoeing and planting, keeping the post-apocalyptic world safe from his gross incompetence.
At this point it's necessary to say that we don't know what Boozer was like before the...unfortunate incident... I like to give him the benefit of the doubt and assume he made better choices before feeling sorry for himself.
Now, I'm not heartless; I do have a care for the guy. He's not a bad person, and he's simply down on his luck. I mean, really down on his luck, when you factor in the post-apocal-ism together with his... unfortunate incident... And by the game's end, he does redeem himself of his poor choices earlier in the game.
So, some helpful pointers? Your aim here, other than shrewdly locking in skill points, is to acquire as much storage as possible by way of saddlebags for your bike, in addition to upgrading the bike itself. Everything else is just strategics and personal preference. The way to earn credits for upgrading is to do jobs, turn in bounties, and provide meat to the camps. You can also help survivors you come across in need of your help, and earn credits by sending them to the camp of your choice, and each option will provide you with what you'll be rewarded with per camp.
**Always keep gas in your bike! Fuel locations show up on your map, and at each location you will be able to find a gas can. Even if you haven't traveled far, and even if you've upgraded your tank to the fullest extent, sill fill it up and keep in the habit because forgetting will more than most likely be completely inconvenient, whether it's because you have to find gas on foot, or because you'll need to combat enemies (and win) before first setting off on foot to find gas.
You can't fast-travel without enough of it, either.
The best camp, imo, is Iron Mike's. Copeland, as mentioned, is a conspiracy nut (even if he is on-mark), Tucker at Hot Springs is basically a taskmaster running an "acceptable" human slave camp. I use the word "acceptable" because it depends on your take of a post-apocalyptic world, and to be fair, everyone should have to pitch in. But driving them hard and making them totally miserable? Not where I send people to, and not where I prefer to do any business unless it's to get gas and take jobs for the sake of the game. Iron Mike's camp is the most logical, democratically republic camp. Also, they have brakes. Hot Springs only seems to have gas and repairs for the bike, with some ammo available. Copeland's camp does have bike upgrades, but he has less than Iron Mike's.