A case to not Delay, and other thingss

You can check one of my previous posts in this thread where I suggested some skills from the top of my head. But lets say something more because its not that hard and why not.

  1. Skill trees for active skills where players can modify those skills. Maybe there would be a node which says that Zealot after finishing his charge doesn’t regenerate toughness but his movement speed and attack speed are boosted - maybe this node wouldn’t be good but it’s just an example so you know what I’m talking about. Maybe there coukld be a node saying that if you finish this charge near a teammates you will “heal” some ammount of their toughness too? Anyways, different Zealots with different builds would have at least a little bit different gameplay.

  2. Passives could have levels (so leveling would be more interesting too). Instead of just getting a passive, player would be able to decide if he wants to invest one point (to get small boost and save other points to put into different passives) or invest more points to get this passive effect stronger.

Here Creed is right. Aesthetics are also important but at least that is not my concern. I acctualy belive that we will get plenty of options to customize how our characters look.

  1. Maybe passives (at least some of them) and the nodes on mentioned in [1] skill tree should have some tradeoffs? Not just “you get increased crit chance”. Maybe something like “you get increased crit chance (by some even larger number) but cooldown on your active skill is increased by Xs.” In Deep Rock Galactic there was something like that if I’m not mistaken.

To clarify my standpoint, as there seems to be some confusion.

Would I prefer more classes at launch?
Yes
Do i think the current classes could have been tailored better?
Yes
Do i want to see more in depth improvements on the classes?
Yes
Do i think the lack of the above is a reason to delay the game?
No

Its as simple as that for me. I think Fatshark has 3 options to go from here.

Option 1: Release the game in its current state with the 4 classes, and Monetize cosemetics and each new specialization. Either by 5-7$ pack for each class, or (and the better option for this one) do a season pass style monetization. 10$ pass that gives you access to all new specializations for the year. Then charge for the special cosemetics related to them. The season pass option is acctable to me, and probably most players. It also allows more guarantee to getting income to support the game since people will more likely buy the pass. I personally may not necessarily buy all the classes individually, based on how i enjoy the game.

Option 2: Release the game as is with 4 classes. Monetize the cosemetics only, and release the first 8 classes for free. After the first 8, then monetize the others however Fatshark sees fit. This is the option i would prefer to see.

Option 3: Delay the game, untill you have 8 or 12 classes. Likely for another year or more. This i think is the worse option overall. Fatshark needs to not only pay back its investors with a launch, but also keep paying its employees to add and correct the game. Extending that will likely lead to them having to pay back investors without launching and reduce its employee count due to lack of money. It could release a year or 2 later, or just not release at all. Its 50/50 chance and we have seen games fall into the later.

Overall, i think Option 2 is the best option to ensure the game launches and keeps getting played for a year or more by people. Option 1 could also work, while accetable, i think allot of people would have a sour taste over paying for more classes given so few options. It could result in less player spending overall, as people dont buy the other classes or as many cosemetics.