Active players down over 95% from peak, Crafting thread has 2,000 comments but no dev response, No significant content since Patch13, Studio vacation has been over for months with no product updates. Has Fatshark just moved on?

Well, it’s easy to disagree with me when you’re not actually disagreeing with what I’m saying.

I’m saying 'tide games has depth in its core gameplay loop. That is, the moment-to-moment combat. No . . . it’s not a stealth game, so comparing it to ones that have that is a silly comparison.

At each given instance of Darktide, you have multiple decisions to make. Sometimes you can get away with mindlessly whacking, but not when things get intense. That’s when bad players who think it’s just button-mashing crumple and good players can salvage a seemingly-lost situation.

It’s a 4D puzzle, as I’ve said before and is literally the most important and main point of what I’m saying. The current correct “move” depends on so many factors; your health, the enemies around, the enemies near you, your team’s postion, et cetera. And in a few moments the entire puzzle has changed as you move, enemies move, allies move, resources are used or lost, enemies die, or new ones spawn in.

At any given moment there’s a lot of options about what to do. Most games of a shooter-style have multiple choices in that moment, too - you can shoot, you can reposition, you can use some kind of secondary weapon. 'Tide games make this a much deeper thing with its melee combat, where what melee attack you should use is the question. This can be simple, like with the Evisverator that has the XSword moveset; lights or heavies (though there is also the push-attack, a viable single-target alternative), whether to rev or not before the attack. And even if you decide to reposition, you have a number of movement options to you. You can pull back blocking, dodge-slide away, turn and run, or if you’re very familiar with the game use move-tech like dodge-sliding off climbable objects for a longer distance. Then there’s the intricacies of kiting large hordes when overwhelmed, because there are situations where players cannot have high enough DPS to simply kill their way through.

Even with the (I would say almost too much) number crunching involved in the game with stat bonuses and armor types and perks and blessings and talents - ultimately it’s that CORE GAMEPLAY LOOP (caps for those in the back) of 4D puzzle-solving that gives it depth. I only recently started playing but have almost 300 hours in it now, and I’m still learning and incorporating new skills; learning optimal weapon movesets on things I haven’t used much, and improving my movement skills.

And yes, it is high-octane, more than any other game I’ve ever played.

However, this is only why I keep playing this game when so much of it is buggy or badly designed. Let’s not forget the original topic here. The game has serious problems, and the fact that Helldivers 2 does so much right is a big reason it’s got a massive playerbase while DT’s is rapidly shrinking. I mean, novelty is also a factor; HD2 is new, but still. The quality and depth of DT’s gameplay should let it have a bigger player count.

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I don’t. I don’t hate her neither, but her interactions with the community she’s supposed to manage are so rare I can’t build an opinion.

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You can watch the frequency of her posts drop over time as Fatshark repeatedly fires a machine gun at its own foot and turns the community against them.

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Exactly my impression. I often read things like “I respect Catfish for the work she does despite the limitations”, but personally I have seen absolutely nothing that could support this high regard towards her. Her answers are too sparse and above all too vague. Maybe I’m wrong, but to me it seems like the usual rhetoric of the hero worker who stands alone against the bad managers.

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She existed in comparison to Hedge and initially seemed promising in regards to getting Fatshark to communicate, plus people here aren’t usually inclined to attack CMs personally.

That no changes ever materialized and her increasing silence has started to weigh on the other end of that scale. But initially she was regarded as better, and first impressions count for a lot.

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At this point, to spare oneself on-going mental agony, just assume Darktide is dead and is receiving no further updates. Would you keep playing it or stop now? Make a decision and move on.

Fatshark gives us no reason to not assume the worst at this point.

If the game miraculously gets resurrected, great. Maybe it will be worth coming back for. If not - I think it was fun while it lasted (?).

Maximum bitterness stage reached. Expectations at zero.

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You are havily exaggerating, while there are a lot of factors, you don’t calculate them at ones and for a several steps in advance, it’s not chess. You see - you act, you hear - you act. Just as you would irl when there is a danger, like a pack of wild dogs crossing street towards you, your brain subconsciously anylizing where to run in case and which dog is the biggest one.

You don’t sit and create a plan for the next 30 minutes that will include all viriables. I don’t know equivalent in english, but in russian there is a term for such gameplay - spinal cord gaming. You just play on autopilot and that’s it.

Not even commenting on the state of balance, where you easily can farm CDR for ultimates, vet provides unlimitted ammo, and even without vet you will not run half of the run without ammo, same with meds, almost every run there is a medcrate deployed in the valkyrie for memes and unused stimms jerking.

Like i play tides since V1, i have 300 hours in V1 i think, can’t remember, but let’s say it took for me 100-150 hours to become a somewhat good player and to beat all maps on Cata. Since then both V2 and DT was easy to learn. 100 hours isn’t a big thing for a system that is somewhat complex.

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All right, there’s been enough weird strawmen on this argument, there’s not anything worth engaging with here.

I agree with that.

The high-ranking Fatshark game designer responsible for Darktide’s “crafting” system who came to this forum to defend it a while back got very sour with all the negative feedback they got. No wonder they distanced themself from the community.

And now the time has passed to admit they we’re wrong and do something about it. The game is just a shadow of what it could have been, and nobody wants to take the blame. So they just keep a low profile, don’t say anything and hope we’ll just forget about it.

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Wait what.

When did this happen???

The closest we’ve gotten to them defending it has been me and a couple others joking that Jakal is secretly a dev, I don’t remember said devs actually showing up to defend their horrible itemization beyond that one ‘dev diary’ that failed every single point it brought up.

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Yeah that’s how I feel. There’s a lot of threads about asking for updates and communication and content… But we’ve said all can be said. You’re only hurting yourself by expecting more at this point. Just let it go. Play the game as is, without further expectations, or go play other things.

“I like to expect the worst. That way, if I am wrong, I can be pleasantly surprised”.

I don’t think there’s any thread or well reasoned argument that can really have any material change here. I don’t even think you need a “communication” memorial. They’re not questioning whether some silent majority prefers no updates and lack of content. Everyone is going to want more free content and more communication. It’s just they can’t/won’t.

So we may as well pull a fatshark and just be terse or silent altogether on things like this.

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It’s probably was some whiteknight who was accused being a Fatshark employee as a joke…

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It’s not really coping as much as not caring. I don’t care what they have to say. I want them to fix their game. Actions speak louder than words. I partake in this discussion off and on on the forums but I haven’t played the game for months. They can say whatever they want. I can make my opinions clear and hope that they hold merits on their own since I can never presume to talk for anyone but myself.

Exactly this, and all of the changes were for the better, although the mission board I would argue is as busted now as it was on day 1.

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I believe it was in this thread back in August:

Yes and no. The thing is they are so slow that there are no actions. Some start thinking devs don’t work or care, and even just wanting to have somewhat fast and constant updates isn’t a crime.

So first people just worry and ask questions how things are going on, they recieve no answer and become even more worried.

But more important probably is when you don’t have testing server/realm, then communication is kinda work like a surrogate. Player could give their feedback or rise concerns in before, especially with such game like DT, where you can’t predict will be there even more timers and rotations.

And if you don’t want to communicate about game’s future like in a proper GaaS, then remove crappy player retention mechanics and run your game like a regular game with minor free updates and big paid DLC’s. Either way MTX and retention tricks is the only part of GaaS we have.

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The same 20~ dudes are going to keep telling you this game is perfect, despite having just about all the same problems it had since game launch. The developers really haven’t said anything since November, which was 4 months ago. I don’t know where you live where it’s completely normal to take 3 months paid vacation, but I’ve never been afforded more than 14 days in my lifetime.

In the end, companies only respect two ways of voting, with your wallet or with your feet. I’ve voted with both, I’m not paying Fatshark a cent or playing this game another minute until we see real update with content beyond a new mission or 2 new weapon marks (that add nothing to the game and further dillute the weapon drop pools). I mean, real fixes to the bad RNG in this game, new enemies, new mechanics, new events, actual fixes to the bugs and crashes, you know, standard content for literally any other game as a service?

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That’s exactly what I was saying. We are in agreement. Not sure if I typed my initial reply wrong or something, don’t care too much but I do believe I mentioned outsourcing as in letting Indies use their IP if I use the terms correctly.

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I believe a few years back they did actually try to fund and make an MMO but that might have been the thing that scared them off doing it anymore since I’m pretty sure it basically went nowhere and was a big money sink.

I imagine that also part of it was THQ filing for bankruptcy and for a while basically taking the 40k license down with it for a period.

As a result someone at GW is likely very against anything that could be considered a mega project or pitting all their eggs in one basket hence where so many different companies get access to the warhammer 40k ip.

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Imagine a 40K game where you could go anywhere, be anyone or do anything. If you want you could legit just be a grumpy old farmer with a Lasrifle who defends his property every time that his planet is invaded or something.

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Tell me you’re Murican…
In Germland you usually get 24 to 30. But yeah, Nordic countries are something else what that is concerned.



The result of endless trend chasing. Warhammer doesn’t make for good MMOs. Or at least not the baseline MMO type play that we currently have.

At least I don’t see it. And to be fair, entering the oversaturated MMO market with WoW and FF14 in it is financial suicide anyway. Many have tried and failed. And there is a whole heap of Free MMOs to boot.

Warhammer lends itself much more to Strategy and such. Creative Assembly did them justice.



I have no idea how you would even execute on that idea with the type of variety Warhammer has. Maybe something inspired by Mount & Blade styled.

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