Things like ‘we totally forgot to put in a low Aquila bundle’, ‘shop pages will confuse people’, ‘we definitely just had unspecified technical problems and totally didn’t realize last minute that we have nothing for Skulls’, etc etc etc are transparent lies that make people unlikely to trust you.
People are tired of the corporate speech. Actually communicate and be honest.
I could (and really want to) write up a page-long comparison, between Arrowhead and FS, HD2 and DT.
But I’m a bit busy actually playing HD2, so, please accept this image instead.
Maybe a full write-up Next Week.
Oh don’t worry I learned the lesson the hard way. Never preorder a Fatshark game anymore, and wait at least 3 months (if not a year) to see if they take their job (and the community) seriously.
While those numbers may look underwhelming, I should point out that the main following of this game was on the Playstation Store at the time of release and I think it re-released on Steam later.
So those numbers you see here are secondary market.
I still say they actually never truly launched or even planned this game as “Live Service”. They used it internally and in interviews to sell their big investor on it.
This game carries barely any hallmarks of Live Service minus the online hosted servers for everything.
I read somewhere some dev left Fatshark (under work pressure , I suppose ?). If that’s correct, they might have left the studio with their initial vision and ideas which newest recruits can’t achieve the same way. Could this explain current stagnation about the state of the game and therefore, lack of any information ? Just a Guess. Or maybe they are cooking surprise content in slow motion and absolute secret, as they usually do. Who knows
Fatshark is a big studio. It is normal for some fluctuation to take base, so your explanation could easily hold water. Question is - Did the person who leave hold strong sway in the company or was in a position of leadership?
We know several of their Community Managers changed, but those don’t make foundational design decisions.
The problem is this - a GaaS title often couples a constant stream of content with agressive monetization tactics such as FOMO. For the company this means high pressure but high income while the player base has to accept monetization inconveniencies but is rewarded with constant influx of content in return.
FS tries to avoid the high pressure part and only wants high income and we players have to accept inconvinient monetization but only get glacierly slowly new content. I think that is a problem.
Often have I been asked by newer players if my Krieg costume will be available again and all I can answer is: Propably but noone knows when - the next few months are unlikely given the high amount of other stuff that should get rotated into the store beforehand and the new stuff they want to sell as well.
And if it comes it is very likely that it will be even more expensive then the ridiculous price I paid because I’m a DKoK fanboy.
If monetizition and gemsystems such as crafting wereless reliant on psychological abuse the slow flow of content would propably bother less. If there was a stdier flow of interesting new content the psychological abuse would be overshadowed by the dopamine influx from new gameplay experiences.
Psychological abuse without dopamine influx is just greedy maltreatment of the playerbase. I personally are right now shifting my rare free time for gaming towards helldivers and Ready or not. I will propably play again some time because I want to roleplay a Korpsman and I don’t have an other possibilities for this - but I’ll see.
a low-pressure cash shop in a game where they don’t use the actual gameplay to push you into putting more money in isn’t a problem, man. if anything it’s a sign you need to step back from online games for a while and ask yourself what it is you’re actually playing for.
I don’t have personal problem with the cash shop because I got my Armageddon and Krieg gear for my guardsman roleplaying itch and for all other purposes I find the earnable cosmetics look cool enough.
For two of my friends the way FS handles monetization was a major point for quitting and I recognize a lot of resentment towards monetization in this game in these forums and in ingame chat.
The reason I step back from DT is mainly that the itemization system poisens a lot of anticipation of potential content such as new weapons and character classes. But as I said I’ll propably return sometimes bayonet charge some traitor guradsman with my trustry Lucius.
And I can tell you what I’m actually playing any video game for: Immersion - doing and experiencing stuff I’ll never do or experience in real life. That’s why I played DT as long as I did - richt now no other game let’s me experience 40k like DT does.
That’s also one of the reasons I’m playing Ready or not as much as I do - that game is extremely immersive!
It’s honestly exhausting to care about this game, it feels so disappointing to get into playing this game and interacting with the systems. The moment to moment gameplay feels fun, the crafting… sucks, play the slots. Going to the cosmetics shop feels meh, going to the premium cosmetics just doesn’t even make me want to buy anything. Not having new penances to do is uninteresting because that’s what I enjoy.
And honestly the Mourningstar feels worse than if it was just a menu ui.