Stop hiding/sun-setting/effectively deleting your hard work that players love and which brings more variety to your content-lacking game.
This post is just a non-exhaustive collation of voices begging you to honor your own hard work and respect your players by giving us the fun things you’ve already developed and improve your perceived glacial pace of content delivery. Variety is the spice of life.
This isn’t asking for full mission customization like some posts, just give us more chances to play the content you made, ffs.
If this time and mode-limited decision has been part of the alleged “live service” strategy of the game, consider this post as also begging you to knock that off. Keep that to major updates, not gameplay variety that can grow and sustain a player base. If you want people coming back for the major updates, they have to arrive and want to be here first.
There is just so much going on over there (or not going on) that could improve community morale and general studio perception that I simply have no other conclusion to draw but gross managerial incompetence.
Sure would be nice to be communicated with. I miss Strawhat.
They could very easily cycle popular previous events as weekly modifiers. But I guess that’s just borrowing too much from their own ideas that already worked in VT2. We need to toss the rat-babything out with the bathwater and start over yesyes.
After 1500+ hours I am finally starting to play other games more often. I love DT to the Nth degree but it really needs a more consistent inconsistency if you know what I mean.
If they simply fed all the previous special events modifiers into the mission board as regular rotations then it would make the game feel much, much less stale than it’s currently feeling for me.
If I see another pack of hounds or sniper gauntlet then I will be physically sick. I actively avoid these without a second thought - so you can imagine how that reduces my options on the board.
brutes which was one of my favorite events appeared 90% of the time with hounds/lightsout/power outage added on, it ruined it for me.
hounds is either throw a grenade on the ground/follow the psker around simulator OR you rush their spawn and get 90000 kills with one swing
lights out and vent purge are identical and both equally stupid, the main game has very similar numbers of silent crushers and the waves of snipers do not work correctly same for ideal hoards.
There were plenty of threads and comments to choose from shiteing on our current, worn-out selection or disliked ones such as blight spreads (my beloved, don’t @ me), but I chose to focus this post on positive praise/begging for variety/criticism of removal from play.
It’s genuinely bizarre that they just abandon their own work like this. How is this efficient? You’ve put in the work, Fatshark, why do you then just ignore it? There are past events I missed that sound cool that I want to play.
This seems such an easy win, since clearly you guys do not want to give up the crappy mission board that was a massive step back. I know you were trying to follow DRG’s example, but it’s not good. The mission board should be an option and we should also be able to host our own matches on any map we want with any modifiers we want.
I genuinely am puzzled anytime I think about this, but why are games going backwards? Not just FS’s games, but so many others. We get less content instead of more with each new release, fewer options, less control, more loading. I still don’t get why there’s no option at the end of the mission to vote for a new map like existed in Vermintide 1! Not to mention the fact that we can’t change weapons at the start, as we could in VT1.
I think I can at least understand this apparent stance. I am opposed to splitting the player base more, seen it kill plenty of MP games, and that’s a core idea behind the “free” content we get.
But the fact that they did it anyway in different forms with Havoc and Mortis turns my understanding of that reasoning right on it’s head.
They attempted weekly rotations on release, but left for holidays before implementing an automatic modifier rotation and that’s how we got hounds for months.
Look back to a game like Perfect Dark. You could pick map, players, bot players, bot player personality, weapons, where weapons spawn, modifiers, goal.
I know that’s a traditional FPS, but there’s just no good reason for things to be like that now. I imagine that FS thinks people in private servers could just hack in any cosmetic they want, but damn - they really are sacrificing player experience on a what-if fear.
I see rotten armour is causing a lot of rage quits They should explain a bit more mission board for events.
They take more melee damage
Initial ranged resistance 75%, drops as they lose HP I think half resistance after that at most.
They move/attack slower by a bit
Increased stagger resistance
Some quick bullet points like that. Maybe add numbers if they want to i.e. They move slower by 15% etc
Probably won’t go down so well for Vet mains, if made permanent due to ranged resistance, which is quite hefty.
They just need to expand mission board in a way people would want “quickplay with” or “quickplay without” modifiers because clearly some would prefer to skip them like Lights Out or No Ammo modifier.
Only realised recently because no ammo modifier hardly pops up. They seem to remove ranged elites entirely for this modifier, but still keep other shooty enemies.
Anyway once this even over in a week. Suspect we’ll be back to usual dog spam modifier.
This is the same as the skulls event being limited to halloween in VT2. Whole event with balance and extra spawns, only works for one week a year because