I am just savoring the reception to the ‘itemization’ update.
It’s gonna be a grand old time. People should prepare memes in advance.
Oh yes indeed, haha. If Fatshark doesn’t address every pain point in that mega crafting thread, there will be memes to be had, yes. No excuses. They’ve had years now to think up a better system; both from when we flooded them in “Beta” and in the years after release.
If they side step around the main pain points by throwing breadcrumbs, then they’ll get backlash for days.
Out of curiosity, what are you guys expecting from that update?
Speaking of which! May I direct you to:
I highly recommend reading the OP as it is a collection of various threads on the subject.
If you mean crafting rework, then basically what is said in the Ryker video above I posted. Other than that:
- ability to spend materials to increase stat percentages
- ability to spend materials to remove locks
- ability to ‘smelt’ weapons with same tier identical blessings to get he next higher one unlocked (it’s absolute BS that they didn’t release this)
- ability to ‘smelt’ weapons with the same tier but different blessings to random roll unlock missing blessings of the same tier.
- a way to ‘chase’ reds which come with maxed perks and blessing tiers, as well as a shiny skin (like in vt2). And no, don’t make it a random RNG drop. Give me a quest with certain requirements like penances to unlock a random roll.
- alternatively have reds be random like usual weapons but maxed out bars and no locks.
- more or less the same for curios
- shared weapons for all classes that have access to an archetype. If crafting mats are shared, so should the weapons
I’d generally wish for a concept that allows me to take a weapon I like and build it up and improve. I’m using it all the time anyway, let me spend grinded materials to turn it into my ideal weapon. It’d not just fit the conept but also make Hadron happy that I’m treating it with care.
If it is the machine update you speak of I basically expect not much as usual. A singular map. And the few boring weapon with movesets that are most likely ported over from VT2.
I’d be pleasantly surprised if they released the 2h force swords though.
Essentially: completely cut down on the RNG, make the system more deterministic, facilitate easier means for a player to get a build going, give the players more control in how they play.
This is a general idea as I don’t feel like rehashing years of ignored feedback that’ll only get ignored once again. Just read the memorial thread. Go through the testimonials of players who quit the game because of the system.
If the ‘itemization’ update doesn’t address these grievances, you can bet there’ll be a lot of unhappy people on the forums. If the ‘itemization’ update instead adds another system to grind for, well, let’s hope they don’t, as that will only exacerbate the problem.
Doubtful, given that RealAsianRobot heavily promoted Darktide in the early days, much before the new game excitement, even claiming to be part of the creator program.
Anyway, you asked what we expected from the upcoming update, and I can only speak for myself, but in my opinion, Darktide needs one patch that overhauls systems and evolves how the game is played.
Crafting is undoubtedly one of the tasks that Fatshark needs to complete!
It would also be wonderful if Fatshark could restructure and completely overhaul their communication methods, but that is a pipe dream.
For all of the criticism we may level at Helldivers 2, primarily about balancing, Arrowhead does at least not shy away from providing new features and stratagems that disrupt the meta and introduce new ways to approach content.
Creator Program isn’t the same thing as testers.
You have sources to back up your claim that creators doesn’t get NDA access to try out updates (that they can’t show)long before they are announced?
I’m not trying to put you on the spot or be rude or anything, but you are making a pretty big claim here about streamers, who in literally every other game get NDA access to games long before anything is shown to the public to draw up hype.
Nowadays, games are advertised by word-of-mouth, with streamers selling games to their audiences.
Given that some of the very few Darktide YouTubers out there have previously discussed some upcoming features (under strict NDA ofc) before they are released, suggests that some of them are actually both creators and playtesters, which makes sense given Fatshark as a company want to drive hype.
Speaking as someone who does UX research, the issue isn’t private playtesting. That’s common. It’s a couple issues:
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Testing feedback generally maxes out at 5-7 people before feedback reaches saturation, so let’s say 20 people max for a four player game. Any extra would be courtesy.
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Testing groups need to have subsets relevant to the player base. This includes new players, weekenders, and lifestylers. Fatshark test groups normally are only lifestylers. (Having done this in the past, I understand this is difficult since people like to leak, so finding trustworthy people can be difficult).
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Testing groups have open discussions between themselves and devs. This not only can result in peer pressure from other players, but can also result in unintentional dev influence, causing contaminated and biased data. All data should be sanitized and analyzed by a third party before being sent to the dev team. This is part of why testing Discords for V2 had closed channels where devs and players couldn’t communicate with each other. No one liked that, but it ensured clean data during Necromancer.
So the forum’s not wrong that there’s a data skew there. That’s not to say the group’s opinion is wrong, it’s just not representative of all the subsets Darktide hits.
I do think open betas would solve a lot of problems here in both sentiment and catching different target groups, but I also know it’s a giant lift for Fatshark.
Edit: Jsat is not responsible for Weaves/WOM. Fatshark did that on their own.
Two “community heroes” in one topic, is it Christmas already?
If Catfish comes I will uninstall Helldivers
Shockingly, I’m critiquing this round.
Unless it’s select press builds (happens rarely), Cactus is correct.
Does having one facilitate having the other ? Probably yes. But having 1 doesn’t mean you get the other
Given the sorry state of Darktide ever since, one starts to ask what isn’t a giant lift for Fatshark?
They’ve failed time and time again in every aspect, ranging from QA, communication, design decisions, content, community engagement, bug fixes and non-predatory MTX.
And the worst thing is that for each of these issues a larger part of the community has been literally yelling the solutions, issues or wants since closed beta.
Disregarding the sound, art and original combat team, everyone else, especially in management, PR and quality assurance is massively inept.
The only reason FS has any grounds to stand on as a company at all is because of the few people that solved the question of visceral meaty melee combat. And even there the lead has quit like what, 6 months ago?
At first obviously some new weapons and a map with recycled assets but this time with snow (insert surprised pickachu face).
When it comes to the “itemization” update, which is not referred to as a crafting update, I fear that they’ll introduce a new ressource to farm that will break maybe 1 of the locks or something. And there might be an additional RNG way of getting a weapon/blessings.
What I hope for would be a complete rebuild. Best case a system which strips away the various marks of weapons and leaves us with 1 mark per weapon to build and specialize upon. Pretty sure that’s how it was intended to be.
And of course no locks whatsoever.
We could exchange Diamantine for Plasteel and vice versa if needed. Melt weapons for Plasteel and Diamantine with the option to still sell them for IG money.
The current system is flawed in so many ways but I think FS still wants to build upon it.
Considering it’s the 3rd tide game, Fatshark is a nogainer.
Sometime in the future, I’m very interested in tickling your brain on Weaves. Fatshark, of the developers that I follow, doesn’t really do post-mortems of failed projects.
I wasn’t working at FS then, but I was part of that testing group, and my partner was part of the group that was running weaves as testers, and both his group and Jsat’s group weren’t super happy with the outcome. IIRC, during launch, Jsat lost interest in Weaves and went back to modded during Season 1.