if in said example they’re the ones paying the bills in the long run, yes keeping them happy keeps their wallets happy.
hence i was wondering who’s generating more income.
aye
if in said example they’re the ones paying the bills in the long run, yes keeping them happy keeps their wallets happy.
hence i was wondering who’s generating more income.
aye
Yep, so I understood well, but I find new contents and bug fixing a better investiment than adding (o creating via multiple nerf) a new artificial difficulty just to feed the super tryharders’ ego
That without considering the principle: I want that every difficulty, from T1 to T999, must be balanced. Nothing artificial or unfair
There is no “artificial” difficulty in balancing the game.
And see numbers. When they drop content, the number of players increases by a lot… and decreases immediately after 1 week. At the end, we end with same numbers or close to this.
But as you think that there is no OP weapon and that a shredder autopistol is balanced toward a zorona revolver or a plasma gun, sure we are all loosing time here…
This point of view is enough and says everything.
and who’s paying for this?
paid dlc, unpopular as the idea is, i’m all for it.
if it comes at significant size (we talk about 5 maps
10 weapons and at least as many new enemies, say 40€ a pop)
then guess again whose buying those in the long run?
Does this exlude the need for balance? or that we can’t have new content, bug fixing and balance passes at the same time? Things that overperform to the point it trivialize content or things that makes other weapons obsolete since they cannot compete should not be a thing.
There are things in this game that work different depending on difficulty though? things that work on special and elite kills gets more benefit on higher difficulties. I don’t think sedition is balanced around the character being level 30 and having fully upgraded gear, so I’d rather have the balance focus on damnation+.
this, the general casual hardly sticks longer to content than it takes to “complete” it once.
the new map’s a beauty, the amount of misplays i see in the starting zone alone is not.
as if the map was “consumed” by playing through it once, been there done that, neeeext, where content.
to analyse placement possibilities, “no-go” areas, choke points etc comes with at least finishing it a dozen times start to extract, but since content was “consumed” its boring old stuff, hey over there shiny new game.
i doubt fatshark could keep that “stuffing goose” fed even with all the corn in the world.
It’s not my role to know where take the money. I can just leave my feedback and I don’t want to see time and resources used for a harder unnecessary difficulty that imo would be artificial just to hope tryharders throw more money at the overpriced and badly handled shop
They’re not balanced. But zarona and plasma are fine (balanced each others and balanced vs others meta weapons like lasrecon VI and Columnus)… while the Shreeder would need a buff
We agree that we disagree, we’re losing each others time
thats what the forums are here for.
i just go on a whim and guess casuals that jump ship within the first month of content drop arent a steady source of revenue.
Up so far, fatshark has done a pretty decent job in balance, and it has been very conservative with the nerfs. I don’t think we have to worry about the helldivers situation coming to Darktide.
What the heck do you think they are doing right now?
Literally their only testers are the hand-picked YouTubbers who push this and that agenda and its gotten us this mess. If not for those rare shining moments when Darktides players actually put aside their “I Me My and go screw You” attitudes to repeatedly smash Fatshark over the head with a piece of rebar called “basic sense” we wouldn’t have had the few real fixes that actually work.
The best method of balancing a game has been known for a long time.
Clear and PUBLISHED documentation about how abilities work, classes/ abilities/ etc should be balanced relative to each other, etc. Followed by having multiple methods of testing those values including static tests (ex. Psykanium), practical tests (logs from randomly selected runs), and large-scale play tests. Then actually using those methods and really listening to the information they give you even when it contradicts “gut feeling” or personal wants. The reason its not used is two fold. One, game-developer happens to also be synomous with egomaniac so when said method doesn’t confirm their prexisting bias it gets discarded. Two, it costs actual money to set up and maintain without generating an immediate and directly correlatable uptick in revenue so bean-counters don’t like it.
Welcome to the “future of gaming” - everything is the product of a formula that uses “what appeases creators ego” and “what makes money without requiring spending money”. And its only going to get worse…
A) they’re not yardstickied, b? headphones!? That’s tryhard !? 2024, if you’re playing at the hardest diff on crappy speakers (or no sound) with Ariana Grande blasting in the background in between bong hits, then stick to malice. Get yourself a half-decent set of cans and take the 5-10mins to set 'em up properly.
It should be doable only by a small % of players, you can argue about what that % is; it’s end-game and you gotta earn it.
Note: A small % can’t handle it because there’s another small % dragging them down. An average prepared group of 4 would be challenged just fine by the game and eek out a victory with some smart gameplay were it not for 1,2 sometimes 3 other players who would struggle at malice looking for a free carry. The community is as much to blame as FS, more even. This artificial difficulty modifier could vanish and the game would be better and more enjoyable.
No…revolver, plasma are pretty obviously a bit too strong, a slight sensible nerf couldn’t hurt.
You’re also conflating the Smite issues, a few think it’s too strong , some of us think it’s too stupid and anti-support (not too strong). It turns the game into a slow drunken pub-crawl and is a crutch for green and bad players due to its silly overuse. Smite spam makes the game harder, not easier.
I just want small iterations until we reach a good balance… Not what happened with the shredder where it was nerfed it into irrelevance.
might be the painkillers kickin in again but all this finger pointing has me philosophical.
like the first “modern man” getting accused of “tryharding” by a neanderthal for using fire and feathered arrows.
geez dude, take it easy, its no competition, the mammoth gonna fall over anyways at some point.
just throw more rocks…
besides whats funny it’s not even “try-” somethin, its been done.
by a lot of people, effectively, with ease sometimes too.
so the sheer proof it can be done, on repeat, by “non-professional” (not non-skilled mind you) players doesnt make for an “artificial” but a very needed difficulty to keep growth happening and rewarded.
lest you want to suck on your stones in the dark and wonder why your kind goes extinct due to the lack of food.
dude, have you seen my mammoth?
fun fact, did you know much of the dialogue tony jaa had in one of his movies was literally “where are my elephants” over and over again ?
coincidence?
ogryn giving you a piece of my kickback if it helps, sah.
still good for slapping with less screws
LOL you need to stop posting until the Nurgle-rot is cured.
hey now i’m sad too, no fair
I would not mind more information behind balance decisions for weapons/talents/abilities and so on. Also, for a lack of better word, the intent behind the creation of said weapon or talent/ability so you can get a feel for what the intended “power level” should be.
No
No it can’t
There has never been a game that is perfectly balanced especially one that has scaled statistical difficulty with enemies with different stats on different difficulties and the players able to modify the stats and abilities of their weapons there are way way too many factors to consider
And if there was it sure as hell wouldn’t be fun because now everything is exactly the same. As said everything is now the same that’s perfect balance.
The plasma gun and mkv Columbus are massive outliers in what is most a pretty decently balanced weapon selection. They need to be reigned in.
You know for purely selfish reasons
I’m kinda happy the shredder got hit with the naughty stick
I got absolutely sick of “what melee exists?” Shredder vets and pyskers just mag dumping anything that moved and then proceeded to Hoover up every ammo source there were so many players that used it as a crutch when it was strong and had absolutely 0 game sense and or skill.
Totally disagree
Perfectly is an exaggeration, nothing is perfect in videogames nor in real life, but a game can reach a level of balance where sure, X weapon may be slightly stronger than Y weapon, but the difference is kept very little and anyway every weapon still maintains a solid niche
Moreover, if A and B weapons feel stronger, there always is the need to ask ourself: are they too strong… or are C and D weapons too weak? The latest case imho is Darktide