People saying PoE doesn’t have “predatory MTX” ignore that you can’t really play the game without stash tabs.
And that PoE is a F2P, with a seasonal content drop that by no means Fatshark can match (or has)
People saying PoE doesn’t have “predatory MTX” ignore that you can’t really play the game without stash tabs.
And that PoE is a F2P, with a seasonal content drop that by no means Fatshark can match (or has)
some companies even western ones did just that repeatedly in the past. invest, take over and transform, absorb and/or reject. a company once known like a snow storm now is just a hollow shell of a company compared to 20 years ago, just naming a prominent example of several.
also your view is so western. you are used to corporations more or less being their own masters.
Ok here’s where I’m at; Most of this is being overshadowed by the fundamental f*ckery that is the RNG overload outside of missions.
I want to select the map I play, at the difficulty I want with the modifiers I’d like. Basic stuff.
I want to be able to try out the full range of weapons available to my class from the very beginning so I can see what I’d like to aim for.
Levelling 2/3/4 classes is depressingly grindy as the RNG is so over-the-top the chances of getting something close to what you want on any given class is infinitessimal.
Hit registry feels off sometimes. I’ll hit things quite often with no hitreg, or delayed death. At least give us the numerical ping.
Playing Heresy+ Is pointless. No extra rewards and no point getting Ordocks as shop is so agrovating.
Choerency stifles gameplay options. I cannot flank a gunline without taking massive risks. I cannot look for Mats without breaking Coherency. In the events where you search for something (Auspex scans, finding cansiters for special ammo and so on.) There is no benifit to someone staying in place and providing cover - it’s just too risky to perch somewhere and cover people - so everyone must go to the locations together. It funnels the gameplay into very narrow type; Run through room together, kill things at ranged, wait in the doorway pinging
shots to the next room, clear main threats at ranged, run through to next chokepoint, repeat.
Demonhost is pointless. No rewards for taking it out, no buffs for avoiding it.
Grimoires are pointless and overly punishing for tiny reward. DoT ticks taking people down to 1hp is downright insulting.
Couldn’t GAF about scriptures as Sour Milk’s shop isn’t worth the hassle.
Sour Milks Shop is basically an exercise in frustration. I don’t do any of his dumbarse tasks.
I’ve got a braced autogun that works at Heresy+ So why bother looking for anything else? It’s a complete waste of time once you’ve got something that works. Having the option to try out new weapons or play-styles is removed from the players choice as they need to hope RNG gives them another weapon they might like. I feel I’m stuck with this weapon unless I’m trying to log on more often in the hope of something not-sh*t.
Mrs Hardon, a techpriest cant actually craft you things properly.
Getting stunlocked by ranged and caught out in the open is the greatest threat in the game. I’ve gone down to a ranged stunlocking me in the open far more often than any of the supposed higher threat specials.
If you get stunlocked and an Ogryn machine gunner targets you its over. It is therefore important to fire from cover, turning DT into a cover shooter.
Cover doesn’t work if you crouch behind it though.
Melee weapons and melee are so badly balanced that at higher difficulties is basically necessary to get high cleave weapon. I don’t see axes at Heresy+ really.
Chip hits through toughness make it too punishing to fight in melee. You’re better off taking a leaf out the oponents book and never going to melee and firing at point blank range.
Picking up ammo should somehow work differently so players can’t just hoover it all up with gay abandon.
I’ve earned a place in the Inquisitorial Retinue. Stop calling me Reject.
VA wearing thin pretty quick. Same lines, same very few voice types.
Stamina combined with toughness are weird systems that are counter productrive to each other. Sprinting is something of a trap in that it uses stamina used for dodging and blocking.
Therefore lifting someone during a horde becomes hard as you need to dodge and block and it burns through stamina needed to pull them back to their feet.
If someone goes down, leave them. It’s not really worth the effort as often they’ll get ressed with more health quite close, especially in events where you’re “locked in” until you complete something and they’re almost guaranteed to spawn really close. It’s too risky to try and rescue people.
Hounds are basically pinballs ricocheting around and munching people. Broken and buggy AF.
Trappers pull you like, 2 feet? And you are released in 1 second. Seems a bit underwhelming unless they shoot you through a fence.
Instant Death from PoxBursters due to corruption feels unjust.
The most successful PUG’s are therefore ones that literally stay within 5 feet of each other and shoot up each room, walk through together, shoot up next room from doorway, and so on. Even events supposedly in open areas end up easier if you just find a door way and hold up in there.
Fighting alongside 2 ogryns is annoying, they just block the line of fire for everything while not dealing enough damage in CC.
i agree with your opinion about the rng and crafting.
this game makes the adeptus mechanicus look like incompetent arrogant cretins.
hadron is portrayed as being proud of the holy equipment, but considering how unreliable she is, its just pitiful. maybe the reason most of her work is so bad is that she is a traitor.
rest not so much honestly. some aspects could see some polishing in the mission gameplay propably, but i see it differently. i find the coherency idea brilliant for example, realistically if we’d imagine ourselves in this world fighting these missions the only way we’d have a chance to come out on top and make it would be as a coherent team sticking together closely. i’d even give players a real detrimental damage malus when they do not have coherency buff while at least one team member is alive. even the hardiest imperial veteran gets shaky hands and looses their nerves when alone in the midst of nurgle’s influence.
never understood how people would be bothered by the size of ogryns, i find it extremely useful that they are so large and always find my aim with them in front. it is just a matter of getting to know the section layout and enemies and position yourself tactically.
thanks for sharing your insights.
You forgot: horribly balanced traits
It’s the “stamina on headshot” trait all over again.
Between 17.5% power or 5% crit chance stackable 5 times, and 4% power when at full stamina, what is the most attractrive choice?
Or limbsplitter ffs.
Axes with the infinite cleave trait are good on damnation.
Some weapons have such a terrible moveset that they will legit never be used.
good point, some blessings are really nonsensical.
its so easy nowadays to see hardly any game game is published after a proper quality assurance process. its just shoved off to the players.
this is objectively disgraceful game design.
Yeah this is something else that isnt even on the radar as details like blessings are swamped beneath the torrent of other rubbish.
Such a bad launch.
The first points are all so accurate but the TL;DR, to me, is that FS never learn and at this point I’ve given up expecting them to. I don’t really want to give them any more money if it’s just going to be the same again and again going forwards. The quality of content they are capable of putting out is so high, seeing all that wasted potential is just sad.
Having updates that accidentally reintroduce old bugs and revert changes inspires zero confidence in them on my part - especially since after updates a lot of crashes tend to crop up again still and VT2 still has annoying jank in some areas - point blank backspawns in general, beastmen (esp. the banner event in Chaos Wastes, also sometimes not getting staggered) and hookrats/gunners through walls in Chaos Wastes too. Also the fact certain grudges like illusionist ever made it into the game in their base form inspires zero confidence when it comes to forethought and/or testing at higher difficulties.
The fact DT leaves the impression FS learned almost nothing from VT2 and even doubled down on grind and bad item systems speaks to my first point. It feels like they’re just going to do this again and again, and it’ll take ages for them to get it into a decent state. And there’s also no guarantee some things ever get addressed, like the item rerolling system in VT2 or, again, backspawns. I did, at least, not see any of the latter in the DT beta so that’s something, but FS took massive steps backwards in many other areas, even compared to VT2’s launch (bugs aside).
The problem is eventually their customers will stop thinking “I’ll come back and see how things are later,” which seemed to a fairly common sentiment back at VT2 launch (for those of us who didn’t play VT1 at least), and instead stop thinking or caring about Fatshark’s games at all.
FatShark really dropped the ball on this one. I wish they had spent more time with development and less time listening to Tencent for tactics on how to milk costumers. Their time was not well spent and they have lost so much goodwill. They have absolutely no idea how close to the edge they are to becoming one of those developers that get branded and are forever scorned by the player base.
that is probably what ill do, gonna enjoy darktide and look at the updates. in my mind this is already stamped with the early access mark, so my expectations are not high anymore. i can see behind the mentality of design generally and in games and eventually if there is no turnaround quickly i’ll just quit and never speak of or buy anything fatshark ever again. i wont even mention their name anymore.
Theres too much overwhelming issues to be a quick turnaround and the first major content drop for VT2 that flagged up on steam was winds of magic with a massive balance patch. Not the best advert for FS at all.
acknowledgment isn’t even enough anymore, as it doesn’t mean they’ll actually FIX the things they acknowledge. The only way to get good will back now is to actually make changes the playerbase wants.
lol no please not, the playerbase are not game designers. too many games get screwed over by implementation of what the playerbase wants.
game design is not about giving what the player thinks they want, it is about having a refined experience that the player comes to enjoy. this is such a weird idea to think most people understand what they want and why they want it automatically, this understanding takes years of effort and work on yourself to achieve.
you dont just implement what players want, you listen to trends and have a good idea about the personality of your game, your specific player type you are aiming for and the origin of player frustration, which is most often only indirectly related to what they say they want.
Surely you can’t be serious.
for example, some players think ogryns are a hindrance due to their size, but it is more likely that they are just not suitable for a cooperative gaming experience due to an overly expressed need to outplay their own team.
same goes for people who do not like that coherency exists, are more likely not used to play supportive to each other and have each others back. sure they come to your aid if you are in peril but they would not avoid peril as a team effort.
i’ll be a gamer all my life, but there are many game genres that i am unsuitable for.
No they don’t. The vast majority of games never even as much as consider player input/suggestions and if they do consider and implement one it is such a watered down version of the original suggestion.
Fatshark in this regard is especially egregorius. They think they know better than you, what you like and getting them to accept that they have no damn clue what they are doing is a pain in the ass…
Fun fact: It took 2 years before they realized that in Vermintide 2.
yeah well it is hard, almost takes a sage-like mindset to be a creative lead designer, if we assume that the publishing side would truly avoid influencing a correct creative process.
even looking at my own suggestions for darktide closely, i must realise how flawed they are and how much they would require an extensive amount of work to be viable, cause they are not in their raw form.
oh i forgot, these are obviously not absolute statements. for example people fed up with cosmetics just not fitting to the character model or deforming the character are no brainers in regards to issues. i always forget that sensibility is not a general thing with people.
You’re going to have to explain how you did this logical leap. I have no particularly strong feelings about Ogryns and their size, but if there’s two or more of them in a match, they can block all vision. Especially if they never tag specials, so you can’t see what’s in front of them. Either way, I find it quite a leap you’re doing here, to suggest that because someone thinks a character takes up a lot of screen/field of view real estate, this means this player wants to outperform their team.
you can just let the two brutes do their thing and be their wingman, or suggest politely that one ogryn takes care of the back spawn? some players dont mark or dont try to play synergetic with each other, but that happens sometimes with online coop games. detrimental things happen, other times it works out awesomely, i was once in a team with 3 ogryns ;D never felt safer. the 3 also seemed to be really fond of their class and we had a blast. i could see enough ^^
admittedly boarding the lift to the next segment of the map was a little crowded and objectively mildly intimidating, but a fun situation.
You still haven’t explained how you made that assumption about players who complain about their size.
Obviously it helps if the Ogryns are mindful of their size, and don’t stand two wide (or even three wide) in corridors with no elevation changes, literally blocking all sight. Bad/inconsiderate team mates are bad, but that goes for all classes.
Maybe it’s simply more annoying for people when an Ogryn seems to always walk directly in front of their line of fire / block their vision, because they’re so large. Other players doing exactly the same thing is less of an issue because they’re easier to shoot/see around.
As I said, for me personally it’s not usually much of an issue. My Psyker shoots through them, and my Zealot is either in front of them or next to them in melee anyway. I don’t find it too difficult to imagine Vet players sometimes struggle with big bois bodyblocking. Whether that’s because the Vet is too static, or because the Ogryn doesn’t realize he keeps going to the wrong position… there’s probably a great many examples of both. Either way, I struggle to just assume people hate teamwork just because they think Ogryn is too big.