The OP makes good points that are worth bearing in mind. However, it lacks context in light of Fatshark’s past track record.
Fact of the matter is that Fatshark has been operating in the mode of releasing games in a shoddy state for nearly their entire history, going back to even BEFORE Vermintide 1. You couple this mode of operating with a lot of tone deafness about (a) how FS views their own games; and (b) how FS understands their own community. This partly explains the situation.
Here’s an exaple:
When VT2 released one of the devs (or CMs, I can’t recall) said that they were “surprised” that people wanted to pay VT2 for more than 100 hours. Seriously? Do they have no comprehension of what their audience values in games like this this? Had they not looked into why Left 4 Dead 2 is still played by more people? Or Payday 2, or plenty of other games besides?
So when it comes to Darktide, I think somewhere higher up (product lead, senior designers, etc.), not having a good understanding of the motivation for why people want to pay games like Verminitde or Darktide made the grossly erroneous assumption that “lots of RNG will keep people hooked, just like it does in mobile games!” And hey, we can match that to some dark pattern techniques and the MTX shop to make money at the same time. Everyone will be happy!
But their primary audience is not a casual mobile game audience. It’s serious PC gamers paying a modest upfront cost for the game (i.e. it’s not Free to Play). And with the 40k IP in tow it’s also Warhammer 40k fans we’re talking about - which are anything but casual (I’m one, I know.).
For anyone that has been paying attention to the people that like Fatshark’s games and cooperative FPS games, the backlash against this game’s DESIGN, even if all the bugs were fixed and it was feature complete on release, would’ve STILL made people irate. This backlash was entirely predicted by players. People would STILL be mad (and are) about the game’s fundamental design, especially with respect to progression.
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Aside - but I ran a survey mirroring FS’s official survey and asking some additional questions in Part 2. The additional questions show that the #1 motivation (of those listed) for why people play games like this was “The ability to fluidly experiment with different character “builds”, represented by different combinations of classes, skills, and weaponry, which leads to different play styles.” People put in 100s or 1000s of hours on Vermintide 2 (for example) well after they are done leveling up a gearing up their characters. We want a shorter progression arc with greater flexibility to tinker with builds so that we can spend our time actually playing and testing out different things, and challenging ourselves. Artificially stretching our the progression arc with crazy levels of RNG directly opposes one of the core motivations for why people want to play this game.
Link to the survey result summary
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As far as the launch went and why things were feature incomplete - we can only speculate. Did the design really change partway through development? There are mentions that there was a totally different crafting system that was scrapped? Why? Was it a technical or engine issue? Or a design decision to pivot towards their current model? All of these unanswered questions and the resulting state of the game rests squarely on leadership and management.
Personally, I suspect the vague references to “design intent” and the lack of communication around these fundamental design decisions indicates that the changes/decisions were made deliberately (i.e. not the result of a technical obstacle), and Fatshark simply doesn’t want to admit to this publicly, probably for egoistical reasons. The other reason is that they are just incompetent at managing a product and it’s communication, and knowing what would put their consumers at ease. Which is also entirely possible.
I don’t wish the FS developers any ill will at an individual level. There are clearly many talented people at FS, and it’s awesome that the core combat gameplay is as good as it was. If it wasn’t, no one would be here caring enough about the game to complain about the rest of it. But Fatshark’s producers, designers, project managers screwed up big time, and it’s unfortunately hurting everyone - the players, the community, the developers, and FS as a whole.