Why is it that since the latest update our CMs/FS have failed to address some of the most significant complaints mission select, lack of content and RNG excess? They’ve addressed performance issues but that’s kind of standard and doing their job.
It doesn’t inspire confidence in myself or my player group that we’re going to see a timely resolution to these problems because 1) they don’t listen to feedback and 2) seem to actively dig their heels in with regard to what the community thinks.
They seem determined to “stick to their vision” despite the fact that a vast majority of the playerbase is telling them that their vision is flawed. I honestly cannot believe we’ll be going into the second week of launch with no clear path for the crafting system beyond “re-rolls are coming”.
If we don’t see any significant updates before/on Wednesday it’ll be time to shelve this disaster for a few months until FS actually learns its lesson.
I get the impression that the team feels like the game’s overall design relies on some of these unpopular features. As though things would break badly if they were removed or changed too much.
It’s impossible to say without knowing what their design intent is.
It has always been like that… FS releases something in a half-baked state, then maybe makes a few bugfixes and maybe a few balance changes and then moves on to the next project… If things are badly done, then they stay bad and are not reworked… unless you can copy the work of modders.
Why do they have such a high opinion of themselves then when it comes to community feedback if they essentially used modders work to improve the vermintide series?
No idea, they are quite capable of delivering good content as well (e.g. Drachenfels, Chaos Wastes (not for me, but generally received rather positively)). But if they messed up, they leave it as it is (in my experience). See WoM, not even Cataclysm is freely available to this day and still tied to a DLC of which the main content is not even continued… which is basically the Weaves Seasons. This has been criticized so many times, since release, and never changed.
That’s why I don’t have high hopes that things will really change in DT in the short term.
That’s what they did, but with the addition of “we don’t know if it’s feasible and fits our design intent…”. Which pretty much takes all the wind out of the sails.
I’m a board game designer and have one published game (not independently published mind, but actually pitched to and picked up by a publisher). I have other games in the works. Professionally, I work in the urban design and architecture fields.
This is all to say that I’m no stranger to the “design process” and the idea of having a design intent.
Fatshark keeps brandishing this “design intent” notion around saying this thing or that thing doesn’t match their design intent. I have NO IDEA what their design intent is with this game, and the systems employed and the resulting gameplay experience (especially with respect to progression, crafting, customization, etc) seem to run completely counter to their marketing and PR, pre-release hype, and even their own development diaries. It’s completely mystifying.
It’s like the CM’s and marketing department are focused on selling the community and gamers a game that is actually a competently different game from the game they think they are selling - all the while hammering on about their design intent. I have absolutely no idea what’s going on between the communications team and the programmers/developers, because they seem to be living in different realities.
At this point, it feels degrading to be told “fixing your issue doesn’t match the design intent” - as if any of us have a clue as to what Fatsharks design intent is.
There’s legit 3+ posts every day about the mission select issue - I’ve seen people complain about it all day on the Discord and on Reddit.
I tagged Aqshy to point out how many concerns are being raised about it, and if it’s planning on being addressed, but pure silence. Not brought up at all in the community address.
And that’s one issue, many more which is just being left in the dark. It doesn’t feel good and doesn’t make me feel positive about the future of the game, nor even future ones if this is how Fatshark will continue to do their business.
I feel the same way about your issues and hope that fatshark looks into them and communicates with us, but I really dont feel this comment (or the title) is being fair as we just got a large post responding to quite a few things that the community has been unhappy with.
You understand that what they got right now is all they got done right?
They give us updates on what’s coming up and what they are planning to do to the game.
Currently they have told us 2 new weapons will be coming, perk rerolling and lots of bug fixes.
They don’t know what’s 100% gonna be included in the game after that so they don’t want to promise anything.
Just look at the pre release promises and how much crap they are getting for it.
Now they will only tell you what’s coming into the next update and nothing else or they are gonna get a million angry comments about how they are lazy and liers.
The games right now in a stable state you can play and it’s pretty great except the QOL stuff outside of missions.
If the game play was as bad as some people on the forums made it sound it would have 0 players by now.
Things that people are asking for that don’t require extravagant promises are reduction in RNG, mission selection, more modifiers right off the bat that should be able to be pushed out fairly easily but they are determined to stick with the grind into dust approach.
Nobody forced them to overpromise and underdeliver. This game smells of slapdash rush job. Just finished a game with my group and the whole enemy design is twisted. Why are ranged chaff more challenging than bosses and elites? It’s Halo 2 Jakal Sniper tier kneejerk realisation that the game was “too easy”. The only difference being back in 2004 Bungie didn’t have the ability to patch their game. FS does. They could have slowly and iteratively built the dificult up, even adding more. Instead we get ranged chaff nonsense and game breaking Day 1 toughness changes.
They’re making conflicting statements about what the game is meant to be and many of the main systems are in a miserable state, not just QOL features. The crafting system is meant to reduce the level of RNG of VT2s loot system, which so far is achieving the opposite. The mission board is extremely restrictive, and Sire Melk’s challenges are a joke as one of the two consistent gear acquisition methods. All of this has been widely criticised, any level of official acknowledgement would be appreciated.
We’re not upset because the game is unplayable, we’re upset because many of the design decisions are so needlessly silly that they undermine the incredible core gameplay.
The Community Managers can only say what they are told to say from what I understand, and if the devs aren’t very confident in the future specifics then they wont tell the CMs to say anything.
The devs probably aren’t that confident in the specifics right now as the launch was so rough and blew up their plans. Things going wrong still has a high likelihood, or decisions may change on the fly as they are processing feedback. Thus it is smarter to be generally vague about plans and limit what’s said to a few things.
This is so weird to me. As someone who does volunteer QA for a couple of indie studios, they’re usually fast at getting stuff done. It’s only the major content implementations, assets generation, and systems reworks that takes time - as it requires extensive testing and feedback to get right. Surely it’s not that resource intensive to modify the shop so it’s limited to selling only one of each equipment, so people can still be able to get the weapons they want. Map rework and all the other stuff is probably going to take time, but you can at least “fix” the stupid shop.
Just by doing that. Fatshark would have regained a customer back - me, as I want to play with my Eviscerator.
Maybe a combination of that indie studios are just naturally way more nimble, and bigger games have way more verification, plus probably some design workflow/management problems at fatshark.
Weapon shop might be internal disagreement, or hope that crafting will make up for it. Shrug.
100% they took a profit of the sales and had a giant orgy this weekend laughing at these posts.
Their AI also hacked your webcam when any x was in your urls.