Chances are they’re saying it’s great because VT2 had a peak playerbase floating between 2 and 8k and anything above that is a win in their books or they’re talking about the cash shop and how great whales are throwing money at it.
Either way it’s still sad and I hope I’m wrong. Gamers in general seem to be craving a good modern 40k game, but this IP just seems to get constantly screwed over
Absolutely incorrect - you seem to be the outlier, as every map I play at least one person drops and comes back later on when they are able to reconnect, IF they’re able to reconnect. Don’t downplay the issues of this game because you aren’t seeing them.
GW really milks their fans, I guess they figure they might be losing out on minature sales so they’re bringing that monetization model into Darktide. The base game weapons were definitely given a low appeal and variety on purpose, and I wonder how many ‘free weapon packs’ of content seen or mentioned in previous promotions we’ll get. Like the power maul and crusher, crusher was mentioned as one of Zealot’s exclusive weapons. The other unseen one being a ‘chain axe’, unless they really thought power hatchet would satisfy.
Then why not make it a procedurally generated map everytime like a dungeon crawl into the belly of the underhive? Don’t tell me it’s too expensive because lesser studios have done more with less.
Absolutely not. It was highly anticipated by both newcomers to tide games and vets, but after what has happened and the reviews, that is an absolute lie.
Then how did it end up half-baked? If you learned from the other games, you’d know what the community wants and what questions the community overwhelmingly gave you answers for. We told you what did and did not feel good with vermintide and how to sell us your game. Yet here we are.
Which still means that the majority of the team in every match does not crash or disconnect, correct?
I personally only experience this rarely, that maybe one in 5 matches someone drops out and cones back.
I don’t deny it is a problem, but if it were truly as bad as everyone keeps saying, no matches would be able to be completed with over half the team constantly dropping out, that’s just not what’s happening.
Its a rumour going round from the fact they confirmed new missions, maps and weapons would be free but never confirmed classes or slots. Its a hint they wont be free but thats why i said “if”
They’ve neither confirmed nor denied that they’ll charge for new classes/careers. This is where a lot of the noise is coming from because, for obvious reasons, many would prefer they didn’t.
Given how the first months of the game have gone, I think they need to be careful about how they handle future monetisation.
I think they probably will charge for new classes and, while I don’t like it, I think it’s probably reasonable given that they won’t charge for weapons and maps and stuff. As far as new features go, new classes are going to be the biggest draw for many people.
My personal issues with it are that there are so few classes included in the base game and that I expect them to try and charge some ludicrous price for them like they do with cosmetics.
I’ve been saying this too, I’ve seen it happen in other games, it’s just glaringly obvious imo. Also take note how in Vermintide the classes didn’t come with the skins, and you even had to buy the ability to complete their challenges that reward you with skins. They’ll definitely release “free” classes with every individual little aspect of them monetized.
The character slots, new classes and progress siloing are a bit of a problem together.
Suppose fatshark gets to the eventual 24 classes. If it takes the average player 30 hours to get to level 30 then thats 720 hours just on leveling all the classes, let alone equipment, materials and currency grind.
In terms of class slots, fatshark can give one per new class, sell them, or leave them as is. One slot per new class will have people end up with 25 different characters, which would be insane if you actually wanted to play them all. Selling them wouldnt go down well and would lead to greater problems than giving one per class. Leaving them as is is disasterous for many reasons.
The easiest solution imo would be to rework classes to being more like VT2 careers (lol) so at the most you only need to level each archetype to level 30 once and all classes for that archetype are interchangeable.
Several big things needs to change, these systems are horrible for the player.
We’re not expected to play them all, at least not all at once. We’re expected to pick a couple of favourites and only play those at any given time.
That’s how most people play games where there’s lots of options to choose from. They might try out all the options, but they’ll usually settle on one or two of them and put most of their time into those. People who play everything equally over a shorter period are outliers.
This is a core concept that influences the design and tuning of just about every system in the game, including progression tuning and monetisation.
I consider that a pretty big problem. We were almost encouraged to play all the classes in VT2, even my casual friends got to most of them. I don’t see how people aren’t kicking up a bigger stink over this.
It adds the most to build variety which many players want. Seems counter intuitive to spend so much time designing classes that many players won’t even get to.
Even if you don’t play them all, there’s still the very important factor of choice and preference that goes into ultimately picking them. Having the options is very important to making classes feel good on top of the class itself. It was satisfying to me that back when everybody was fapping over pyromancer on VT2’s release I was one of very few people who played Unchained (And did well with it). Pyromancer was booooooooring to me. But I was able to try it and experiment with it to figure things out.
If they made me level up pyromancer and unchained separately, I would probably have just lost interest in general.
At a bare minimum each character needs two options by default. (EG: At least a ranged and melee focused variant; Gunlugger/skullbreaker ogryn, whatever psyker would get, trencher vs. sharpshooter veteran, similar for zealot)
It’s a live service thing. I’m not a fan of it either.
@Zoralink
I agree that the idea will go down a lot better if people can try out the options. Gotta test everything before you can pick a favourite, right?
Maybe this talk about them selling slots, but making the classes free is correct. That one free slot we have would enable people to play the new classes for a bit before deciding whether they want to buy a full time slot for them. And, since people won’t want to delete their character that they just dumped hours into, they’ll probably buy the new slot anyway.
As for separating character progress, I’m betting that won’t change in any meaningful way, and I’m betting they’ll sell boosters that’ll make the process faster.