Introducing: The Cyber-Mastiff - Dev Blog

I know how games that keep a consistent level of players work. They work by releasing continual updates, even very small updates, every few weeks at the lowest possible rate. Games that take 6-12 months for moderate size updates do not compete with those games over the long term. They lose vastly more players over that time period, get a small spike of returning players, which tapers off quickly when they see that all the issues that made them stop playing are still there, then they quit.

…and? So? Therefore? Does that then mean this glacial pace of updates is okay for the people who are still playing their game? I’ll spare you the time for troublesome thinking on that answer.

No.

It does not excuse that rate. Usually well maintained games keep a vastly larger proportion of their userbase than Darktide did, which slipped down to a low of I think less than 2,000, just a few months ago, and that low before each of the major patches over the last 18 months from finally finishing the stupid skill trees that nerfed the Veteran, to actually finishing crafting to a release-worthy state two years after the game was out and 90% of the community that still played no longer needed the system, to their first new class…which is a paid for DLC.

All while they maintain the obscenely expensive, often neglected skin shop with skins that clip into other pieces of other armor, or cloth physics that don’t exist that have the cowls and hoods fabric float over the armor in a really jarring fashion. It costs like, $50 to buy all of the new items in the skin shop. And they’re not even releasing skins that anyone really actually want, and they do that stupid FOMO rotation. Even Helldivers 2 figured out that in order to not be predatory, they should update their special super armor shop to have all armor and items released through it from the start of the game that players can scroll through and buy at will, but Fatshark probably realizes that’d show off just HOW MANY of these “premium” skins with floaty cloth bits that look awful, are just recolors and effort-free re-releases.

At least with SM2, even though you can’t play the class you want, unlike in Darktide, their first update what, six weeks into the game, added a new sidearm. They just added a horde mode. They added more multiplayer missions, and more PVP maps. There’s issues with how they’ve done multiplayer, like how upgrading your guns is impossible unless you play on a difficulty that requires you to be carried, but besides that, it is a much better updated game because of one thing; they are adding the popular things from Warhammer, and you don’t have to pay extra for them, nor are they drip feeding the content with four to six month cavernously empty gaps between each update.

Two and a half years. Two and a half years. That’s how long it took them to add a new class.

Mass Effect 3 went from twenty six classes in its tacked on, finished in a year multiplayer that still has people playing all the time at start, to sixty seven at the end of a year. Do I expect the same for Darktide? No. Darktide is a much more development intensive game. I did expect we’d be on our fifth or sixth, maybe even optimistically seventh new character by now, though.

If the updates were literally days slower, I’d consider this to be a dead game in maintenance mode held up only by the most dedicated players who are still wishing that this game got the attention and prioritization it deserved from the jump and that it would have tried to compete with other games, but…well. Fatshark is Fatshark. Clearly maintaining a game with a high average daily userbase, even if it is down from release, is not a priority. At all.

What long term time period are we talking about? And which other games? Because Darktide has a fairly consistent median player count over the 2.5 years since its debut, and currently even more than the IMHO over-hyped Space Marine 2 that’s only around half as old.

And still, people had hundreds to thousands of hours fun in those years with the four classes that the devs made so customizable in late 2023 that they could easily be seen as 3-4 subclasses each. In that light, the coming update isn’t technically the first new class we got. That said, we got reasonably frequent updates with bug fixes, balancing tweaks, class overhauls, maps, game modes, and a complete new crafting system. Don’t pretend that those didn’t happen just because they didn’t give you one specific addition that you’d preferred instead.

All in all, I don’t see Darktide or Fatshark dying any time soon, and if 5-10k players are enough to sustain them, I’m absolutely fine with it, because I have extreme fun just because of its outstanding WH40k vibes and the best 1st-person melee combat I’ve ever seen in a game – and being old enough to have played the original DOOM when it came out, I’ve seen quite a few. Everything else is just a nice bonus to me, and I’d personally rather see more maps than a new class. But I don’t complain about FS “wasting” resources for a new class either, because I know that my preferences aren’t universal. Will I buy it? Sure. Did I need it? No.

Of course, all of this is highly subjective, and you’re free to have other feelings about it.

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That in no way makes them a subclass as far as I’m concerned. That just makes them a different power tree.

The Arbites is the only new class we’ve gotten, and no amount of handwringing about technicalities or minor differences between builds will convince me that the other classes had subclasses due to the power trees. A Psyker with a warpflame build and Venting Shriek is still a psyker, even if the other one on the team has the window shield that blocks sniper bullets. A new veteran subclass would be something a Tempestus Scion.

If they put in the work to justify people coming away from other games, this number would probably be sitting around 18k-25k, maybe even 30k a day at peak hours. This rate of work should not be acceptable to anyone, but when players enjoy the game as much as they do, and are so thirsty for literally any content, a drop of water feels like swimming in an ocean.

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Maybe, maybe not if they’d have to postpone some of the bug fixes, balancing tweaks, class overhauls, maps, game modes, or crafting system instead, which people would’ve fiercely complained about instead then, undoubtedly. (That said, I wouldn’t have missed Havok or Mortis, but that’s only my personal preference again.)

I get your point, I just find it highly speculative and somewhat ignoring the fact that development resources are limited and that IMO Darktide will never be a game for the average player. But I’m happy to agree to disagree, and I wish you all the fun you’re hoping for the new class.

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huh? when i still was playing with people until i got annoyed, i just said f-you to any group that had my class logged in already and looked for another.

since i play exclusively with bots even that issue is eliminated :man_shrugging: and i dont need to waste my time.

havent played in a while in favor of darktide, so absolute i havent cleared yet, but lethal with bots was absolutely fine and doable.

gameplay wise, me as well.
everytime there’s a sudden surge you’re in for the sandiest of bags to carry through the mission, so i prefer i lower, more experienced playerbase any time. :+1:

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