True, a more extensive modding scene in a custom lobby setting would be great.
Also, Fatshark never promises what we are going to get down the line, unlike other studios with official roadmaps.
dunno but reading about such technical limitations hurts when we had flying enemies in classic doom ffs.
dont forget the flying hitler ghosts in wolfenstein ![]()
first 3d drones would then be terminator future shock.
an art lost in the dark age of technology it seems
Totally agree as Iād love flying enemies!
The game feels extremely horizonal 95% of the time. Some verticality would be very welcome.
Indeed
Engine does technically allow it. Problem would be with navmesh (could be built around) and it not really working with current map design. Overall it seems very possible engine wise
Engine limitations are BS. If Arrowhead can make a mostly seamless procedural generation system and a massive amount of enemies, Fatshark could too, itās just a matter of effort.
VT2 at least felt finished even way before they ādroppedā it.
Darktide is far from being finished. and it wonāt be finished even after they will drop it.
ue5 itās a really nice and good engine. if developers are good it will be nice. it just depends how developers are going to use it, it needs knowledge and competence within the engine itself, in this case UE5, but the engine itself is very solid and better and can be very very optimized if they know how to do things. so hopefully fatshark knows how to use this engine and leave this autodesk bitsquid string(r)ay engine (which btw was made by fatshark and then sold later) and all original devs left fatshark so they barely even know how to use it and itās kinda ancient tech
same with everything though, same engine used by helldivers, and you have 4-5 factions and a ton of enemy variety, yet fatshark considered it a breakthrough when they added skeleton as an enemy type because they had a restriction on the number of models they could add to the game. and the Arrowhead using the same engine, not only has more variety, but also flying enemy types, which is absent in any fatshark game for technical reasons.
Based on the people they are hiring and thier requirement, I do not see this happening. at all.
true. but one thing that grinds my gears i sthat in v2 they had ALOT of trial and error with game modes, weaves, chaos wastes, versus, contracts, so on and so forth.
why are they doing the same thing here, you know weaves did not work, and instead you did the same thing, but worse in darktide, same boring modifiers, just harder enemy. i thought htey would learn.
if i was fatshark i would make the entire game revolve around chaos waste style mechanic. yet, they ran away from it. why?? no clue
there are enemies like a boss floating and flying in vermintide (while of course following patterns and all, but in the end it itās just visual), so idk if itās a technical reason but to me more like lack of effort in designing an enemy that can float etc.
maybe? we talking of fatshark btw, if new developers and more hiring helps the process good, but i donāt think itās a guarantee. all the schedule updates will be untouched if fatshark simply wants to release content after every eons, it will still keep doing that despite having hired people.
not really, to me they are all good. i played weaves 160 all and enjoyed and im one of the 0,001% having the 160 portrait because people are not willing to play that mode. the main hate of weaves was not because of the difficulty, that in part but because of noobs, but the fact you had to āgrindā again to unlock most of the arsenal etc, which was with the new type of currency called āessenceā which was gainable only by playing weaves or also doing normal games. but the process to unlock things and stuff was a bit tedious.
but weaves itself was a nice mode, it just died because people canāt stand the difficulty. but by itself, it never had issues. there was no derank or things like that, and it had a linear progress. which made it funny.
weaves had unique custom soundtrack, unique lighting and visual and difficulty going over cataclsym 3 and beyond, and maps with different assets and reversed to shake the level design. and they were very hard which was nice. not everyone likes challenge so they died, but in reality, there was lot of strong community of people playing weaves, not in game but externally. which is often not seen that. just because there arent people in game doesnt mean something died, because there is lot of private and support groups playing weaves behind stages with groups of people.
and main hate of weaves beside the progression unlock, it was MAINLY rated negatively because cataclysm was locked behind winds of magic, it has nothing to do with weaves the hate from that dlc.
cataclysm being locked behind a paywall was what people did not like about winds of magic, not because of weaves. weaves was a decent game mode that people were not willing to finish because unable and noobs.
they do not fly, flying means dynamic pathing. they do not have a path, they teleport in one of 5 spots, i would argue is less than a basic moving unit, cause a moving unit moves dynamically towards you while they dont do that at all. just randomly teleport. not even floating, but standing on invisible 2d boxes. its just embarrassing
i see no proper evidence of anything good happening anytime soon.
that, and the fact that the new units were broken on launch, archers were basically a death sentence ,and who can forget the perma stun bull rushes. there was more issues with the game than just weaves. or cataclysm, but it did not help
at least they learned and dont paywall maps anymore.
the boss in the castle does also follow you flying, but i get what you mean with the dynamic pathing.
yea it was not possible to block before, now they made that you can block arrows on block on a certain degree window.
gestures at the sustained catastrophic incompetence and laziness of the devs thus far
I fully expect whatever UE5 game they crank out to be at absolute best meh.