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TO: ACOLYTES / VARLETS
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EXORDIO: This communication will provide an occasional check-in on the status of operations aboard the Mourningstar and progress of Inquisitorial activities, capabilities, performance, and forecasts on the mission ahead. Weekly updates are not guaranteed and subject to the vagaries of the warp.
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REFERENCE DATA: Disposable Asset Tracking Cogitator
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Alright, with a bit of fun out of the way, let’s cut to the chase: what is this post all about? I’m hoping to provide some reflections every few weeks on the current status of the game, highlighting recent changes to the game and how that’s shaking out and landing with the community, and also reflecting on where we are and where we’re going with Darktide.
Player Count Trends
We’re currently at Week 14 since launch (by my reckonings). I think it’s fair to say that with the last patch (Patch 4 / v1.0.3) the game is in a state that it should’ve been on release. Basically three months late. We can argue about feature design and level of polish, quality of life, performance/stability, etc. but at least it appears to be “feature complete” (i.e. no “coming soon” banners next to essential crafting features).
Unfortunately, these 14 weeks of elapsed time spent lost in the warp has meant that the player counts have dropped relatively low (see the tracking link above). Week 8 (and January 23rd specifically) is when the peak daily player count dipped below 10,000 and it hasn’t gone back above that since. Most of February was in the 4,000 to 6,500 peak player count range.
Patch 4 did give a boost in counts, from ~4,000 up to over 8,000. But sadly, and not wholly unexpectedly, the counts are already back to where they were in mid-February (the last two days are below 6,000).
Progression System Woes are Ongoing
As it has always been, I think it’s fair to say that the core combat gameplay in Darktide continues to provide a great experience, especially on higher difficulty levels and when players are embracing good teamplay. But this experience continues to be tarnished by a frustrating, RNG-heavy progression system that not only makes it difficult to experiment with different builds easily (it’s hard to find good items with good blessings) but also silo’s progression between characters making it arduous to switch characters.
While Patch 4 made some improvements on paper, in reality these have proved to be a continuation of RNG heavy mechanics. Much of Fatshark’s touted proclamations of “Our community is important to us and we are listening!” continues to be lip service and the needle has NOT fundamentally moved with respect to mitigating RNG. The community wants item perks and blessings locks REMOVED, wants resources (and even shareable items) un-siloed, and wants the base ratings of items to be consistently higher (e.g. 360-380). We’re still pushing for this!
Fundamentally, this likely won’t change until and if Fatshark is willing to concede on their casino-like slot-machine dark-pattern approach to progression, and realize that the core audience for this type of game wants agency. We’re willing to “grind” for it, but we want our efforts to produce predictable progress towards a desired goal, and not be subject to extreme variability and RNG-grief. If the RNG goes away, and is replaced with a predictable “grind,” people aren’t going to suddenly play less, they’ll play MORE because they’ll know there is a huge stream of rewards that are all in reach. As it stands, players are leaving in frustration because they are literally throwing hard earned resources into the trash can (that looks suspiciously like a slot machine).
The next patch is anticipated to include some improvements to the RNG system, but the community sentiment is that it’s more lip service and minor tweaking as opposed to changing anything foundational.
Mods have Reignited the Game (for me)!
Another big event is that mods are finally coming out for Fatshark, on the back of a good piece of news from Fatshark stating that they will allow modding so long as it doesn’t disrupt or impact the experience of other players. This is actually really great, and I’ve already loaded up over a dozen UI and Quality of Life improvements.
Honestly, the mods have breathed more fresh air into the game than any patch that Fatshark has pushed out since launch. So many little things are improved to make the experience better. Some of the big highlights, for ME, include the following:
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Scoreboard Mod - I can’t believe I played DT for as long as I did without this. The whole gameplay loop feels so much more satisfying by having the scoreboard to give feedback on your performance. It’s really a game changer and awesome that a modder was able to add what Fatshark (so far) has not.
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Hub Hotkeys - Finally, no more running around the Hub and wasting my time. This mod adds hotkeys to all the vendors, mission board, test chamber, etc…
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Player Outlines - Fatshark teased this option during the beta, removed it, and now a modder has brought it back. Crisper player outlines (like in VT2) that are always on makes it so much easier to see your teammates during messy fights.
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Blessings of the Omnissiah - It looks like Fatshark will be implementing their own solution to managing Blessings, but this mod is a great improvement for now. It adds a glowing icon next to weapon blessings when viewing inventory and shops if the blessing is NOT already in your blessing library. Makes it easy to find items to extract blessings from.
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Numeric UI - Simple adjustment that adds health and toughness numbers, and exact ammo quantities to the UI. Helpful!
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Creature Spawner - This mod adds a host of options to the test chamber for turning AI on/off and spawning units of your choosing. This is awesome, since now you can test defensive abilities, practice fighting enemies, and so on. Really excellent.
There are of course many more mods available, but these are some of the no-brainer, high-impact mods that have made quite a difference to my enjoyment of the game.
Future Balance Updates & Content When?
The latest communication hints at a large patch coming towards the end of March, with both Psyker and Ogryn buffs in the works alongside more to be revealed in the next Comm-Link. I think continued balancing work is always appreciated, even if just to mix things up a bit. While many people are finding Psykers and Ogryns to be plenty capable, those classes do seem to draw the most criticism for feeling weak or underpowered. Warranted or not, I’m sure any buffs will be appreciated, especially for Psyker that has suffered from a number of stealth nerfs in recent patches as a result of “fixes” (e.g. Deflector sword not working during reviving, removing the faster cooldowns from non-force weapons, etc.).
I think looking ahead though, what is really needed to bring players back to the game is content. Crafting was essential to not continue to lose the core, base players in total frustration. But for roping back in older players or bringing in new players, we need some new maps and mission types, and hopefully we’ll be getting a new career/class sometime soon, but that might be a pipe dream. I’m hoping Fatshark has something planned to advance the story and offer up some fun new challenges in the game. Right now, this “Live Service” game feels like a model saddled by all the bad stuff (i.e. dark pattern manipulations) and none of the good stuff like regular content drops, seasonal events, free maps, cosmetics etc.
For me? I’m still waiting on that 4th Sienna career. But despite my grievances about progression, I AM enjoying the core combat gameplay in Darktide more than I have in a long time, and mods have helped mitigate some of the QoL frustrations I’ve had with the game all along.
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