I care about them wanting to make a good product, but the fact that they have to interface their internal plans and align them with the management, and then the IP holder, does seem like it complicates priorities for featuring ideas that people working at the company might have.
Story content, relevant or not for your argument; its implementation at least feels like it does require FS interfacing with GW. This isn’t just a reusing of assets of Magistrati Oubliette and Scab Captain boss fight that they did.
The same kind of weight is carried with the Rolling Thunder “flash mission”. Both of these features seemed like research-type of efforts to measure community engagement and/or response to different types of missions, which is an OK practice, but carries very little to expect of re: future content, especially considering how little FS communicates of their plans for the future of the game.
Agreed. The game has very little of that, past pushing beyond self-imposed challenges that some members of the community is engaging with (very little of core community) and maybe completing petty penances.
I dislike with what was implemented Havoc-wise, as it feels like it numbers-wise was designed by the hardcore community of the game that’s been active in modded scene of VT2 and wanted to essentially feature “a” modded experience in Darktide, but also it’s controlled exclusively by Fatshark, because for some reason DT cannot have modded difficulty experience that bleeds into base game matchmaking. I think I know why that is, but it boggles my mind still.
Other features, though? The most recently featured weapons are fun; the most recent map features a slightly different finale event than what we’d used to know - these are fun experiences, but they are very short-term lasting. If there’s anything DT has to do with experiences like PoE, is that people will binge it for weeks on end, then take a half-year break, and come back to it when more content is made.
I’ve also greatly enjoyed the crafting being made more-or-less deterministic with reduced RNG friction, and the classes getting distinct paths, as even as flawed these features still are, they did add to the replayability factor at the time. But that time that mattered had passed and ceases to stagnate not.
I’ve no idea why DT was called that, but it’s funny to think about these implications, especially considering the dead-and-somewhat-buried weapon attachment system.
I haven’t the slightest idea why it took so long to get the previous, atrocious system overhauled, but wink wink nudge nudge I’d wager console ports have had something to do with the delay of having meaningful content being developed, because these initiatives bring in people to play the game on different platforms, and likely leave some money in the Commodore’s Vestures. As to where that money goes - I don’t know, but that third unannounced game project of Fatshark comes to mind.
Regardless, problem is, I don’t see the devs being up to speed after having the console ports completed. We have the Havoc gamemode that, if no more relevant content and rewards, and initiatives will be developed for it, will die soon. And there’s also more fundamental content that has to be developed, which might enhance Havoc or just leave it in the dust; any balance changes will also be problematic to commence with that game mode in mind.