THP is essentially an extremely intelligent Band-Aid that cumulatively insulates against the technical shortcomings of the game, regarding: respawn locations, enemy spawning bugs, latency, slot system issues, visual bugs, sound bugs, input delay, host issues, client issues, talent/weapon bugs, Director/AI/behavior bugs, network errors, coding errors, and programming errors. It gives players enough agency to overcome any of the above, without getting rid of what generally makes the game fun for the average player (in my opinion). Deeds, weekly events, Twitch Mode, and Modded Realm provide the hyperpunishment environment that a THP-less structure would provide, without overly hurting the community and Fatshark’s bottom line. I too would like to see non-THP versions of VT2/Darktide existing in modded realms/deeds/weekly events, but not in the official realm foundations.
I’ll speculate as to why it would be bad to take THP out of VT2 right now, because it only becomes far worse in every category if iterated upon in Darktide. I think it’s an interesting suggestion, and that’s why I’ve tackled it genuinely, so I’ve tried to leave any judgmental/negatives out of it. I associate THP inexplicably with VT2’s success because it CAN be balanced, fun, and overcomes technical errors.
With the deletion of THP, VT2/Darktide would become orders of magnitude more linear and chess-like. It would also require a full rebuild of the entire game’s architecture, a full rebalance of all weapons/characters, a rebuild of all item spawn amounts and locations in all map’s segments/events, and lastly, it would also require the dev team to abandon much of their proprietary balancing knowledge/product differentiation that they’ve gained since VT1. This is also not taking into account what Fatshark’s historical customer base will be expecting in a next release. And this is also ignoring the fact you can get 3 friends to play VT2 right now while forcing everyone to only use the group heal talent on the 5 row.
Rebuild of game’s architecture examples –
• Latency, spawning bugs, slot system issues, visual bugs, sound bugs, and input delay will far more heavily affect gameplay experience than ever before. Critically, this would further isolate communities of people trying to play globally
• A mauler spawns 3 feet behind you and hits you for 75% of your health? You have no recourse, and have burdened your team until you find a heal. A slave rat runs up behind you with no audio, and hits you for max damage? Again, you have no recourse. Client bugs or host CPU issues become critical. Have you ever seen flying enemies, talents that trigger improperly, or issues with respawn locations? Hyperrealistic punishment requires hyperrealistic tools and programming/coding/networking consistency, which makes for a Simulator product. Simulation products are great, but that is an entirely different beast than a typical video game and its dev studio.
• A Chaos Warrior slides on his skates for 10 meters while phasing through enemies, terrain, and hits you at an impossible angle/distance? - the slot system and phasing and hyperdensity issues become game-breaking now. This starts to veer into the territory of what made VT possible to develop in the first place, why the game could even run on our PCs, why the AI director is so integral, etc.
• Specials shooting/casting through walls/debris? This becomes game breaking since you have no recourse for recovery in a situation that was out of your control. Castle Drachenfels is infamous for this, and melee only/short-ranged builds will be all but blacklisted in QP lobbies. If one stormer or gas rat isn’t picked off in certain areas/events, it could mean defeat for your team (think of Blightreaper events). Thus, melee-only careers will get flamed, or the 1 ranged person who was responsible will feel horrible/get flamed. There is a teamplay component solution to this, but when many people can do many roles OR survive others’ mistakes (role overlap) it cuts down on toxicity and the blacklisting of builds in QP lobbies. If you want a game to become popular (even for hyperrealism) it has to be approachable enough to get people to try it in the first place. If someone finds out they can’t play GK/WP/Slayer in QP lobbies without premades, they might not buy the game at all.
• Twitch mode may not be everyone’s cup of tea, but it is for a lot of people who want tougher content without having to resort to Modded Realm (where they can’t concurrently progress their accounts.) The amount of exacerbated issues from ^ above ^ that would result in this mode would just be nuts
• Twins modifier for example, also spawns enemies that are virtually pre-swinging. Essentially, you’d be making the game so incredibly ping/non-host unfriendly, it wouldn’t be feasible to play with anyone reliably who isn’t living in your basement.
• Cataclysm games can already take an absurd amount of time on official realm, and changes to THP would serve to drastically lengthen game session times. I can only imagine how long Twitch games would be, not to mention a Chaos Wastes Citadel expedition. This affects the accessibility of the game.
• Would this slower hyperpunishment version of the game be fun to play for the majority of current Fatshark customers? What about their potential customers? Would it be too boring and slow to watch on Twitch or Youtube videos? This could serve to hamstring the title’s appeal in popular culture, whether you agree with people’s attention spans or opinionative values.
Balance change examples –
• Currently, taking damage causes you to regain your ult charge faster. Deleting THP would cause a tempo and balancing issue here
• Would we need to get rid of Natural Bond? Would anyone use Barkskin? Is RV too OP with his duping passives, and what about dupe traits on accessories? Is Waystalker team heal too good now? Is SoT THP passive going to change? I see you thought about Zealot already, and these are just a few callouts
• Get rid of all temp health generating abilities/talents? Do Merc and RV and WP all lose insane value? What about GK quests?
• Now we need the devs to titrate the amount of healing items that we get on every part of every existing map
• Will Randoms in QP lobbies use faster characters/builds/move-techs to yoink and use all the healing?
• Many characters with invis abilities will become even MORE deadly to the rest of their team, further invalidating/blacklisting many career choices and combinations, reducing gameplay variety yet again
• Will everyone exponentially flame people who use healing items too much/unnecessarily now, since they are the most valuable things in the game?
• Friendly fire – Your Pyro/Waystalker ultimates malfunction or bounce off walls/ground/doodads unfavorably, and hurt your teammates…your teammate is now perma injured until healing is found. I don’t think this is going to help an already toxic environment, especially in Darktide where shooting will most assuredly be far more integral to the gameplay loops.
THP/Shields in Darktide -
• I think the THP system is already slightly addressed in Darktide, as you need to be next to your teammates in order to generate your small “overshield” or whatever (I think)
• Also, it appears that shields are your THP (which you can manually earn back) and that your Green HP can only be refilled with healing items/stations. I’m sure each character might also have different ratios of shields-to-GHP, but the THP system still looks intact via the shields in whatever proportion that will be
• Darktide is going to involve a lot more enemies that can shoot/bomb you, so taking no perma damage might be impossible, especially when your teammates are going to be shooting back at the enemies through/around you to compensate. Will nobody play Ogryns because of friendly fire? Again I hope that any version of no-THP that makes its way into Darktide would only be in the form of weeklies/deeds/modded realm, etc.
Instead of getting rid of THP, which is synonymous with the Fatshark title at this point, why not just get rid of player respawns? This would equally punish players for non-teamplay, while also keeping the expected “insulator” system of THP in place to combat technical aspects. (I’m really opposed to this too but in all fairness, here it is.)
At the end of the day, the deletion of THP would require an entire rework of the game, and for these reasons I personally doubt it would be profitable nor enjoyable for the historical and future Fatshark customers. This shift would also require the dev team to be able to skillfully rebalance every weapon/talent/character combination accordingly, which is effectively in opposition to all of the experience and wisdom they’ve accrued since VT 1. Some people like the insulation that THP brings to the table in resolving technical issues while keeping the game “fun.” And some people like to be rewarded for clockwork consistency with absolute teamplay. I think VT does a great job of covering both bases, but I can see where you’re coming from. Personally, I get my THP fun fix from Official Realm, and I get my hyperrealism fix from the Modded Realm.