One week from launch, no statement? (edit: We had an update/statement but it's uuuh...)

Cheers to everybody responding and reading for keeping the thread on topic and civil.

I honestly think what is more likely is that the post he responded to has been cherry-picked as from reading the subreddit and here that level of customisation was never really expected (not that I think it’s asking for the moon or somehow would detract from the setting, personally I’d love to see it) from the majority of people wanting crafting. People, for the most part, seem to want some aspect of control over gun stats or ability to change them and not to be forced down the rng grind/re-roll route that is allegedly coming. If it’s just a kneejerk response without him reading then I don’t really see how that could paint it in a better light. I’d understand the condescension (not endorse it) if the game was a feature complete roaring success.

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Payday 2 did a pretty good job with attachments without having to be “CoD”

The idea that some guns are “you get a flashlight” or “you bash with your magazine” or “you get a bayonette” is kind of dumb and will cause two of the three guns to never be used by someone. The lack of scopes options is really frustrating on some of the long bridges and streets.

People have expectations with shooters. I don’t play Cod or BF but I think this game needs some scope options for me to not hate playing sharpshooter.

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Yeah, I suppose being in a position where butt cheeks are covering the sides of your head would make it hard to hear.

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Okay, so they admitted it somewhere, that’s great. Still doesn’t invalidate the fact, that some very basic and easy to implement features that players have been RESPECTFULLY asking for(especially QOL) were neglected until someone did the job for them.

Remember how long it took them to speed up crafting and material change? When you could spend literally 20 minutes rolling mods on a weapon, because every time you had to get through around one minute of animations?

Admitted or not, they didn’t feel like any of these things were important. Basic, QOL features that, when implemented, made the game 50% less tedious and frustrating.

I also still can’t get over the SV patrols spawning on top of you and triggering for a good year after launch. This is almost exactly like it is with “hi-intensity zone”, so called(by FS) “UI bug”. With SV patrols at least they acknowledged it and lied in four different patch notes how they “fixed it”, while the response we got to locked hi-intensity zone was that’ it’s an “UI bug”, even though people keep posting evidence to the contrary.

Classic FS.

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Also posted recently were a few screenshots of Deep Rock Galactic’s weapon upgrades.

Instead, the only thing that inspired them was the…mission selector.

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They probably fixed the UI bug (Damnation seems to be ok now?) but the actual High Intensity bug is still there in Heresy.

Yeah,sorry I didn’t specify. Yeah, it only happens on Heresy, but still. I don’t want to level my 20-25 on Damnation, I feel comfortable on regular Heresy on 20, but Damnation on 20 or below can get tricky. So you either play boring Malice games, where you just want to storm through to get the xp or have to sweat on Damnation until you get high level perks.

Typical case of simping. Inhaling every piece of trash, saying its good and calling people with criticism whiners and thus having to resort to insults. Prime example right here.

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So unproductive but it made me laugh

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GW allegedly has pretty strict deadlines, so… depending on their relationship with GW, it may of been them pulling the strings to push release before xmas.

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I just read in another post something good in the end.
Seems like the FOMO timer is gone and there are more changes to come that sound good.
Steam: Community Update #5: Week 2
This would be a great step in the right direction.
If so, :+1: FS. Good to see they are listening in the end.

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It’s either tencent or GW that get the blame but lets be real game has been in development for at least 3 years at this point.

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Rejects,

Since releasing Warhammer 40,000: Darktide last week, Tertium has become a popular travel destination for many of you. It’s very humbling to see this level of excitement and know that we appreciate the support. That said, we also know that our launch was challenging for many players who had issues - some of which we are still working through.

Our commitment remains the same - for all players to enjoy our game. Our hope is that many of you can see the progress towards this commitment in the past few weeks, having released 8 hotfixes and updates since the pre-order beta launch - 4 of which were released since full launch last week. This isn’t to say we have addressed everything. In fact, we are not fully satisfied and still have work to do.

Our biggest update yet will land next week and will include further improvements, additional weapons, fixes, private sessions, and more.

In today’s update, we want to address a few questions from the community, as well as talk about what’s to come in our next community update on Wednesday, December 14.

More Weapons

One of the key things you pointed out to us was a desire for more weapons. We had planned to offer more weapons at launch, and are taking the first few steps in this direction by adding the following:

  • Indignatus Mk IVe Crusher

  • Achlys Mk I Power Maul

Commodore’s Vestures (In-Game Store)

We heard your feedback on the store loud and clear, and we are making adjustments to how Aquilas are packaged. We are working on adding an 2,400 Aquilas pack to the store, which will arrive next week. We will also add a 100 Aquilas pack within the next few weeks, allowing players to buy smaller fractions of Aquilas. In addition, we are also going to change other functionalities of the store over time.

Crafting System

In our next content update, we will add the “Refine Item” functionality to our crafting system. This functionality will allow you to replace one Perk on a Curio or a Weapon. The same Perk slot can be replaced multiple times, but will block replacing other perks on the same item. This is the next step in building out our crafting system.

Private Play (and Solo)

Starting next week, with 2 or more players in the strike team, players will be able to opt into playing privately via the mission board. This will prevent players who are not friends of a strike team member from hot joining the squad during a mission in progress.

If the squad is all disconnected and a player is left alone when the reservation time expires, the mission will become public.

As for Solo Mode, we are actively working on it. While it technically could work now, we are not happy with its state yet, and we want to ensure the solo experience lives up to your expectations. Right now, it does not, and we would do the game a disservice by implementing it.

Emotes

Many players have asked us for more interesting ways to interact with people in the Mourningstar. Near term, we will be introducing the ability for your characters to use an emote in the hub. Players will be able to customize this emote wheel in the cosmetics menu for their character.

Okay, but a “For the Emperor!” button…

While we don’t have a “For the Emperor!” emote

yet

, we’re most certainly asking the team about it. You know, For the Emperor.

Progression Siloing and Shared Ordo Dockets

Since launch, we’ve seen feedback from many players requesting shared progression across characters to ensure a smoother progression loop. Our designers are taking this feedback seriously and are discussing how to best implement a solution that meets our players’ desires and gameplay goals while also striking a balance with the game’s design intent. This is a sizable endeavor, and its feasibility is still unknown, we hope to be able to share more information on its progress at a later time.

Penances

We’ve been working closely with our community support team on how you all feel about penances in the game, and some of the pain points surrounding them. There’s been a lot of feedback to pore through, but we’ve found there’s a disconnect between how we phrase the requirements of some penances and the criteria to achieve them, making them more frustrating for players than we intended. Based on the feedback received from the support team, we’re currently working through solutions to make penances smoother and more enjoyable for players.

This is far from everything - We will have a full list of patch notes and some more updates for you next week!

Thank you, Rejects.
The Darktide Team

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No? The opposite actually. You’ve been completely silent on real issues and have been addressing bugs in your game, which is your job?

This is a slap in the face, people have been telling you the RNG is too much and you’ve stayed this atrocious course.

The problem is the mission board itself.

Nobody has been asking for this to the same extent they have been asking you to tone down the RNG. Nonsense filler/distraction tactic.

This reads like you want people to grind your game in the most boring way possible. How can you be committed to this bad design so stalwartly? You have changed the operation of the game with the broken toughness mechanic without testing it but you won’t give playerds a QoL present in your previous titles. Your designers must hate your playerbase.

I’d hope not but I didn’t expect to have to wait a week for more non news. Maybe actually go and have a think about the state of your game and if you want a continued playerbase or people to be enjoying it in a few weeks time.

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It’s a step in the right direction.

Question is, what class are those weapons for? I imagine Ogryn? Sounds like Ogryn weapons…

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Ogryn weapons. I don’t think the crafting is remotely in the right direction. I think it’s a bit of a slap in the face honestly.

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This is a sizable endeavor, and its feasibility is still unknown…

They don’t know if account-wide resources are possible when Aquilas and cosmetics are already account-wide? It’s in their previous game and should have been in this one to begin with, and they don’t know if it’s feasible?

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They think we’re idiots, basically.

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Yeah, I think the forum heat over emotes has outweighed the RNG stuff by far. :fire: :fire: :fire: :fire: :fire: :fire:

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They didn’t say it wasn’t possible… feasible is the words they used. Different meanings.
Character inventory system could be deeply rooted into the core game which makes it more complicated to change it depending on how it’s implemented. They might find a way to go around their current limitations or they have to rework something from the ground and when doing so they might break a lot more of the game. So it could take some time.

I’m fairly sure they said that sharing inventory wasn’t even in their design when making the game which means there is probably very little groundwork in the core systems for character inventory sharing.

Now, don’t take this as “defending” it, I think they should do it regardless if it takes a year for them to rework whatever is necessary. I do think that misrepresenting what they say is not the way to go though. Words have meaning. Hopefully they can do a workaround that makes this fix easier.

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