Overcomplicated Horsesh*t: Why Darktide's Systems Make No Sense

by all means measure it in curix or cow manure, if only i had the same access here in good ol germany than say texan open carry license.

high noon around here you need to go medieval on your attackers and be at least proficient with a knife when i’d prefer to unload a sweet p90 mag into my would-be assailants.

same with “stand your ground”, some low lifes try to invade your home and end up minced meat YOU need to explain yourself why you acted that way when they “just wanted to take your stuff”.

well f-you kindly, that residue in my toilet is worth more to me than the whole burglarising bunch altogether :skull:

then again, at home i’d go for some sawn off 12 gauge dragon breath with a doomslayer grin on my face from ear to ear :face_with_tongue:

edit:

since gramps knew his :poop:
i want


at every door/window, for “self defence” :rofl:
i rest my case

plus say what you will, we germans knew style back then, even star wars got mg34 and mouser pistol as base for their weapons and it doesnt get more lit than hugo boss :rofl:

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VT1 had perfectly servicable system, where damage was a set number for X weapon of Y rarity.
Weapon perks were QoL/Veting/Attack speed/Stamina and only damage ones were on perfect parry or backstabs.

No matter which 2HH you took on kruber, you knew it takes 2 headshots to kill a stormvermin (afaik, it was long ago)
Then VT2 came with its convoluted power system, and sweatfest of needless breakpoints began.

Darktide instead of dialing it down, cranked this to 11. Fatshark has a knob of ALL possible damage ‘events’ in the game - every strike, every zone, every modifier etc
What did this result in ?
1.5+ years of dueling swords oneshotting crushers and many MANY weapons being worthless in the categories they are supposed to excel at (like thunderhammers being sh-t at crushers for the time they require to power them).

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lol

It was pretty clear from my contributions to this thread that I meant a “perfect weapon” when I said “god roll.”

But if you want to be pedantic (it’s so fun!), you roll for perks and blessings when you hit a shop (not literally!) or consecrate (before you have full mastery).

So much this. It is maddeningly stupid game design.

Everything in this game just has this disappointing feeling of being duct-taped together at speed with little care for polish or overall vision because either the investors, or leadership at Fatshark, wanted them to toss out something that could exploit the rise of 40K popularity quick.

The game is a mess because it was released very very unfished and it’s just been Ork-rigged together with new random parts ever since.

“Warhammer 40K is riding a wave and making money, let’s make a VT-clone but in 40K. Toss something together and ride the 40K name by providing a Warhammer 40K-named platform to sell skins.” ← Probably literally the orders they got.

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You wrote this and then you had to explain the weapon stats. And your explanation is insufficient for anyone new to the game.

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Huh? Where? What?

The fact that every weapon that comes down the chute isn’t perfect isn’t overly complicated. It’s a progression mechanic and it works just fine.

The fact that casuals can play the game without giving a damn about the intricacies of talents/breakpoints/blessing tiers/etc. isn’t an indictment of the “horsesheet,” it’s a little depth for anyone who cares to git gud to dig into and spend time with. And that’s pretty great imo.

I don’t even see a mention of the greatest single source of friction for me when interacting with new players: how ammo crates work.
It simply not explained, or showed well enough, how the 4 charges work. While grinding mortis trials (and back when I still played on the regular board) I take note of sub 100 players misusing the ammo crate. Without flaming, I simply explain how the charges work and ask them to not dip if you only shoot a few bullets. 99% of the time I get gamer reactions telling my to an hero myself or purposefully taking the extra ammo to spite me/the team.
I admit that last sentence was just a vent, but the issue still stands that the crates aren’t explained and pretty crucial for higher level team play in this “coop oriented team game” with no solo mode.

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I didn’t even bother to learn how they worked till just now, thanks!

Also since its charged based a talented ammo crat appearing a different color would be nice so i could dump grenades before wasting a charge.

believe it or not, there’s a mod for that: Markers Improved All-in-One

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this would be valid if weapons didnt have one or two at most optimal paths for blessings/perks/dump stats

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It’s valid, and here’s the full context of the quote you pulled (emphasis added):

All of the depth (blessings, stats, calculations, talents, move sets, armor types, etc etc etc) is opaque to casual gamers. They can still play the game without understanding practically anything. That’s a testament to how well it’s designed.

And the depth is good for anyone interested in digging deeper, even if there are “meta” choices (which not everyone crutches on).

This makes it sound cool though :laughing:

Damn you’ve now reignited my desire to battle against Orks in DT!

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If dump stats are so obvious why are there so many people asking in the discord which dump stat they should use? Why is there someone on Reddit making a dump stat document for all weapons right now?

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Why do people ask obvious questions on Reddit? Why is someone making a guide for something in a video game? What are you even asking?

Yes, for the most part I think anyone with a decent amount of experience in the game would argue that dump stats are pretty obvious on most/all weapons. Usually it’s mobility. There are people other than me in this thread saying the same thing. It’s been one of the core arguments against having stat spreads at all.

They did

i know that’s what im referencing

usually it’s mobility, except for the litany of exceptions where it isnt

sometimes dump stats even vary depending on mark, it’s not obvious at all

Stats provide depth in the weapon system, more at 11.

the depth being “let me click two buttons and hover over each of them to figure out which one doesnt effect damage”

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Which is apparently over-complicated and too much for n00bs. Or something…