PCGamer interview: 'It took a while to get there, but now we feel we're in a good place': Fatshark's design director talks doing years of repair work on Warhammer 40,000: Darktide

why do you think i did my 007 stunt with a fake student id and a sportsbag full of floppy disks :rofl:

skipped school, grew what patchy beard nature would grand me and downloaded via leased line from the local university instead of crappy isdn from home.

even doom 2 had patches back then version 1.666 comes to mind :face_with_tongue:

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Well la-di-da your highness, everyone else was on dial-up! May all your floppies have bad sectors!

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they did sometimes, 80 disks nr.63 was shot.
hop another bus and rince and repeat.

funny they didnt bother me coming and going for 2+ years :rofl:

master of disguise coming through, make way :smile:

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A4 massive size box, nice laminated manual, poster, stickers and jewel case for CDs. Felt the value holding it in your hand and opening up for goodies inside.

There was one game I had called A Train 3 from a Japanese dev studio and it came with like 150 page printed manual.

Carmageddon, Manhunt, Postal. All those lovely controversial games

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I remember the original x-con, UFO Enemy Unknown, the game was bugged that regardless of what level of difficulty you set it to, it was always on the hardest setting.

It was brilliant.

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Darktide really felt like the opposite of Vermintide. In Vermintide you were primarily melee with a niche use ranged weapon (horde clear shotguns/flamethrowers or special sniping) with a couple all-rounders with staves and the piercing of longbows on Waystalker and Huntsman. In Darktide, it felt like you were primarily ranged with a niche use melee weapon (close range horde clear or elite delete). Idk how the game is now, but based on contex the game is heavily in favor of ranged weapons exclusively now?

wait the article is basically:

ā€˜ā€˜the game is now pretty good and we feel confident releasing paid DLC’s (probably Arbites class or more future classes)’’
ā€˜ā€˜it’s been rough but we fixed a lot of bugs and we’re glad people followed us all the way and had faith in us’’
ā€˜ā€˜of course no bugs at launch would be favorable’’
ā€˜ā€˜the community is more in sync with us and we try to make the game have stuff happen as much as we can’’

its.. idk, pretty normal stuff.
what are people upset about? the paid stuff? when most of the game is free and most updates are free?
i think some people dont realise that you need to pay the devs if you want a game to keep going.. monetization is just the way of the world.. you cant just produce stuff for free, have no money to pay your workers and somehow expect everything works out fine.

i respect the vision of the book of grudges and for the community to fix issues but i’ll be real.. it was better in the beginning, broad ideals for the game was good.

now its just any criticism gets added no matter if valid or not

i feel ragnarok is just grasping at every possible thing to hate the game and stir controversy.. when i see their name in a thread, i’m just feeling exhausted.

People are annoyed at the lackadaisical attitude to FS’s abominably slow update speed and how the project director claims what they currently have is ā€˜live service’ when even basic balance changes are something Fatshark takes six months to do.

This is a strawman argument that nobody subscribes to. The shop does not need to be the FOMO disaster it currently is in order to make money. Aquilas don’t need to be 99.9% locked to being bought as a funny money layer to pay for development.

As for the book…

90% of what I end up recording these days is 1 of 2 things:

  1. Hating the shop (literally every time there’s a shop rotation SOMEONE shows up to make a new thread about the store)
  2. Wanting to know what happened to solo mode

That and game balance complaints with Arbites, now.

I acknowledge quite openly when Fatshark does well and does things I like seeing. But hey, guess I’m just ā€˜stirring up controversy’ when I keep recording the same complaints from different people in an effort to gather evidence that people hate something.

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Magnuson mentioned in the interview that there is a possibility of adding an entirely new enemy faction in the future.

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Hopefully they will be as great as the Beastmen were

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lol
If there is ever a new faction they are going to be a completely broken nightmare that makes the game worse to play for several months afterwards if the addition of beastmen to v2 is anything to go by.

he probably knows that most of us here would love having a new faction. just… how far in the future though?

by the throne, shacknews is still there? i used to visit in back in the day when ā€œscaryā€ used to post quake news and demos of that game…

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They keep talking about Genestealers so I’m hoping we’ll see it late this year. Pure speculation but I’m thinking we are gonna get some sort of chaos wastes with Genestealers.

Hoping we can get some daemons too.

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The genestealers obviously seem like the most poorly kept secret for an additional enemy faction especially with the most recent mortis trial stuff.

But I’d like to see the current plot go somewhere before the local genestealer cult do their thing.

I’d also like the cult to be as handled as well as they were in rogue trader’s void shadows dlc.

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Knowing FS trackrecord, they will attempt to balance the new faction against the player power creep and the result will be that Dregs and Scabs are cannon fodder and the new faction will be unstaggarable damage sponges.

I mean, just look how Beastmen were released in V2 and FS obviously being very afraid to nerf anything.

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Feels weird siding with game journalits for the first time checks watch well… the first time ever I suppose.

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I mean, they nerfed dog and that was a design choice rather than a bug fix. Unless they accidentally went all the way to tie the bleed damage to dog damage bonus. The reason there’s barely any backlash on that was that it was undeniably OP; most of the backlash is reserved for making it go a bit too far the other way in usefulness and the change breaking a good number of talent nodes in the process just before leaving on vacation.

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