Would like some more of those to be honest
Same, the wyrmwood marketing was actually pretty cool. It also benefited fatshark as there was no deadline to stick to xD
They should also 100% add the existing wyrmwood vox transmissions into the game at an audio-log station in the hub or something. It would be another small step to making the hub feel less like a big empty mall.
Please consider adding an entry for fixing netcode/server related issues:
- HitReg
- Teleporting enemies/instant attacks
- Button presses not registering
Yes, the hit reg problem has been getting worse since launch. Maybe instead of pushing out broken paid skins they should fix their broken servers.
I donāt notice too many problems with hit reg personally - BUT BUT BUT - what does drive me up the wall is the game not recognizing my key inputs for switching weapons. Thereās something phenomenally phunky with switching weapons at certain points in animations and the key press not registering. Happens all the time. I swear 50% or more of the damage I take it because Iām not able to get my melee weapon out to block reliably.
For hit reg and other technical issues, I feel like that could be an ongoing item like balancing. Just ātechnical issuesā I donāt know enough to comment much details on it, I just feel like it it will be a constant thing to fix. Just not sure how I would word it.
They are missing timeline of āwhenā or at least a ball park estimate i.e. Q2 2024.
Definitely agree with adding a technical issues section, and then list hitreg issues, and other big sticking points people often point to like raytracing constantly turning itself back on, other server stuff, optimization and stability, etc.
I just mentioned the server thing because its my biggest peeve atm and the one thing that constantly makes me consider finally dropping the game. Especially since it results in wonderful moments such as getting nailed by a trapper even though I pressed f as a vet and hit the head shot but it doesnāt reg, or when my weapon switch input doesnāt register and instead of switching to my melee weapon and blocking I aim down my sights and get devoured by the horde, and other such experiences.
I wish I could ask someone to test something for me.
Ripper + Can Opener. The special/poke action only needs to make contact on a crusher, then 3 bursts of ripper it goes down. Consistently in testing ground.
Iāve tried various angles of crusher, even thought it was because you had to be closer so the poke can go through the armor to the meat. But no in testing ground it only needs to make ācontactā. 100% everytime it activates in testing ground.
During mission I definitely know the poke has made contact after bursting with ripperā¦but then I realise it hasnāt activated can opener. It is definitely not registering and it was not like this before. I could do it consistently on every crusher, but it is no longer consistent.
Oh, theyāve learned that they canāt trust their own estimates. People abandon timelines not when they canāt be kept, but when they realize they canāt manage effectively enough to provide another one.
Siennaās 4th class is coming aaaaaaaaaaany day now.
Sometimes I wonder if there is anyone guiding the overall direction of the game over there, or is just every department doing its own thing and hoping it all works together.
Well letās see if patch 12 addresses some of this.
Resource siloing seems to be resolved.
Itās great that a higher difficulty option will always be available now, I think that makes it even more important for another balance pass for the underperforming weapons
Like Chain weapons and tactical axes, the hit reg of the voidstrike needs the plasma gun treatment (remove the animation jank in-between shots and limb damage like the plasma gun)
Another blessing balance pass to make them more impactful and remove useless Curio Perks - Exp gain, Curio Chance, maybe Ordo Dockets? etc
Choose Perks from a list
Seems to have been resolved
We also need some end-game content
- Possibly adding rewards like Vermintide 2 did for leveling up past 35, they gave us chests before, we need that again as rewards with either another weapon or curio,
- A prestige system possibly, earning free rewards, borders, etc
More classes and weapons would always be welcome
Yeah I will need others to tell me if they think the mission selection/rotation is considered resolved or not.
I consider any problem I had with the mission board Thanos snapped out of existence with the latest commlink.
Iām sure there will always be those who want a a different system like a VT2 style server selector, or 100% element control, but as a rolling mission board, per its design intent, itās in a good spot imo.
The overwhelming majority of complaints about it were coming from damnation players getting absolutely f*cked by only having 3 board slots, (or 1 slot if 2 low int missions appeared in t5, those low int missions may as well have been 2 t4 missions). In comparison lower tier players had 7-8 slots to choose from as they could try for a higher tier whereas t5 cannot. Thatās a non-issue with Auric giving so many more t5 slots now.
That combined with the now faster roll over and greater variety of missions and weāre set.
I am pending a few days on the mission board change to let its reality sink in. Outlook day 1 looks excellent.
First impressions for me are⦠good! I had a blast today running the new game mode, it is quite team mate dependent.
Lets see how it goes after the honeymoon phase.
Based on my original recommendations for resolving this issue and my experience with the system over a few late night sessions I can say with confidence that the resolution of the mission board difficulty/modifier select issue has exceeded expectations. I deem this issue resolved.
We now have access to hi-intensity and hi-shock missions in a designated space on rotation. Maelstrom missions are tremendously fun derivations of the hi-shock challenge that have me thinking I might need to take breaks to play casual, restful, games of hi-intensity damnation instead. I have played several that I find absolutely great fun that make meaningful adjustments to how I tackle the challenge of each mission. But, so far, I have not bumped into bullet sponges. I can even clear them using my favored relatively weak weapons (chain weapon buffs when?). It is possible we may see new issues emerge as a consequence of the design or rotation of these missions. But the core issue of not having an endgame difficulty readily available whenever I boot the game is FIXED. HURRAH.