Should the Devs embrace the Power Fantasy where a Monstrosity and packs of Elites die in seconds, or should they go back to Roots, where the game was supposed to be an intense, horror-like experience where a Monstrosity or a pack of Elites is a death sentence if you are not careful/work with your team?
Embrace the Power Fantasy
Go back to the roots of a horror-like experience where you can die easily
0voters
There are clearly audiences for both. We all know it’s impossible to please both sides. So, which one would you like FatShark to pander to? Give a vote and/or your take in the comments.
I’d like to hear what the chunk of Darktide’s playerbase from FatShark Forums wants.
I have only recently started to really play until the last month or so and the memories i had of playing when it first laumched are long gone.
I dont think there is enough of a player base for this game to be anything other than a power fantasy. If the game became harder, more complicated and less accessible I think the more casual player base would leave and queue times will be even longer.
Neither? Maintain balance between challenge and power fantasy, focus on melee being the main attraction allowing DT to stand out, keep nerfing the most balance-breaking crutches (golden toughness, inferno, smite, kraks, needle pistol, acr rifle, claw to name the main offenders) - and it’s good enough. With so many difficulty levels everybody will find some place that feels “just right” for them. If you want “power fantasy” - reduce your usual difficulty level one or two notches.
It seems to me that what people who rant about “muh power fantasy” really want is their ego pampered, not really “power fantasy”; they don’t want to just kill everything with ease and feel powerful (what is achieved by going to lower difficulties right now) - no, they want to do that in the highest difficulty possible, by mashing one button (so basically they want to live an illusion of them being cool and high-skilled players while in fact they are mediocre at best and worth nothing without their crutches). There is no reason in those demands, thus they should be ignored.
got videos from the early days of the game 06.05.23 to be exact onwards on a daiy basis.
2-3k players meant a 2-3 minute wait time at morning or late hours.
everything from noon to 12pm was almost an instant fill.
with no consoles or a multitude of casuals getting the game above 10k.
more revenue for fatshark? sure.
better quality of players? not so much.
“if” the game was cheap enough to keep the servers running on 3k players, i as a player would be totally ok with these wait times
the game, prior to power creep was
a)havoc isnt harder now its more bloated and forces artificial player behavior
b)i admit the crafting revamp was a must in terms of accessibility.
game needs to tune up by other means than rainbow modifiers (new enemies and new attacks patterns) to recreate a demanding gameplay instead of the poster boy tourist mode we got now.
sure but correct me if im wrong, isnt the life expectancy of a standard rank and file guardsman somewhere in double digit minutes in an encounter involving chaos opponents?
in the early days rejects werent even fit to polish their boots, let alone expected to survive a single mission.
how did we get from there to being titus without power armor?
By embracing the fairly palpable reality of players actually outgrowing the available difficulty, and by accepting that the best way to navigate the future is to look to the future instead of the past!
However given by all the weird idiosyncrasies of this board and its distinct inability to accept the present let alone being able to think of the future, its kinda hard task to get the message thru.
Nonetheless, the time is ripe for Auric 2, also known as the Saviour!
Just bring the extra modifiers from Havoc’s 21+ lvs, re-introduce some of the most successful events as new regular modifiers, and increase hoards density and numbers - and here is Auric2, in its full glory. Hope they’ll do it one day.
The game has multiple difficulty levels, and everything starting Malice is already full of people, you almost always can find somebody to play with, at any hour, unless you live in a very unfortunate, tricky timezone. Even if they’ll nerf a bunch of crutches even further (what they should do), it won’t make the game so much inaccessible that 95% of people won’t be able to play it at least in Heresy (I may be somewhat above average player, in terms of skill; I was able to clear Heresy’s Maelstrom solo (with 3 bots) on non-meta ogryn a few times; you can imagine how “hard” Heresy is, these days).
Again, it just seems like a tantrum of “but I want to play the highest difficulty and feel powerful there!” It’s not about “power fantasy” then, but personal ego.
Why is everyone suddenly so concerned with “lore accuracy” over the lamest things? Psykers don’t get random spells or perpetually have a random chance to have their head explode and summon a greater daemon but I don’t see as many people talking about that as they do “well we’re just plebs, we’re not SUPPOSED to be powerful”. It’s a game first, 40k media second when thinking about game design and fun.
Live a little, man. I don’t think it’s as bad as “spearman beats tank”.
keeping the game a power fantasy means stupidly high enemy numbers, as we can delete most of them instantly. less powerful players mean fewer, but more dangerous enemies.