Yeah it is well known that random guys download random mods for a game he has never launched, this should explain the number of 160k downloads for the framework mod.
Considering the number of current darktide players, considering the numbers of downloads, I think that a 2.5% rate is out of any reality.
Just looking at the Modloader (updated more recently than the framework) you get 73k unique downloads for the Framework (updating in July) and roughly 47k unique since November for the modloader. Considering Darktide is at the stage where it’s likely not generating that many new players overall, that’s pretty telling in terms of attrition. Obviously there’s a lot of simplification here (And external factors such as the two ‘major’ updates recently), but that’s still a download rate of around 64%, in a a third of the time span. That’s a lot of repeat downloaders which gives an idea of the consistency of the players using mods. (Not just dabbling in them)
Darktide tends to be a longer session game overall, a bare minimum of time investment is ~30-40 minutes. Most people (I’d imagine, again assumptions but trying to keep them founded on logic) likely do two to three, putting the average session ~an hour to two hours. (Let’s just use an hour and a half for simplicity’s sake, even if my gut tells me Darktide is unusual in terms of people tending to powergame it for two+ hours) 16 ‘slots’ per day, averaging 10k users over the day for the last month. That’s around 160k on Steam, with a download rate of the Modloaders for around 30%. Obviously there’s Gamepass as well but I’m skeptical that many Gamepass users are long term players for Darktide.
Let’s say my gut is right and the numbers are closer to two to three hours for most sessions and you get a download rate closer to 39% - 59%. Subtract the ‘tourist’ players adding to the average player counts and your more dedicated/hardcore playerbase percentage is going to be even higher in terms of modding their game.
Again: This is using a TON of assumptions and a lot of napkin math while my insomniac brain is spinning from lack of sleep (hence even doing this, I hate actually doing the math, this just kinda verified my gut in general in terms of adoption rates of mod use) but trying to use 2.5% of the playerbase based off of the overall playerbase is just… weird. Even the napkin math I just spit out is likely much closer to the reality.
Sorry if this post is slightly incoherent, my brain already bounces around and I tend to skip explanations with how my brain links ideas and then has to actually put it into words. Part of why I hate doing numbers, I never showed my work back in school despite getting the right answers.
47k unique download with a population that is around 5k daily peak (actually 10k) for steam. I really don’t think that only 2.5% of the players have modded their darktide.
I’m pointing out that Molonious (who said the 2.5% number) saying we can’t tell besides just going off of PC sales isn’t really accurate. Even sales is difficult to get a solid number on.
I was using the average players for the last month as it roughly lines up with the last Modloader update, again for simplicity’s sake and to try to make the best guesstimate possible. In reality there was the typical large patch spike during said month so yeah, the ‘true’ average players is likely closer to 7-9k for December overall. (EG: If you cut out that first week spike it’s closer to 8k on average, I can’t be arsed to manually do the math on that)
The mod adoption percentage would only go up if I used 8k as the basis.
~37% for the 1.5 hour session average.
~49% for the 2 hour session average.
~73% for the 3 hour session average. (Unlikely)
Sure, and I wasn’t attempting to present the 2.5% number as anything reflective of the active playerbase, that’s basically our “floor” or minimum, hence why I continued on about not knowing the active playerbase total, beyond that it gets difficult to nail anything down definitively. A bit above in a previous post I noted that if the average online PC playerbase is about 20% of the total active PC playerbase, and using unique DL’s for the mod loader as a benchmark, then that’d indicate mod usage is probably about half of PC players, but if the average online PC playerbase is more like 5-10% of the total active PC playerbase, that’d drop to only 12-25% mod usage rates.
As noted, I’d expect people playing AM and Havoc to have high rates of mod usage, with far more casual players dropping off heavily.
For my own experience, when I’m playing with people from playgroups that hop on once or twice a week for game night or whatnot or just sit at Malice/Heresy, mods are almost nonexistent, among the few of us that do run higher level content its about half that run mods.
bro the game is easy enough a scope isn’t going to change anything, people are going to play with health bars, and I don’t like it either, but some people can’t play without it and they really enjoy darktide more with them. The less polite crowd will tell you harshly it doesn’t matter because they can solo auric maelstrom or some bs. If u don’t want mods, cool, but there are many quality-of-life mods that save us time from running around on the morning star and spending 10 years in loading screens. Just enjoy your game the best you can, ignore the toxic freaks. We need a bigger block list and that is so true.
Honestly the biggest issue i’ve had with people using mods is the voice mods that let you spam cryonic rod over and over… I’m almost on board to entirely remove mod support just so i dont have to go through another mission with someone being a douche and spamming voice lines every second.
Couldn’t care less about scoreboard jockies, I play with a zealot that’s been playing the tide games for years and I cant even come close to competing, doesnt make the game any less engaging. As for toxic scoreboard players, I’ve played over a thousand games and I can probably only think of 2 instances where i came across truly toxic players. The community by and large is pretty encouraging. Most of the time on a failed mission its “nt” and “gt”.
Fair point. Honestly, i’ve had a few people use those lines a couple of times in quick succession quite a bit, but never spam it like i’ve experienced with “cryonic rod”, where its the entire mission every few seconds.
I 100% agree that some of these mods need to be addressed, hotkeying comms wheel selections and spamming them is a huge issue especially in the audio department. Im forced to use another mod to mute these sounds entirely and sometimes that doesn’t even work. Theres even people spamming voicelines from actions like med pack down or anything. Seriously im over this game Im glad I wont have the time to experience darktide and the ugly state of this game after years of playing it.
Didnt ask for a blanket ban of mods, just said i’m ok with removing mod support because of things like this, which is my opinion. I don’t really mind having or not having mods either way, I don’t think i’d lose sleep over not having them.
Saying “I’m okay with it” is not the same as “I want it to happen”. But if Fatshark said tomorrow they’re doing what they did in Vermintide 2, I’d probably be on board with it. Or at the very least be ambivalent.
I do really like the true level mod though and think it should be part of the base game (low hanging fruit to make EXP matter past 30). And i use scoreboard to see my own performance mostly.
According to common defitions of “being on board with something”, it means to be in support of something and to be willing to participate in it.
So the expression is quite a bit stronger than just “being okay with it”.
Anyway, we are arguing semantics. And this was not the point of what i said anyway.
My point was, that the specific mod that annoys you, is not allowed in the first place.
I was also just kinda venting my frustration at the mods that let players grief more than general modding itself. I still wouldn’t lose sleep over losing my scoreboard. I’m guilty of checking it mid mission and realizing just how bad a game someone’s having. Lets me know I’m probably going to be doing some dicey revives/rescues the rest of the mission.
Also i havent tried spidey sense but I’m told it’s a very cheaty mod. As is the mod that gives healthbars to some extent.