you would have all 4 operatives on level 30 with best weapons and now just experimenting with builds or having fun/roleplaying (Imagine Zealot yelling “IN NOMINE DEI-IMPERATURIS! TIBI IMPERO FOEDE DAEMON, NE NOS MOLESTES ITERUM! ABI EX LOC ET REDI EO UNDE VENISTE! VENI NUMQUAM AD MUNDUM MORTALIUM” when facing Beast of Nurgle, when fighting with Deamonhost or even clearing demonic infestation)
But that’s not the case. I still have 30 lvl vet, 5 lvl psyker and can’t be bothered to change operatives because I still don’t have 550 rating weapon for Vet and I have not “discovered” all lvl 4 blessings (I have all lvl 1,2 and 3).
Right now I think I’m playing out of spite to see how much time it will take to unlock all blessings accessible to the Vet. If that number crosses 1500 hours mark I’m out.
It’s a kraking gambling ring…
Wait a year. Maybe a year and a half, plus a 50% + sale.
Good gameplay, the shine wears off real fast once you start noticing everything else around it though.
Non-monetary psychologically predatory live service game BS.
Not much to do after you hit max level besides achievement hunting, and frustrating, pure RNG-based equipment upgrading until you get the top rated gear of your choice.
Server lag is everpresent if you’re not on a fiber connection with perfect ping. Most don’t notice because the game instead of lagging the way we tend to expect it (only does when you’re about to disconnect) does in subtler ways that aren’t really noticeable unless you’re a minmaxer, and/or only becomes annoying once you have several hundred hours of gameplay in. It results in stuff like infrequent unresponsive inputs, instant enemy attacks, hitreg issues, and enemy spawn-related shenanigans (“nothing personnel kid” type stuff).
I feel a little hypocritical saying I don’t recommend a game I already have hundreds of hours into.
The biggest problem you’ll run into, is seeing the mass potential the game has and then becoming more and more bitter as you realize it’s unlikely to ever reach that potential because a few people on Fatshark’s leadership team hold it back in the name of a quick buck.
Gamepass for a non indie game - red flag
Tencent - another one red flag
Fatshark is in some hardcore slavery, like on a kink studio pron level probably.
Damn, i remember how in the Unreal Tournament games there was a whole taunt system to bully and insult enemies. Like one was “you play like a girl”, totally unimaginable today, lol.
All I can really say is that it’s never been an issue for me outside of those total meltdowns you mention.
Hardly the end of the world then, right?
Brutal. I’d say DT does ranged/mixed combat WAY better than V2 does. Other than that, the melee experience feels pretty much the same. That’s not a bad thing though, V2’s melee combat is top notch.
I am pretty hyped for space marine 2 though. Looking forward to playing coop mode.
Well people wouldn’t expect that if they didn’t get sold on it, that was the real issue. Lofty unreachable goals. We’ll put them in the cabinet of coming soons like Vs mode for VT2.
In general though the game is enjoyable and worth replaying. Darktide is more action oriented and it shines best in the frantic movement (which is why all boring sit and wait events should be purged from this game’s design). In spite of the lack of classes there’s a good balance between the 4 that feel unique and nuanced. Enemy variety could improve but they provide good challenge.
The real killers for me are the server-predicated hit detection (this is just killing anything involving ‘aiming’ for me atm) and the lack of a proper mission board. I feel as at the mercy of RNG when crafting items or doing that stupid servo skull for the 3rd time in a mission as I do finding something I want to play. When I’m out of frames to grind they better have a solution in place.
No? Just that people might not notice it happening with a rapid fire weapon. That doesn’t mean it’s not an issue. Even on faster firing weapons I typically learn the exact number of shots it takes to kill X enemy over time, if every third special I go to shoot it suddenly doesn’t kill it and makes me get caught by a trapper or some such then that’s 100% a problem. Memorizing things like that is pretty abnormal though, I’m a weirdo like that, hence the subtle portion.
It’s probably going to sound elitist, but a ton of people are just really not very observant of things like rounds not landing that should and whatnot. Take the random player who doesn’t even fully understand core mechanics and then also expect them to register that every sixth shot of their assault rifle isn’t hitting, or that their melee hit that even showed a blood spurt did no damage so that’s why the poxwalker slapped them anyway. They’re not going to see it/understand it or they’re just going to ignore it.
Something being subtle doesn’t make it not a problem.
The noreg problem has been quite a bit more noticable lately and the fact that it even exists boggles. Its usually tolerable but has been consistent enough lately to end runs. It negatively effects the experience of using high commitment weapons like hammers and chain weapons. I can’t begin to complain loudly enough about powered attacks skipping off priority targets or chain revs failing to latch on a direct hit. I tend to run the Agripinaa shotgun and I’ve recorded plenty of cases where my slug whizzes through a target dealing no damage. Especially dangerous when using it to stagger or kill disablers. Its not so common that it literally has ruined my entire darktide experience but the performance has been poor for a long time and its very annoying.
I could not disagree more. I would go so far as to say that the poor integration of shooter enemies for their ‘hybrid combat’ is undoubtedly the biggest one of Darktide’s major gameplay failures. So very little of what made V2 players find ungor archers utterly detestable was changed or adjusted at all for Darktide shooters.
The systems that are in place that are supposed to make these enemies engaging are; a weak and impotent suppression mechanic, an obnoxiously unbalanced toughness mechanic, a coherency system that actively works to stifle player freedom, sprinting & sliding buttons that have knock on effects that make melee worse, and map design which is frankly all over the place quality wise.
The fact that Darktide pug team building meta kinda settled on “just bring a vet to deal with the stupid goddamn shooters” speaks volumes.
Additionally, to me the melee experience in Darktide is significantly degraded when compared to V2. Largely due to the repeated nerfs to stamina and the addition of the largely meaningless sprint & slide buttons that make properly managing stamina so annoying. But also because so many melee enemies in Darktide are significantly less dangerous compared to their V2 counterparts. It’s very unsatisfying.
Admittedly, the last time I played was before Hi-Int Shock Troop was even a thing, so maybe that last part about the enemies being too easy has changed somewhat by essentially adding Damnation+. But that just leads us to problems the hilariously backward and frustrating mission system Fatshark implemented.
Good job. You hit it on the head here. Another thing is how weapon swapping feels in Darktide compared to Vermintide 2. It’s so much more clunky to operate. In Vermintide 2 the whole process is fluid, smooth, and responsive. Here’s a couple of examples from that game:
Add to that the DT server having to verify your weapon swap and it becomes inconsistent and unresponsive at high ping. It’s already pretty inconsistent with how some animations (typically for weapon specials) literally force you to wait out the entire animation duration and other weapons behave like I’d want them to.
Though to be fair, weapon swaps for ranged weapons being slow sometimes is a balancing act I think is pretty clever.