Which we’ve seen a downgrade from VT over to Darktide. Yeah the VAs are great and all that but they don’t have nearly as much character or relationships as the U5 have. Maybe besides the nice Ogryn? I love the Loose Cannon vet but he doesn’t really interact with the rest of the gang much or in a meaningful way. Same with pretty much all the Preachers and Psykers.
Id rather not have a pyromancer. Id prefer they gave us new stuff instead of “Not Sienna”
I’m hearing biomancer a lot, as a kind of healing/support class, I’m just wondering what niche that would fill and if it would be fun to play.
Biomancy isn’t really a healer
This is Biomancy for example: Imgur: The magic of the Internet
Does also contain some healing and buffing ability
- Regenerate: Heal own injuries over time and regrow missing body parts
- Seal Wounds: Heal injuries of one target
But Biomancer would make more sense as a Melee focused Psyker than a straight up support/healer (Support would work better with Diviner)
Because we have no fixed character and instead the different personalities to permit the stacking of classes.
Each patch introduced more voice lines, so it’ll come, not to the level of the U5 but still
Yes, like the totally unique Preacher with absolutely no relationship to Saltzpyre’s Flaggellant class?
However yes I do agree I would prefer “newer” classes, but I do hope Psykers new classes are as visially interesting as Sienna’s are.
The plan they have actually isn’t bad. Just not popular and not fun short-term.
It was a tactical move to go all in with the Christmas release this year and take the heat, as opposed to risk going dry for another full year and potentially getting caught up in during this period in “LE 2023 / LE 2024 GREAT PLAN”.
If you know, you know.
Understanding their predicament is half the reason I’m so behind Fatshark. They did literally nothing wrong, but they had to shaft people on the release to make it as a company. Hard times create hard dilemmas.
They did a tremendous number of things wrong. Including releasing the game without a complete crafting system and then going radio silent for an entire month, leaving their players with a buggy and incomplete mess of a “released game”.
Anyone with eyes can see how badly they have dropped the ball in numerous places and the fact that it was immeasurably complex to not ignore your recently released product for a full month is absolutely no excuse. I am a reasonable and forgiving person but that was bullkark. I’m a paying customer. The only reason I’m still around at all is because they totally grabbed me with the combat loop and I can’t help wanting something that delicious to succeed even when their own leadership team seemingly doesn’t.
Yeah but they still did nothing wrong. Not if you look at it truly from their angle.
They had two options:
A) Delay the game again, go dry a full year, potentially have THE THINGS YOU KNOW get more difficult in the meantime and potentially go bust.
B) Cash in now to the dismay of the playerbase - Save the company and everyone working in it.
They even managed to hire new talent with all the cash they made. See Catfish, without her we’d know a whole lot less.
That’s what I mean.
Of course they did plenty of things “wrong” from customer POV. But from an economical and grand strategical viewpoint, they did everything right. Doesn’t mean we have to like it on an individual basis. But sometimes you only get two iffy options and have to weight carefully. I’m pretty sure this was one of those cases, even though I know somebody will be coming in here any second and claim I’m wrong on that.

Yeah but they still did nothing wrong. Not if you look at it truly from their angle.
think your mixing up wrong and nescessary. them having to do it doesnt make it right
I want to reiterate my point slightly in response. I am not saying the developers did a bad job on the game. I am saying the leadership did. I cannot say this strongly enough. I work as a product manager, which means I am the leadership that makes decisions in these cases. I manage 86 unique software products. I know exactly what kind of people make what kind of mistakes and why they make them because I am also the person who makes mistakes when deciding how to handle and release products.
Fatshark screwed up their release and their post release management so incredibly badly that it beggers belief. It was so bad that I have used it as a case study in my own professional work. There are hard decisions to make and then there are stupid decisions made because we’re all human and can’t be on our A game at all times. And then there was the release of Darktide on November 30th 2022 in the state it was in with the (completely unmet) promise of completing crafting by end of December. Which isn’t even the worst of how they handled their release.
The developers, no doubt, work hard and have a lot of passion for the project and it shines through the garbage. But there are some real dumb thoughts going into managing and delivering this product from a product perspective. I cannot possibly say exactly where the errors in process are happening, or who is doing them, because I am not inside fatshark and thus cannot see the full picture. I hate casting blame too aggressively without understanding the real circumstances. But i have enough relevant expertise knowledge to identify as much as I have said above.

but they had to shaft people on the release to make it as a company.
Based on what?
It’s clear as day that they have been doing great up until the end of 2021 and the earnings has been reinvested in the companies.

But from an economical and grand strategical viewpoint, they did everything right.
They did cash in short term, but they also lost plenty of good will and alienated both their player base and their potential player base. Looking long term it’s very unlikely that they will benefit from this clusterfig of a release.
They did a good job relatively speaking
They did a better job with the launch than Redfall did (from the looks of it), but that isn’t saying much.
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