There’s always been people enjoying a good old lynch crowd.
Which patch was it?
Is this meant to make the story better? What’s your point here? It being a super barebones nothing story that just works as a simple justification for why the characters do stuff isn’t really much of an insight. That was already achieved in the prologue, our reason to fight is because it’s only real path that we have.
Working to prove you’re not the traitor really doesn’t make any sense anyway, why would our effectiveness at fighting impact that at all? There’s no real reason to think any of our characters are the traitor, particularly for ogryn players.
The whole thing just goes nowhere, I don’t think that being the case intentionally is much better. Maybe the plot will pick up with future content, but it’s impossible to judge if that will be the case.
I’d probably not mind if there was more narrative stuff going on within the missions themselves.
My expectations were already the lowest of the low, because I don’t play Tide games for their story. I had an argument a week or two ago, where I was certain Vermintide (2) didn’t have a story either. I was wrong, and I have put 400+ hours into that game.
Seriously, who cares about story in this game? It’s about repeating the same missions over and over again because the gameplay loop is that goddamn good. And while doing so, we hope our characters open up some more during said missions.
And that’s my biggest concern: There’s more banter than during the beta, but it’s mostly just snide remarks to eachother and no real conversations. The back-and-forth conversations between even more than 2 players is in there – and when it happens my friend and I exclaim huge enthousiasm – but it’s once in a blue moon. ONLY ONCE did my character mention something I picked for his biography: my Zealot mentioned something about an artifact, which is what I picked for “defining moment”.
I value any story in any game, and am willing to give it a listen no matter how bad or rotten it might be.
That said, I’m getting the same problem as you. I picked the scummy mining planet and a few other grungy background options, and I’ve almost totally forgotten them because none of it has ever come up. I can’t even find anywhere I can review them. My veteran is just a stock guardsman with the same likes and dislikes as any other person who picked the same voice set as mine. That’s it.
Honestly, a whole weekend went by after launch and we havent really heard anything from Fatshark since friday. Its really fvck!ng sad.
I was thinking this. Absolutely nothing, even the CM’s are silent.
Ive been keeping an eye on multiple platforms and the silence is deafening. They are definitely in damage control and trying to find a solution. Im so disappointed.
at least the game is now more stable.
I’ve seen PCGamer articles where they talked about the decision to use aquila and that an option to buy a specific amount. And an other about why the crafting station wasn’t up at launch.
THIS.
Even as trash, I expected that some missions/ cutscenes/ dialogue is based on our choices. Even more frustrating is, that there is ABSOLUTELY no meaning whatsoever (except one word or line regarding banter).
I have 5 operatives, I played almost 100 hours, and except some vague details, I do NOT know what their story is/ was.
I do not have this problem in e.g. Fallout or Cyperpunk 2077. It is just sad.
Of course - still they made it so bland, boring and uncreative -except the Prologue and the “I’m a warrior”-cutscene - otherwise all 30 levels- that the last cutscene looked like a sick joke.
It was not even cliche, it was just bad. All was not meaningless, true, it was to show “what and where we are”, ok, but the presentation was… surprisingly underwhelming.
True. If it only had been ANY NPC that we know or would gotten used to (over the course of the 30 levels). No, some rando with a smirk on the face.
Yeah, right.
To be honest I am completely sure that when the live service drip feed moves forward there will be a grand revelation how that anonymous NPC was not the traitor after all, and we get a cutscene of the real traitor giving information or whatever to the John Skull Mask from opening cinematic.
The story and the complete lack of flow regarding the narrative have been my biggest disappointments in the game so far. They might as well shipped the game without those cutscenes, that’s how little they matter to anything in game.
At bare minimum I would had expected some kind of “order” to the missions with a basic over arching narrative tying them together. As much as I enjoy the good parts of the game this aspect of it is just laughably bad.
And even then it was so token. It was like “If you find any artefacts, I am interested.” Yes it’s relevant to the defining moment I chose, but it adds absolutely zero intrigue or characterisation.
There’s not supposed to be an order to them. It’s a continuing struggle to push back the chaos infestation and save the world, that’s the overarching narrative.
In VT you’re replaying/reliving the same events over and over for some reason. The 5 (or 4 it doesn’t matter) only sounded the Horn of Magnus once. In DT I’ve flushed that turd daemon out of the water treatment plant like 50 times cause they keep growing back.
Even when it is a continuing struggle against Chaos, I do not see why we can’t have a narrative order surrounding our actions, given how this is one of the most lore heavy scifi universes in existence and Fatshark employed Dan Abnett, one of the most profilic authors of this scifi universe on the game.
If struggle against Chaos was just to push back the chaos infestation and save the world/universe without any over arching narrative we would not be 60 books deep into Horus Heresy.
What we do on VT is also meaningless, this is not VT. Having story elements also do not stop players from repeating the same missions over and over.
We could have a narrative order, no reason we can’t. FS could take a page from FF14 and make each of us the star/hero of the game and every other player a background character. Could be really cool if they did but I don’t think that’s the direction they’re going.
I don’t think we explicitly need a narrative order, but I do 100% agree we really need to see the impact of our actions. Unlocking some shops isn’t really doing it for me. I would like to see our successes and failures drive the narrative. I know FS is keeping stats on just about everything, it would be nice if it tied into how the narrative unfolds.
I also like as you climb through ‘corporate ranks’
Every New Rank: “That what you did before was childplay, now it’s do or die”
Me: “B**ch, I’ve been running same 5 maps since lvl 1!”