Stepping back for a bit... and feedback for Fatshark

Downvote system is total crap. Way to introduce censorship. Also not just DT reddit. All of it.

Your opinion is only valid if its popular.

The only time on Reddit in recent history that I’ve been on the side of the majority is the Batman Arkham subreddit trashing the Suicide Squad game. If you find yourself in the majority on Reddit, that’s typically not a good thing.

While this is not the crafting system I’d like to see in an idealised world its worlds beyond what we have now. It’s really sad that I can’t recommend this game to anyone and it boggles my mind how anyone can think this crafting system is fun.

Playerbase and FatShark exchange:

yep, the thing with pulling a late joining buddy is real.

had it a few weeks ago, wasn´t enjoyable for neither of us.

although i enjoy playing with him, my playtime is limited, so stepping back to low level stuff feels like “missing” out on a part that would bring my main char further, or anything worthwhile really.

hes being dragged along, pulled on a “leash” to get stuff done fast in order to make him ready for the “real game” only to have him ill equipped at the end.
in the process he doesn´t have the time to learn the ropes either, i remember how many times i needed stuff done in malice and above to even remotely be competent at the base mechanics and there were hundreds of malice matches.

now i´d drag him through 5 sedition 5 uprising a few malice and then speed things up to get “it done”

snoozefest for me, stressful and unrewarding for him, fun for neither.

well, he must have felt the same way as to no longer “drag me down” and called it quits, which i honestly must say, benefited us both.

parked my zealot at lvl 10 and not looked back cause i wouldn´t enjoy having to farm through everything again from scratch having a character where i can enjoy auric maelstrom whenever i got spare time.

guess quite a bit could be solved when weapons were “tradeable” or you could sell them for a fixed docket price as a third brunts option.

so i could outfit my buddies right away and reduce some of the tedium.

bummer, guess we could have had hours of fun at high end, which i have, but getting there just aint enjoyable it seems for new players.(him at high end under my guidance and having the ropes learned so to not drag down others)

Our group talked a lot about this very idea.

Look at Diablo or Borderlands looter-shooter type games. You’re flooded with items and there’s tons of RNG but you have the ability to trade stuff between players.

IMAGINE FOR A MOMENT how much actual interaction could happen on the Morningstar if players could trade items and resources with each other:

“Hey… does anyone have an extra high base rating bolter they can sell/give me?”

“Does anyone have an extra powersword with Power Cycler on it I can trade for? I got a ton of plasteel I can give you!”

“The first person to buy me a beer from the bar gets this awesome power maul!”

It would actually give the Morningstar a purpose if we could trade items and would help get our friends geared up faster.

A broken clock is right twice a day.

… for an infinitesimally short time.

Felt all of this all the way down to my balls. If you’re gonna charge money for cosmetics, don’t make them ridiculous looking sets that completely chafe against the premise and setting of the game. Make them fit the theme instead. Get rid of the chainmail but equally, get rid of all the fancy golden Xbox kid stuff as well.

This latest batch that dropped today is so over the top and insane looking. I don’t know who approved these concepts or why. Well, I guess I know why ($$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$)

Here here, this man speaks only the emperors light.

I had my time in the Reddit spotlight trashing the Suicide Squad game, thus I’m content.

Another post that’ll go by without even an acknowledgement they’re listening to the community.

Back in the beta, when the CMs actually responded to criticism, they never implemented it and backpedalled. It’s been over a year since they made a post stating they’d make a scoreboard that promoted teamplay as an example.

For posterity, I’m going to post a quick dream list of what I’d do with the game:

  1. Fix current bugs + issues (obviously). Sound, music during ambushes, etc.

  2. Add new crafting options to mitigate RNG (as proposed in the OP). Doesn’t require totally throwing away the entire item model to just add options. This could include a prestige point system for leveling up beyond 30 that expands your crafting powers.

  3. Add the ability to trade items + resources with other players in the Morningstar

  4. Add a bar to the morningstar with some games/events/announcements/etc. to have some ways to further interact

  5. Add the ability to add/remove/change weapon attachments to guns (ala the Weapon Customization mod). Flashlights, laser pointers, scopes, bayonets, etc. should all be configurable. Purchase unlocks for these on a per weapon type basis using dockets and/or melk coins.

  6. Separate weapon cosmetic textures from the models. Allow you to apply textures without having to change the models. Can expand this to work, again, like the Weapon Customization Mod.

  7. Add in a story challenge mode. Arrange all the missions into a sequential story line (add extra intro voice lines as appropriate to set the stage and make the narrative clearer). Playing through the story line missions in order gives you a nice extra bonus at the end (and is an alternative to only doing what’s on the mission board).

  8. Add in a "hardcore" storyline mode building on the above. When your team fails a run it wipes your progress and you lose the storyline bonus. So you gotta play through all the missions, in order, without failing a single mission. Reward is getting a much bigger bonus if you make it all the way through! Image the awesome picture frames from that on damnation+ !!

  9. Establish a “seasonal” cycle for the game - this will cascade into a number of features. Seasons can be 3-months (quarterly), or 4 months (3-times a year).

  10. Each season opens up a new set of penances to earn cosmetics (including trinkets, backpacks, stances, etc. in addition to clothing, weapon skins, etc.) during that season. Presitge points can be spent after a season ends to buy those cosmetics and/or you can keep a prior season “locked in” until you want to jump to the new season.

  11. Add new secondary objectives tied to the new penances. Ideally add a secondary objective type thematically associated with each season, tying back to the penances.

  12. New maps at each season, and an expansion to the storyline challenge mode accordingly. New penance rewards for re-completing the whole storyline each season with the new maps :slight_smile:

  13. New weapons and marks per season. Maybe get 1 new weapon type per class 1-2 per year, and a few mark variants in between.

  14. Open up the entire premium store at once so players can see everything. Each season will introduce a new premium cosmetic set for the classes - which will be on sale during that season.

  15. Separate cosmetic “models” from “textures.” When you earn a new cosmetic (premium or otherwise), you get its model and associated texture. Build in a “cosmetic painter” (this is freaking warhammer we’re talking about!!!) so you can paint a base model with whatever textures you have in your inventory (ala the For the Drip! mo). Would encourage players to buy premium cosmetics for awesome textures that they could then apply to other armor pieces as desired. Win-win for everyone.

  16. Add in a “chaos waste” like mode. Here’s the twist/idea: Use a combination of fixed mission set pieces for objectives, add procedurally generated areas in between. Start mission with no gear and left 4 dead style can pick up items along the way, upgrade items within mission (like chaos wastes), etc… If you finish the mission, the reward is that you get to keep the weapons you ended the run with. Boom. Mic drop.

Nerf Plasma Gun

:moyai::moyai::moyai:

1 Like

All 16 of those points are based beyond belief.

I still don’t understand why FatShark did not implement more “enjoyable” damage control.
You know 40k like style (there was an attempt with latest update with the whole “we use what we can get” cinematic - I liked that very much).

Why not ask VA of Hardon to do couple more lines. “I’m doing the best I can with supplies you provide me varlets, but half the diamantine and plasteel is tainted” or something. “Till our resupply from forges of Mars arrive, get used to being disappointed. Omnissiah knows - I am, with this shoddy work.”

Get CM who LOVES and BREATHES “The Setting”, “borrow” or scavenge comic artist or animator from Games Workshop and release “updates” from time to time.
2 or 3 additional people whose only job is turning:
“We are necks deep in shite, we need more time to fix X, Y and Z” into comic or animation about it (without deadline in sight) so Coders can Code and Animators can Animate in peace.

Imagine - when players are complaining about something for a month, just after two weeks you get an animation with Hadron putting out a fire in Gellar Field Generator Room yelling something about vomit, wild party, nurglings or meatbags…

Another Mezmorki quality thread. Good stuff. See you around soldier.

I’ve been following the forums for a very long time but never posted. 1500 hours in VT2, and approaching 1000 on Darktide. I love the Tide series games, and really think overall FatShark has done a great job, but I finally got on the forums for my first post to beg FatShark to listen to this thread, listen to Mez.

I agree with the Mez 100%. What he’s saying is exactly what the DT community needs to keep this game going. I’d absolutely love to see this game thrive. At this point I still have faith in the Devs, I really like to think they’re listening and working on the issues the community brings up. There’s always a negative comment out there but this community has been amazing to me, I’ve really enjoyed the time I’ve had with them and want to see that keep going and grow. Please listen to Mez!

I find myself naturally stepping back from the game, too. Months of every ended run being due to silent-poxbursters being a non-insignificant reason for why the game is starting to feel stale, not to mention having experimented with every possible build and weapon, and having done so on every class, definitely making me feel like the game has run its course. In many respects, its impressive its taken this long.

However, I’ve also had very similar experiences to Mezmorki when it comes to trying to get my other friends to engage with the game’s systems. We come from a pretty hardcore Vermintide/V2 background, and my friends got each character to level 30 before putting the game aside until the Class Overhaul. Since coming back, we’ve pretty much immediately have immersed ourselves in the hardest content Darktide has to offer, and can survive most of our attempts at it as well. This has meant 2 things:

  1. An abundance of the various currencies and crafting resources, and
  2. The need for decently rolled equipment, and a lot of it. (We frequently switch characters and weapons.)

Coming back to the game so recently, they didn’t have the months of accumulated gear or game knowledge I did. Every time they’ve wanted to try a new weapon, it leads to 10+ minutes of buying/upgrading new weapons for a good base + blessing farming to get something decent to put on it. Even with me explaining exactly what is good on a weapon and how to build one in as short a time as possible, they find the whole process irritating. The current system DOES work. The problem is that it doesn’t feel fun or engaging. It feels like a barrier to getting into what the game DOES have to offer.


As for other, less hardcore friends I’ve introduced to the game, they have neither the time nor patience to deal with these systems. They take what the game gives them and reject the rest past the bare minimum. The systems are unintuitive and uninteresting to learn, and explaining the amount of time investment needed to be able to actually experiment within it is a huge turn-off. They’ve universally found the freedom of the new class overhaul, despite its initial complexity, much more engaging. In the end, they just want to bash heretics with as little faff as possible.

I should also say that literally none of my friends have the patience for shop camping or even checking the daily store except on the days they’re playing and the characters they’re playing that day. It takes too long and is uninteresting, and they quite fairly refuse to download mods or use browser extensions to alleviate this.


My list of their pain points, in descending order from most to least painful, are:

  • Crafting locks can make a possible decent base rating weapon unideal. Very demotivating.
  • Finding a decent base weapon to begin with, usually requiring buying and subsequently selling 20+ weapons from Melk.
  • Finding the Blessings they want to use in the first place. For weapons that almost need a particular level 4 blessing to feel good (ex. Power Cycler), they choose to not even try.

As others have repeatedly mentioned over the past year, the RNG system is not fun nor does it drive player retention. Contrary to what many are saying, it DOES work. It CAN BE an effective system. However, interacting with it is… painful at best. I really do hope this is smoothed out over the coming year.