The #1 Reason this game will never end up successful

Source? I might’ve missed that, but I’m pretty sure this isn’t a thing

Reason #1 is that DT has a system that is not friendly toward its players. In fact DT was designed for hard core gamers… however, a game cannot be successful if it targets a small part of the gamers.

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no it wasn’t, a game where you don’t need communication? the margin of error is quite high even in damntation
i give DT the awareness requirement but thats about it.
having a Gameplay loop that requires you to learn mechanics doesn’t mean it was made for “hardcore gamers”

squad, Arma, GTFO, those titles hit that description way better

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I get that it’s frustrating. That wasn’t an easy spot. You did, however, have cover behind the side pillars and some clutter. Not alot but enough to concentrate on the nearby enemies. Advancing wouldn’t be easy but it could be done.

Sometimes timing is everything and that’s one of the challenges I love about DT. Jumping down a point of no retreat and being confronted with a wall of shooters and little cover happens. IMO these are challenges to overcome. Clutching that wouldn’t be simple but at some point it’s just training for the next run.

I feel you but don’t give up.

You don’t get it…
I pointed what is around… crafting, materials you get from missions (too few), blessings, Melk’s missions (too much time to complete the 5 objectives), time you have to spend on a mission (15-40 minutes)…
All of these points make the game bad for any casual player… but even for a normal player.
You have to spend too much time in game to progress. You cannot play 15 minutes and come back later…
When I play the game, my wife and my son remind me, really often, that one mission lasts too much time…
Do I have to speak about crafting? for a normal player, he will play malice, so max 300 plasteel. You need 1200, at least, if you want to craft to orange (perk reroll and rebless is not taken into consideration here).
This means, 5 missions at min. This means 1 hour and half at min and 3 hours at max. This is just for one weapon, considering you already bought it… And these values are not taking into consideration the time spent to buy one weapon, the fact that you need to find blessings etc.
Let’s say it… the game is not friendly toward a “casual” player.

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well i would say the time spend in crafting in V2 was already a huge downside, how they managed to tripple the waste of time we engage with the system, is a show of pure ignorance of what their fans want,

but the way you describe the situation, sounds like there is a demographic of players who got catered to with that amount of time invest, and i highly highly doubt anyone wants it to be this way, except fatshark for some reason

I miss surely something in your statement, but I don’t see where you’re coming from. Again, for sure, it is on my side.
My point (and again not sure it is what you pointed) is that lot of players have been lost. And I don’t talk about the guys that are around this forum begging for locks removal. I talk about guys that tested the game and uninstalled it in the 2 hours and asked a refund (something I always do when I feel that I won’t like a game)… I talk also about players that were bored by what is around the gameplay…
If they wanted to transform DT in a success, they had to take care of all sort of players… not just the ones that play too much (like me).

yeah the “shooter” part of DT does not feel a shooter game or even a hybrid shooter game, due to lack of Good AI, Weaponry , Mechanics and so on.

Yet its a part of how DT is failing, but not the main parts of it, as of RNG, Lack of Communication from Devs, Devs dont know what to buff and how to buff certain weapons or even nerf them etc.

Parking up other suggestions on approach and tactics, do you honestly, really, believe that this should be the case?

In a 4 player coop, one good player should always be able to rescue the situation?

Assuming you’re playing a level appropriate mission tier, then my opinion is the opposite.
If your team composition has been whittled down to just you, I think it should be mainly spawn luck on whether your chosen build can get you through. You’ve picked short range: unlucky in a tunnel shootout.

If the complaint was more around shooters hammering you from distance then I’ve mixed views.

If they spawn ahead of you, then I think that’s fair enough. But I despise this game’s prevalence for spawning enemies behind you. I think it’s a level design crutch from the developers to artificially inflate difficulty. Still, I’ve ranted elsewhere so will leave that there.

hehehehe

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I mean, it is, but not for the reasons OP stated.

The shooting feels bad because Fatshark apparently does not know about client-side server authenticated hit detection, and insists on using purely server-side hit detection in all of their games (it doesn’t matter if the game uses dedicated servers or P2P like Vermintide).

I’m sure the vast majority of the players who played Darktide at launch had no idea why the shooting felt like crap, but compared to its contemporaries, it objectively feels like crap, especially with precision weapons.

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If you can’t, or you have bad equipment or they coordinate very badly, you can lower the difficulty, there are 5 levels of difficulty, it’s that easy

The #1 reason is that devs/management has their heads so far up their black holes they can only speak with their liver at this point. This game will never be successful becasue they keep ignoring our feedback and refuse to change any major aspects of the game.

Look at DRG or Battlebit: games are success becasue devs listen. They make games for players, not for themselves.

Fatshark management is like that idiot from Blizzard years ago who said “you think you want it but you really don’t” to players demanding Classic.

Years later they launched Classic as success and he said “ok, you were right”.

But Fatshark is always like “we know better what you want and what you will enjoy!”

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Honestly Darktide absolutely relies on shooters and flame units to create unwinnable situations for the players. The clown doors frequently release ranged units all around you who have almost faultless aim. If you manage to find a good choke point on higher difficulties the game throws numerous flamers and bombers at you, forcing you to run out of cover into a coverless open field and just get shot to death.

This is not every situation in Darktide but it absolutely does create some 100% unwinnable situations no matter how good you are. The conditions are simple for those things happening.

3 Flamers. 3 Bombers. A shooter horde, and a room with minimal cover. You have to leave the one SURVIVABLE place to fight from or burn to death. Which wouldn’t bug me, except being surrounded on all sides by shooters means there’s literally nothing you can do.

You step out into the open and get shot to death because you literally have to. Think you’re gonna slide around? Think again. You are taking so many bullets you get hit between slides or even sometimes during slides somehow. Then you fall to a hail of gunfire from that initial stagger. I’m all for difficulty but situations should never be absolutely unwinnable no matter how good you are. And Darktide does that sometimes. The shooter/flamer/bomber combo should only happen in places with lots of cover and choke points. On open maps I’d be totally fine with it if it was just melee units in place of shooters where minimal cover rooms are concerned. Or places where the clown doors don’t flank you from all sides. Shooters should only come out of doors positioned ahead of the players IMO because what can you do when 10 guys literally drop out of a door behind you in an open room while ur right in the middle of dealing with shooters from the front and sides? Not much.

I’ve not been in any situation I’d call unwinnable even on Hi-Shock troop.

Losses often happen because of your team being unlucky, sloppy play or lacking a boss killer.

Sure sometimes the A.I Director gets crazy and start throwing several disablers, ogryns, hordes and bursters at you, but when it’s hectic like that, that’s when the game is at its peak!

Also, you can’t really “lose” anything by losing a match because you still get rewarded if you stay to the end with some resources.

Sure, you may lose time, but playing video games (which I do way too much of) is an automatic loss of time anyway you slice it.

I’m absolutely not the best player, but outside of Hi-Shock, it’s very difficult to lose unless someone is memeing.

I tend to disagree with some of your takes here, but this one is spot on.

OP is saying, without meaning to, “I tried to play Darktide like an entirely different game and it didn’t work!”

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In my experience there is only few unwinnable situations, almost always involving disablers. If you’re not caught or thrown around by disablers then there is always possibility of clutching :+1: :+1:
When there is no disabler, there is hope! :smiley:

i know what u mean…
ONLY ONE LEFT AND surrounded by Dregs shooters and shooters only, at best 20 of them and all are spraying at you from shortrange

Suggestion:
If they are f.ex. 20 dregs to 1 Player they should drop their ranged and run at you in melee and give you at least a chance. This could trigger after they already melted 2/3 rd of your Hp i dont mind!.
So they have actually a chance of winning lol

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Yeah, shooters and flushers are a really broken combination right now. I call them flushers because bombers/flame units flush you from cover. But bombers are the worst offender. While you can theoretically shoot flamers as they run up, bombers can lob grenades from a distance behind cover and not even be in at attackable position depending on where the shooters are at. It can make situations totally unwinnable with a shooter horde. Like, impossible. Even if your team is full.

Because of the whole team being surrounded by shooters in an open room situation that just keep pouring outta clown doors in a 360 arrangement. Run up to kill a back of shooters? Suddenly more shooters behind and off to your right. And no matter which pack you prioritize next you’re getting shot in the back either way. Find one good area of cover? 2-3 bombers will change that. Situation unwinnable. have fun running out into the coverless room where shooters pour outta clown doors from all directions and just shoot the team to death. It needs to be looked at because there’s no counterplay for it.

In these sorts of situations… the TEAM has already failed and the mission is lost, and the last player standing just gets to experience this fact working to its inevitable conclusion.

This is NOT a problem in my mind and is as it should be when the team has failed.

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