So now you think players making mistakes equates to depth rather than a lack of execution skill.
The games deep you just don’t see it. Sure lol or maybe your just wrong.
Again quoted from your own video linked above.
Quoted from your video “where depth comes in is in the players ability to think around and use the options the rules set presents within the context of play to make meaningful choices within the rules presented to them. This is what were talking about when we say that first order optimal strategies can potentially negate a games depth”
Tell me how many of the plethora of weapons presented at launch do people take to damnation and how many are pretty much useless or just underpowered and don’t see any action.
Darktide RANGED WEAPON Tierlist for Tier 5 Damnation (UPDATED 1.0.23) - YouTube
There are most definitely first order optimal strategies in the game for every class and people are even pigeon holed with which classes are currently the strongest too.
Quoted from your video
“Depth is entirely a mental activity If players cant think around should I use my rocket launcher or my machine gun if they cant make a conscious choice about it then there is no depth”
You still have not answered my previous post either.
Depth = The amount of emergent experientially different possibilities or meaningful choices that come out of one rules set.
Try to use that description of depth and apply it to what you posted here.
- learning the stagger animations of mobs to know that your first headshot will stagger that enemy and so if you want a follow-up headshot you have to aim at a distinct part to get the second headshot. (But it’s 3D game, so depending on their facing the mouse movement will obviously vary slightly situation-to-situation.)
- The tactical considerations of when to jump down off a ledge (vs. leveraging the climb animation to easily beat a horde; DT probably has the same damage bonus to climbing enemies as V2 had) are a factor.
- Forcing fights to happen near stairs or other terrain that gives an Ogryn shots with their brutal horde-clearing weapons is a factor. (Since Ogryn’s default vantage point is higher on the battlefield, which makes it harder to land those shots even while crouching.)
- Engaging assassin targets in melee for better damage (though skills which are just knowledge like this tend to be shallower bits of depth, due to being transferred very easily, like I mentioned with the PoE skill tree point earlier).
- “Saving” horde in assassination fights to use them to restore toughness after the boss strips your toughness.
- Dodging out completely to avoid the boss stripping out your toughness, because you’ve learned the tempo of those moments.
- Learning to aim delayed nades so they land somewhere useful and not way behind the horde or uselessly getting half value because it donked the first dude in the face and the horde isn’t moving because you’re right there.
- Learning to move the horde around to maximize the value of those nades (or barrels)
- Using barrels to deliberately launch yourself in a direction, when you’re confident on health.
- Deliberately taking damage to trigger Until Death so you can heal on cooldown with Holy Revenant (but waiting til the correct number of enemies are around you and soloable so your teammates don’t just shred any chance of recovery).
- Dodging in front of ranged fire as Ogryn/Zealot even without a good long-ranged weapon to split up enemy shooters so your dedicated ranged players can work things down…
- …or deciding to run in to tie up ranged enemies in melee to completely shut them down.
- …and the ranged teammates behind you should know to prioritize the ones you’re not attacking, so that all ranged are dealt with evenly instead of just robbing the melee of all their kills (which they need to restore toughness) while leaving as many enemy ranged alive as possible basically.
- Knowing the set of attacks/weapons that will lower a Bulwark’s shields and/or learning what aggroes them to help consistently turn them around for your team – and then on the flipside knowing that if a teammate turns a Bulwark around you should probably prioritize that mob because they can complicate oterhwise simple situations if left unchecked.
For instance what meaningful choices or emergent experientially different possibilities arise from he tactical considerations of when to jump down off a ledge lol
It will boil down to you either win or loose hit or miss and I guarantee EVERYONE who plays this game will understand this very very quickly indeed. therefore it is not a deep game even by your own definition of that phrase. Which I still disagree with.
You are describing Execution skill and that does not equal depth for me.
Almost nobody here agrees with you and your interpretation’s and your response is to say they are just players and don’t understand or to call them a liar.
Passive aggressive.
So You Get Nothing, You Lose! Good Day Sir! - YouTube
I’ve answered every point you’ve made. Like the other guy said its getting into semantics now.