Poor taste is saying that you are moving away from randomisation and repetitiveness, then making almost everything about crafting random and repetitive
Following this, we are working on an overhaul of our current itemisation process. With the new system we want to remove a lot of the unpredictable grind that came from an RNG heavy system whilst giving players more agency and a steady manner to progress toward specific loadouts, blessings, and stats refinement.
I find it extremely funny that Jakal is going ‘BUT THEY DIDN’T TALK ABOUT CRAFTING’.
Yeah, sure, the word ‘crafting’ doesn’t appear there. But the thing everyone complained about was the RNG, and what do we have? An update that promises to remove the RNG.
Well it depend on what we consider crafting, and what the game consider crafting I think.
Like most people, like @brosgw for example, point to locks being (one of) the major issue, while locks tbh aren’t something that bother me, but for me the part of where the rng hits the most is actually on the weapon procurement, where at level 30, unlike in VT2, you still have massive issues getting weapons that are good bases.
Take Brunt for example, if you buy 10 Evicerators, you’re going to have what, 1 or 2 well stat-ed one, which then you have to bless up which then have the locks to mind. Now if you fix up Brunt (and the other sources of items, like Gifts and Melk) to have a much more stable rate of getting good stat weapons it’s not that much on an issue.
Locks would be a constrain, but not to the point where they are currently
I hate the entire system around gear tbh. Rotating stores, RNG in acquisition, locks, broken blessings, boring perks and blessings, blessing acquisition, unable to change modifiers, emp gifts 99% worthless, etc.
I just don’t see the point in in RNG at all. It is clearly an artificial way to force players to keep playing.
Brunt should sell basic weapons all have the same starting stat,
Hadron upgrades your weapons and sells blessing all at tier 1, they all need to be upgraded
Sir Melk weeklies should reward with resources for upgrading blessing only available from him.
Diamantine and plasteel are you to upgrade modifiers and perks
Doing missions rewards the player with resources and the tier depending on the difficulty
And this could easily be fleshed out and starts when a player is at level 1.
There is no just reason for RNG, you can keep players playing with a system such as this.
Make so that once you pick the blessings, perks and modifiers, you can’t change them once committed. You can then either keep them, or break them down to reclaim some of the resources to put into a new weapon.
This way it rewards the player for playing and they know exactly what they are getting and have complete control of how they upgrade their weapons.
They looked at the system that Division 2 launched with, saw that it was a total unmitigated disaster and a complete trash fire, and decided it would be a good idea to copy it.
Wow, i see you jump to conclusions a lot ands are highly susceptibility to the barnum effect. You’ve convinced me that there is no interacting with you; you’re too caught up in your own edginess that you can’t see past your nose.
I hope one day you can get over yourself too be able to communicate better and actually contribute meaningfully to conversations. Until then you arent my problem and i will continue to flag you where appropriate.
That’s true. Thanks for pointing that out. If it was broken, no one would be e playing it right now. It only takes me 10 to 30s to get a game after queue.
Looking at Steam play numbers, comparatively very few are. Next to a 7-digit sales base, with Darktide sporting an average online user base of (increasingly small) 4-digits, that indicates retention is awful. When your one-off peak online count for the first half of the year doesn’t even hit one half of one percent of your sales base, something is wrong.
Particularly when compared with other 4 person coop shooters, relatively few people are playing. HD2, L4D2, DRG, and PD2 all sport several multiples more players online at any given time as Darktide does.
At this moment, Dartkide has about 4k Steam players online, HD2 has ~80k, L4D2 has nearly 18k, Payday 2 has over 12k, and Deep Rock Galactic has about 8k, and Darktide has had by far the worst trend over time for this pack of 4 person coop shooters.
Can you hop in and get games quickly? Yes, but the queues don’t need many thousands of people feeding them to ensure that either.
adust your graphics settings. the game is terrible at judging what your system can comfortably handle, you should always manually tweek things. odds are the game isn’t broken, it’s just blindly opted to give you the best possibe display by doing stuff your CPU can’t do because they forgot it’s also running the OS.
If we want to change optics with whataboutisms, HD2 has nothing on CS2. EVERYONE is playing that game with an average of 500k online current and 1.1m daily peak.
Meanwhile, Babylons Fall barely has 10 players.
My point was focused squarely on DT, as was the poster before me focusing on DT. Try to stay focused. I’ll help where i can.
But thank you for verifying for me that people do play DT. I appreciate the support.
None of those other games are competitor 4 person coop shooter titles, so other than just naming them for their own sake, there’s no point in talking about them.
Well, the point was that if you’re using Queue times for judging whether people play, it doesn’t tell you anything because you mechanically wouldn’t notice until the playerbase had fallen to the point where other issues were far more apparent, and that Darktide has very real retention issues and active players continue to decline and people clearly are still having major technical problems. That’s one of the reasons Darktide died in my gaming group, a player could never revolved a stuttering issue on a 4080RTX even with a clean OS install.
I have similar specs and I’ve never noticed a stuttering issue.
Sure, DT has its outlier users who have issues, but so does every game.
HD2 has its issues, too. For instance, players may receive a “Failed to join game lobby” message when trying to join a mission at the War Table on the ship. This is due to matchmaking issues, which are more likely to occur with a large player base. It’s a known issue and is, as of yet, unresolved.
Even then " Despite matchmaking successfully… you still may crash" - Arrowhead
And then there’s…
Critical problems for players using the AMD Radeon 7000 series of GPUs
Stuck on “Press Any Button” on the splash screen while trying to log in to servers.
Game launch failing due to GameGuard errors
Can we get back to talking about DT only on DT forums?
Please let’s. In fact the conversation had shifted back to remarkably civil before you came in guns blazing for round n. Perhaps keep that sort of nonsense to DMs if you must. Be the change and all that. Now, back to it…
Competitor analysis is one of the first data points in many benchmarking exercises, so I wouldn’t write it off for no reason. However 'Tide games do occupy a certain market niche of dedicated fans so I wouldn’t expect similar numbers to more accessible titles within the genre. I’d expect retention to drop off immediately after launch, but maintain steady numbers lower than your average based on my assumptions. It would be interesting to plot active numbers against total hours played!
Besides it’s a pretty accessible litmus test for the health of a game and it’s community. I mean, you could trawl through reviews but that’s a much more nuanced analysis that is more susceptible to bias.
Regarding queue times (sorry no specific quote this time)
This is also a product of geography, in Oceania things aren’t so peachy. Outside of peak hours I’m pretty much guaranteed to start matches myself, and regardless I often spend significant time fishing quickplay’s various difficulties and modes to find active games. Part of why I’d really appreciate a lobby browser!!!