How about all three?
New maps, new talent skill trees, new enemies?
I’m sure we’ll be getting all of these, though. So no reason to fret. Just wait it out.
How about all three?
New maps, new talent skill trees, new enemies?
I’m sure we’ll be getting all of these, though. So no reason to fret. Just wait it out.
It is true that new maps become stale extremely quickly.
I don’t think new maps is the right thing to be asking for if people want more replayability, more novelty, and less repetition. Instead they should be asking for procedural chunk generation, or randomised pathing through maps. That will make maps fresh far far longer.
Yeah not a big fan of this take either. While I definitely will never say no to new maps it is not something that will increase replayability in the long run.
You only have to look at vermintide 2:s latest map additions. Those were played for couple times and then the player counts basically went back to the pre patch numbers in a month.
Best thing obviously would be some new locales and the skill tree update. But if i have to choose between the 2 then the answer is pretty obvious.
It would appear they finished making the skill trees first, so…
I don’t particularly agree with this take fully…
Yes, the game needs more map and enemy variation badly. But the skill trees are laughably bad, and they need an overhaul.
There’s no reason with a company the size of FS that we can’t have both though. The content roll-out has been abysmal all things considered. A large part of why player retention is so bad. There’s not enough varying content to keep things fresh on top of actively punishing players with forced participation in frustrating RNG loops.
Simple… they were busy at working on the Xbox release.
Fair, but I find it hard to believe that an Xbox port is so labor-intensive that they can’t spare a team to continue content releases in tandem.
If they don’t flesh out and fix the game before Xbox release, the game risks falling back into the death spiral after that initial player spike
I am affraid that… yes, it made busy the major part of their team.
It seems it is what happenned with VT2.
I mean, I don’t know about the Design and the Art teams, but it certainly took a big chunk of their developers.
They likely have the others work on content that cannot be released without the code
weaving it into the game, so this is why every time Fatshark finishes up the console launch they suddenly churn out content at a very fast speed. The assets were done in the time it took Fatshark to code the console port.
So yeah, things will change starting october, I’m pretty confident regarding that.
And I agree with you, the skilltrees do really need that overhaul. It will make worlds of difference when it’s done. I just know it.
Larian (devs for baulder’s gate 3) couldn’t even get split screen to work on the series S. Xbox is a shackle of quite hefty girth.
Yeah, the xbox and microsoft’s mandate to treat the series s as… well not the e-waste that it is, is a huge problem for devs now. I am sure that FS was also too slow on their own but this could not have helped.
Pictured below: Rare footage of Catfish playtesting the Xbox alpha build:
Yeah, the xbox and microsoft’s mandate to treat the series s as… well not the e-waste that it is, is a huge problem for devs now. I am sure that FS was also too slow on their own but this could not have helped.
I have absolutely no clue what Microsoft was thinking. I mean, these guys have been in the OS and IT business for decades now. Still they even get the basics wrong constantly.
Throwing underpowered hardware out just so they can sell cheaper tells me one thing:
They lack the confidence to stick with what they really wanted to sell, because they were afraid it would be rejected.
It’s a failure on their PR and their sales departments as well as their management. Because the experience shows that people are willing to actually shell out a few hundred quid more, IF you properly explain to them why it is necessary.
Selling over the price alone is something Kevin from sales or Steven from management does, when they have no confidence in their product or their sales pitch, one of the two.
Even without seeing the update yet, I already see a lot of possibilities.
That’s what we call rampant imagination.
Well, will know on the 4th of October.
I agree more maps would be great, but how does a new map change the way we play the game, or give more things to do. it doesn’t. more classes, weapons, difficulties and challenges would. Now if we are talking about maps with named boss mechanics and some light story attached im all for it. a raid style encounter would be amazing.
There’s a recent interview with PCGamer that gives us an idea of what to expect with the update. This isn’t even a comprehensive list of the new skills we’ll have to work with, either
No “rampant imagination” required. More skills means new possible playstyles, which as the VT2 players among us may recall, was an important part of keeping VT2’s gameplay fresh
I just hope that as many as of the new skills will be meaningfull and less of the “Get 30% stamina back when you dodge-slide away from an enemy” stuff.
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