What CAN they lock behind paid DLC if not weapons and classes? Maps won’t really work due to how the mission board works. Whole game modes that are separate from the mission board maybe. But that would just cripple engagement.
Even weapons might be iffy with how the shop rotations work. Unless they’re fine with the possibility of rotations where you just can’t buy anything. That’s at least not as bad as a mission board with no missions you can play.
I hope you’re writing all this down to pass along to the management!
Edit - and before they get defensive and dismiss us as people just out here to be negative, please kindly remind them that the only reason we’re here is because we do still love the core of the game and feel it can be much better. We’re criticizing the game not to be mean or edgy or whatever, but because we honestly feel the game could be so much better.
That’s what the lead doesn’t understand I reckon. Not to mention that as long as MTX sales don’t drop down far enough he probably won’t be questioned by any higher ups either.
The only reason I still play is to see which weapon I can get to the point to run a monstrous duo with comfortably in the 40-50 minute range.
Maps are fine, but they get stale much quicker than a fun weapon does. The priority should be weapons, maps and after that new class mechanics and modes tbh.
Can’t be true enough. Darktide, despite me owning it for about a year and a half (since Oct. '23), has raced up my most played games to sit in my most hours all time - more than Path of Exile, of which I played 400 hours in the span of 3 months in Ultimatum, more than Slay the Spire, which I played on-and-off throughout the years, more than Deep Rock Galactic, which I finished the main overclock progression of, and more than TF2, which I’ve been playing since before puberty.
It’s that good, so I hope it is understood that it pisses me off this immensely that Fatshark has shown themselves to be consistently incompetent ever since I got my hands on the game.
Yes. It’s evident in the incredible quality of the level design and gameplay, as well as things like martyr skulls (an addition to the game that built upon existing levels, added fun little mechanics, and married it with cool lore and the world class voice acting the series is known for) and the desire to not just throw in simple solutions for things like crafting and rerolling characters, but to integrate those things in a thorough and in-universe way.
They spent time on adding those puzzles you will solve few times - for yorself and for randoms that are backed to the game in the first week after that update. Noone cares about solving it anymore. It was a simple and lazy addition.
Instead, it could have been 3 rooms on every map, randomy unlocked or asking for you to find lock codes. And working as side missions system - defend room from waves of enemies, heist something causing alram and increased spawns (infinite horde), etc.
And for reward it should be something more meaningfull then just plasteel, probably some sort of progression for cosmetics/color schemes.
That’s a fun idea, but doesn’t really speak to what I was talking about.
But besides that, adding evergreen crap that causes tension in groups (hello scriptures from VT2) is something that I’m glad FS decided to move away from. I think the limited value of martyr skulls is deliberate and well-designed.
Because you can’t controll someone will take grims. Unlike side mission asking for a cooperative work. And if you mean that one player can activate it and spoil the run, it’s solved with “all players must be presented in that glowing circle on the ground to start the event”.
Spending time on a non replayble content is the biggest mistake they keep doing. Even if it’s just 1 room like with skulls. This game is all about replayble content, cause core gameplay just works and you need expand on that.
All pieces of soul you have in this game are in that core things were on release. And they were spoiled hard with antiplayer things.
In those 2 years nothing was added that expands DT expirience past its core gameplay, except skill tree rework. And what should work for that coregameplay wasn’t expanded enough. Instead we have Havoc and Orthus Offensive and consoles release.
I 100% back this up.
All the actual content addition, besides maps (because they are truly good), are easy and lazy add-ons they could’ve skipped.
If they were truly passionate they wouldn’t have converted the grenadier into a reskined pox bomber.
They wouldn’t have transferred Vermintide’s spawn into Darktide.
They wouldn’t have converted the twin bosses into lights-out events.
They wouldn’t have added useless marks to the weapon pack, but added new original ones from the near infinite lore.
This game is such a massive disappointment and nothing but painful to observe such waste of IP.
They don’t even seem to be interested by profit or they’d have created DLC with real content.
Umm… @FatsharkStrawHat?
I forgot to ask - when exactly on Sunday? 2:00 AM (CET) 23rd of March?
I still have to get 10 Havoc missions to do for penances and The Insane.
3 wound curios… FFS
They clearly haven’t heard of the term “prevention is better than cure”, whereas a wiser player would take curios which gave them the best chance at dealing with all sorts in battle to avoid going down in the first place. No doubt they had the wrong setup in their perks tree too.
Everyone plays differently, so it’s best to experiment with those perks and see what’s right for you, but also, what benefits the whole team aswell innit