We still haven't seen the development blog

Uh oh, I think you just summoned badwin. Mileage may vary but they did overhaul a lot of the maps, not just the dumb skull and idol spawns. Decent enemy reworks though ragers should definitely do more damage now.

Though it is 100% only a good update in the scheme of the game’s generally bad updates. The stability was better and there was actually a lot to replay and see for the first time. But content should have rode in alongside it, more than the tox bomber.

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Where’d you hear this? Or is this an assumption based on observation?

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That’s objectively false.

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That’s fixing existing stuff that was less than ideal.

That’s balancing.

Nope, ten times worse for me and many others, with the stuttering sound bug.

The recolor bomber and gas condition was the lowest of low effort BS, and worst of all, the game would be better if they hadn’t been put in the game. Seriously, have you ever stopped and looked at the 3x3 pixel ‘gas vents’? No effort went into it. None.

‘A sizeable update’ would, after such a long time of barely content at all, have been at least two new maps, and at least one entirely new bespoke weapon for each class. At the bare minimum.

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Yeah but the thing is it wasn’t a content update, it was another overhaul like the class trailer which too was not riding in with more content.

Which is why I’d rank their updates solely on good or bad, and why this one with a single enemy type is the second most impressive to me personally thus far. Its about making the most of the turd sandwich. As for stability everyone’s experiences aren’t the same but I didn’t see the forums swamped like when win 10 AMD users were hotfixed out with unavoidable CTDs on start up, shader cache nonsense or the usual wide plaguing error when they touch game. Most mods kept working too.

And yeah I’d always like to see ‘more content’ and I don’t think anyone was saying otherwise. Only that it was an update with a lot of work done, whether or not we all feel like the game should have been farther along at this point. I can only reasonably shade them for what they don’t do, I’m not about to blame them for delivering something late at this point with how averse they are to all criticisms.

Also disagree on tox gas being bad in general, I like the coral designs and the enemy type. Possibly a little rebalancing but it’s a much cleaner and fun enemy buff condition than banners were.

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TBH, it wasn’t much of an overhaul judging from how the V2 players in here basically went ‘oh it’s Okri’s Challenges again’ (whatever those are). If it’s something that already exists within the code of the game they already made, in my mind it doesn’t really count.

At best they finally got around to implementing the truncated system they started at launch (remember that ‘penance points’ were a thing back then, and Hestia was around as a credited character). That doesn’t really earn them credit beyond a slow clap at them finally stepping closer to a 1.0 product.

Plus it’s after four months of nothing.

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100% the stability and general playability of the game is worse than it was pre-patch for me. More crashes, more jittering, more sound bugs. And more map modifiers that make the game less fun and more frustrating? No, sorry, but that’s all a net loss over the past few months.

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Tinfoil hat ON
Why the largest team has the most job opening’s at obese megalodon website ?

11 open position’s (pic had 9 cuz scrolling) 6 of them depicted with Darktide art and if you clicking one of the specific opening each has embedded Darktide pr video in it… For me it implies the job offer tied to Darktide development… Furter suporting this “theory” is the fact they have 2 separate experienced gameplay programer on the listing with 2 different artwork.

either way DT dev team has high turnover rate (which is not a promising sign) or the chines slopshop workers are counted as Darktide devs when the statement about the “largest dev team” were made…

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A far worse launch in terms of content, but a far better one in terms of sales. And probably about even in terms of bad press I’d say. People were not the least bit kind to V2 on release either. As for Fatshark’s history, well, I don’t have any personal experience with that. But I do know they’ve not done it to any of their Warhammer games.

Overall it just makes zero financial sense for Fatshark to abandon their newer, more popular game to go running back to their older, less popular one. Especially since doing so would likely alienate one, or both, of GW and Tencent, which is a financial mistake I doubt Fatshark could survive.

I mean sizeable in terms of development resources obviously. UI design, voice over recording for the new character, production of new art assets, remodeling the maps for the new hidden crap & tox gas modifier, implementing the tracking for the new penances, etc. All stuff that had to be done from scratch and evidence that Fatshark isn’t abandoning the game.

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Honestly it doesn’t matter when they reveal stuff
Because it can take them literal years to actually respond to community feedback

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Numbers says otherwise
Overall:

1 year:

Yersteday numbers:

1 year 7 month old game barely pulling ahead compared to a 6+ year old counterpart numbers…

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Thank you for illustrating that people will see what they want in statistics. Compare the spikes in actively between both games for the various updates this year. Tell me, which one is significantly higher than the others?

Oh, it’s the lame ass penance update for darktide and by a lot. Curious how a patch bereft of content could bring back so many people to one game when another game is getting pvp betas, a new map, etc. What conclusion can be drawn from this other than darktide is the more popular game? And this is only on steam of course. It doesn’t show consoles or MS store/gamepass users.

Hell, look at the skulls data. Darktide got a nothing burger of an event that gives jack**** compared to an actual patch plus another open pvp beta and darktide is still consistently beating V2 in player numbers round the clock.

Yeah, darktide is still an utter embarrassment of a game that squandered the vast majority of its potential. And it’s pathetic that Fatshark screwed the pooch so badly that the games have been so damn close together almost since launch.

But none of that has any bearing on anything I have said, which is just that it is utterly ridiculous to believe that Fatshark has any reason to abandon darktide to focus development efforts on V2.

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I get it. But they’re so unwilling to say if or what is getting developed that the simplest explanation is that there’s nothing beyond a map and some new weapons that they’ve already teased.

And I said this literally eighteen months ago. And a year ago. And six months ago. And last month.

The greatest problem is not the glacial progression of new stuff, fixes, balances, or anything else, no. The greatest problem to seemingly the greatest number of players, and the single thing that would - if not FIX the problems, at least reduce the volume of the frustration and improve the connection felt between players and developers, is the total lack of real, earnest communication, or even the apparent will to try to strive towards some sort of communication.

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Aye, and the choices made by the developers for what they devote time to and release is I think one of the single greatest indicators that they absolutely are doing their own thing, at their own pace, without much interest in what anyone else has to say.

Looking at Darktide as a product, and looking at customer reviews/feedback/discussions/etc, would double barrel shotguns and pennances and tox bombers have been in even the top 50 things to look at? Much less make priority development items for the studio’s limited development time?

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If I was running Darktide, the priorities would’ve been simple:

  1. No more locks. Period. First thing. Everyone hates them and they serve no purpose. Promise a better system.
  2. Get rid of the FOMO store. Yes it earns more money, but you make more money long term by not being a jack*ss to your niche market of players.
  3. Start pumping out maps, drip, and potentially weapons while hurling your programmers at unf*cking the crafting system and fulfilling all the promises marketing made.

That’s not a difficult set of things to fix. People wanted crafting, less greed, and more content.

But FS won’t - not can’t, won’t - deliver on those because the development of this game is controlled by the C-suite, and the C-suite are morons.

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Oh god no.

If i was going off of just cool 40k guns people asked for bolt pistols, inferno pistols, power fists, a melta gun, an arbite bolter with different ammo types, medium stubbers, a proper 2 hander for the ogryn much earlier, needle pistols, different staffs, the whole 9s. Hell if you wanted a 40k shotgun get an actual model like an Executioner

ExecutionerShotgun

What kills me is that there is so much cool 40k stuff you can draw from.

Models, novels, the 40k TTRPGs, all good sources for this kind of stuff, all with varying levels of iconic looks and feels.

Instead we are probably getting a generic double barrel and some other really generic stuff.

Don’t get me wrong the bolt pistol is probably going to be fine which in itself is a problem, it shouldn’t just be fine it should be as cool as when we first got our hands on the bolter, it should be inspired.

We are right back in the minimum viable product territory, “Well we could spend time making something that is very 40k but that would be hard, lets just make some generic weapons, it will be fine” is something i imagine gets thrown around a lot.

I doubt that Darktide would ever fully close down but the more realistic reality i could see would be another 2-3 years of minimum viable product before they release Darktide 2 and go “we changed guys, we learned lessons” only to not actually learn anything.

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prob will be released the day before

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Amd?

P sure they have 2 dev teams for each game.