What is Darktide missing?

DRG had nothing new at all the past year since the team worked on another game.

Then again, we can say the same about FS as only V2 seems to be the only game getting maps.

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Now look at DRG beyond that. There’s no way DT is gonna be that successful. Who are you trying to gaslight?

People think they want PvP but they actually don’t. Modern day PvP is much harder to balance then it was in L4D era, with all those RPG elements and shmovement we have now. Not even saying map design should have PvP in mind from the start. For PvP to be succefull you need to treat it like a full scale game.

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Oh I didnt realize you could tell the future.

Darktide 100% has the bones to be a much better game it just needs a decent bit of work. Warhammer is a very popular franchise and darktide is currently in a good position to exploit that.

I do think fatshark will continue to improve the game, and hopefully redirect their efforts onto darktide rather then splitting their attention so much with VT2.

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some higher mission board difficulties or a havoc rework would be nice

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Development resources.

With how successful Darktide has seemingly been financially this year it should hopefully be getting a bigger share in 2026.

I hope for the love of god that it doesn’t get wasted on a PvP mode however.

The thing this game is missing for sure is a better onboarding for new players and actually giving correct information and explaining things.

Recently got a bunch of friends into the game and it’s such a slog to level and be stuck on lower difficulties where nothing spawned.

Having to explain to them what rending, brittleness, strength and impact are because the game sure as hell doesn’t, how weapon masteries work, what blessings do and how to craft weapons, how so many talents don’t actually work the way they’re written and instead require you to go to guides.

Explaining what attack chains are and what changing the mark of a weapon actually does.

No tutorial on how to dodge slide instead we get a tutorial on how to dodge shooters using “Sprint dodge angle” which after more than 1k hours of playtime I’ve never seen anyone do (including my friends who just played the tutorial)

Watching 3 of my friends have to fight 4 crushers on malice at level 11 with heavy swords not being able to kill them because the enemy is just a boring build check on if your melee weapon can do damage to carapace.

No explanation to what enemy armour types are and the only in-game way to find out is through the meatgrinder which locks enemy spawns behind penances.

Speedrunning them to higher difficulty as fast as I can so that they can actually fight larger groups of enemies instead of a handful of groaners and 1 mutant.

Eventually they ended up loving the game once I info dumped stuff onto them, made them use the Relic blade and Evis and put the difficulty on Damnation but I feel like if i wasn’t there to guide them and explain stuff to them they would’ve dropped the game before they even got to give it a fair try.

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There are some at the Psychanium when leveling but game is actually quite complex than the tutorials can handle

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You know, from the Jeficus interview we were told by the Design Director Victor Magnuson that “There won’t be any new Tide games anytime soon because they are still working on Vermintide 2 and are currently knee-deep in work when it comes to DarkTide”.

So I think that the next year is going to have DT receive more attention than VT2. At least I hope so, but we all know where hope leads us all…

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I can’t tell the future, but I can see the past. Ghost Ship Games has been far more consistent with addressing player needs, pace of balancing patches and delivering new content than Fatshark can even dream of.

Not just in Darktide, but also Vermintide. Fatshark has an embarrassing track record in comparison.

A new season for DRG has been announced and I’m willing to bet hard Aquilas that DRG player count is going to surpass Darktide again.

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I’m a little confused by the people suggesting PvP

PvP had potential un VT2 because the specials there do fit player controllable specials

But how are you supposed to do that in DT? Rejects move at light speed, they can shoot a lot more and faster, DT specials aren’t threatening themselves to the point that the director needs to send 12 at a time to maybe achieve a down

Meanwhile in VT2 at the highest diffs the elites are mega speed and 1-3 specials can almost garantee a disable

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I could go into a long explanation but Ill just give the simple answer: Same way Left 4 Dead 2 PvP works

Except it wouldn’t work because of what I literally just explained

Specials in DT aren’t as threatening as L4D2/VT2 specials, and Specials in DT aren’t really compatible with player controles outside of dog, mutant and bomber

Specials in Left4Dead2 could take a proper beating before going down, that’s the difference between them and the specials from Tide games.

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Honestly they are pretty much the same. Yes we would need to buff the specialists slightly and allow people to have greater control over them. But that’s not exactly crazy. I mean just imagine a mutant with double HP being controlled in smart ways and setting up ambushes or snipers setting up in obscure positions and only peeking when you are in the open. Same thing with hounds and all that, imagine bombers co-ordinating grenades to block off retreats as a boss moves in.

I also don’t see why flamers, trappers, and bursters wouldn’t be compatible with player control. If anything those would be some of the best candidates for player control.

Really just buffed HP and proper player control would make all of these very scary. There really doesn’t need to be much work here done. You only think the specialists are weak because they aren’t controlled by competent humans. But yes being able to one shot most of them would need to be changed.

I don’t necessarily think Darktide has changed for the better - besides bug fixing of course.

I think the game is too hordy right now. A lot of weapons are just completely useless because they don’t kill hordes or carapace.

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I’d like to be a PvP dungeon master and replace the AI director… for my version…1v4

I’ve not no, but that is a different game.

PvP would be good if the missions were exactly the same but Vs players got to drop in as nearby spawn points as an enemy of their choice…or perhaps chosen for them by the enemy director.

So to the 4 usual players, they would just encounter extremely smart enemies every now and then. It would really change the difficulty having to fight against some humans too.

GL to fight 4 invisible/beacon knife rushing zealots, lol. Or 4 smite psykers stunlock loop? Frag nade/rumbler spam? Several plasmaguns with bio optics wallhack deleting you through the walls?

The every talent, weapon, blessing would need to be completely redesigned or rebalanced.

If the game wasn’t build with PvP in mind in the first place then it’s not gonna work without recreating the game from the scratch.

V2 PvP is full of bullcrap and tuned towards rushing. And V2 has locked classes unlike DT. Noone cares about V2 PvP despite people were moaning about how they want PvP.

Plus you need a PvP driven level design.

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Neither VT2 or L4D2 were designed with PvP in mind. I mean just to address your points

1: Invisible zealots wouldn’t be invisible to players anyways and its a pretty weak built for actual combat

2: Smite would need to not effect player controlled specialists anyways. Just give player “elite” specialists nurgle’s blessing basically.

3: Also addressed by just giving player specialists nurgle’s blessing

4: Mods would need to be restricted in this mode quite a bit yeah.

5: VT2 got massively redesigned levels for PvP… Same would happen here.