“A new patch ? Neat !
Let me read the patch notes while it installs.
New weapons, new maps ? Nice.”
In Vermintide here’s how this scenario plays out :
Open crafting menu, craft the new weapon.
298 blue. Craft another. 300 white. Craft another. 300 blue. Mark as favourite. Scrap the first two. Upgrade to orange. Reroll Heroic Intervention to something decent. Reroll properties (crit power, push/block angle), get +12% BCR and 4.2% attack speed. Ok, I’ll roll with that. Hit a couple dummies.
Open map selection. Select new map. Private lobby. Champion. Take time to explore. Enjoy the design. Finish the map, open map selection, select the same map, Caraclysm, tick host, let’s go !
Here’s how the same scenario plays out in DT :
Open shop. No new weapon. “Sigh…”
Open mission selection. New mission, grims, diff 5. “Eeeh, no.”. New mission, diff 1. “Ugh, sure.”
Start game. No solo private lobby. Allies rush, I can’t take the time to look around without being told to keep up or being jumped by specials. Not happy with the game.
Finish the mission. Check the store again. No weapon. Esc → quit to desktop. “I’ll check next patch.” Back on the shelf.
Fatshark, why ? What is your intent here ? I’d love to love the game… what was brilliant about VT was how easy it was not to get bored. Swap classes, swap weapons, swap ult, swap weapon traits, swap jewlery effects, chose map - endless mix’n’match possibilities that kept the game fresh and exciting, and all the keys were in my hands. Granted, the crafting’s RNG ain’t amazing, but at least I know I can get what I want within a reasonable amount of rerolls, and the game gives me enough materials to afford them.
When the new Sienna arrives in Vermintide, she’ll be level 30. I’ll pick talents, craft the new weapons, try them out, hop on the new map.
When a new class arrives in DT, I’ll have to level them, rely on the shop’s rng to get weapons and a clunky craft system to tweak a single one of the properties.
What is the desing intent ? Make me spend hours on end to end up not being able to enjoy the game ? Cause mechanics that are trying to force me to spend hours in your game will make me not want to play it at all.
On the other hand, if your design philosophy were to make these systems as player friendly as possible, I wouldn’t even think about whether I want to click the DT icon because I’d know I wouldn’t be disappointed.