I’m not debating that, there most definitely is a lot of releases upcoming. I just don’t think it’s going to affect any of the currently released online games all that much.
Singleplayer games that you play once or twice for the story and Trend games are a different matter of course, they’re subject to very sharp drops once the next trend comes around the corner.
Off topic but y’all do know using a controller on pc already has an aim assist option right? Plus I imagine they’ll turn down the graphics or rework how the game loads up the environment to accommodate consoles if need be. Consoles ain’t quite the island they used to be anymore, probably solve it by just toning down some graphical settings and locking them in place.
In regards to Darktide though, any game that pulls a player away from Darktide for an decent period has a very real chance of removing that player from Darktides player pool long term.
The gambling systems that Darktide leans on seem designed to keep players in, not to draw players back.
From the inside, it’s great with plenty of dopamine and serotonin hits. But when you look at it from the outside with experience of those systems, the promised happy chemical hit seems laborious.
All that separates those on the inside from those on the outside is the period of time it takes to mentally disengage with the game.
Perso, I like warhammer, but I am not a fan.
I don’t plan to play SM2 cause it is not a coop game and it is seems a pure solo game.
While I like solo game, I prefer FPS with actual weapons.
The coop campaign doesn’t appeal me…
EDIT: corrected a word that made my post not understandable.
M1917 Enfield, AK47, M16, AR15, Beretta 9mm…
I prefer something that is close to the reality, from the past or actual.
But, the fact is, SM2 is, in my opinion, a solo game with a campaign. Off course you can play in coop. For me, campaign coop has no interest. But, that’s just my opinion. However I don’t believe I am alone to play DT cause it is a coop game with missions that have random enemies generation.
Btw, the third person view is not a problem for me… I play DT with 3rd person view actually, and that’s exactly what I prefer.
I understand you’re suggesting it’s not your type of game, I’m mostly just replying to post the screenshot
We’re talking about a game that’s not released yet in 2023, so I take seriously or hype nothing (check - DT for reference). With that in mind -
The original SM had dedicated coop content and PvP MP.
It looks like SM2 will have the same approach, with the dedicated coop content being the campaign (so far as we know) and now they’re announcing PvP MP as well -
And yes - the fundamental differences of the games are plainly evident and not needing more discussion. But consider this - that’s a good thing considering what we got with DT.
As to guns - DT must really have you doped out, if you prefer realistic guns. I mean… have you seen what the rejects are running around with?!
IF (IF!) SM2 launches with some 60h of content, which functions properly, and it doesn’t abuse the player’s time and attention, any decent 40K fan will jump on that.
Tbh, I’ve never seen a game with a so poor weapon balance… and yet with a lot of players that don’t want a better balance.
80% of blessings and weapons are totally useless…
You have to rely on few combinations that work…
This is the main point that would incitate me to play an other game… I am bored at seeing that a boltgun permit me register 100k more damages than other players that don’t play with it, bored at seeing that when I try an exotic weapon (so one you see rarely) 4 times over 5 I am in the grey zone on the scoreboard (means you’re the canonball of your team) just cause everything has been balanced with a trowel.
So, tbh, this is clearly the point that will make me jump to an other game, sooner or later. That’s also why I am very happy of the new skill tree. Playing same map with same weapons and same feats is boring as hell. This addition will revive my interest for the game… but for how long? can’t answer…
In fact, I wait to see Starfield that looks promising… For now, DT has yet an interest for me as I take fun. But, I repeat it, more time spent, more bored I feel to always use same weapons, same blessings and same feats…
Too few blessings useful… a limited too powerful weapons, several good enough weapons that will never be able to compete with too powerful ones, several totally garbage weapons (catachan sword, revolver, by example)…
Worst are ranged weapons where you can see bigger gaps between the efficiently of the weapons… But melee weapons have also their flaws, especially regarding the blessings you can use (the number of good blessings is really limited).
I know that several here think that crafting is the main problem… however I can tell you that, once you have close to everything you wanted, you begin to be bored by the lack of content and balance.
Hopefully, we will get in october something that can introduce lot of gameplay options.
Would new content like maps and weapons even help that much though?
The 2 new maps we got with Skulls were burned through in a week and then the casuals got bored and left again.
This game needs replayability and build experimentation mechanics above all, which the skill tree does seem to be a partial solution toward, but more maps and weapons are not, they are a very short term solution to a long term problem.
IMO What is missing for good player retention is maps with random elements to them, either random pathing like the random vent pathing on archivum sycorax but the whole map, or map chunk generation like in warframe. These things can give a ‘new player experience’ whenever they are played, which is very helpful with player retention.
Hell, the weapon customisation revealed in that new mod could add a ton of retention if it was implemented officially as people trick out their favourite gun and hunt new parts to make it look cooler.
The triple whammy of skill tree + random pathing in maps + deep weapon customisation might be what will put Darktide’s player retention over the line and finally make the game naturally grow its playerbase size like DRG.
Or a good crafting system, that actually rewards the time a player spends in the game.
For example, if the amount of diamantine that you get from finishing a mission was enough to upgrade any weapon modifier by a few %, there would be a constant reward for playing the game until you have all your weapons of interest completely maxed out.
Or if you could remove locks by spending an amount of diamantine (per lock) that would take you about 5 missions to collect.
Or if you could buy a specific blessing by spending an amount of diamantine that would take you about 8 missions (for T4 blessings) to collect.
That would come under build experimentation mechanics and is a given.
I don’t see fatshark ever going for a pure grind system like pay x amount of diamantine to remove a lock, it goes against the rng loot ethos they have had forever. I also don’t think this game needs even more map scavenging easter egg hunts.
What is potentially a likely solution is a crafting material system where the crafting materials drops as rng loot from missions and bosses. The crafting materials can then be spent to change any perk or blessing. That would give full control over build experimentation in the hub while also tying crafting into the actual gameplay for once.
I don’t ask for new weapons (even if it is a good thing), I prefer that they sort out the mess they did with blessings (90% useless) and weapons (10% meta, 50% good enough, 40% total waste of time).
This is one thing I ask for a lot of time
As I said, I would want a system that use map tiles to oreder them at random. Each tiles would have a chance that a special condition apply to it… And mission objective would be determinated at random…
So yes I agree…
Ever they introduce a system without RNG, but with a decay system, or they plan to add sort of red weapons… or they decided that it is enough for now and they don’t plan to change crafting again for now…
But seriously, crafting is not what make the game interesting. I can’t understand why it is the alpha and omega for several players…
The game is so badly balanced that it should be the priority… especially when you consider the fact that this lack of balance means that you get higher chances to get something bad… cause 80% of what you can get is useless compared to metas (bolgtun, PS, FS Illisi, HS, CA, MG XII, Ripper gun MK V, Cleaver / headtaker, BM, pinning fire, shred for critic templates etc.)
Because (as has been explained many times, including to you specifically) a good crafting system would add a way of progression to the game, that allows players to play the way they want (relatively quickly), while also granting guaranteed rewards for each mission played, providing long term engagement and working as a massive multiplier for replayability of all available content (maps, classes, weapons).
well what’s interesting is that in pre-launch they alluded to this IIRC. I can’t find the original article but from what I remember they were saying things like levels would have random available branching pathways, depending on what team-mates you have maybe an Ogryn could use their strength to open a new pathway, which would stay closed if you didn’t have one, etc.
It’s a real bummer this didn’t come to fruition. I think what may have happened is how we have general zone tilesets, so instead of having 1 map per zone with lots of random branching pathways, we now have like, 3 maps in 1 zone instead.
Yes… sound interesting… but also sound forgotten by the devs.
Yes, 3 maps in 1 zone.
This means, we have the feeling that we are always in the same environment. Someone said, few days ago, that he would like to see new biomes…
I totally agree.
Fact is this game lacks cruelly of content.
we need missions generated dynamically
we need balance between weapons just to make interesting the other options other than the metas
we need nerfs / buffs / changes about blessings, just to remove the situation where only 2 blessings are good for a weapon. This leads to frustration (when crafting) and also this steal a lot of possibilities to modify our gameplay. We are all stick with the same blessings…
we need more classes… It will come in october. I hope that we will see a DLC also… when I see that VT2 will have one… I really would like an archetype that would permit us to play something that is in the middle of two worlds, aka zealot and veteran.
etc.
But sure, we don’t need that they rework crafting a 3rd time. If they go for this (a rework), I would advice to entirely wipe the current system and create one without any RNG and introducing a decay system.
They can seriously do it easily with a system I described several times (base weapon where you choose the modifiers, consecrating offer more options, you would be free to choose what perk or blessing you want and how many of them (0, 1 or 2) and you would be able to put attachments). And as you would obtain what you want easily, the decay system is needed.
Yes… give us infos… I want to know if there is more than the skill tree behind this update.
They surely made these changes for the xbox release. I don’t think this will be the only thing that will change.
Yeah… if anyone was still wondering, the guy is a bit out of touch.
Item decay systems do not work for games like darktide.
You suggest to have a system where you very quickly get exactly what you want, but it decays, so you have to constantly re-craft it.
A system like that does absolutely nothing for long term engagement, or player retention.
With such a system, you might as well stop playing as soon as you get the item that you want, because your items will not get better the more you play.
After the short time that it would take to get what you want, the entire crafting system would effectively become obsolete.
Instead of providing a long term incentive to play by offering upgrades to grind for, your system would instead provide an experience that feels like running on a treadmill (without the health benefits).
With your system, there would be no feeling of progression, reward or accomplishment, and players would just interact with the system because they have to sustain the items that they are using.
There is no reasoning to be made for such a system in darktide.
Your suggestion is just an other system that falls in the category of “systems that players might tolerate” but the system would not bring anything positive to the game and basically nobody would play the game longer or enjoy it more, because of the system.
I think that’s a little too reductionist, because people don’t play Darktide for the crafting system in the first place.
They play it in spite of it, for the massive Hordes, the head crunching, the sound design, the visuals, the presentation and -finally- the feel of the game when the game is allowed to be the game by itself.
Some also play it for the challenge.
People who like the gameplay will endure, even with the crafting RNG piling on top of them.
I said this before and I agree, too.
Hilariously they are clearly capable of doing it, since there are two instances of this in the game.
But a singular bridge at the end of a level and a random walkway going to the left or right in a rather uneventful section don’t cut it.
Also, forgot the third and new one. The event where you rush through the ventilation shafts. Now that part is really cool. More of that.