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Vs
We’re going to do a minimal broken missing features launch that we’ll claim our live service will fix but in actuality it won’t be much of a service at all.
Easy win for Boltgun
A game made to be fun will always trump one that designed around dragging out engagement for the vain hope people will buy cosmetics.
Boltgun advertised extract what they were going to sell
Darktide well fatshark gave us a bunch of empty promises and lies.
Apples vs Oranges
Oranges ez
Which is why a finished game that’s actually content complete will always trump one
That releases bare bones and then promises to fix that with a live service but in actuality the live service if it even gets going takes 18 months to even do so
apples vs apples + no BS locked crafting, bosses after each act + finale map w/ boss, somewhat of a story, 15 classes....I could go on. WTF happened to Fatshark lol
https://en.wikipedia.org/wiki/Apples_and_oranges
Let's start with the fact that Vermintide and Darktide can't easily be compared despite the similarities, but fine i'll humor you...
We were told from the get go that the story is meant to be "delivered" to us in an almost live service way, unfolding over the next few years. That is where the liveservice comes from. Some blogs twisted that statement into Darktide is a live service game.
Crafting was about the same in Vermintide around this time. Vermintide's player base fought long and hard to get them to reconsider their poor design. And Darktide runs on an old version of Vermintide 2, under the hood. With all the spaghetti code you can want.
Vermintide 2 needed 15 subclasses because you can only play each hero once per Game, meaning every class needed a subclass imitating other heroes because you couldn't have 2 Krubers on your team. Unlike Darktide where you do not need a Melee Focused version of the Veteran, since you can just have 2 Zealots on your team. And you don't need a Crowd Control focused Zealot subclass, because you can have two Ogryns or two Psykers. Overall the build diversity of the Darktide Classes is higher, individually, as the build diversity of the subclasses of each Hero combined. The only real diversity for those came in with the DLC heroes.
Please, don't. This forum is full of useless posts like that. Find any of the other threads where people went over that, and read the pages upon pages of discussion. If yesterday hadn't be a sh♥♥ show of a comlink, i'd even say that you can probably find 3 threads on the front page about it already.
In short... we, collectively, been over this. Stop raising this poor dead horse from the dead to beat it some more.
Nothing happened to them. They are as sh♥♥♥♥ as they always have been.
Four years ago this was already written:
https://old.reddit.com/r/Vermintide/comments/8wc4a8/fatshark_has_a_fundamental_problem_at_the_process/e1uhqr6/
Catfish confirmed yesterday on the official Forums that they are working on the console port currently.
EVERYTHING
fs learn anything about releasing a game and it’s initial support challenge
Immeasurably complex
Darktide 2540 players online after a content drop.
Boltgun 26 200 player online.
hum hum hum well well well, it"s strange hey ?
1) Single player - no one will see how bad you are.
2) Retro pixel graphics - you can run game on calculator and pixel graphics current popular trend.
3) It's cheap - selfexplanatory.
To be fair, Darktide has twice the perks and blessings on the weapons than Vermintide 2 and the locks are only on these additional stats. Vermintide 2 had only one blessing and perk per item.
People usually omit this entirely when they are talking about Vermintide not having any locks for the items.
So I guess it would somehow be better if the devs just removed the entire second perk and blessing from all weapons, and 2/3 perks from the curios? Then the items would be on par with those of Vermintide 2.
It isn't. Boltgun just released. Darktide released to 40 000 players (amusingly enough) and retained 30 000 of them for at least a month. Come back in 6 months and see how many Boltgun has. I'm not saying it won't have many people - I don't actually know. And neither do you. Point is - hype drives player numbers, initial release drives player numbers. You're talking about player retention.
As far as I'm aware, the majority of Vermintide's crafting system is "new" as of quite a while after release. The ability to turn Dust types into each other for sure wasn't there on release, and I'm pretty sure Red items were a later addition.
Incidentally, I ♥♥♥♥♥♥♥ hate red items. The idea behind them (max rolls on everything) is decent, but the incredibly low drop rate and borderline requirement to play Legend is absolutely not. This seems to always be a problem in Fatshark games - you can't just "play" the game. There has to be some kind of "gacha" gambling side to it, some kind of RNG grind with no deterministic fallback.
Hunting for decent rolls in Darktide is about as bad as hunting for red drops in Vermintide.