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I think i had Insane completed in like 40~ hours and since then its just been Insane + challenge cards to keep things interesting but now im at the point where I've experienced most of them and beaten a couple of missions with most of them too.
Dont get me wrong new missions would be amazing but i know they take a lot of time and effort to create and play test and so on, card mutators on the otherhand seem like they could be churned out pretty quickly (even if it was just combining a few current cards into a single card like "i got a bad feeling about this op") and a QoL shop change to buy the cards you want for scrip would be a godsend for end game players wanting to grind a win with a specific card as well as new players wanting to power level by completing certain challenges.
I think I played half the missions about 3 or so times just to level up a class to the right strength for the next missions.
I've played Vermintide 2 on and off since launch and I've seen that game go from strength to weakness to strength to what the hell were they thinking to strength to weakness to well you get the idea.
Aliens Fireteam Elite has been a completely different experience for me. I can say it's much better than I was expecting. I remain impressed by many design choices, but I will never understand other choices (like why the different game modes were locked behind game completion).
The game has enough already against it, from the lack of drop-in co-op to a chat wheel ('I'm staying here', 'I'm kiting them back to this point', etc. - as opposed to the 'I want to tag this Prowler but I have tagged this door/bot/whatever' marker we currently have).
The *one thing* that could have allowed people to just play a quick simple match (The challenge modes) is time/effort-gated. I would have loved to have tried out the different classes and weapons there, and maybe even levelled up a toon or two. And maybe played with a buddy while I did it. It could have been glorious.
But that wasn't an option, because NOTHING about this game is user-friendly.
It's great fun in missions, it's almost as atmospheric as a movie, and the combat is satisfying as hell - but the overall experience is an exercise in frustration made needlessly annoying by (in my opinion) unwarrantedly restrictive gameplay elements. Honestly, some days, it literally just feels like a playable collection of pain points. I spent 25 minutes trying to get two mates into my lobby/hangar earlier today. Not waiting for a game: Dealing with this friggin' netcode.
Then there's how elite the community is - and I don't mean elitist, I do mean Elite. Highly skilled and highly knowledgeable, but not very interested in sharing that knowledge ingame (where it matters)- and the ones that are, are hampered by the game itself (something a chat wheel would help with). Point is, if I didn't have buddies who play, I think would've quit after finishing the campaign.
So I can't speak for others, but I think these are the kinds of things that keep the game at a low player count.