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big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

Qmass posted:

after this came out and the dev. progress they were making after a month I figured another year of development before the game would be in a reasonable state... so I stopped playing to avoid burning out on the (good) gameplay before then.

catching up on the state of the game and their progress so far - I think this game is proper hosed

I bet that they release a paid xpac before anything resembling a complete product is patched into existence, if they do at all.

woof

I agree it still has problems but I don't think it's unfixable. It will just take a long time because Fatshark moves at an absolutely glacial pace.

Crafting, while still a step back from VT2, doesn't feel openly hostile anymore. This was a big deal and the biggest thing they fixed. It should have been fixed before launch but whatever, it's fixed!

I think it needs more variety in maps and playable classes - the current maps are too samey and four classes aren't enough. Adding more global modifiers would also help extend the lifespan of doing these samey-looking maps a bunch. Hound swarm is fun, lights out is fun, intensity variations are... okay. Give us more! At a minimum, just do the same thing as dog mode but for other special types.

I think the game is worth $40 and my frustration mostly comes from how basic and avoidable so many of the launch mistakes were. And how slow Fatshark is. And how bad the free cosmetics are.

PERSONAL PET PEEVE CORNER~
My biggest qualm is not an issue for most people but really bothers me personally - the banter. Too many conversations are still:

1 - reach door or elevator or stage-relevant setpiece
2 - select a player character to read one of their lines for this area
3 - mission control responds with a stock response that is generic enough to count as a "response" to 2
4 - select a different player character to read one of their lines for this area that is generic enough to count as part of the same "conversation" as 2 and 3. Or at least, usually generic enough, sometimes it feels barely related

It is probably the smallest problem with the game, but it sticks out to me because I feel like this could have been predicted when the decision was made to have 12 different characters, each with a masc and fem VA version. And the stilted dialogue described above reminds me of reality TV editing. Pieces of disparate dialogue are stringed together to sound like a natural conversation, with just enough relevance to suggest that it COULD be natural, but not enough to feel real. I want more banter that sounds like a conversation. Not just dice rolls deciding Prompt x from Player A, followed by Response y from Player B.

The fact that it's such a small facet that most people aren't bothered by, and that it would probably cost more to fix than anything else going on in the game, means I don't expect it to improve.

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Ra Ra Rasputin
Apr 2, 2011
My pet peeve is that we will probably never have the ability to add a flashlight or bayonet to a weapon that doesn't already have one or customize the weapons in anyway beyond blessings and whatever % it rolled on modifiers.

Accountwide resources before the end of the year? iffy.
4 more playable classes for free before the end of the year? doubtful.
A use for our diamantine stockpile before the end of the year? doubtful.

haldolium
Oct 22, 2016



big cummers ONLY posted:


The fact that it's such a small facet that most people aren't bothered by, and that it would probably cost more to fix than anything else going on in the game, means I don't expect it to improve.

since they already touched it in the latest patch, there might be more refinement comming.


I hope they refine the hounds event too at some point, give them more as 1 spline path to move along. I think it would be too wild to have them come from several directions, but at least have them use some spread out pathing

https://i.imgur.com/7FS5vnt.mp4

.Z.
Jan 12, 2008

Ra Ra Rasputin posted:

My pet peeve is that we will probably never have the ability to add a flashlight or bayonet to a weapon that doesn't already have one or customize the weapons in anyway beyond blessings and whatever % it rolled on modifiers.

Meh, I'd settle for them just giving everyone a flashlight by default and giving the guns that have one as a special action a new special action. It was a dumb thing to make specific to certain weapons. Ogryn don't even get the option to take a weapon with a flashlight into a lights out.

Arghy
Nov 15, 2012

It's funny because i was complaining about this in DRG too--you should have a choice between 3 flash light options for everyone. A back rig like in pitch black that provides 360 illumination and helps the entire team see better, a middle ground wide angle cone with the best reach, and a 180 option with decent reach. Everyones got a loving flash light as default so model the loving thing and let us choose.

The other option is to stick a flash light on every weapon model during lights out missions but you still need to deal with the fact that staves and melee weapons won't have lights so the best option is to just give us body flash lights.

Mendrian
Jan 6, 2013

Yeah the game needs more classes. I still maintain that Feats, with a couple of very notable exceptions, have minimal impact on play. Usually any given tier has a good one, a bad one, and a situational one, and you don't really notice the difference in play all that much because it's a lot of background numbers stuff. Some have more noticeable impacts and feel more active (Holy Revenant for instance). Most are significant but largely invisible stat increases. That would be fine if there were 'higher levels' of variation between classes.

I don't maintain a lot of hope we'll see new classes any time soon. It took them like 2 years to release a fourth classes for each character in VT2. I would hope they could reduce that somewhat if they didn't rely too much on visual signifiers as hard, so they hopefully won't need a bunch of new art and voice lines for additional classes. Idk we'll see.

Ra Ra Rasputin
Apr 2, 2011
One last pet peeve is that while mods do a lot to fix some of the games problems, a lot of these mods shouldn't have to exist in the first place and are problems that any competent developer would of caught as problems before releasing it like this and half of the mods do stuff that they already did in VT2 post-release, so what the hell.

Classes also shouldn't be THAT hard to even come up with, 90% of the work is just ideas of what to put in 18 feats, 2 passives, 1 aura passive, 1 active ability, 1 grenade, maybe a class specific weapon (or not) and the rest is getting it functional/balanced and a couple class cosmetics, class specific voice lines is entirely optional.

Ra Ra Rasputin fucked around with this message at 22:19 on Mar 26, 2023

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Ra Ra Rasputin posted:

My pet peeve is that we will probably never have the ability to add a flashlight or bayonet to a weapon that doesn't already have one or customize the weapons in anyway beyond blessings and whatever % it rolled on modifiers.
This one bothers the hell out of me given how a few months before launch they said there would be weapon customization in this vein, which I assume was dropped because they ran out of time. The autoguns could really do with some sort of sight on them.

Ra Ra Rasputin
Apr 2, 2011
Yeah, some options in scopes would be pretty nice, especially when the majority of ironsights are incredibly unfriendly to use, I feel like a lot of the designers spent their time figuring out how to make things as awful to use as possible, like release headhunters guns where the recoil of the 3 shot burst would go from the floor to the ceiling and be unusable.

Mendrian
Jan 6, 2013

The lack of scopes on guns is so loving stupid, even the fact that we have one decent holo in the game but you can't put it on guns you're supposed to snipe with is dumb. And some guns, like the Hellbore, feel like they have sights that have come equipped with active anti-snipe technology.

Honestly the fact that you have guns like the what, 8? 10? autoguns? are really indicative of how late in the game they still had a customization system. Like, we don't need that many variations of the autogun that just spoils the pool, yet they put all of them in the game. And yeah I think everybody has a favorite but the fact remains that's too many versions of basically the same gun. If you could customize your own autogun that'd be fine but as it stands it just means my emperor's gifts always suck.

megane
Jun 20, 2008



Darktide is a game with guns in it, it's required by law to have twenty nigh-identical automatic rifles so people can have screaming thirty-page-long arguments on the internet about whether the one with 282 damage and a 0.055 refire time is better than the one with 277 damage and a 0.051 refire time.

Legit Businessman
Sep 2, 2007


megane posted:

Darktide is a game with guns in it, it's required by law to have twenty nigh-identical automatic rifles so people can have screaming thirty-page-long arguments on the internet about whether the one with 282 damage and a 0.055 refire time is better than the one with 277 damage and a 0.051 refire time.

Excuse me, the CAR-4 with the half-grip foregrip, skeletonized stock, acog sight, and coffin mags is the best gun in the game, and I will not be taking questions at this time :colbert:

Ra Ra Rasputin
Apr 2, 2011

megane posted:

Darktide is a game with guns in it, it's required by law to have twenty nigh-identical automatic rifles so people can have screaming thirty-page-long arguments on the internet about whether the one with 282 damage and a 0.055 refire time is better than the one with 277 damage and a 0.051 refire time.

Though darktide doesn't really have that because Agripinaa is the clear winner in the autogun category, maybe after some more number passes will those arguments pop up, in the meantime they just pollute the gun pool.

Mendrian posted:

Honestly the fact that you have guns like the what, 8? 10? autoguns? are really indicative of how late in the game they still had a customization system. Like, we don't need that many variations of the autogun that just spoils the pool, yet they put all of them in the game. And yeah I think everybody has a favorite but the fact remains that's too many versions of basically the same gun. If you could customize your own autogun that'd be fine but as it stands it just means my emperor's gifts always suck.

I do wonder how they had so much trouble programming that in that they had to scrap it months before release, maybe in darktide 2 we'll get gun customization while we fight greenskins, or as the greenskins.

Ra Ra Rasputin fucked around with this message at 00:50 on Mar 27, 2023

Arghy
Nov 15, 2012

Ra Ra Rasputin posted:

Yeah, some options in scopes would be pretty nice, especially when the majority of ironsights are incredibly unfriendly to use, I feel like a lot of the designers spent their time figuring out how to make things as awful to use as possible, like release headhunters guns where the recoil of the 3 shot burst would go from the floor to the ceiling and be unusable.

This is what i don't get like ok if you aren't gonna add scopes then ADD FUNCTIONAL loving IRON SIGHTS. There is no reason to make the sights that loving bad--is this some sort of immersion thing where you're gonna make something just loving unusable?? Even if you were going with the lore every loving las gun has to be absolutely functional and they make a big deal about accuracy so even the worst poo poo will have a loving functional sighting system. The hellbore like krieg is styled after WW1 which had an insane focus on personal accuracy so if anything it should have the best loving iron sights in the game.

This feels like you were never supposed to use the iron sights because you'd have a plethora of scopes to choose from so it was deliberately bad to encourage you to go into the customization system. Then they launched without the attachment system leaving the player base with really poorly designed iron sights. The other option is these are place holders.

Dandywalken
Feb 11, 2014

Whoa there Arghy, calm down big guy!!!

Khizan
Jul 30, 2013


Modifying your own guns? That's a bunch of heretic talk if I've ever heard any.

.Z.
Jan 12, 2008

Ra Ra Rasputin posted:

I do wonder how they had so much trouble programming that in that they had to scrap it months before release, maybe in darktide 2 we'll get gun customization while we fight greenskins, or as the greenskins.

The cynical part of me wonders if it got scrapped because they couldn't figure out how to get it work with MTX.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
With the new update for Vermintide 2 coming out on Tuesday I'm getting back in and I'm rusty with my boi Kruber. I prefer Mercenary because of his super high attack speed which helps since a lot of his weapons are mighty slow. Whats the current best item and weapon setup for Kruber if I want to be hitting the score charts and not just following behind every other character in the kill and damage categories?

tangy yet delightful
Sep 13, 2005



Grail Knight with the Executioner sword :getin:

I'm a dirty Kerillian player but that's what my buddy runs.

FrancisFukyomama
Feb 4, 2019

Wasnt there something about combining one handed weapons to dual wield them or was that just speculation

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Hmmm. Mediocre weapons but is a Raking Fire IV blessing on an autogun worth shelling out for, and Brutal Momentum IV on a tactical axe?

tangy yet delightful
Sep 13, 2005



I'm at the point where I look for level 4 blessings to buy just to "earn blessing" @ Hadron's workshop

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Arc Hammer posted:

With the new update for Vermintide 2 coming out on Tuesday I'm getting back in and I'm rusty with my boi Kruber. I prefer Mercenary because of his super high attack speed which helps since a lot of his weapons are mighty slow. Whats the current best item and weapon setup for Kruber if I want to be hitting the score charts and not just following behind every other character in the kill and damage categories?
Hard to go wrong with the Executioner Sword like was mentioned. Personally I'm a big fan of Sword & Mace (the dual-wielded weapon, not to be confused with the 1h sword and 1h mace) and the Bretonnian Longsword myself.

Arghy
Nov 15, 2012

Oh wow i gotta stop using that new ogryn mace because they're gonna nerf the poo poo outta it and its become a crutch for haz4's.

deep dish peat moss
Jul 27, 2006

I like the flame shotgun, been messing around with it a little tonight.


:siren: but very importantly here I can confirm that no respite gives waaaaay more than the listed 17.5% damage

One incendiary chest shot to a Mauler does 118 damage/tick if every pellet hits the chest:


A second incendiary shell while they are getting back up takes that burn damage to 535 damage/tick, which means that second incendiary pellet is dealing (535-118)=417 damage/tick, or a ~250% damage increase over the first.


Switching to a gray shotgun without No Respite, the same thing does not happen:



So, a flame shotgun with No Respite can kill almost any Damnation elite in 2 flame shells - exceptions are Mutants, Reapers and Crushers. It's kind of a specifically one-two punch thing though: the flame shell does fire damage and also has the absolutely absurd stagger value, so you need to shoot 2 of them for it to be this effective (or hit something your teammates are staggering)

Here's a Reaper after 2 flame shells:


Crushers you do no damage to, and Mutants you do okay damage to you, but you can't stagger them (without psyker lightning or thunder hammer) so you don't get the absurd bonus flame stacking against them.

I don't know the specifics of No Respite's damage but I can confirm that enemies that are actually knocked to the ground or jolted by psyker electricity take a fuckton of damage from No Respite weapons so I'm guessing that enemies have some kind of stagger meter that can go over 100%, and the listed 17.5% damage bonus is at 100% stagger, that psyker lightning's stun effect happens by applying a shitload of stagger (it can stop mutants dead in their tracks), and that knockdowns are a thing that happens at very high stagger. But that's just a guess :shrug:

Another thing worth noting: Mutants seem to be highly resistant to fire damage, and your regular shells are far more effective against them. But against pretty much everything else, the fire shells do more damage per shot. This is all true of regular non-flame shots with No Respite too, though, or with the special shells of the other shotguns. They just do far less damage per shot than the fire shotgun.

You do not need the 20% reload speed with ammo in the mag Vet feat to get two fire shells out fast enough to do this.

haldolium posted:

since they already touched it in the latest patch, there might be more refinement comming.


I hope they refine the hounds event too at some point, give them more as 1 spline path to move along. I think it would be too wild to have them come from several directions, but at least have them use some spread out pathing

https://i.imgur.com/7FS5vnt.mp4

My favorite part about this is how Veteran A) has wallhacks that can see them, which B) extend themselves when you kill them, and C) give you ammo whenever you kill a specialist. Every hound pack is like a free ammo refill :hellyeah:

deep dish peat moss fucked around with this message at 10:09 on Mar 27, 2023

Thirsty Dog
May 31, 2007

Qmass posted:

after this came out and the dev. progress they were making after a month I figured another year of development before the game would be in a reasonable state... so I stopped playing to avoid burning out on the (good) gameplay before then.

catching up on the state of the game and their progress so far - I think this game is proper hosed

I bet that they release a paid xpac before anything resembling a complete product is patched into existence, if they do at all.

woof

Not seeing the doom for the game tbh. As someone who recognised that it loving sucked in beta and at release, I came back to it a few weeks ago and it's been the best co-op experience I've had playing entirely with randoms - beating L4D, DRG, etc. The game has vastly improved and they've put a lot of effort into the new player experience, it's engaging right from the start. The last patch is a huge win for Psyker, which was a big issue, and their pace of improvements can only be a good sign.

I'm not saying it's flawless and there's a bunch of stuff you could argue about, but many of the problems are more about content than design IMO, and they've shown flexibility in changing design quickly when it's clear something isn't working.

I genuinely thought I'd wasted my money on a shitshow but it's been a significant turnaround in a short space of time.

Zodium
Jun 19, 2004

i'm having a lot of fun with the game. just pleasant to run around shooting mobs with my lasgun, or hitting them with my sword. might make an ogryn.

FTJ
Mar 1, 2003

BTB's Monty Python pro-star!

Arghy posted:

Oh wow i gotta stop using that new ogryn mace because they're gonna nerf the poo poo outta it and its become a crutch for haz4's.

Which one of them?
I already like the old bully club so having one which is better would be great.

Arghy
Nov 15, 2012

The new crowd control one has insanely fast light attacks that stagger everything short of a crusher so you just don't stop spamming light attacks as you lumber through the battlefield. You can stagger charging ragers with your slap its pretty hilarious.

Arc Hammer
Mar 4, 2013

Got any deathsticks?

Insert name here posted:

Hard to go wrong with the Executioner Sword like was mentioned. Personally I'm a big fan of Sword & Mace (the dual-wielded weapon, not to be confused with the 1h sword and 1h mace) and the Bretonnian Longsword myself.

Okay. I was hoping there might be a change to let his other weapons be more viable. Especially now that Merc Kruber gets outclassed by the warrior priest for reviving downed teammates.

tangy yet delightful
Sep 13, 2005



Arghy posted:

The new crowd control one has insanely fast light attacks that stagger everything short of a crusher so you just don't stop spamming light attacks as you lumber through the battlefield. You can stagger charging ragers with your slap its pretty hilarious.

I don't like how the new club looks, I prefer my cleaver, so I guess that'll save me from a future nerf :v:

ChickenHeart
Nov 28, 2007

Take me at your own risk.

Kiss From a Hog

deep dish peat moss posted:

I like the flame shotgun, been messing around with it a little tonight.

Good stuff; I might have to rescind my "flame shot sucks" argument if this interaction stays in the game.

Legit Businessman
Sep 2, 2007


tangy yet delightful posted:

I don't like how the new club looks, I prefer my cleaver, so I guess that'll save me from a future nerf :v:

It's a barbed wire bat, how can you not like cosplaying as CACTUS JACK?

BANG BANG!

deep dish peat moss
Jul 27, 2006

ChickenHeart posted:

Good stuff; I might have to rescind my "flame shot sucks" argument if this interaction stays in the game.

Worth noting that my shotgun has an 80% roll on Stopping Power and with the way some weapon rolls work (like staves) it's possible that this is a huge contributor to the No Respite damage bonus it's getting.

tangy yet delightful
Sep 13, 2005



Legit Businessman posted:

It's a barbed wire bat, how can you not like cosplaying as CACTUS JACK?

BANG BANG!

1. I don't know who cactus jack is.

2. What can I say I'm a slasher guy not a bonker guy.

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon
The new light slug shotgun is kind of funky because it is super accurate, does hardly any damage with the buck shot to the point it takes two shells to kill a poxwalker, and does world ending damage with the slug rounds, so it's kind of a funky bolt action plasma rifle in practice

It's probably easier to just use a helbore lasgun for deleting Elites and Specials and I don't mind

Ra Ra Rasputin
Apr 2, 2011

Reroll unarmored or elites to crit? I know almost every dreg and parts of scabs are unarmored, what counts as a elite? every single thing you can tag besides monsters?

Legit Businessman
Sep 2, 2007


Ra Ra Rasputin posted:


Reroll unarmored or elites to crit? I know almost every dreg and parts of scabs are unarmored, what counts as a elite? every single thing you can tag besides monsters?

I am quite certain that this guide is correct for telling you what is what for enemy types:

https://steamcommunity.com/sharedfiles/filedetails/?id=2894619510

.Z.
Jan 12, 2008

Legit Businessman posted:

I am quite certain that this guide is correct for telling you what is what for enemy types:

https://steamcommunity.com/sharedfiles/filedetails/?id=2894619510

Visual version of how the armor is distributed: https://imgur.com/a/AR0Nxo4

Ra Ra Rasputin posted:


Reroll unarmored or elites to crit? I know almost every dreg and parts of scabs are unarmored, what counts as a elite? every single thing you can tag besides monsters?

For my use case I'd reroll the elite to flak. I run my Heavy Sword with an Autopistol. So I want to maximize horde clearing potential. The autopistol can cut down elites and such when needed.

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SuperKlaus
Oct 20, 2005


Fun Shoe
I do not play Veteran, because I enjoy having a character with useful call outs. Don't know or care to learn what a Traxis 67 is and I dearly wish they'd change the VOs to just fuckin say "flamer" "mutie" and so forth

(Note: when bardin had special name call outs it was flavorful and I like him so it was different)

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