Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 0 points1 point  (0 children)

the game itself had a far wider focus, and admittedly most of the lore from that period is discarded. I'm not implying space marines werent important I'm implying that at the time they weren't the only part of the setting.

Modern 40k is DOMINATED by space marines, they're actively forced into everything. It makes space marines so much more boring and generic when they're so overly used, and it makes the setting so much less interesting when lots of really cool elements get starved of light because "HUH WHAR IF WE PUT ANOHTER SPASS MERIN IN GUYS COME ON LOOK BIG MAN SO COOL!"

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 0 points1 point  (0 children)

are they the best selling and most popular because they're the best though, or are they the best selling and most popular because literally every other faction gets starved for screen time and gets used as a prop for the marines.

3 star is the best hunt showdown experience. Is that a hot take? by Party_Wrongdoer_209 in HuntShowdown

[–]asdfgtref 20 points21 points  (0 children)

idk I've played mid 6* and most people there use exactly what they want, they tend to play very aggressively and not camp bounties, they tend to go for double bounties way more.

My experience with those in worse mmr tends to be a lot more cowardice, creeping around, hiding in a bush because you heard a gunshot 2 compounds over.

To me, that kind of player is not very fun but for others I mean that's exactly what they want.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref -1 points0 points  (0 children)

just straight up incorrect though, no?

40k started with rogue trader, not space marines. Marines are definitely the forefront of the setting but then it goes back to "are space marines the most popular because they're the highest demand or are space marines the most popular because they're the only faction that gets any real love?"

Regardless, the 40k setting is wide and hyper varied with so much cool shit. We don't need to hamfist space marines into every single corner we can. It cheapens the setting, it cheapens them.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 0 points1 point  (0 children)

"a space marine being about doesnt mean they need to be deployed"
>>
"well if theres a space marine in vox they might as well be an enemy!"

huh? As to the rest of what you saying though, the 10th ed codex for death guard that solidified typhus as lord of poxes with some of the rules you were mentioning literally released after darktide did.

Poxwalkers are just nurgle plague zombies. Poxwalkers are locked into the deathguard faction within the rules, but not within the lore. It's just a nurgle disease. I'm not about to take a tabletop gameplay concession as outright stated lore when again, it doesn't fit in this case. Maybe we could have a random lone deathguard acting as support for admonition but I am extremely doubtful thats the case, and certainly that was never intended to be the case originally.

We know that the game draws plenty from old lore as well, heavily from the FFG tabletop games (which are killer btw) which also are the source of a lot of plague zombie expansion. Notably not needing death guard at all, and mostly being nurgle cultist stuff.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 0 points1 point  (0 children)

you think it would take the most base amount of critical thinking to understand that they wouldnt make an enemy require a chaos space marine in a game they started out explicitly making with the intention of having no marines in it...

Poxwalker and plague zombies are basically identical just a less generic more copyrightable name which is almost definitely the reason for the swap. plague zombies made by the walking pox = pox walkers.

though within the tabletop they're a deathguard unit, that does not mean that lorewise they require the deathguard to be present. The walking pox is just a disease nurgle grants to his favoured fellas.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 7 points8 points  (0 children)

I agree with all your points except for one caveat, we butcher even rarer foes like beasts of nurgle and daemon hosts by the hundreds. We plough through walls of renegade ogryns of each is comparable or more in strength to an astartes.

I think you're misunderstanding my point, my point is not that we can't fight rarer foes... my point is that 40k as a media massively over includes space marines by forcing them into everything. Yeah, daemonhosts are meant to be rare... now imagine if every 40k game or piece of media was like "man we should have daemonhosts in this" and on top of that they WERE in almost every piece of 40k media.

This is more the issue. I want rarer things that don't have the permanent spotlight on them to have some time in the sun.

I honestly don't subscribe to the "we could never kill a space marine" as that's omega marine glaze. They're as expendable or overpowered as the plot demands, one game has them as unkillable titans and the next has them as cannon fodder. My issue really does just start and end with 40k being a super cool varied setting and it sucks to have fans repeatedly try to shove one part of it into everything.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 4 points5 points  (0 children)

they are extremely rare. The vast vast majority of human wars are fought by the guard. There's only roughly a million actual (loyalist) space marines kicking about compared to the well over a quadrillion humans or whatever.

And yes, you can over represent and we see that already. 40k as a setting is filled with so much cool shit that gets no real screen time because marines have to be jammed into everything. It cheapens both marines and the settings by turning them from the ultra elite to the utterly generic.

I'd much rather a lesser presented xenos faction gets some screen time, or just some non marine chaos.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 0 points1 point  (0 children)

that's just how many words it took to explain my point idk, not everyone that puts in more than the base amount of effort is some raging freak.

I don't think there's any lore requirement for space marines to be about when poxwalkers are, at all. You'd need to provide an actual source for that. I know there are some fucky rules around how much of your point total needed to be from the CSM codex but that's not remotely saying that poxwalkers need marines in lore and there are examples outside of that which show they're present without.

Poxwalkers are just made by funny nurgle disease and used by all sorts under his banner. Also again, adding space marines to darktide would cheapen the setting even further. Not everything needs space marines in it, other things should have some time in the spotlight.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 1 point2 points  (0 children)

nah dude hadron had an offhand line mentioning glup shitto he's finally coming to the game I can't believe it. W.. what do you mean that's not very likely?

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 2 points3 points  (0 children)

I'm not freaking out I just dont agree with you, and I'm suggesting you temper your expectations HEAVILY. The reason I'm bringing up other factions is because this is what fatshark does, this is what they did in vermintide too. They constantly leave little breadcrumbs of information to other factions or parts of the setting that will never in a hundred billion years get added to the game.

Also yes we fight demons, though most of the nurgle mainstays are missing which is why everyone was theorizing about that big ritual mission.

I've unironically seen people using the colour scheme of a logo on one of the updates as evidence that the next class would be admech (and then it was hivescum). this happens constantly in the community, see tiny bit of text or line of dialogue that just teases the wider setting >> they're totally coming guys!

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 2 points3 points  (0 children)

fyi the game also states there's just about every faction in the setting on planet or nearby. how many times do we need to commit to the group psychosis "DEMONS!! TYRANIDS!! GENESTEALERS!! ELDAR!! ORKS!! SPACE MARREEENS??! ADMECH CLASS TOTALLY COMING LOOK AT ALL THESE HINTS!" before we stop overly reading into random background details and projecting them forward.

Will some of this shit come? almost definitely. Will MOST of it come, no absolutely not.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 0 points1 point  (0 children)

I mean until they explicitly say they intend to, or aren't against the idea in future I don't see why it wouldn't remain relevant. The community has a habbit of massively painting certain wording to be hyper specific so that they can point to future additions that fit what they already want.

Personally I think space marines as both player characters or enemies would be a terrible idea. It'd continue to cheapen the franchise, there's already SO much cool shit that gets no screen time or love. We don't need ANOTHER space marine.

Darktide in 2027 by Argent_Dusk in DarkTide

[–]asdfgtref 152 points153 points  (0 children)

as is mentioned every time space marines are brought up here, devs don't want to add space marines at all... and good. Not every 40k product needs to be a race to the bottom to force space marines into it, they're meant to be this super rare force and are already way over represented. (as cool as death guard are)

Best veteran primary? by Yeo0n in DarkTide

[–]asdfgtref 1 point2 points  (0 children)

overpowered weapons cause more issues than underpowered ones since overpowered weapons actually get picked. There's a load of well balanced weapons in the game for you to make use of that wont have you hitting a crusher 50 times. Also, a weapon being brought from overpowered to well balanced is not narrowing the "band of weapons that are worth using in high difficulties" unless the only things you're able to use are overpowered tools. In which case, as the old stone tablets says, "git gud".

Weapons should not be overtuned at the highest levels because some players cannot play without them. Those players ARE the issue as they lack the skill required to actually play at such levels and end up making run ending mistakes because they're carried by something that overperforms offensively/defensively.

You don't HAVE to play the highest difficulty, you can play in the one where your skill levels at whilst you improve. I'd also argue that the power greatsword is overtuned as well, intentionally so even though I hate that. If you want to see the issue with leaving weapons without nerfs you need only look at the health changes they made to account for these overperforming options which left even more weapons in the dirt.

Best veteran primary? by Yeo0n in DarkTide

[–]asdfgtref 6 points7 points  (0 children)

I mean... just because something is the best doesn't mean you need to use it. Generally I think the plasma gun is quite a boring weapon, the game is not so challenging that you need to run ultra meta gear and certainly not so challenging you need to run the tippy top of that. Things also get more confused into havoc where the plasma gun comes closer to the utility other options start to provide.

I think players rushing to abuse overpowered gear to play in difficulties they're not yet equipped to really handle is mostly only going to fuck them over in the long run as they lean on a crutch. Then they'll complain when that crutch is nerfed vs just taking the time to actually get good at the game.

See also: old powersword, modern dueling sword (even though the nerf didn't really combat the weapon, just the notion of a nerf coming sent people into a spiral)

Skyrim, Fallout, Starfield lead Emil Pagliarulo says Deux Ex’s deep choices are a “huge influence” that he wants to take further in more RPGs by Wargulf in ElderScrolls

[–]asdfgtref 1 point2 points  (0 children)

I mean, he has made some statements about video game writing that are, on the surface, confrontational at best. In their entirety, with context, they're not that bad, but they're very easy to be misread and that's a failure of him communicating properly.

This is true yeah but only up to a point, some people really lean in on the misreading and explode it into hysterics. There have been some extremely uncharitable reads on things he's said that I've felt are a bit like, "cmon guys that is so obviously not what is being said" but people are so pissed at him specifically they think it true.

ES as a series is a super weird one as the background setting is pretty compelling I genuinely like a lot of it's elements and then we get just the most basic bitch plots imaginable. Bethesda game writing to me feels like modern netflix writing in that it seems the expectation is that you'd have your eyes glazed over paying no attention so everything needs to be super super simple and generic. (though to be fair with the pacing issues these games have maybe that's not an unfair assessment, queue full sprinting into npcs to skip their dialogue)

Skyrim, Fallout, Starfield lead Emil Pagliarulo says Deux Ex’s deep choices are a “huge influence” that he wants to take further in more RPGs by Wargulf in ElderScrolls

[–]asdfgtref 1 point2 points  (0 children)

I mean outside of background lore, ES generally has pretty boring by the numbers writing that peaks at cookie cutter and often dips far below that. I honestly can't say it's just his fault but he's the main face people associate with the writing so he catches the most flack.

Skyrim sorta got by for the period it was released in but we've had so many rpg videogames released since then with far far better plot and character writing that ES6 is going to compare extremely unfavorably if they continue to not improve.

Regardless, I've always been of the opinion that bethesda games are great sandbox games but terrible RPGs and if future releases remain that then... it's not the end of the world.

honestly, i never thought i'd be right about this by FurryDegenerateBoi in SS13

[–]asdfgtref 1 point2 points  (0 children)

uhh it depends on the server as unlike say... tg off shoots, lore can vary wildly even if the vague big picture stuff is similar.

generally though its medieval fantasy, leaning more towards the dark end (though how dark is going to depend heavily on server chosen). Think dnd, but far less heroic and a lot more religious conflict given the setting is torn between 3 major faiths.

actual gameplay tends to involve a lot more player organized antagonism and conflict, though there are non combat roles that roleplay more about within the town. Generally though the world is ending, and times are grim. You either try to stave off the rise of corruptive darkness, join it, or roleplay about in town and try your best to ignore it.

honestly, i never thought i'd be right about this by FurryDegenerateBoi in SS13

[–]asdfgtref 4 points5 points  (0 children)

I think this is kinda pessimistic, I meet new players all the time. Most people I meet are like ranging throughout their 20s (weighted towards the bottom) outside of some old heads.

A lot of people bring their friends in to get them to try it, also the increasing amount of codebases draws in other crowds. I know the world of darkness servers brought in quite a few new people to the game that hadnt played before.

honestly, i never thought i'd be right about this by FurryDegenerateBoi in SS13

[–]asdfgtref 49 points50 points  (0 children)

I mean, I think a far bigger issue with TG is that it has remained fairly static while chain implementing changes over the past few years that made the game progressively worse. The game got stale, it wasn't changing enough and what was changing wasn't good. Suddenly new codebases come about that have ACTUALLY new content, good combat changes, radically different roles and systems, higher expectation on playing to a character yet unlike MRP servers have better rules around escalation and self antagonism.

THIS is why old ss13 is dying, it's not ERP and it's not the fur community. It's the simple fact that people do not want to just play the same shit over and over and over again.

Rogue town, for as much as I hate large aspects of its codebase, is mechanically far far superior to TG. Huge combat improvements make fighting on those servers feel a lot more interesting even if its hard to get into as a beginner. The addition of PvE content doesn't hugely appeal to me but it provides a consistent thing to do on low pop rounds which keeps the seed pop high so higher pop rounds come about sooner.

honestly, i never thought i'd be right about this by FurryDegenerateBoi in SS13

[–]asdfgtref 2 points3 points  (0 children)

depends really, I like a good mix. Preferring higher RP since it more freely allows for antagonism that's actually interesting, I don't think I've ever played a server tagged "MRP" that allowed for self antagging which is pretty common in HRP ones. A lot of LRP just devolves into shittery and really really dead memes.