Thats what the game is. if thats what makes you quit you arent built right for this kind of game. When ppl like onepeg say it takes hundreds of hours to really get this game its not a joke
Which is weird to me, the game is inherently flawed and is in dire need of better AI and harder npcs. New players arent getting frustrated the game is 'too hard' lmao its because the game sucks and isnt very well made. Every single person ive ever shown dark and darker says it looks like a cheap asset flip, and after playing it say it feels incomplete and i have no counter argument because thats literally what and how it is.
@@PlaguinDoctor but then people gotta stop complaining and finding reasons people don't stay after a couple days of wipe. Like, poshi's point in the video that "people don't play because they dont know about crafts" is, will all due respect, honestly ridiculous. It's all about people losing the gear they grinded to people with 3k hours and feel like they're NPCs that farmed for hours for the top players. If it's "that's what the game is" the remaining players should accept the empty lobbies cause you can't keep players in just so you can farm them.
Also, since quests are timegated on wipe, it could be beneficial if all quests objectives/items were listed once released, not once the player gets to the specific quest. This could act as a catch up mechanic in order to allow mid wipe players to progress a little faster since they won’t need to be guessing which items they need to unlock X craft
Friends don't like trying in a game that continuously either gives ( Big UPs in terms of Dopamine ) or the biggest of downs in Dopamine. - That's why Fortnite works and Dark and Darker for newbies doesn't. Long rant below 👇 -------------------------------------- (A newbie came into the troll room and insta wanted PvP with me while i was a warlock, tho i looked at him and he kept swining in the air which made him look dumb imo. He could've stopped attacking since it was 24Gs Normals Boss rushing, and yet he wanted PvP. I killed him with a torch and a book ) Then tried DMing him and it said that his user no longer exist, meaning he either switched classes from a F2P account or left the game for good) It's more often than not the Players that make others leave, and that's why they should just add a PvE only mode, for practice and only gray loot.
Countdown timer is great idea, would help a lot tbh, also maybe like a tutorial dungeon where you can enter at any point and it will teach you how to get these items, how to use them in craft or something , that would be also be amazing move from sdf and ironmace
It has always bothered me that so much content can only be accessed for a fraction of the wipe. The AP leaderboards take weeks to start, why not just start it at wipe? It doesn't feel good to do the beginning quests, get no crafts from it, and have to wait a full week for the next quests that might also not give a craft. There is too long of a time window in-between the start of the wipe and when quests/crafts/leaderboards pick up. I definitely agree tho at the very least add a timer for crafts so people know they exist
come on, you can learn ghost king in 2 months for sure people figured out how to do bosses over a week of playtest without any tutorials present at the time, and now you don't even have to hide for 10-20 minutes to reach it
Two months is an absurdly long time to learn to not stand in a pool, run away after a choreographed scream and an easily timed jump during the head bob before the impact. The issue is the pvp that is immediately most games after killing the boss. I think GK is probably the easiest of the bosses that can drop named items.
This is something I never thought about. Really good idea. I would say that instead of saying you need this specifc quest to unlock or a time date, just say you need this amount of affinity. Then maybe on the ques tab show locked quests and how much affinity they will give. I dont know if the quest descriptions should be available at that point or not, but at least just a list of quest names and their affinity reward could be displayed at least. There could also be a "unlocks in x amount of weeks" on each quest line. Additionally they might wanna do something similar for squire. Where you have all the gear you can unlock on squire, but unavailable and affinity requirement with merchant x.
Am i the only one that thinks that showing the base gold value of an item when you hover over an item to view its stats makes sense? I feel like its beneficial for everyone
The first thing that needs to happen is to tune down the continuous dungeon experience. I'm tired of fighting 5 teams a floor. I'm not asking for dead lobbies, don't get me wrong. I'm just sick of 4th, 5th, and 6th parties. This isn't what a dungeon crawler is supposed to feel like and the normal game isn't supposed to be arena.
The game for a long time has felt like a pvp moshpit..... The game used to be a Dungeon Extraction with pvp now it's a PVP experience with Dungeon extraction-PvP is supposed to be apart of the game not THE game. Issue is that the PVE side of things is incredibly easy and boring once you play enough so that PVP becomes the primary form of excitement and entertainment, add to that the easily traversable maps, not needing to clear pve, and loot incentive and naturally everyone looks for PvP more than PvE.
Great idea. Speaking of which, as someone who hasn't played in the last few wipes but is playing again now, do I need to worry about quest chains for merchants like the tavern master and treasurer? Are there big rewards and crafts eventually on them or are they just there for extra things to do?
Great idea! I hope to see something like this implemented soon. Every time I get a friend to play, it’s so hard to explain what those rare crafting items are for without an in-game display to guide them to.
they should just make an ingame encyclopedia type thing that has all the items in the game or it could just tell the player about crafting and all the items and tell them to look at the wiki or the discord
I don't get why the hell they keep doing marketing campaigns, new player attraction stuff, etc, but have done ZERO to better the new player experience. I often don't understand why there's a disconnect between marketing, dev, and design for such a small team.
The majority of the issues I've seen are management related-Take for example Solos. They said they wouldn't add it because it wasn't what they intended the game to be, then they added it and said they wouldn't balance around it, then they balanced around it and messed up trios and duos....... There are many different communication and planning errors going on.
Honestly i dont think that knowledge of crafts in the game isnt going to do anyting. Knowing that gold crafts come out at x date or weapon crafts or whatever isnt going to make you want to keep playing. The players who know the crafts are ones who play the game till it gets to that point. I think the new player falloff is to be expected like any punishing extraction game. People show up for wipe when the game feels "even" and "fair" because everyone is starting fresh. Thats what the game is. Showing the returning players "hey if you stick around till this date you can make this thing" dosent sound like something that will keep them around if they arent built for the punishment that comes with grinding to GET the mats to make that gear. We're talking about mostly timmys and old playtest heads that die a few times and move on to another game where they feel like they can ACTUALLY make progression. Just my opinion
Showing that those things are able to be crafted is a good idea but I don't think we need the actual release date/time. On Steam alone is says I have 450 hours and I've never killed wyvern or crafted frostone and I don't think the crafting is such a huge draw for the game but the suggestion is still good
Great idea bro, it would definitely keep people captivated and look forward to questing to unlock the crafts. Like you said, some players don't even know this stuff exists cos they stop playing before it happens.
This game really needs the special dungeons only for newbies. Like other dungeon with less deadly monsters, the same noobs as players, and with little reward in dungeons. And once you get lvl 20 at any character you get permanently prohibited to visit this dungeon ever again. This won't solve the problem fully as there will be people who will make a new account just to harass the noobs, but everything is better than what we have now.
PvE is not the issue, it's players. to beat monsters you gotta spend 20 hours to learn, to beat players you gotta spend 100+. And you have to remember, most people don't play 10 hours a day. Those 100 hours will take months. only MMR can fix this
@@awgmax I mean, this dungeon will have much, much easier monsters and will not have sweaty lobby-wiper-highroller-pro-max-BIS'd druid spawnrusher with only goal in mind of ruining your day. Where newbies can understand basic mechanics and even fight each other on equal terms before diving into actual game. But yes, further there should be MMR system, not only in Arena. Gear based MM does not solving the problem due to the fact that gear is not the only thing carrying you into winning. It helps only in a way that all sweats are probably kicking each other's ass in HR and leaving the actual players alone... until they're out of money or want to ruin newbies' day.
i didnt even know the dark matter tunic was a thing and ive been playing since launch Lol. And they definitely need to show some things you can work for in the crafters, so people can stack the mats they might need in the future not aimlessly
They should let you preview all the quests. Since players who are experienced already know them, they already have a mental (or literal) list of items they need to complete all the quests. Why not have an in-game macro checklist of items you will need. Same system for crafting. Let players preview what they will one day have access to.
These crafts is like maybe 5% of the issue most casuals quit. The main issue is going from normals to high roller. Putting aside the increased entry cost, a casual will enter high roller for the extra loot, and just get spawn bumrushed by teams in GIGA gear because nobody actually uses high roller for it's higher loot quality, they all just want the enemy's gear, and that defeats the whole purpose of the higher loot quality if nobody opens chests in high roller. It's relevant for maybe the first day before the sweats can buy the gear off market. Once the casual players want to go up from randomly looted gear to high roller, the ones that don't know that you have to buy a meta build off the market will just die, and the ones that know will lose anyway because they're beginners. Only a small amount of players remain because you have to put in the hundreds of NEET hours to learn the combat in this game, thus the big fall in player count.
The issue is the PVE provides little difficulty and the maps are too open-Ruins is by far the worst map for it; On ruins you see teams instantly run through 2-3 modules just to kill some other team in the middle of clearing PVE. There is little to no challenge from actual PVE for experienced players, clearing rooms is not necessary and there is often 0 barriers stopping you from just hopping to a different module. I like the idea they have with the Golem on ruins, where you have to defeat a subboss to access an area-Maybe providing more of those on ruins and other maps can help prevent third parties and prevent the game from turning into one giant moshpit?
Here are changes that will make this game so much better 1. Interacting with gold horde with a full inv will drop the loot u gain to the ground 2. If a player/team kills a boss it refresh all Abilities and health to full 3. Items place on top of each other in inventory makes them switch places 4. Longsword movement penalty change from 30- to 25-. Even pavise is faster then longsword now 5. Loadouts mechanic that allows u to buy a full set of what u want that way u don't have to buy the items 1 by 1 6. Changes to useless abilities 7. Optimize the game for max fps all around 8. Grabbing gold horde a bit faster Plz buff longsword;(
It's easy, just make an MMr system. Sure the gear limiting is a good thing as well but when I started the game it was horrible to see people with 700+ fame running around killing everyone new. ye it's a skill issue, that's why MMr makes so much sense and don't know why it's not in the game?
I hear people say repeatedly that it would be bad if bis is available to craft on day 1 but I don't agree and nobody is explaining why they think that is the case.
Because to a large extent it removes or lessens the rewards to actual dungeon exploration and looting-If you can just grind gold ore for 2-3 hours and have end-game loot then what's the point of looting lions chests, gold chests or fighting people with mid-gear? It just makes it so that people either wait with the gear in their inventory to play arena or get bored and log off for the wipe after they get their fill of PvP.
@@MrRawrgers Yeah, BIS. BIS or great gear shouldn't be handed out on a silver-platter at the start of wipe, a purple ring should be exciting, something with stats as good as a grimsmile shouldn't be insanely common at the start of wipe.
@@subjectdelta5348 it's literally not handed out on a silver-platter, you have to kill both goblin cave bosses for gold or wyvern for frost, why are you acting like all of the playerbase can kill all bosses no problem? artificial time gates make games less fun, you might not believe it but it's true
@@subjectdelta5348 Maybe the problem is that the quests to unlock the crafts are so easy so the crafting recipes are handed out on a silver-platter, maybe the quests just need to be harder
Level 69, Nice!
a new player will never tolerate the game if he always gets matched with ppl with 3k+ hours on the game when he suffers to even not die to pve
I tolerated it and got better.
Thats what the game is. if thats what makes you quit you arent built right for this kind of game.
When ppl like onepeg say it takes hundreds of hours to really get this game its not a joke
Which is weird to me, the game is inherently flawed and is in dire need of better AI and harder npcs. New players arent getting frustrated the game is 'too hard' lmao its because the game sucks and isnt very well made.
Every single person ive ever shown dark and darker says it looks like a cheap asset flip, and after playing it say it feels incomplete and i have no counter argument because thats literally what and how it is.
@@iHateGenZweebs I guess YOUR experience is the norm now.
@@PlaguinDoctor but then people gotta stop complaining and finding reasons people don't stay after a couple days of wipe. Like, poshi's point in the video that "people don't play because they dont know about crafts" is, will all due respect, honestly ridiculous. It's all about people losing the gear they grinded to people with 3k hours and feel like they're NPCs that farmed for hours for the top players.
If it's "that's what the game is" the remaining players should accept the empty lobbies cause you can't keep players in just so you can farm them.
More accessibility and access to information is almost always a good thing.
NGL a countdown timer for the crafts would be pretty sick, and would help drive up hype for when they unlock
agreed without like studying quest release timers we dont know when these crafts come out
as a new player i can confirm that this is my first time hearing abt crafting or any of the items mentioned
I thought I forgot to close Balatro.
LMAO been addicted recently
Also, since quests are timegated on wipe, it could be beneficial if all quests objectives/items were listed once released, not once the player gets to the specific quest.
This could act as a catch up mechanic in order to allow mid wipe players to progress a little faster since they won’t need to be guessing which items they need to unlock X craft
Im a player w 742 hours on game, I got no idea what does token of honor does lmaooo
sells to collector for some coins
@@xenirdit makes the falchion of honor which can sell for 1-2k plus if their bis
@@Beedo- 48 gold coins honest reaction:
Friends don't like trying in a game that continuously either gives ( Big UPs in terms of Dopamine ) or the biggest of downs in Dopamine.
- That's why Fortnite works and Dark and Darker for newbies doesn't.
Long rant below 👇
--------------------------------------
(A newbie came into the troll room and insta wanted PvP with me while i was a warlock, tho i looked at him and he kept swining in the air which made him look dumb imo. He could've stopped attacking since it was 24Gs Normals Boss rushing, and yet he wanted PvP. I killed him with a torch and a book ) Then tried DMing him and it said that his user no longer exist, meaning he either switched classes from a F2P account or left the game for good) It's more often than not the Players that make others leave, and that's why they should just add a PvE only mode, for practice and only gray loot.
Countdown timer is great idea, would help a lot tbh, also maybe like a tutorial dungeon where you can enter at any point and it will teach you how to get these items, how to use them in craft or something , that would be also be amazing move from sdf and ironmace
It has always bothered me that so much content can only be accessed for a fraction of the wipe. The AP leaderboards take weeks to start, why not just start it at wipe? It doesn't feel good to do the beginning quests, get no crafts from it, and have to wait a full week for the next quests that might also not give a craft. There is too long of a time window in-between the start of the wipe and when quests/crafts/leaderboards pick up. I definitely agree tho at the very least add a timer for crafts so people know they exist
the game should have an ingame encyclopedia to explain the different items and their usage
Id love to see a new player killing ghost king like they will have to for quests.
come on, you can learn ghost king in 2 months for sure
people figured out how to do bosses over a week of playtest without any tutorials present at the time, and now you don't even have to hide for 10-20 minutes to reach it
@@buzzaduzza6657 who the fuck is gonna spend TWO MONTHS, they'll just bounce off to a more reasonable game
Two months is an absurdly long time to learn to not stand in a pool, run away after a choreographed scream and an easily timed jump during the head bob before the impact. The issue is the pvp that is immediately most games after killing the boss. I think GK is probably the easiest of the bosses that can drop named items.
This is something I never thought about. Really good idea. I would say that instead of saying you need this specifc quest to unlock or a time date, just say you need this amount of affinity. Then maybe on the ques tab show locked quests and how much affinity they will give. I dont know if the quest descriptions should be available at that point or not, but at least just a list of quest names and their affinity reward could be displayed at least. There could also be a "unlocks in x amount of weeks" on each quest line.
Additionally they might wanna do something similar for squire. Where you have all the gear you can unlock on squire, but unavailable and affinity requirement with merchant x.
The devs will take this suggestion and alley-oop straight into the trash.
poshy pop! thanks for the 14 SK u gave me that one giveaway. really hyped for the daily giveaways you will be doing on twitch.
Am i the only one that thinks that showing the base gold value of an item when you hover over an item to view its stats makes sense? I feel like its beneficial for everyone
What if they added super rare merchant recipes from bosses, when you learn the recipe you can craft the gear pieces
The first thing that needs to happen is to tune down the continuous dungeon experience. I'm tired of fighting 5 teams a floor. I'm not asking for dead lobbies, don't get me wrong. I'm just sick of 4th, 5th, and 6th parties. This isn't what a dungeon crawler is supposed to feel like and the normal game isn't supposed to be arena.
The game for a long time has felt like a pvp moshpit..... The game used to be a Dungeon Extraction with pvp now it's a PVP experience with Dungeon extraction-PvP is supposed to be apart of the game not THE game. Issue is that the PVE side of things is incredibly easy and boring once you play enough so that PVP becomes the primary form of excitement and entertainment, add to that the easily traversable maps, not needing to clear pve, and loot incentive and naturally everyone looks for PvP more than PvE.
Great idea. Speaking of which, as someone who hasn't played in the last few wipes but is playing again now, do I need to worry about quest chains for merchants like the tavern master and treasurer? Are there big rewards and crafts eventually on them or are they just there for extra things to do?
Great idea! I hope to see something like this implemented soon. Every time I get a friend to play, it’s so hard to explain what those rare crafting items are for without an in-game display to guide them to.
they should just make an ingame encyclopedia type thing that has all the items in the game
or it could just tell the player about crafting and all the items and tell them to look at the wiki or the discord
I don't get why the hell they keep doing marketing campaigns, new player attraction stuff, etc, but have done ZERO to better the new player experience. I often don't understand why there's a disconnect between marketing, dev, and design for such a small team.
The majority of the issues I've seen are management related-Take for example Solos. They said they wouldn't add it because it wasn't what they intended the game to be, then they added it and said they wouldn't balance around it, then they balanced around it and messed up trios and duos....... There are many different communication and planning errors going on.
Honestly i dont think that knowledge of crafts in the game isnt going to do anyting. Knowing that gold crafts come out at x date or weapon crafts or whatever isnt going to make you want to keep playing. The players who know the crafts are ones who play the game till it gets to that point. I think the new player falloff is to be expected like any punishing extraction game. People show up for wipe when the game feels "even" and "fair" because everyone is starting fresh. Thats what the game is. Showing the returning players "hey if you stick around till this date you can make this thing" dosent sound like something that will keep them around if they arent built for the punishment that comes with grinding to GET the mats to make that gear. We're talking about mostly timmys and old playtest heads that die a few times and move on to another game where they feel like they can ACTUALLY make progression.
Just my opinion
I thought i was hallucinating the balatro music. I cant escape the gambling
Showing that those things are able to be crafted is a good idea but I don't think we need the actual release date/time. On Steam alone is says I have 450 hours and I've never killed wyvern or crafted frostone and I don't think the crafting is such a huge draw for the game but the suggestion is still good
Great idea bro, it would definitely keep people captivated and look forward to questing to unlock the crafts. Like you said, some players don't even know this stuff exists cos they stop playing before it happens.
This game really needs the special dungeons only for newbies. Like other dungeon with less deadly monsters, the same noobs as players, and with little reward in dungeons. And once you get lvl 20 at any character you get permanently prohibited to visit this dungeon ever again. This won't solve the problem fully as there will be people who will make a new account just to harass the noobs, but everything is better than what we have now.
PvE is not the issue, it's players. to beat monsters you gotta spend 20 hours to learn, to beat players you gotta spend 100+. And you have to remember, most people don't play 10 hours a day. Those 100 hours will take months. only MMR can fix this
@@awgmax I mean, this dungeon will have much, much easier monsters and will not have sweaty lobby-wiper-highroller-pro-max-BIS'd druid spawnrusher with only goal in mind of ruining your day. Where newbies can understand basic mechanics and even fight each other on equal terms before diving into actual game.
But yes, further there should be MMR system, not only in Arena. Gear based MM does not solving the problem due to the fact that gear is not the only thing carrying you into winning. It helps only in a way that all sweats are probably kicking each other's ass in HR and leaving the actual players alone... until they're out of money or want to ruin newbies' day.
Instead of a date show the amount of favor you need with the merchant.
Then they take forever to bring quest and bring leaderboard out
i didnt even know the dark matter tunic was a thing and ive been playing since launch Lol. And they definitely need to show some things you can work for in the crafters, so people can stack the mats they might need in the future not aimlessly
They should let you preview all the quests. Since players who are experienced already know them, they already have a mental (or literal) list of items they need to complete all the quests. Why not have an in-game macro checklist of items you will need. Same system for crafting. Let players preview what they will one day have access to.
wait isn’t this the va for ivy??
love your avatar and good idea
Also when you enter specific merchant, "Service" tab should be first displayed instead of "Trade"
These crafts is like maybe 5% of the issue most casuals quit. The main issue is going from normals to high roller. Putting aside the increased entry cost, a casual will enter high roller for the extra loot, and just get spawn bumrushed by teams in GIGA gear because nobody actually uses high roller for it's higher loot quality, they all just want the enemy's gear, and that defeats the whole purpose of the higher loot quality if nobody opens chests in high roller. It's relevant for maybe the first day before the sweats can buy the gear off market.
Once the casual players want to go up from randomly looted gear to high roller, the ones that don't know that you have to buy a meta build off the market will just die, and the ones that know will lose anyway because they're beginners. Only a small amount of players remain because you have to put in the hundreds of NEET hours to learn the combat in this game, thus the big fall in player count.
The issue is the PVE provides little difficulty and the maps are too open-Ruins is by far the worst map for it; On ruins you see teams instantly run through 2-3 modules just to kill some other team in the middle of clearing PVE. There is little to no challenge from actual PVE for experienced players, clearing rooms is not necessary and there is often 0 barriers stopping you from just hopping to a different module. I like the idea they have with the Golem on ruins, where you have to defeat a subboss to access an area-Maybe providing more of those on ruins and other maps can help prevent third parties and prevent the game from turning into one giant moshpit?
Here are changes that will make this game so much better
1. Interacting with gold horde with a full inv will drop the loot u gain to the ground
2. If a player/team kills a boss it refresh all Abilities and health to full
3. Items place on top of each other in inventory makes them switch places
4. Longsword movement penalty change from 30- to 25-. Even pavise is faster then longsword now
5. Loadouts mechanic that allows u to buy a full set of what u want that way u don't have to buy the items 1 by 1
6. Changes to useless abilities
7. Optimize the game for max fps all around
8. Grabbing gold horde a bit faster
Plz buff longsword;(
I agree that treasure hoard change would be nice Lol i hate moving around my inv for it all the time
Longsword is the best weapon in the game what are u saying lmao, I agree about the rest though
W take
Dark and cute😁 salute
W poshypop
It's easy, just make an MMr system. Sure the gear limiting is a good thing as well but when I started the game it was horrible to see people with 700+ fame running around killing everyone new.
ye it's a skill issue, that's why MMr makes so much sense and don't know why it's not in the game?
UWU
I hear people say repeatedly that it would be bad if bis is available to craft on day 1 but I don't agree and nobody is explaining why they think that is the case.
Because to a large extent it removes or lessens the rewards to actual dungeon exploration and looting-If you can just grind gold ore for 2-3 hours and have end-game loot then what's the point of looting lions chests, gold chests or fighting people with mid-gear? It just makes it so that people either wait with the gear in their inventory to play arena or get bored and log off for the wipe after they get their fill of PvP.
@@subjectdelta5348 people loot lions chests, gold chests so they can make enough gold to buy the bis off the players that are farming it
@@MrRawrgers Yeah, BIS. BIS or great gear shouldn't be handed out on a silver-platter at the start of wipe, a purple ring should be exciting, something with stats as good as a grimsmile shouldn't be insanely common at the start of wipe.
@@subjectdelta5348 it's literally not handed out on a silver-platter, you have to kill both goblin cave bosses for gold or wyvern for frost, why are you acting like all of the playerbase can kill all bosses no problem? artificial time gates make games less fun, you might not believe it but it's true
@@subjectdelta5348 Maybe the problem is that the quests to unlock the crafts are so easy so the crafting recipes are handed out on a silver-platter, maybe the quests just need to be harder