Reflections on the Current State of Dark and Darker

After dedicating considerable thought to the game over the past two weeks since its release, I’ve attempted to create a comprehensive analysis. However, I must admit that this essay might appear somewhat disorganized.

As it stands, the game embodies the culmination of our desires and even exceeds our expectations. Dark and Darker delivers an amalgamation of features we longed for: an extraction/PvPvE/looting experience, blended with first-person swordplay, diverse classes, and the essence of a battle royale.

Ironmace deserves commendation for pioneering a remarkably innovative interpretation of the battle royale extraction genre, which distinguishes it from traditional battle royales.

With that said, it is evident that the game remains unfinished, exhibiting rough edges in certain areas. These initial “teething issues” are part of the package during a game’s early launch phase.

Addressing emerging systemic challenges and devising sustainable solutions that retain the game’s core essence is a complex endeavor. Crafting a coherent message regarding desired changes from the community is equally intricate. A quick scan of the Discord and Reddit reveals a deluge of suggestions and complaints, many of which are contradictory.

Even now, as the dust settles, Ironmace is allocating development time to tackle major issues they deem problematic. This proactive approach is commendable and worth keeping in mind.

Here are some of the concerns that have surfaced in the Reddit discussions:

  • The 95% damage reduction fighter (acknowledged by IM in their FAQ).
  • The strategy of the naked rogue ambush playstyle (also addressed in the FAQ).
  • The disparity in gear strength across tiers (leading to situations where superior gear overshadows skill).
  • New players encountering repeated defeats and feeling overwhelmed.
  • A perceived stagnation in the metagame (a result of early access with limited class diversity).

Moreover, these issues are intertwined and often contribute to or arise from one another:

  • The 95% fighter epitomizes the gear strength problem, showcasing the extreme limit of gear power.
  • The naked rogue’s ambush playstyle is, in part, a player adaptation to gear’s outsized influence in fights. Rogues require minimal investment to upset less resilient classes like wizards and rangers.
  • New players’ struggles partly stem from these issues and their unfamiliarity with the game mechanics. For instance, a fighter’s ability to withstand numerous arrow headshots or a barbarian’s resilience to arming sword strikes is bewildering to newcomers.

The question then becomes: Can these issues be resolved? Ironmace can make changes, yet diminishing the rogue’s stealthiness undermines the class’s essence. Rogues are meant to exploit opponents’ vulnerabilities, not to engage in direct confrontations.

Leaving aside the fighter issue, which could be mitigated through capping damage reduction at 70% if necessary, how do we tackle the gear strength and new player concerns?

Is it wise to narrow the gap between gear rarities? Instead of gaining 4 additional damage from common to uncommon falchions, should we reduce it to 2?

  • Should new players be segregated into separate lobbies?
  • Could we create low-rating lobbies for those below level 10?
  • What methods can incentivize players to engage in High Roller?
  • Should certain maps feature PvE safe zones where player damage is disabled?
  • Could a training arena exist where players spar with grey weapons and have respawn timers?
  • Would co-op PvE maps with restricted loot aid players in learning weapon patterns and AI behavior?

Alternatively, perhaps we should allow Ironmace the necessary time to develop their ideas. They have demonstrated responsiveness to feedback and must be swamped with the ongoing developments.

Numerous facets must be considered. While we desire less drastic gear strength disparity, we also strive for class equilibrium. A barbarian equipped with a blue double axe can one-shot a ranger regardless of gear, while a naked rogue wielding a blue dagger can vanquish a wizard in purple attire before they can react. Finding the equilibrium between reducing gear strength and preserving class balance is pivotal.

In Dark and Darker, death often feels frustrating and somewhat arbitrary. It’s intrinsic to the game, and the community must ascertain the threshold for acceptable frustration. We need to decide where the balance lies between “gear is paramount” and “class x is overpowered, I shouldn’t have lost with my gear.”

A disclaimer: I won’t delve into the discussion surrounding class/race balance or payment models. Ironmace has already taken steps to address class concerns, and the minutiae of race attributes doesn’t concern me. The slight trade-offs in attributes pale in comparison to the significance of skill, luck, positioning, and gear. Personally, I appreciate the implementation of races.

Apologies for the extended post. Good luck to all in your raids, win more matches & Dark and darker gold.

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