After crafting is overhauled, what do we hope to see next?

Right? It would be cool if we had to screen for infantry. Doubly cool to see AI react to AI, like imagine if you get into a fight because a group of scabs are trying to retreat into you guys, or even called the elevator you’re on to run and get sandwiched between you and other threats (again: c’moooooooooooooon Genestealer Cults!)

6 Likes

The Book is more about problems than it is ‘what to see next’ tbh. It’s not a good future-content accumulator, it’s just a long list of examples of what to fix and what not to do.

4 Likes

Proper kasrkin larp, hotshot volleygun carapace helmet with a visor (seriously it’s been nearly 2 years how hard is it)

A mission where we fight an entrenched enemy position where they have mounted heavy weapons

Missions with more player agency, it was great to see what was done with the manufactorum forge where all chaos corruption is active at once so players a free to approach it in any order they want or split up more of that sort of design please.

Overhaul the store and cosmetic system, the current lazy copy the most bare bones industry standard method isn’t gonna work when space marine 2 poaches all the casuals. For the drip has set the standard, follow it and the remaining hardcore player will be way more inclined to buy when they have actual creative freedom to mix and match what they have bought and customise it.

The commissary exists, please remember that it does.

More branches for the existing classes, mainly I want to see a stormtrooper/grenadier tree.

More direct story, everything with wolfer has just sort of been abandoned for the last 9 months, have something direct and consistent players can follow rather than every update just going in a different direction with the story.

4 Likes

Yea, the mission in darktide where we assault a bunker to get to the boss fight but the bunkers are unused and the door is wide open! Update to make those blasting charge sequences at the least, and dare I say man the bunkers!

2 Likes

More loadouts and incorporation of some of the other really nice QoL mods would be a wonderful follow up to itemisation rework.

I’d also really love to see a focus on general talent and weapon balancing for a while. Doing it in the vein of the big balance beta VT2 had would be a really sick time.

5 Likes

Imagine how totally refreshing it would be to fight in hills and valleys! I almost can’t imagine it.

Would love to see some sort of dense foliage in some form or another to really break the mould.

2 Likes

The top 3 is exactly the same as mine. :smile:

Only thing I would add is more weapons and specifically a psyker staff for long ranged precision single target dmg. Basically a bolt staff; a proper boss killer. It’s the only thing we don’t yet have and we’ve had the blitzes and melee now to handle hordes for a while. All other classes have boss killers.

1 Like

One thing that came to me this morning that I’d personally like to see. I don’t expect it to happen and it’s less of a content addition and more of a revisit and rework of a previous approach to a game system. In any case, it’s to do with difficulty scaling.

The whole different health pools and damage outputs per difficulty level has never sat well with me as an approach to making the game harder. For one, it makes the lower levels completely irrelevant once you’re passed them. Second, it makes the learning process as a new player incredibly deceptive, because the early game is nothing like the late game and very much on account of this decision to make you tankier and the enemies weaker the lower you go on the difficulty levels. Not to sound like a broken record but, once again, HD2 does this better. An enemy in HD2 is the same across all difficulties. They achieve higher levels of difficulty by increasing enemy spawns and increasing the rate of elite/heavy spawns. This makes the path from difficulty 1 to 9 consistent in terms of what is required to deal with what enemy.

Why Darktide opted for the outdated approach of bigger health pools like this is a PS2 game, I don’t know. If you’d split the difference between Heresy and Damnation numbers on enemy health and damage taken I think that would be a better benchmark to direct all balance towards. I imagine it’d be less confusing for them as well when it comes to future balance changes as they now don’t have to account for different worlds of balance every time and overall it just strikes me as a more sober approach.

3 Likes

DT2!

im only half joking , they have clearly learnt a lot and there are key systemic problems were butting up against like making it hard enough but also still playable and stable.

some of the new weapons show a huge step forward design wise to most of the launch stuff , the class mechanics don’t feel as deep or new as they could be.

dont get me wrong i love DT its number 1 game for me and one of the few 1k hour+ club but were not that far from 2 years out and were still setting core things right. im not sure the game can achieve the max.

1 Like

Saying stuff like “new weapons, maps, enemies…” etc etc is pretty pointless since its so obvious.

I think instead of throwing useless “we want more shiny things” comments into the wind, we should start another extremely laser focused crusade on the mission selection just like with crafting.

Crafting was the biggest thing that prevented people from playing the game because the RNG felt like a slap to the face. The very next layer of hell is the mission select and pretty sure everyone is on the same page that it needs to be reworked.

So my vote goes to :
1. Rework mission select

That is all.

2 Likes

They’re only useless comments so long as they remain vague and unspecific. If we just leave it at “new enemies” we’ll get more Pox Bomber types which aren’t new at all. It’s not a bad idea to jot down specific propositions in one place where the devs can (hopefully) get inspiration for directions to take things.

As far as mission select goes, to my understanding that’s highly unlikely to change on account of the dedicated servers and would basically amount to asking them to redo the whole infrastructure of the multiplayer, which seems unlikely to happen.

1 Like

The original BBB was one of the best times in V2 and I’ve been wishing they would do more ever since.

Sadly, Fatshark seems to have abandoned the concepts of public testing and agile development, which are rather integral to the idea. So I’ve no hope of ever seeing another; even if their itemization rework would be an excellent reason to hold one.

3 Likes

What im hoping is a huge expansion to the narrative. The new map is cool, but we still dont quite know wtf is actually going on besides The Moebian 6th turned traitor and are trying to corrupt Atoma. We know very little about the NPCs and nothing about Grendyl. I also hope they get the voice actors/actresses back in the studio for some updated VO.

2 Likes

Absolutely agree and have suggested similar elsewhere - that hp and dmg are same for enemies on all levels but each level introduces a tougher type of enemy and density is increased for lesser enemies.

It would make balancing for FS about 2 billion times easier.

2 Likes

There’s tons of quality of life things that can be done in the hub. Most notably being the mission select rework and hotkeys for the vendors. More clothing and weapon skin options from the normal cosmetic shop would also be nice. I would like to keep the shape, but change the color of a few weapons, and I can’t do that :frowning: And I guess to top it off have a monster section at Sefoni’s place to test your unyielding builds.

1 Like

this, above all else.

maps are fine the way they are. after honeymoon they´ll be just another playground.

what makes the game and its “flow” are the things you got to shoot.

their mechanics, pattern, movement and rock paper scissor effect dictates the way and pace you move around.

doom still has great maps, what elevates the later titles doom 2 / tnt / plutonia, as the addition of enemies(and larger groups) that forced different behavior and culminated in torture .wad´s like hell revealed.

all the maps up until now can deliver a fresh and totally new experience with different enemies to look out for.

4 Likes

I mean… I definitely agree with the idea of what you’re saying. But imo your words are both needlessly crass and a bit out of place here. OP and most of the replies specifically go into details as to what they want to see and why after all.

But, inspired by your words I’d definitely like to add some specifics of my own too:

  1. Character customization improvements - More face & hair options. Specifically normal looking faces for different ethnicities with both conventional, attractive, and different personable yet unconventional looks. More hairstyles that aren’t just punk or short either. These should be relatively easy, but ofc. for something new I’d love make-up and face painting styles too!
  2. Character personalization improvements - We already have emotes (in Mourningstar only), stances after a mission end etc. I’d love more of this, to really make us stand apart and bring life and personality to our characters in a way our teammates can see and appreciate: In-mission emotes, stance & attitude selection for mission start and the dropship loading screen. Ideally we’d be able to fully customize our characters behaviour from their personality to gestures to everything else, to really roleplay our personality everywhere in the game. Be that strong & dependable, meek and shy, zealous, serious, witty, whatever.
  3. Basic QoL & usability overhaul - Save auric board selection and psykhanium difficulty choice. Off with the pointless delay at the end of a mission, we wanna play not alt + tab for a minute. If queued into a mission that ended before we even got in, then requeue instantly with our previous selection or at least load back in front of the mission board where we left. Inventory basics like favorites, storage, sort curios by blessing, filters for specific blessings / perks, etc.
  4. Weapon special overhaul - Every single weapon special should serve a purpose, something genuinely worth using. Gun bashes should either be replaced or improved with buffs like faster reload / extra dmg on next shot etc. Staff attacks could be replaced with powerful warp strikes at the cost of peril, or staggering & draining the enemy to quell, even just regular heavy bonks with a cooldown. There are countless way to do this.
2 Likes
  1. GPU stability. I’m crashing within 2 minutes of being in a mission due to GPU hangs. I’ve already tried every single “solution” in their pinned thread. So the game is literally unplayable for me right now. Will probably be the case for the coming months since they’re on vacation…
  2. Maps / mission types
  3. New Weapons / blessings
  4. New enemies. Preferably a whole new faction. But more specialist / Elite types would be very welcome
  5. New class archetypes. Not even sure if this will ever come though.

Bold of you to assume crafting is getting fixed :smiley:
From what we seen it will be their 2nd sh-t sidegrade

I’ve the opposite of a silver tongue. Charisma 0.
I say things very bluntly but i never really mean any offence. (Unless the person deserves it)

But i digress.
The gist of what i wanted to say was : be more focused on 1 very specific thing instead of throwing a 100 different requests at fatshark.
The less different requests there are, the bigger the chance it will come through.

I mean put yourself in fatshark’s shoes. You get 2 letters/lists :
1 has dozens upon dozens of different ideas, and the 2nd one has just a few specific ideas. Which list are you actually going to read? (not follow through with, first just simply read)

1 Like