Can we all agree that we need more console ports as a priority? They haven’t done the Wii U yet
Where’s the ouya port
Darktide needs to return to the television
I’ve been playing VT2 quite a bit too, especially because I can play solo if I feel like it, so there’s never a time I don’t play because I don’t feel like matchmaking.
The main thing that strikes me is how much more interesting I find the objectives most of the time; push the cart then throw some exploding barrels in it, chaperone the player with the torch while they light the thingies, find cannonballs to load the cannon and fire it.
I don’t mind the minigames as such, but I find the VT2 objectives more engaging because you’re pretty much always on the move, whether you’re escorting a payload or carrying a gubbin.
I reckon you could pretty much port most of VT2’s good maps over and have a great time - granted, you would have to do them up in the 40k style because we aren’t running around in the countryside or up a mountain, and find some excuse to have some of the more open areas in a hive city, but I just enjoy the mechanics that much more.
We need new maps, we need maps with bosses, we need a few new enemies as well.
Bug fixing is never not a priority and they will never not have team working on bugs/fixes. It goes without saying.
Content has priority orders though.
SkitarMii?
You’re all thinking too small… the optimal Darktide port would ACTUALLY be for the Samsung Smart Fridge.
Consignment Yard also has a massive ship in the skybox that I’d love to visit, either as part of that sector or as its own Operation map.
I’d also like to see a “Nurgle Swamp” buried deep below the Torrent, and the idea of a Sump-Pump Sea really intrigues me. We could get a whole Wharf/Fishing Village aesthetic and lean into the more lovecraftian horror elements 40k borrows from time to time.
I am a sucker for the “This sector is so big if you didn’t look up you’d not know you’re underground” trope.
Speaking of which, I was really hoping for a second map in The Void, it kinda bothers me that they added a penance that says “Grind this sector 50 times” for sectors with only one map in them. They should reserve stuff like that for at least sectors with two maps.
The thing that I’d really like to see in spireside is somekind of garden district. We really don’t get much greenery save for nurgle-stuff.
Someone get Soulja Boy on the phone, we gotta get into the launch lineup for his next console.
As someone who’s released a few maps myself for other games, you hit the nail on the head here.
It takes sooooo long to make a map, its crazy. Even with a lot of copy-n-paste and a good workflow it can still take a lot of time and effort.
And if you examine FS’s previous maps, you can tell they’re exploring ways to add randomness and speed up production (Gloriana’s End Event, Archivum sycorax mid-event, ‘Operation’ maps (which I hope they keep short and sweet)) but unless they figure out a system that can handle alternate objective paths, the ideal of a fully NMRiH-styled level remains just out of reach.
For mods, I for one would love to see the Hourglass maps get dark nighttime versions and sandstormy fog mods, that would probably take a bit more effort but I think the return would be nice.
And more levels that use existing sectors, I really hope they are not finished with them yet.
The weather and environmental effect side of things can be relatively easy to implement that adds a lot to the feeling of map diversity.
Playing VT2 more lately and when a map is at night vs during the day, or when it’s sunny versus raining, etc all adds a lot to different map feelings.
It’s really not a choice between having Havoc or More Maps. The choice is Havoc or no Havoc. The chappies who made it are not level designers, and outside of indie devs who have to do it all, most level designers are not programmers and vice-versa. The only overlap would be in the art department and the new art assets for Havoc are pretty minimal, and none would really qualify as “Environment Art” except perhaps the new pregame menu.
Unfortunately, even with a performant pipeline, pre-existing assets and heavy borrowing from other maps, it can still take awhile to make a new map (Source: I’ve made maps with all those things and it still takes months to make a single map).
I’d be down if they stole the rain effects from the torrent and reused them elsewhere.
It only took them 4 or so years to have randomised day/night map variants after night maps were first brought out in an event. It did spice up the map variety just by changing the atmosphere.
I think it’s far enough that it’s in the Skybox and not something that is actually modelled to be walkable. So would have to be its own sector (could be cool to have 2 sector where you can see each other).
But I still rather get a Void Ship combat, and the Tancred Bastion map is already in part made, so returning to it could be cool, cause it would let us have an entrance to the map with a Boarding Torpedo, and possibly introduce an Astropath Vocator (Which would let us have some Void part to the map, with Void Substantiation
But at the same time, if there wasn’t that penance rn, and later they introduce a 2nd mission, and the penance, either people would be annoyed because they’ve obviously done their mission count, or it would have to be able to back count.
What I’ve been saying since Havoc was 1st mentioned.
Not strictly so. Whilst it’s very normal for a studio to have designers exclusively working on level design, it’s not a given and they might move onto mechanics and balancing for something as big as havoc. There were lots of conditions amalgamated and the system itself is overly complex so must have required a few designers imo.
Also the art team will have had to create new content for havoc with the conditions and UI, so they’d have had extra work aside from level dressing or asset creation for new levels/zones.
I don’t know how big their studio is but judging by the style and scope of their games I’d say a fairly medium size which will allow for some fluidity between roles.
Generally speaking though, there are of course jobs that different roles can attack at different times. Code Vs design Vs art Vs QA etc. pipelines can run in tandem so totally get what you’re saying (I’ve said it myself on these forums). I think for havoc though, it might not strictly have been black and white.
Consignment Yard was such a missed opportunity – the finale area is amazing. Why is the whole mission not set in a place that looks like that?? Instead it’s another trek thru that dumb factory. Same with Chasm Logistratum’s end area – make another mission that just looks like the exterior area from the finale!
It is a cool zone.
I said in the past, the operation speeding train map (wth is it called again?) could be made into a full map with the addition of a large train yard where you fight to hop-on to moving train passing by or making a quick stop, then disembark to another yard after stopping it and fight to escape.
New maps and ones that aren’t just another set of corridors to run down to the final fight.
The sweat-hards want a challenge? How about a map where the group has to split up at multiple points to accomplish different objectives. Maybe a real kick - a map where the players have to defend a set of points against waves of attackers while being harassed by snipers, mortar fire, and raiders between waves. Even just a map that actually feels like a moving through a hive city at war where the players can bypass some fights by taking longer routes at the risk of stumbling into worse ones.
Sadly I wouldn’t expect more than yet another cut-and-paste of old assets in the same single route forward. ObeseTuna clearly puts more effort and resources behind the FOMO shop than it did into creating a map system that was flexible enough to allow that sort of creativity. If it doesn’t generate an immediate revenue uptick it doesn’t get priority.
It’s not even new maps. We really need new biomes. Biome diversity will make this game feel fresh. Vermintide had so many unique areas (elven, dwarven, skaven, beastmen, mankind and chaos areas). In Darktide, we have dark corridor and sand area. those are the most distinct.
As much as I love Halo, Halo: Infinite kinda was boring because it’s open world was one biome (tundra) as compared to Halo:CE where you had the flood infested areas, actual halo rings, alien ship levels and more that all offered their own unique art design.