Competetive or Cooperative

i really made only bad experiences one after another for many days in a row and then took a break and thought about to stop playing.
But i find me reading and discussing here and really like the core gameplay, bad have for sure some self inflicted problems like i want to play pugs vor team variance and not premade, but at the same time want to find likeminded people that dont rush and push so hard, but take their time to search for ressources and search every corner while sticking together or maybe split up in duos when maps split up the ways to not need tu rin in circles.
And with slower pace i dont mean i want to take a break and roleplay, but keep going, but what i experience people are doing is rushing through the levels for me.
In the beginning i felt like spawnmanager punished that and made it harder for you the quicker you were the bigger the hordes and the more elites were ahead, but over time i didnt see this anymore.

I’d like the spawnmanager reacts to slowing down, but also to rushing and punish the team.

What i really dont get is why i end up in games almost everyone leaves all the ressources behind and dont even bother to open boxes.
It recently was like 1/5 mission i found people searching for materials and/ or books.

And maybe this has something to do with the competetive aproach some have, like they want to beat the timer and do it under x minutes or something.

I totally get what you mean and your frustration, fortunately I have good news! Currently I’m at 965.6hrs, I play on damnation/+hi-intensity almost exclusively, Im in east Asia but when it’s getting late I switch to US quite often, with a gaming vpn it’s surprisingly playable( ye talking about benefits of live service). I treat my sessions quite srsly as not only to me every match is an opportunity to improve my skills but also to farm materials. So you can at least trust me a little bit about what I would say next.

On highest difficulty(not with low-intensity modifier), to find ppl who play well also know farming routes is a chance greater than 50%.

So my advice is to gradually improve towards damnation(not heresy as there r too many inexperienced players there) and eventually situation will get better for you. With good players I can get 265-285 plasteel under 30min even on some of the hardest maps, with decent players on avg it’s more like 33-35min, but if you can find a farming group, doing runs under 25min with around 200 plasteel on heresy is the best way.( Me bolter+knife vet with my gf fire staff psyker or fire zealot duo consistently finish games around 22-25min)

Currently the game is in a bad state so a lot VT2 vets have left, now its a lot of new players hanging around I just give them some patience, if I lose I just treat the sessions as warmups, but later we can all expect things to get better.

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One of the best games I had was where I spent half the match with bots. I wish solo play was implemented already so I could enjoy the immersion at my own pace.

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Speaking only for myself, I enjoy looking for resources while we advance. Sometimes the whole group is in the same mindset, sometimes people want to push and either get frustrated or joke about it.
I will not always take books unless we discuss it beforehand, because it limits my interaction with game mechanics i enjoy (significantly less health, less utility, less opportunity to use said utility at the right time, not as much room to try what I want on curios).

I don’t care much for competitive gameplay per se. Challenging chaos on the other end… It is a core component of my enjoyment. I am not going to aggro half the map by myself and cause the team to wipe. Having the jump on the enemy is rewarding. On the other end I am having a rush when things dont go as planned. A clean run is very nice, but overcoming frenzy is a powerful feeling, especially in a game where combat feels so visceral.

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biggest problem i play in EU and work night shifts so i play mostly in the morning hours.

Well then that sucks xD, ppl still in the game at that time are probably all nighters that got not much energy left

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Why do you see them as mutually exclusive? If you want socialization, just group up with some IRL friends or like-minded players from Discord on voice comms and have a good time.

Melk’s design absolutely should change. No, this comment isn’t from some other thread, I’m referring to how Melk’s current design encourages a small but noticeable chunk of players to run lower difficulty to farm their weeklies. That then causes friction between players genuinely running those difficulties and the experts who join their matches. So basically just redesign Melk’s goals to encourage players to play the highest difficulty they can. Like if they detect your account beat averaged Heresy difficulty last week, Melk offers you the Heresy version of the Mission Completion goal which would be ā€œEarn 40 points by Completing Missions. By difficulty missions are worth 1/2/4/8/16 points.ā€ Each higher level goal would provide larger rewards.

DT might work as PVP, but as coop PVE it’s fantastic (due to its depth) so there’s nothing inherently wrong with that.

Very clearly the game’s troubles have nothing to do with its good PVE combat, and everything to do with its progression/reward systems (and the bugs harming some players’ enjoyment or outright preventing play in some cases).

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100% cooperative.
And most joy im havin when team instead rushing trough map, but chechin every corner, stays close, atleast in each ones visibility, and simply having fun.
Never cared about top % on guns buffs, and perfect runs.
But that doesn’t mean im against scoreboard removal at the end of level, no im actually need this, to see how team did, did our tank actualy tanked well, or maybe we need to cover him from spetials more, because he took too much damage from ranged and so on, and so on.
So yeah, just relax and have fun in game, don’t try to win olympics here, noone gives you medal, instead youll be annoying. Don’t try to be most kills, try to be most spetials if your class and wep made for it. Keep your team near and visible, so YOU can help someone if something like a dog attacked.
Problem having fun right now is there barely any levels to play, not much weps to try, and not much enemy types to kill, spetially bosses and monsters…

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Thanks for answering. Now I understand what you meant by competitive aspect of DT, which is inteam competition, such as rushing and more about ā€œselfā€ playstyle?

By competitive part in coop game I meant basicly any player choice, such as build, item, player skill, which may differe from player to player.

In the last part I came from you mentioning socialization, I think that mostly consist of talking.

Well, in my opinion, people don’t really wait others is because of inexperience, impatience and the game doesn’t make it the necessity. It only does so artificially, such as lifts and other waiting points. Well, there’s one more thing game does so, Sniper class, just him. This class, if protected can and will carry you throughtout the whole match, you just need to stand near him(behind) at all times, which I do as Ogrin, sometimes of course I don’t. This makes everything so much easier, even damnation is a breeze, because the only danger in the game is ranged, who’s attacks much harder to dodge, and mostly impossibe.

Also, the game is more fun sometimes when you become a tank that destroys room after room, and then die to a number of ranged units, if you are not a Sniper class.

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The role of Sniper class could take Psykers and almost never Zealots(they usually do the Zealoty stuff, which is not bad, but rather hard to do safely).

I concur with the focus on a co-op approach over competition. Which is why I’m now fine with not having a scoreboard present (I feel like it would engender more reckless green-circle shenanigans). Not sure what you mean by competitive skill mastery.

Since this game is PvE the main competition I see would be kill stats. Given how much higher levels depend on co-op and how many missions I’ve had fail due to John Q Rambo, I hope FatShark stays away from promoting that sort of thing (I’m all for an individual scoreboard where you see just your stats).

Lastly since this isn’t just some random co-op PvE, and it’s set in WH40k, I would’ve much preferred more storytelling and immersion.

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Eh, maybe it’s just my propensity for random queues on the whole/general personality but that’s just how I interact with people. I’m a blend of hardcore/casual like I said, where I tend to be very intense in how I want to play but I try not to be that way in terms of… personality? When people are being stubborn and not listening I’m the epitome of the ā€˜angry healer’ who will do their best to help you succeed even if I might hate you during it. If people listen I’m more than happy to teach them and/or throw them on my back if needed :upside_down_face: Even with friends I tend to be the only very serious one gameplay wise so I’ve learned to just roll with whatever, I tend to not like meta/overly organized things because of it. If it works without holding the team back in some manner, go for it.

So you get things on the one hand like a match looking like:

but on the flip side I’m perfectly content messing around and doing things like ā€˜singing’ with the other zealot. Anyway, doing my ramble thing again.

And yeah, that was our first experience with another zealot singing with the judge so it was very satisfying.

Yeah, a huge issue with said socialization is that the game actively puts players at odds with its progression. Grims are effectively worthless while massively increasing the risk to the run, but then people get them as a weekly. Combine that with a map system where your only option map wise might have grims. Oops, now the weekly player trying to finish his mission wants to take grims while the other people are irritated at their only chance at a run on a different map is getting screwed up by somebody grabbing grims. Other issues such as people wanting to finish the ā€œComplete X missionsā€ but when you get the 25 mission version of it that’s a massive time investment, so once again people are going to go for the lower difficulty missions and whatnot. All of the systems just discourage playing the difficulty you find fun and going for efficiency. If weeklies are here to stay they really need to increase how much ā€˜value’ you get from doing one on a higher difficulty. EG: A heresy/damnation mission counts as 2/2.5 towards the weekly to complete missions and whatnot.

Is it any wonder it turns people away/makes the game feel anti social? Not to mention things like joining matches and hearing somebody say something like ā€œGoing for X penanceā€ with how many of them are designed to be hostile to teammates. Looking at you, psyker penance to literally suicide.

I don’t think it’s an issue of ā€˜competitive’ mentalities or ā€˜cooperative,’ it really just boils down to selfishness and poor game design. Playing Vermintide again is a pretty big shift in most player’s mentalities from going back to it, people are significantly more cooperative there as the map objective is a pretty basic ā€œClear it together and everybody winsā€ versus Darktide and some of its aforementioned issues, which is pretty ironic in tandem with the whole scoreboard debate.

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this game has so much ability for skill expression its a waste to not be competitive in some way.
i dont want pvp but there needs to be way more challenging content then there is now and you should get cool frames for beating them.

and obviously need scoreboard

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