I know that on paper these sound like a nice fun way to get people working together, but what actually happens is that people just get impatient and run off while waiting for people to figure it out, often getting downed and starting a death roll that ends with a wipe.
There’s also the fact that they’ll eventually be un-achievable because enough people have them that it’s impossible to get help with them, like every single cooperative achievement in every game ever.
This game is almost entirely played by random pub groups, and thanks to the system that gives us randomised teammates every new run, 90+% of teams do not have the natural-built 4-man camaraderie that V2’s lobby system allows.
The cooperative puzzles need to be made possible by a single player or removed entirely.
Lfg exist, and simply asking at the start of the mission worked in Vt2 when trying to do the more esoteric ones (though usually people didn’t remember how to do those)
Yes. I care a lot more about teams splitting up because some people want to complete them while others want to actually play the game, but that is a thing that happens every time there’s cooperative achievements that require an entire team to do a thing that doesn’t involve just playing the game as normal.
They should stay, it’s a fine addition, and probably the only element currently that feels truely coop.
People just need to learn use text chat, and (oh no) even voice chat. So far randoms were very cooperative when i was saying there is a puzzle ahead (except complete noobs who don’t even read patchnotes or people who don’t speak english i guess)
The only problem - would you keep doing puzzles for 100 plasteel reward again and again? Probably no.
Mate, people don’t even loot for crafting resources anymore. The reward would need to be significant enough to be basically mandatory.
Then we’d just be back in V2’s days where the whole run gets put on hold for 5 minutes while someone completes the same old jump puzzle for the 1000th time to get a book.
Its a perspective. Someone adds an arbitrary series of supposedly confounding obstacles between you and 100 plasteel. To me thats patronizing. And insulting.
I know its weird, but I swear there are other people who hate puzzles too. Pretty sure I’ve never done a crossword in my life lol.
Only seasoned players who have a pile of plasteel, tho i still loot every piece cause other players may need it.
I can’t recall any that takes 5 min literally, like Righteous Stand 2nd grim jump puzzle probably the longest one and it takes 15 seconds. Also noone was taking books on Cata, cause it was kinda pointless.
Like waiting for a minute could be a problem only for adhd zoomers.
Oh well, that one is cursed a bit. But if all 4 players searching for the key, it’s not that long. Also gates’ symbols on that map is kinda cool puzzle.
Much of the playerbase is not on Discord, either because they don’t bother or because they got into a personal scerfuffle with a moderator (on Darktide or perhaps with Discord itself).
Tzcheese is right, you can’t expect people to always care for puzzles. The Plasteel is meant as incentive, but even so people who run past everything exist.
90’s and 2000’s era Gaming was full of puzzles to “break up combat” and whew lad, they made some pretty bad gameplay a lot of the time.
With the Tide games I am generally not a fan either. As a Game Designer, you take a game mechanic that would normally be solved by a person on their own time and put it into a group setting, where everyone has to be on board (while making it optional).
Puzzles are ultimately antithematic to a group setting, UNLESS the puzzle / group task is the unavoidable main objective in itself (see group discussions at work or job interviews).
So I’m entirely with you. Puzzles feel weird and forced. Especially because they often don’t take much intellect to begin with, but rather looking for that one silly thing you have to press / push / activate (early Gaming puzzles were guilty of that a lot too). Doesn’t really get the noggin joggin, but just makes you think “Okay, what did Steve from the Designer team want me to do here?”
Most Game Designers sadly do not make good puzzle writers. It ends up feeling too inorganic or illogical.