Sections of a map that are in zero gravity might be fun.
Or underwater, that would be nice.
You have to take into account, that this plays on a hive world. So normal living conditions apply.
but its all destroyed, nothing will be working as intended there.
One last thing.
Learn to communicate with your audience. If necessary look to those, who can.
Donât play a sulking kindergartener because someone said something mean on the internetâŚ
It would be great to have more active abilities, not only one ultimate ability.
Well the problem is that it can quite swamp the production work and bog down fight (either they build for the frequent use of capacity or they make them weaker, itâs better to keep them unique per character and have Grenade and maybe Specialist weapon on pickup (finding a Plasma Gun or a Melta on the Battle field)
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Playable Sister of Battle 
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A better career system (v2 is great, however there is often role competition between friends) generic guardsmen, with customization like load-outs / builds, gender, armor, ect I think would be an amazing addition, that would also differentiate this a bit from V2, while keeping in theme. Additionally given the trailer since it does look like we are playing guardsmen, the idea of being a nameless 1 in 100 billion sort of adds to the thematic. 
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Chainswords obviously! 
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Color matching or color customization cosmetics 
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More Dakka 
uhhh⌠a better endgame system than weaves?
Given that itâs a hive city it should be easier to create randomised levels with tile sets and have supplies scattered randomly every x number of tiles depending on difficulty. Then you can add on deed modifiers and hopefully theyâll add more objectives such as those found in L4D.
In the Diablo 3 expansion they also added community challenges where a specific playerâs run in the endgame mode Greater Rifts would be recorded and every other player would be given the chance to play the exact same randomised level with the playerâs exact same gear and skill loadout. Maybe in Darktide people could submit footage or somehow upload the randomised level and youâd have to play the level with the same talents, characters and weapons
Iâd like to see a possibility to go from the after mission screen directly into another mission, without visiting the hub in between. Vermintide 1 had a similar feature and I loved it.
On the topic of the after mission screen: Iâd like to see the score board with the green circles reworked, as it seemed to promote egoistical gameplay. Maybe include more team related stats or only display the stats of the player, not of his companions?
Also +1 to anyone who wants a better loot and crafting system or a rework of the take-books-with-you-for-better-loot-mechanic.
The books could be replaced by optional challenges during the mission such as being forced to fight bosses, patrols, overwhelming numbers of specials and multiple hordes? Something akin to the Old Haunts Easter egg horde but toned down.
As for being able to go directly into another mission, Iâd like to see there be rewards for playing more narratively and playing through an act or chapter from start to finish, with extra loot at the end to boot. This could be made particularly rewarding and challenging with a double or nothing approach where with each level you complete youâd get one more chest than usual but a modifier would be added on. Something to think about.
Though a L4D safe house style system would also be nice
Eliminating Hyperstacking and Weapon clipping would make the game less immersion breaking and more difficult.
Iâm gonna use examples from vermintide 2 because I donât know 40K weapons.
ONE: Enemy Hyperstacking/clipping - this is a problem for two reasons: 1. if multiple enemies occupy the same physical space but you only see the animation for one of them, you get constant phantom hits which is unfair and rage-inducing. This was one of the major reasons that beastmen were so hated. 2. if an enemy occupies the same physical space as a player then you canât hit that enemy and it completely breaks my immersion in the game - this is really noticeable on Bestigors and Chaos warrior patrols in vermintide 2. Itâs also dumb that two players can occupy the same physical space. This allows them to cheese choke points and leads to a lot of avoidable friendly fire.
CONCLUSION: please donât let 2 beings occupy the same space. The game would be more immersive and more strategically interesting if this wasnât allowed.
TWO: Weapon clipping is stupid and the game would be much more mechanically challenging if it wasnât allowed. The fact that I can slay hordes through walls in vermintide 2 is stupid and makes these challenges a joke. It would be far more interesting and require more skill and environmental awarness from players if weapons were deflected by solid objects - this happens in Dark Souls if you are standing too close to a wall your weapon swing gets interrupted and this mistake can result in your death. Vermintide 2 would have been waay better if you couldnât just mindlessly spam an executioner sword in hall ways. Environmental restrictions on weapons would add a whole new dimension of complexity to weapon movesets - for example dual daggers and the thrusting moves of spears would make these weapons have utility in narrow corridors while the charged attacks of 2H hammer and every executioner sword move would be penalized. I realize that you canât leave players with no melee ability in tight spaces. I would have like to have seen players get 2 melee weapons and a ranged weapon. One melee slot would be restricted to a âclose combat weaponâ, something small like a club or dagger or fist weapon that may have less raw power than 2-handed weapons but can be used in tight spaces. This would make combat more interesting because players would have to decide when the environment will allow them to use their powerful unwieldy weapons and when they need to switch to their smaller but less devastating weapons. I think this will be less of an issue in Darktide as i get the impression it will be a more range-focused game, but I would like a âprimary melee weaponâ + âside arm/secondary melee weaponâ mechanic because itâs more realistic, less immersion breaking, and requires players to really learn when and where certain weapons can and cannot be used effectively, raising the skill capon the game.
CONCLUSION: Give us 2 melee weapon slots and prevent weapon clipping so that positioning and environmental obstacles become real challenges that require knowledge and skill to avoid and play effectively.
Also allow all specials and elites to damage infantry with their attacks, just like monsters can
The game is CPU-heavy already. While I agree with you, most of these things - except slotting problems - would require even more demanding CPU requirements - and the low amount of optimization doesnât help either.
I wouldnât bet much money on FS making a new engine, they probably recycle the one for V2, so weâll have V2 again, with the same bugs/problems, just in a 40K setting.
Love this comment, thats the things i would like to see too. (Adepta sororitas are quite high in the hierarchy to be send as recon for a nameless inquisitor tho, but they do be badass)
If we are fighting daemons, then the culexus would be the absolute best choice. Their null energies can cancel out a daemonâs material form.
Vanus assassins rarely, if ever, put their feet on the battleground. They are hackers and information brokers who kill their targets with intelligence and manipulation, from a safe distance, a ship in orbit or even another planet. Most of them canât even fight.
Iâd like there to be crafting parts instead of weapons, trinkets, etc, as rewards.
Collect enough parts and we can craft the gear ourselves, or upgrade it to a better rarity.
There should also be a bounty/salary system in place, with which we can use to purchase missing parts or even complete sets of weapons and equipment.
These parts should also be useable to craft new skins or uniform pieces.
Speaking of skins; please donât make dozens of recolours and call them different skins.
Every skin should be unique, you could instead give us a dye system so we could colorize it ourselves.
Giving us dye and different skin will start the Fashiontide
And finding skin inspiration is not that difficult:
Regiment like Cadian, Vostroyan, Vahalan,Harokani, Krieg,âŚ
Iâd also like, as others have suggested, randomly generated maps as a game mode.
Call it a Survey Run or something, where your team is sent to map, survey and clean out whatever heresy they might find.
Considering how vast a hive-world is, it shouldnât be too immersion breaking to do, and with decent coding (not spaghetti code, cough cough) it could be done well.
I dont like craftingâŚ
Relics in the imperium are given after certain things you did as a reward and or by rank.
So i would like to see better versions a.o. Relics being given with Rank and Progression!
I wouldnt mind Crafting in Terms of Properties like in V2, but only if you can choose it directly which properties you want, ike in certain RPGâs