When it came out, I thought it was ok. But now I avoid it every time. The minigames are kind of the most annoying parts of Darktide, especially with randoms. Doing the boring minigame is a chore, who wants to stand there and keep a dot in the middle of the screen? Not only is it boring and annoying, but getting your teammates to guard you then rush to the next objective can be impossible.
Don’t even get me started on the part where we carry power cells like 40 feet and it’s somehow the most monotonous and frustrating experience ever. My 3 teammates will stand by the part we’re supposed to deliver the power cells to, while I go by myself to grab them or else nobody will. Then, when it’s time for me to actually put the power cells in, there’s still a bunch of enemies blocking me somehow even though my team has been there the whole time.
The “bossfight” is also of course boring and annoying. If my team can’t do enough DPS to the shield, we lose because of the timer. The boss isn’t actually a threat, we just lose because we took too long beating on his shield and ran out of time. That is, if we even made it to that point because it seems like every part of this mission was meant to destroy random players.
i like the idea and design that went into, but playing the mission over and over, no.
why? being such a short run its akin to the twins upon completion “why bother”
personally i enjoy longer matches, stuff that allows for clutches, carries and stuff that decides about 30 minutes down the drain or be the glorious hero.
train fails you lost 5 minutes usually with little tension build up in the meantime.
technically a very well made design, gameplay wise unsatisfying
Played it 10 times on auric and never touched it again. I doubt I will ever progress the operations penance past 10/50. It’s a boring corridor with an uninspired gimmick and annoying issues like railings.
I think everyone who doesn’t like the timer and wants it to be full-length is a pleb. I agree that the mission is annoying (why on earth does the timer keep counting after we disarm all the bombs?) and the minigame just isn’t fun, but I would like more short missions with death clocks. The time pressure is part of the fun for me.
The hard time limit throws a lot of hunker-down strategies out of the window, because you just don’t have time to stand still - you need to get the objective done at the same time. Part of what makes most end events a slog is that there’s not really a hard time limit to loss - I’ve seen this result in players camping even when there’s work to do, and the team slowly gets overwhelmed.
Rolling Steel was a decent execution of an initial idea that I hope to see iterated on better in the future. The mission itself still needs tuning, but the core idea was done well, and I liked it. More hard time limits.
I don’t play it very often as I prefer other maps, simply put. I take it occasionally if I’m waiting for a mate to come online as it’s low time commitment.
I find the mini-game dull, but better than the one on the tree in Hab Dreyko. Why do I have to start again when I get hit, just out of interest? I swear that’s the only time I’ve been tempted to download a mod to “improve my game QoL” is for that tree. I hate it.
However, there is only 1 operation… I would like more missions of 10 minutes for when I don’t have 30 minutes. But fact is, I am bored of the only one operation…
So, yes bored, but cause of the lack of variety for the “operations”… yes, I know there is an “s” but there’s currently only one operation… This is the “s” of the hope
‘1 million kills’ and ‘rolling steel 50 missions’ are the only non private penances I still don’t have.
All other maps I did the 50 missions even if I didn’t like them but rolling steel feels so monotonous for some reason…just can’t find the will to play it 50 times despite it being really short.
I like that they tried something different and I’m sure it’s good for some folks but it’s not my cup of tea.
Once I’ve found the drive to finish the penance I doubt I’ll ever play it again.
It needs a version where there is no timer or we have considerably more time, because pugs cannot comprehend the difficult task of moving batteries and minigames.
Having shorter mission options is great, in theory. But since we still can’t pick the mission we want if it is out of rotation…
Hoping if/when more operations get added that they will have their own queue at the very least. Then people can at least choose to interact with it or not via quickplay.
7-8 mins. Feels like more suited as a new player farming tool for orange weapons.
Twins mission should be in general mission rotation, probably more people would play it rather than it being in it’s own match making mode. More filled out mission than train.