Expeditions - copying helldivers instead of vermintide

This is more of a rant then anything.
From day 1 of darktide, many people have been wishing for chaos wastes to come to this game (me included). Especially in recent times almost everyone agreed, chaos wastes would be the thing that revives darktide just like it revived vermintide 2…
So…
Why the hell are they copying helldivers instead? WTF?
You had 1 job, literally just copy paste chaos wastes from vermintide 2 to darktide. It would’ve been perfect. Is that really so hard?
I love fatshark games, and i expect to be playing fatshark games when playing fatshark games NOT some other developer.
I just find it baffling, the perfect content was right freaking there. Original almost unanimously beloved mode… And you went ahead and copy pasted some other game instead…
Im guessing its exactly how my buddy says :

Lmao f***ing corpos at it again saw success of helldivers and told the Devs to copy it

This is just sad…

Even if this will be a very good and fun mode, this isnt chaos wastes that i and many others wanted.
I wanted to play darktide… If i wanted helldivers i’d just play that game instead.
I’ll definitely play it, and probably enjoy it alot, it does sound fun, but definitely not as fun as chaos wastes would’ve been.
Probably a 20 hour fun, then forget about it type of content. Nothing that will keep me in the game playing for 500 hours like chaos wastes did.

The worst part of this is, because these “expeditions” now exists, that means we will NEVER see chaos wastes in darktide. This is the real tragedy.

At least we’ll finally be getting that admech class, who else to better handle “Tech-Remnants” then an admech?

I have my reservations too, but let’s first see how it goes. We do not have enough information yet, at least for me, to form an opinion. It could be quite good.

I also liked Chaos Wastes, but sometimes just copying stuff over isn’t the right way, guess we will see what happens once we actually play it.

At that point I’m wishing just for any truly new, engaging and meaningful content. Neither Havoc, nor Mortis Trials were like that. Expeditions may be just this (or may be not, we’ll see). Is that Chaos Wastes-inspired, or some other game, isn’t relevant. It needs to be fun to play, it needs to feel like we are doing something that really matters (not bashing mobs in simulation like dorks), and - ideally - there needs to be strong incentive for people to keep playing it for years to come (thus a few penances with cosmetics are weak incentive, it’s better be some new resources your need to get new cool gear or improve - even if so slightly - your existing one).

Gameplay should be the incentive to play for years to come.
Which is what chaos wastes had and something i doubt these “expeditions” will have.
What we know so far, these expeditions seem barely any different from normal missions.
What exactly is different then normal missions?

  • Square map with few interest points instead of linear map with 1 (main objective).
  • Some additional items that’ll fit the same role as the stims.

Thats it, from what i remember when i read the blog, thats the only thing that makes it different from normal missions.
Let us not delude ourselves here, if you can just drop from an expedition at any time and then go back in a day later or whatever, how exactly is it different from playing 1 normal game today and another normal game tomorrow?

I seriously hope there is alot more to these expeditions that will be revealed later because if its what i imagine it is then this will flop hard, not as hard as mortis trials but still.

As they say around here, “it’s good to work the job you love; it’s even better to get paid for it”. Rewards tracks exist in every similar “live service” game these days for a reason - people like playing game more, and play it more often, if they feel they “get something from it”. And it needs to be something more tangible than the fact they may be will get better at playing it in the future (and not everyone has such goal in the first place).

I haven’t played it myself, only watched some videos of other people playing. But my understanding was it were just some pseudo-random maps with pretty simple modifiers and ability to select perks after completing another map in a sequence (chosen from some stategic map). Am I missing something? That doesn’t seem like tons of replayability to me, either.

Never say never

Although it is funny they’re so hesistant to remake it. Apparently VT2 chaos wastes was made with the help of a third party studio that is now defunct, so maybe to an extent they CAN’T replicate CW. Or are unwilling to because it’s not “theirs” and they don’t feel like budging

Maybe the driving concept for the last added game mode to tide games isn’t roguelike but rather applying tide combat to a genre a couple years after its popularity surge.

What about the Expedition presentation (which honestly doesn’t really tell much) copy Helldiver ?

The ability to call a Valk run ?

We are most likely never getting Chaos Wastes because that game mode was outsourced to be made by Toadman Interactive, a studio/company that no longer exists.

Wholeheartedly agree. the Chaos Wastes Boons feature itself is what makes the game SUPER REPLAYABLE for me. altho with expeditions, what we see right now would likely become a glorified mortis trials game mode where engagement would fall over after a month or so.

The ability to play through the map in a non-linear fashion with a timer on it is going to do way more for replayability than a lot of other ideas. There is a reason games like Helldivers, Nightreign, Ravenswatch, etc are successful.

Having to make hard choices on the fly to get the most out of a run adds another layer of depth beyond “walk in a mostly straight line from the front of the map to the back of the map”

Not saying chaos wastes didn’t add choices with the boons, but this has potential to be just as entertaining in a different way, we won’t know until it’s out.

Maybe FS shouldn’t have powercrept the game to just hold W and spam ult and blitz.

Because I remember tide games forcing players to make split second decisions all the time.

While that is a whole different conversation, it still doesn’t change what I said about linear map design. I’m beyond over that whether in Vermintide or Darktide.

Once you are skilled enough you are literally always on autopilot with the map design, powercreep or not. I’m never making any hard decisions with that in VT or DT, I just do it.

I don’t think it does, it requires you to have a much higher mechanical execution, forcing you do deal with most threats up close and personal.

I wouldn’t call that a split second decision, but a skillcheck.

Split second decisions become less common as you become more skilled because you learn how to deal with threats safely/efficiently to the point where it becomes second nature, then all that’s left is macro movements around the map.

The only way of keeping players on their toes, short of adding several new enemies at once or drastically changing enemy behavior, is to spam so much stuff that the player stops being able to react in time. Or constantly spamming one-shot attacks at the player and hoping they make a single mistake.

This hurts…

Are you sure that you did not want to say “I love Tide games
Because “I love Fatshark games” hurts me a lot.

I think it’s a bit early to judge how exactly this game mode might or might not revive / hurt Darktide as a franchise. Regarding copying other game’s ideas, you really don’t need clueless MBA people to dictate anything to Fatshark’s designers. Games have been copying each other ideas since the beginning.

Expeditions might be quite fun, I see no reasons so far which would suggest its going to be bad.

What’s funnier is that they think expeditions won’t be just that too. You can play Havoc 40 by walking forward and mashing ults and clicking, they think that “patrolling enemies” (we already had this btw) will change this dynamic? The devs are genuinely, seriously clueless on balance matters at times.

Like how are you going to have Kraks, the dueling sword, the rocket launcher in the game then pretend that “You might wanna avoid those 10 crushers!” is a legitimate thing people will want to do?

Actually now that I wrote this I just realized something. It’ll be funny if I’m right, but the powercreep solution to this would be to just put 5 bosses in every of these to-avoid locations.
Now what would the obvious counter to that be? Stealth zealots oneshotting them one by one, right? I believe I now fully understand why the new boss is immune to stealth.