After playing most of the maps, I objectively see four fundamental problems in the new mode that are interconnected:
COMBAT
The main problem is the dissociation of what makes Darktide an interesting game and keeps players engaged: the need to confront hordes of enemies. The new mode encourages avoiding combat (it’s more efficient for collecting “Tech Remnants”), which clearly alienates most of the player base. Several colleagues don’t want to play exclusively for that reason.
FINAL OBJECTIVE
As several people have already pointed out, the objective of the mode is to collect “Tech Remnants” to unlock new maps, a resource that has no other use, making the gameplay meaningless. You could argue that Havoc and the adventure mode suffer from the same problem, and that’s true, but those modes don’t suffer from the previous problem (lack of engagement in combat).
EXPEDITION LOCATIONS
There’s also a problem with the “mini-games” on expedition sites: they all consist of somehow interacting with a device and doing some kind of waiting, defending, or hacking, which emphasizes the first problem (lack of combat).
TIME
Time in the new mode is a variable that increases, hinders, or trivializes the difficulty depending on the map. Most players don’t like the time element. I understand the need, but it’s difficult to maintain engagement in combat in this mode with the time restriction. Maps with a lot of time tend to be more accessible. However, longer maps with less time tend to be more difficult.
SOLUTIONS
Being pragmatic about what can be implemented in the short term, I see that small modifications can broaden player interest:
The first solution would be to give some utility to “Tech Remnants” besides unlocking maps. I honestly don’t understand the difficulty in implementing a solution for this, when other games have already solved this impasse. As an example in “Warframe,” you play the game to farm resources (usually consumables) that will be implemented to increase the power of your class and weapons. It would be very easy to implement in Darktide the possibility of using “Tech Remnants” to increase weapon power beyond the virtual 80% attribute limit.
The problem of expedition locations can be solved with more diversity of objectives, especially objectives that involve more combat engagement, for example, killing bosses, rituals, or enemies with special modifiers in a specific area.
Time: the problem of lack (or excess) of time on maps can be solved with specific objectives that grant more time. For example, killing bosses grants +2 minutes: you can go there and kill the boss and gain more time or simply ignore it and extract. This would change the need to avoid combat and rush to objectives that give Tech Remnants, as well as emphasize exploration.
OTHER LONG-TERM SUGGESTIONS
Some long-term modifications could improve the mode:
The alpha map should be 30 minutes long, and subsequent maps should have the shorter durations;
Bosses should be more present in the maps regardless of the time (from what I’ve noticed, bosses only appear more frequently in the last 3 minutes), especially if killing them grants more time (or they simply drop Rad Pills);
Temporary buffs that last across runs (roguelite elements like Mortis Trials) should definitely exist upon completing an area (or a larger objective: killing a super Demon Host, for example), even if only on harder maps;
So far I’ve only seen maps with 5 areas, which I found quite fun, and I understand that longer maps with 7 to 10 areas would be quite fun with progressive difficulty due to the suggested buffs.
Note: I don’t speak English very well, so there are probably translation errors.
more powerful weapons that already outperform for certain items?
that’s the last thing darktide needs in my opinion.
are the very reason I never touched mortis again after testing a few matches.
felt like a funfair ride with all the overblown abilities, couldn’t take any of that serious.
to somewhat get rid of the timer and maybe solve the engagement issue in the process, one could add an “endless” mode when first stages are finding and breaking into a bunker or guarded area that has verticality and progress from there through procedurally generated floors until you either wipe or decide to bolt with the spoils in a service elevator.
that’d combine the extraction part with mixing open are and normal structure maps in an open end fashion.
not that I dislike the outdoor area for now. breath of fresh (radiated) air.
if you want more combat, pigstick a patrol here and there and see how many you can take on simultaneously doing an objective.
It gives us a reason to keep moving, but the timer works better when you have the modifier for extra time.
Longer games usually result in better teamwork with randoms (in my experience at least).
I agree with @Index that buffs would just break the game even more than it already is and the same to being able to boost weapons and characters with Tech Remnants.
We already have incredible power creep compared to when Darktide started.
Expeditions, in my opinion, need better (more fun) items to buy with salvaged funds.
You almost always go for the fire barrel and one of the mines now.
Shieldpak and Medpaks can be useful if you don’t trust your squad, but there aren’t enough items to buy.
Also for the love of god; delete Swagger from the game; to quote Jay Wilson (Diablo 3’s game director), “F that loser!”
I like the mines a lot since they have a fairly long duration and especially at that part where you blow up a path and you have to defend from three lanes while waiting for the things to open the door.
I plop down one electric mine at each entrance to keep the idiots (heretics) in their place!
These two key points represent the core issues with the Expeditions mode.
The most efficient way to play Expeditions is to run fast (ideally with an invisible build) and evade all enemies just to collect Tech Remnants or Scaps for penance completion. Unfortunately, this isn’t a very fun experience.
I’ve had a few runs where we pushed hard, and those were actually quite fun. So, I think the game mode has potential, but it needs some drastic improvements:
There needs to be a higher incentive to actually engage at least with some enemies on the map.
Tech Remnants need a purpose. Otherwise, expeditions are completely pointless. For example, players could use them to buy consumables of their choice to bring into missions. Being able to start with a stim of your choice, an ammo box, or a medpack would be a significant advantage without being mandatory. I’m not entirely sure about this specific idea, but it’s a possibility.
It’s no surprise that the Expeditions need more event variety. Most objectives are essentially fetch quests incorporating defense phases. How about conquering a fortified fortress with extra loot (high risk, high reward)? Or perhaps escort objectives, assassinations, or repairing old tech to aid the team on the map? Rewards could also take different forms, such as extra buffs or Rad Stims to extend duration. There is so much cool stuff Fatshark could come up with! I really hope that’s where they are heading.
Current “stratagem” options should probably be replaced with something that fits Darktide . In Helldivers 2 , you need to use them tactically because there is friendly fire. This means you shouldn’t cast them beneath your own legs. That way, you can actually enjoy the spectacle. In Expeditions, you just drop them on your team during a crisis. Not only it breaks the immersion but also reduces game clarity. I don’t know if this is just me, but it delivers a very cheap feeling.
I’d also like to mention that I partially share the sentiment that I mainly enjoy playing regular missions. Having said that, this mode actually looks promising to me. With enough care, I believe it could become a welcomed change from linear missions. I also think that assets, mechanics, and know-how from the Expeditions development could potentially be reused in regular missions, so I don’t share the skepticism regarding Expeditions being a waste of resources. I appreciate the effort to innovate despite the risks. However, I really hope this is the last new game mode added, and that from now on the focus will be on improving or expanding existing content.