Feedback after 565h playing the game

Hello everyone!

First of all a disclaimer! I do understand that some of the things I’ll write were likely voiced by other members of this forum. If so, I think it’s only positive that more people identified the same points.

So, as the title says I currently have 565h playing the game. I play since the 5th of December. I have played all 4 classes. I mostly play Damnation (with some Heresy for weekly mission farm). The only purpose of this statement is for the reader to better understand where I am coming from (not flexing or anything like that, lol)

With that out of the way I’m gonna try to keep things compact to not tire you any longer, so let’s go!


Quality of Life

  • Character Preview:
    You should be able to see how much of each currency/material you have without loading char

  • Remaining XP to next level should be visible in numeric format

  • Once you’ve paid max amount of materials for perk reroll (refine) you should be able to either choose the perk you want directly or (at the very least) roll only max level perks to save time.
    — <<There’s no reason (other than inflating the hours the game is played by people) to keep the refine system in its current state. Hadron’s phrases have already been burned in my mind forever after HOURS (in total) of clicking the refine button to get what I am looking for.
    “and what do we have here?”
    “Praise the Omnissiah!”

  • You should (somehow) be able to compare a weapon that’s displayed in shop with a weapon that’s in your inventory (even if it’s not equipped). Ideally you should be able to see the shop list on your left and your inventory list on your right so you can easily compare everything (even without a compare button)
    — I do understand that changing the UI is one of the hardest things to implement in game-development (I’ve worked as a closed alpha tester with another dev team on another title in the past) but I am fairly confident Fatshark DEVs will come up with a good solution

  • You should be able to tell where you got each cosmetic from (for example the tooltip should say you’ve unlocked a frame/trinket by doing X penance)

  • No in-mission chests should be empty. At least put all the plasteel/diamantine that lays around every corner of the room in the existing chests.
    — this will allow us to -more consistently- speed run maps for materials while saving us from the disappointment of opening empty large chests

  • 4/4 Premade groups and Premades who queue as “Private” should be able to choose any map on any difficulty.
    The reason for this is that premades (4/4 or private) are not queued with the rest of the player-base anyway so there’s no point to have only certain maps available for them.
    In other words, they do not affect queue/wait times for the rest of the players who are solo queuing public games.

  • After rerolling your weekly contracts (Sire Melk’s Requisitorium) 4 times you should be able to perform another rotation for a fixed (or increased) amount of ordo dockets.
    You should also be able to see the pool of available weekly contracts when rerolling them


Game Balance

  • Missions should drop more plasteel. It takes approximately 2h for 800-1000 plasteel. You need around 4h to fully upgrade 1 weapon/curio
    — The current experience goes like this:
    You farm plasteel for 4-8 hours a day.
    You go to Hadron to upgrade a nice weapon you find in shop.
    You spend all of your plasteel within 1-2 minutes.
    You end up with BAD perks / blessings on an otherwise great weapon.
    You pledge loyalty to Nurgle.
    — This hurts build variety. At the moment everyone is going for 1-2 weapons and “cookie cutter” builds. This kills replayability in the long term.
    In other words, more plasteel means upgrading more types of weapons, therefore more runs to play with / test those weapons and more time looking for those weapons.
    — currently max plasteel in a material rich and well searched map in heresy is 285 plasteel.
    You should be able to get around 250-400 plasteel in heresy and 400-600 plasteel in damnation (PER MISSION).

  • ^ Alternatively, upgrading items should become cheaper (but I think it’s a problem of too little plasteel relatively to diamantine, thus I mostly root for the previous point)

  • All maps should drop the same amount of diamantine/plasteel when played in the same difficulty (right now some maps are garbage for mats and some are godly)
    – Some maps in damnation drop 60-100 plasteel while others drop 275

  • Sprint Efficiency → Stamina efficiency
    — Sprint Efficiency is kinda useless at the moment.
    — One idea would be to merge it with block efficiency. However, this is hard to implement because at the moment there are many curios with both block and stamina efficiency
    — Therefore another -maybe more viable- idea would be to rename “Sprint Efficiency” into “Mobility Efficiency” and make it increase movement speed and/or number of dodges.
    In other words, it increases your mobility as if you were using a weapon with more mobility while also letting you sprint for longer (consume less stamina)


Ideas

  • Psykanium:
    Implement instances were things hit you so you can check mob damage breakdown / damage type / breakpoints of stacking damage resistances etc

  • if you want to inflate cuncurrent player numbers instead of doing things like
    “locking progression behind crazy material farms” or “allowing weird character level & item level matchmaking” etc, you should add special events like plasteel / diamantine / xp weekends

  • Mobile App
    Give us an official mobile app we can use to check a variety of things about our characters including and not only, shop, weekly contracts, our currencies/materials, our inventory etc


Opinion

  • There have been rumours that you are planning to use melk’s weekly contract currency as a resource for “re-blessing” and “extract blessing”.
    If this is true, don’t do it.
    Weekly currency (tokens) should not be used as a main resource for crafting.
    This is timelocking the crafting system and gear progression altogether, meaning, no matter how much you play you can only earn X of this resource per week which decentivizes players to play the game more.
    It will also make it look like you are desperately looking for ways to keep a stable number of players logging in the game every week instead of playing the game a lot.

  • Currently the character level locks for Heresy and Damnation games are a joke. Low level characters with little to no gear and little to no experience are queuing higher difficulties because they give more XP than malice.
    The problem is, they will never learn how to play properly because they are getting used to getting carried while at the same time make public queuing a bad experience for everyone else, forcing people to resort into private discords and premades which essentially means these players are no longer available in public queues which results in longer queues for everyone.
    — Simply lock Heresy public for level 25+ and Damnation public for level 30(+)
    — Private games should remain “as-is” with no level requirements

  • Gear progression should mainly happen through playing the game and not through camping the shop.
    To promote this idea I believe completing a mission should always reward you with an Emperor’s gift.
    I haven’t crunched the item level of each weapon tier, maybe Darktide community can help me with this (so if you’re reading this feel free to build on the main idea)
    The basic notion is the following…
    T1 mission = guaranteed white :: item level and item level criteria - tbd
    T2 mission = guaranteed green :: item level and item level criteria - tbd
    T3 mission = guaranteed blue :: item level and item level criteria - tbd
    T4 mission = guaranteed purple :: item level 390-430
    T5 mission = guaranteed orange :: item level 430-450
    ------ Killing T5 Demonhost should add +25 item level (scaling with mission Tier, less for lower tiers)
    ------ Doing T5 missions with special conditions (dogs, intensity etc) should add +15/+25 item level (scaling with mission Tier, less for lower tiers)
    ------ Completing grimoir mission in T5 should add +20 item level to the emperor’s gifts
    ------ Completing scripture mission in T5 should add +10 item level to the emperor’s gift
    ------ All the aforementioned values can and will be tweaked according to the difficulty level and other game/itemization balancing reasons (that’s for the DEVs to decide, honestly)
    ------ There’s an item level cap. Even if you get all the above bonuses you cannot exceed it.


Smaller Fixes

  • After 3-4 weekly mission rerolls you can still click the reroll button but nothing happens. you should at least get a message that you’ve reached max amount of mission rerolls

  • Blessing: Expansive (ogryn’s kickback ranged weapon)
    The description text has a minor format error with the blanks

  • Private mission:
    When switching mission queue to “Private” a code appears in the UI

Many good points.

This would not be needed, if the currency was simply shared across characters. Shared currency is something that people have been asking for for a long time, and the preferable option.

All I can say is this, after reaching level 30 in one class, I was left wondering, how meaningful and consistent progress is to be made, after all classes at 30 and over 100 mission per character I have not found an answer.

My hope is, the game will get better and improvements will be made, actually, I think this will happen, the question is only, if the game has become irrelevant in the meantime. So many games had huge potential, but squandered the time and good will of their customers.

Time invested has to be rewarded, if that fails, everything else fails, too. If you play 5 hours per week or 50, you should always progress and see improvements. If you end one too many games with no progression, chances are, you are never going to come back.

I’d like more info on the MourningStart UI… that could be Time/Currency… the fact u need to go somewhere to get the info you need is time consuming… For example:
I launch game>
wait for all the loading screens>
choose character>
land in Mourning star >
run to shop (past contracts and the cosmeticsshop) >
launch at the shop>
to realise I havent enough coins…

so run to mission >
realise I might have a contract for grims not scriptures >
run to contracts > its scriptures > run back to mission screen > realise there are no scripture missions on the level/difficulty> whats the level I have contracts on> run back to contract shop > try to remember the crazy name of the map > thats not there either > thats my gaming session Alt + f4

All this could be solved with UI’s on TAB press to give a character overview…

While in the Mourningstar, you can see all currencies that you own (except cash currency) without going to any specific place.
Just press “i” to open your inventory (or “Esc” → Operative).

The running around the hub (and the hub itself) are likely by design, to increase the time of you seeing other players as well as your own character in 3rd person view. For skin sales. So these will probably not be changed.