i would love the new hordeshooter darktide to be more focust on teamplay again!
when we play Vermintide 2 its safe to assume that when you played Quickplay
you had days where every time your team consisted of only squishy heroes lacking any frontline presence, nor would anyone change his kit to fullfill the needs of the team?
or a bunch of players all rushing and zooming around seemingly thinking they are invincable only to end up on the defeat screen 2m after?
why is it that these habits seem so much worse than it was in Vermintide 1?
comparing the teamplay aspect of vermintide 1 and 2 there are alot of differences. I would argue that V2 got worse in that regard, alongside the communication between players. in vermintide 2 players seem to be way more distant and less likely to communicate discuss strategies etc.
its hard to deny that the quickplay feature is partly to fault for a more distant and less cooperative playerbase.
the way players are shoved together and not knowing who is gonna be in your team and not knowing what careers or equipment is picked, on top of that. Oviously leads to a more self reliant and “jack of all trades” playstyle
add the nature of humans, to greed for green circles and lying to yourself that running ahead and killing roaming elites is somehow benefitial to the team…
careers that outright support selfish play, typicly loaded with dmg up for themself without giving anything significant back to the team.
so how do you ““fix”” these problems?
would have vermintide2 been a better game without quickplay?
hard to tell, even more so considering that its questionable on how big of a problem all this is
maybe im one of few who feel this way
but i do have some ideas on how to achieve a more teamplay orriented game
(( note that this is obviously speculative on how darktide is gonna be somwhat simmilar to V2, for this im gonna assume that Darktide has both careers and activated skills))
(if darktide gonna have some form of abilitys)
- ability cooldowns: overall ability cooldowns in V2 are too quick. these abilitys should be powerful but limited. taking on a powerful enemy shouldn’t be a Press F simulator. and should be conserved for times of need.
----a suggestion would be that your couldown rate is tied to proximity to your team. the closer you are to your team the higher the soldiers composure, and therefore he can focus on his most powerful skills.----
(if darktide has careers)
- in V2 your career choice only impacts on how you kill & survive enemys, and there will always be the meta career that happens to be better in the meta
i would love a more utility focused aspect to the characters that opens up the gameplay loop
in a similar fashion to deep rock galactic, where the dwarf chosen impacts not only the killing but also the traverse of the map (but not to that extreme)
— suggestions would be:
mechanic/ technician: repairing fixing lights, hacking, opening doors and different (faster/safer) paths.
priest type: getting help from the faithful citizens of the hive for extra ammo and usables, having acess to chapels for holy relics (that could benifit the team for the map or increase loot at the end or something)
guardsmen type: could build fortifications at certain anchor points of the map for additional cover or heavy weapon inplacements.
prepper: setting traps and mines in choke points and weld entrys shut
im aware thats unlikely that all of this is gonna make it into the game but this is mostly intented as