How I would Fix Havoc

Havoc can be a lot of things. It seems to me the Devs want it to be the absolute and obvious endgame experience. Here are some of the things I think are important to create a good endgame experience.

Rewards

Offering a serious reward for the players when they progress through a system is essential. There will always be the part of the player base that is fine with progression simply being becoming better at the game to the nth degree but you cannot sustain a large healthy base with only that. The solution for a meaningful reward is usually cosmetics and titles but it needs to include something genuinely valuable. Just give us premium currency at some point each campaign (season). Give people anything, i would suggest in the 5-10 usd range in premium currency. It does not need to be a lot, it simply just needs to be something of meaningful value. Giving something at all levels and then at certain milestones is a great way to create progression. Havoc 40 is not reachable for everyone and that’s ok but there needs to be a reason for people unable to reach that to hop in and play some. Look at helldivers here, if you play the game enough you can get pretty much everything for free; you don’t need to play the hardest difficulty you just need to play. That is an insanely honest way to convince players to keep playing your game - reward them with something you also value and spend resources on.

Here is a simple example of how a reward system could work in a season.
H1-40 = 400 Aquilas (10 Aquilas for each completion)
H20 = 300 Bonus Aquilas
H30 = 200 Bonus Aquilas
H40 = 100 Bonus Aquilas

In total 1000 Aquilas would be rewarded for completing the season or Campaign. More than enough for people to be incentivized to come back to the game play and then leave. Knowing that when they come back they’ll be rewarded again will lead to a healthy player base. You don’t necessarily only want people nonstop playing your game. You want cyclical behaviours from a larger audience; this is proven by the success of many other games that have systems like this.

Progression

The current ranking system that includes deranking etc. is not great, in fact it’s really unnecessary and the community has reacted similarly. One of the problems that I think it adds which affects people the most is that failing takes you backward, a game like Darktide should and does have a lot of failing. A progression system needs to be one dimensional, only forward. A good example is the interaction people have with penances which is largely positive i would say.. People see it as a goal, something to work towards and complete, that is a good progression system. The wins should be a huge accomplishment that requires building your character around the conditions and mutators. Deranking diminishes the value of investing into a single win. The maps should be hard enough that you must work out a composition to complete it which is composed of many losses and that final win. That creates progression. Chasing the win and being able to keep and hold onto it for the season is progression. Being able to choose to play previous levels is also essential for people who just want to play the game or help others which adds replayability.

Matchmaking

A Lobby System is the best solution for matchmaking in Darktide. We had it in vermintide and it was the only thing I used for a long time to find games. I think the current Party Finder can and should exist alongside a lobby system as well. A lobby system gives you the most agency over your experience without the downside of needing a full party. A lobby system allows people to create a match and start it knowing that people can join in during the mission. Currently there’s no reason to start a Havoc mission unless you have a dedicated group of 4 going. The issue is that the frequency of strike teams being created is really low when you have to manually do it as a player. If when you finish a mission you stay in the strike team people would more than likely stay in group and queue again if it went well. You would have more lobbies going on and more people joining and leaving the team because there is that flexibility of knowing if you start a mission with 3 you’re not screwed because people have the option to join mid mission because they can find it via a Lobby Browser System. A penalty system might be necessary but just a 5min timeout for joining and leaving too much with whatever conditions are necessary to avoid punishing disconnects. A lobby browser system also allows people to play Havoc at whatever level they want for replayability. They can just queue a lobby and the people can select it and join. I could see it serving a quickplay function but I feel there would need to be more nuance because of the Campagin Track.

Seasons

The devs have stated they are adding campaigns, to me that means seasons. I think this is an excellent idea and that it should be fully used to the greatest extent as it’s a great opportunity to leverage lessons learned.

One of the most important lessons that has been exemplified by seasons I would say is how Path of Exile handles them. If i’m not mistaken the story goes kinda like this: Kripparrian, a content creator for arpgs suggested to the devs that their seasons should be finite and regular. He made the comparison to his twitch and video growth. As soon as he established a schedule where the audience could always expect content at a specific time of day from him he was rewarded with growth and audience retention.

For video games seasons are usually that, where a player comes to the game, plays out the season, leaves and then comes back when a new season starts. That creates player trust because an expectation is met regularly. A season being reasonable to progress through, contains a reward system and a defined schedule is all you need to execute this concept. It’s really important that there are new seasons regularly. Something like every 1-2 months is perfect.

Here are some thoughts I have about how they could implement a really amazing season system. Let’s start with getting our heads into how a battle pass typically works. You play the game, you get exp, you reach some threshold and are rewarded. You keep doing that all the way until the end of what they came up with for rewards. You reach the end and now you’re simply getting prestige type rewards things like titles or a special number next to your name.

Darktide could do something like that, but instead of the battle pass track being exp, its map completes. Havoc 1-40 is the progression track. Each completion is kept through the whole season, the reward is gained and the challenge to reach the next one is apparent. Havoc 1-40 should be static each season. No one should have the map mutators be instanced to them and rolled each time. This is very important because now you are creating a progression system that is fair for everyone. Where you are able to invest time in to complete and that time is respected because you can’t lose track progression. Respecting the player’s time is important to build trust and grow the player base. Plus creators will have the opportunity to make content on strategies for each Havoc Mission. Suddenly you have regular content rolling in creating interest in the game and ultimately more players. People will be able to follow guides on how to complete each Havoc Mission and which builds to use etc. Each season start will be a growth spurt for creators and ultimately interest into the game.

A new season would be a reroll and shuffle of the maps and mutators on the Havoc Missions. New titles and player frames but most importantly a new reward track to incentivize players to engage with the game.

Ultimate Challenge

For the people who Havoc was initially for, the system just simply needs to go past 40 to serve as the prestige part of the ā€˜battle pass’ or Campaign. The system will be able to pile on more mutators, the key is making sure the mutators can be combined together continually. Rehauling the mutator and conditions system would be essential for this concept of Havoc 40+ where there is no end just more and more mutators being piled on. That’s important because ultimately I think that’s what the players want, to be challenged and pushed further and further. Maybe a special title at Havoc 100.

Mutator Overhaul

This part is where I had to get a bit creative and by no means is it the best but I think it’s simply an option to start with that would work. Suggestions on mutators and how to make it a good difficulty instead of an unfair one are more than welcomed.

There needs to be many more mutators and you should be required to solve for them. Part of the progression component is how you choose to solve for the mutator combination for a particular Havoc Mission. I would start by breaking the mutators into categories for certain aspects of the game and within that will be the actual mutators. For example, a category could be Elites. The mutators within that would be things like attack speed, more health, more armor, more of them or just waves of them. Literally anything that affects just Elites or a type of Elites.

A Havoc mission should be composed of a combination of mutators. The combination is static for the season and increases total options selected as you get into higher Havoc Missions to create a higher difficulty. There needs to be an adequate amount of options to create space for 100 Havoc Missions which is why I think creating categories like ā€œSpecial Mutatorsā€ or ā€œElite Mutatorsā€ works. You’ll be able to create missions where there’s waves of Shotgunners for example as well as waves of Weakened Bosses. That should sound familiar, like a maelstrom mission - the point is to create those missions in a Campaign Track that people progress through. There probably already are systems like this but it’s really important that the system is flexible so it creates variety in how it throws more and more things at the players past Havoc 40.

Ultimately this is a proposed tool to create maps with. A quick glance might be ā€œit’s too easyā€ or ā€œthat’s boringā€ or many other comments but the most important thing this will create is a knob board for the devs to dial in the difficulty. They can crank it up in one way and not another. For example the attack speed mechanic with the shooters in the current Havoc iteration of Emperors Fading light feels not great but if it were a mutator in this format it would only affect certain types of enemies on some of the missions instead of all of them all of the time.

I would also try to extract and normalize what we have in Auric Damnation and Maelstrom and put them in categories and mutators. So that players can be somewhat familiar with the mutators as they move through the game from the Mission Board to Auric to Maelstrom and finally to Havoc. I reiterate we need to be able to go back and build for those missions to Progress through the Campaign instead of it being random everytime.

The system would select a combination of the mutators in this table to create a Havoc Mission. Each next mission would be another combination but more of them. That would go on until Havoc 40 after which there could be tiers of mutators so that it can scale to 100. Tiers would just be a harder version of the mutator. There should also be themes for certain blocks of missions. Like 15-20 is all Power Supply Interruption. I think this helps the concept of a narrative that we are working for Dukane to complete missions in certain places that are affected by something specific. This being the same for everyone helps that cohesion as well.

Player Boons
-ability recharge faster
-more stims drop
-more ammo drop
-enhanced blitz

Environmental Mutators
-ventilation purge
-power supply interruption
-corruption pores
-the new demonhost thing
-other currently in game map/ environmental affecting mutators.

All Enemy Mutators
-blight spreads
-cranial corruption
(you could add the current mutators into a category like this where it affects all enemies at some rate)

Boss Mutators
-Weakened Bosses Spawn
-A certain type of boss appears more often
-more health

Special Mutators
-waves of dogs
-waves of mutants
-waves of etc
-special have armour

Elites Mutators
-waves of crushers
-all elites have more hp
-all elites do more damage but have less health
-all elites attack faster

Trash Mobs Mutators
-move faster
-attack faster
-cannot be staggered
-have armor
-2x hordes
-endless horde until end
-Mobian 21st is an example of something that could go here

Thanks for getting this far. I’m looking forward to trying the new patch next week. I wanted to get all this off my chest so I can stop thinking about how I would fix it. Tanners and Mr. Es videos definitely helped me get this out. I would love to see a version of Darktide that can support creators like them more than it does.

it’s highly unlikely that Fatshark will ever set Aquilas as a reward. instead, they will offer a variety of attractive skins as rewards. for example, assuming there are four major updates per year, the ranks will be reset with each update, and once players reach certain ranks, various skins will be unlocked as rewards.

2 Likes

This post was already a waste of time on reddit and it is just as much here.

Fatshark will never make aquillas earnable. And they don’t care about player feedback. If they did, Havoc would have neither launched in the state it has nor get the abyssmal ā€˜update’ they recently revealed.

People don’t understand that Fatshark only listens to pain as in bad PR/reviews. If you want to change things stop buying cosmetics and write a negative review and explain why. Nothing else gets through their thick skulls.

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reward is some skin in either case, it’s just that one can earn the title skins by playing instead for money.

It’s not 1-2 months for GGG tho.

There are two big problems

  • FS can’t handle stable schedule.

  • Also PoE doing soft wipes, where you character being moved to the standart league (where you can play it), and for a new league you start with new character and game economy reset.

So if there will be no some sort of soft wipes in Havoc, every new season you will just faceroll towards 40 with your maxed out character, wasting your time on boring low level Havoc you don’t want to play.

hands off my ogryn :grimacing:
i play one char and one alone, dusted zealot at lvl15 cause i cant be arsed to go through that useless stuff EVER again.

darktide i want like quake, got my ā€œcharacterā€ finished and proper and everthing else is to my skills discretion alone.

any mode that ā€œresetsā€ my char is a mode i wont ever play :flexed_biceps:

Easy solved with Havoc progression being separated from the normal mode. And adding Twitch/Deeds alike mode difficulty constructor for the normal mode. Now you have 2 modes with crossprogression so community will not be splitted, but transfering back and forth between them with new season arrives.

You go through the Havoc ladder every season, earn cool cosmetics and flex them in the normal mode. Ideally should be gameplay related rewards, but will be too complicated for FS to balance it.

Neither they will remove Havoc, they probably wasted more time than on Weaves. And it’s not unique enough from Aurics to justify its existance.

We are stuck with the Havoc Fixing era.

But shark brain is small. They should rebrand them to Fatdolphin and things will become better

However, they can’t handle such system and there is not enough activities in DT. Realistically they should stop adding new separated modes and just copypaste what DRG did with their seasons. Add more enemies, weapons, maps, factions, admech class. Then move to Darktide 2, add more rpg elements, like armor have stats and make it a proper service game like PoE, without dirty player retention tricks

How I would fix Havoc: remove losing penalties. Remove rank decay.

You have two levels; Authorised Access Level and Qualified Rank.
Beat a level 3 times and that’s your Qualified Rank. It never goes down. That’s your shown ā€œHavoc Rankā€ to the outside world.
Authorised rank is the max level you can queue up for, and it’s (lets say) +10 on your current Qualified Rank.

If you beat 28, 32 and 38, then your Qualified Rank is 28. If you then beat a 34, you go up to 32. Then if you beat a 40 you go up to 34. Beat two more 40s and you’re QR=40.

Ultimately the purpose of most of these suggestions is just to say them out loud. I dont expect Fatshark to change anything because of them so im not going to constrain them to what i think Fatshark can execute on. The absolute most i was looking for is that they would see it.

Them giving premium currency is hugely unlikely
Them changing their content creation schedule is hugely unlikely

But all those are still valid things to say out loud as solutions to problems that have been solved in other games.

I just wanted to say it in a place they might see. I implore everyone to provide solutions to problems instead of just pointing at the problems.

I think 1-2 months is perhaps not perfect but could work for the system i described. Of coarse there could be good reasons for it to change to another time scale. I just think 1-2 months is an adequate amount of time in comparison to the week people have to earn the rewards in Havoc currently. 1-2 months is also a good amount of time to refresh the insanely challenging part of Havoc that i described as 40+.

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