it is
but for OP’s purposes there has to be a better way
Lets be honest here. Regular heresy and damnation are not that hard.
Just about every multiplayer game has a great big pile of people who feel entitled to succeed in the higher difficulties without being ready to do so. OP is one of those people. When they’re ready to farm T4/T5, having underskilled or underleveled players in their team won’t be an issue.
The thing is noobs are not that scary on Auric.
“Pros” are who is the main danger.
Rushed forward, got in trouble, downed, leaved.
Sounds familiar?
Usually they are pretty good tactically, but stratigically are trash, so it is question of time before they fail and rage quit.
if you don’t feel like carrying in damnation, don’t play damnation. it’s what i do. “but i need my plasteel” stop caring about perfecting your guns dude, just play better and carry if you want to run damnation. even people playing since launch tend to blow cum at the game, getting all elitist is just going to kill the playerbase.
They have finally nerfed teamwork. We used to joke about it, but they did it!
“If you can’t carry a team, don’t play a team game.”
And that’s Fat Shark’s job! Don’t do Fat Shark’s job…
Though come to think of it you told me to quit the game over the plasteel…
Teamwork beyond “don’t get too far away from eachother” was always optional, and even that’s flexible if you’re good enough or have a cheesy enough build. It has to be. Making real teamwork a hard requirement doesn’t fly with this sort of game.
told you to quit because you went full 'tism about the game. nobody should play a game that makes them go full 'tism.
Yeah, but that’s the system that’s in place. It’s what interacting with it does. Then you come here and complain about game systems that make people nuts.
Even so, it’s still “Don’t play” and "don’t kill the playerbase’ which is… you know.
This is how I feel, after 800 hours.
I’m not sure I can articulate it any better than Sir Paul McCartney.
Worse still, when you see a really bad player who’s dragging their heels so much it’s triggering wave after wave… AND THEY JUST DON’T REALISE THEY’RE THE CAUSE. Then message to blame someone else is the “worst player” because of / reasons / …
As if beating an arbitrary amount of games on any difficulty or modifier would change anything.
All that does is plant an unmovable brick in front of people who would be able to and craving to play a higher difficulty, but are not allowed to.
Honestly. If you can’t bear mistakes, or people not prioritizing saving someone’s unfortunate arse from a net, play with friends. That’s the best and only way you can control what enters your party.
All the ways proposed here just hurt the playerbase, and solves jack.
No it’s not. Cata in V2 was paywalled even, and reward was the same as for Legend. And it was good. Typical Cata lobby is either full of good players, or a slightly unexpirienced players that are willing to learn.
It’s obvious noone will spend their money on a game mode that will ask from you to learn if you don’t want to, and you are not forced to buy it, cause no additional reward.
I personally don’t mind new difficulty for DT to be paywalled, but i think just gatekeeping complete noobs via game achiviements is better.
they dont! It’s your expectations about others that don’t not met.
Until you have someone fpr the umpteens ime in your pubg’s clearly not beeing ready for the difficulty, you just dont know anything about them, why they choosed this diff., if they have suceeded before or never, if they just try new loadout and build or were disturbed etc.
I play Damnation with experiemental loadouts and change build often to test and find the sweetspot that fits my skills is still fun and not a burden for the team.
Some games i need to be picked up 5 or 6 times other games i save the run and pick up others 5 or 6 times or carry the whole team.
Completely depending on my loadout and build, the other teammates, the mission etc.
Yesterday hat someone ranting because i picked up the 2nd grim.
I mean i jumped in mid mission, they had one grim and i found the 2nd.
Mission failed not because of grim, but because they couldn’t kill the boss.
playing videogames is wasting time at best and wasting time is a good thing nowadays.
no, it’s just you doin’ that. you aren’t the norm
anyways, what is it about 'tide games that causes it to get lousy with elitists all the time. buy some greys off brunt and do auric, you’ll realize it’s not that hard.
Hundreds of angry posts demonstration I am.
And tens of thousands of walkaways demonstrate it harder.
why do you make hundreds of angry posts, anyway. do you think being mad about videogames on the internet is new when YOU do it?
also, co-op shooters normally have a drop-off after a few months, it’s part of the model. people leave as new games catch their attention, it’s not because they agree with you.
Nah nah nah nah, burden of proof is on the claimer. YOU buy some grey’s, QP auric damnation while recording/streaming.
I might just go do this for funsies, just to see how far I get. Bonus points for going in with no skill points assigned.
It’ll be like the old ‘back to basics’ deed from V2.
Apologies in advance to whoever is unlucky enough to QP with me tonight.
If you had to complete say 10 Damnation missions before Auric is unlocked, it would more or less guarantee level 30 players in Auric. It would also provide some anticipation to unlock the hardest difficulty hardest difficulty missions imo.
That said, I think there’s a better way to do it.
Speaking as a VT2 vet (hardest free difficulty) I had to work my way up from Malice in terms of skill, gear, and confidence. It was enough for me to overcome my personal hurdles before dipping my toe into Auric. I wouldn’t mind if there was an in-game progression path that helped players work their way up the difficulties.
Call it a Special Assignment in a similar form to the Twins – a set of steadily increasing missions designed to showcase different levels at different difficulties. Wouldn’t be hard to throw some campaign flavour in as you go. Deliberately teach people advanced mechanics (sliding while carrying stuff, sliding to avoid gunfire, idk more stuff that isn’t sliding…).
By the time you’re done you’ve got a level 30 character, and some hard missions under your belt. All in a relatively forgiving environment designed to make you better and have fun doing it!
Yeah, as someone who’s earlier on in this post complaining, after consideration and further games (and frustrations), this is pretty much in large part what I think the game needs the most.
Because right now, the ‘tutorial’ hands you a gun, hands you a sword, hands you your blitz, and then says ‘ok your ready to fight in our war!’. Now, granted, that’s flavorful and works well in terms of the lore, but in terms of actually getting players to be ready to click on further difficulties? Absolutely not!
And unlike other games that you know, have road blocks and challenges that need to be overcome to prove skill before progressing, the only thing that Darktide has as a metric it uses to determine what a player can do is their level. A level that could have been grinding to 30 all in the lowest difficulty. In fact, if one wants to somehow get the Dream Team penance organically and NOT just kill the twins a hell of a lot of times with at least 1 friend, it’s encouraged that players do that because you literally aren’t going to get a game without a death otherwise!
And suddenly, you have ‘high level players’ that have literally not done a game past Sedation, who have no idea what a special enemy is much less how to deal with one, and who clicked on Damnation because ‘ohh I hit 30 and the game literally says I can do this now, I should be able to do this now!’.
And then they burn 6-30 minutes away from a teams life as they desperately try to carry someone that shouldn’t be there only to either hit a loadscreen and a ‘you failed the emperor’ due to no real fault of their own, both in the ‘avid gamers’ case but also in the clearly new players case.
The game unlocks things at such a random experience level, and the fact you don’t HAVE to play the previous difficulty in order to get to the higher ones really just makes little sense. Why shouldn’t I have to prove myself in Malice before I can touch Heresy? Why shouldn’t the game enforce a rule of ‘only the best operatives get let onto these missions’ past X point instead of ‘literally anyone can come, be it a level 30 with fresh blues and still with their EXP curios, or a literal godlike veteran with all legends 530+ and a build they hand crafted to fit their exact way they wanted to play’.
It just creates an environment were 1 game, you have the best time of your life, everything clicks, and you can’t wait to que again, only to have one of the worst experiences of your life trying to drag a mission through the finish line with a squad that literally has 1 braincell between them and they all can’t seem to decide how to use it. This combined with the obscenely egregious load times eats tens of minutes if not an hour+ out of any given play session, and eat what could have been many plasteel gains and turns them into basically nothing.
This being where ‘elitism’ is born in all these games because the high end players know they can win but the game is literally designed around not allowing just 1 person to do so (trappers/dogs/lines of mutans etc etc) making it so incredibly frustrating when you know any ‘good’ team would have cleared through this easy but nope, not this time, 5+ mintues of load screen for you have fun.
Thus, after all that, I feel doing a mixture of what’s stated in this chat’s probably the best call.
(TLDR change list):
-
Make it so Heresy (clearly meant to be the ‘normal mode’ of this game given everything’s scaled to 100% and the enemy density is on the lighter side except with big enemy modifiers) gives full plasteel/daimantine rewards, de-incentivising people that ‘just want a casual experience’ from clicking on the higher difficulties because holy HELL trying to enjoy this game off a Heresy reward wallet sounds like hell, and if it’s normal, why isn’t it the baseline?
-
Add in gates to difficulties based off number of games played of the previous difficulty (1 of the lowest to get the next, 3 of that to get Malice, 5 Malice gets you Heresy, and then another 10 Heresy unlocks Damnation, with 10 further damnation getting you Auric). This being not an ABSOlute eggregious amount of games but also being enough to really feel out the respective difficulties and make sure you want to actually do the higher one/see enough modifiers on that difficulty to make sure you really want to see something grander.
-
add a tutorial that actually teaches players proper mechanics (don’t touch the demon host, when you hear a trapper, make sure if someone gets netted you get to them right away, if you hear a dog pounce, shoot it off of that person, etc), and enforce people play it before being able to play Heresy+. This being the hardest one to implement, but would make the most impact in the ‘general populace skill level’.
And I think that’s mainly it. Sorry for the massive word dump, but hope these bullets are at least worth reading!
I read your post and mostly agree, just want to mention regarding the above that the mod “LoadingLore” has drastically improved my experience with the game. Not only do I get to avoid the bland vanilla lines (you’d think there wasn’t a wealth of quotes, characters, and stories to draw upon) but it has info such as, and I quote from the mod page:
What rending does
What finesse does
Reminding players to leave ammo for the Vet if possible
Remind users to tag resources and work as a team but not be annoying
How to avoid a daemon host
How blocking works
How stamina works
What hitmass is
and much much more!
All of which is important to develop your skills, and none of which is easily found in-game.
Gets me thinking, if there was a massive tome in the Mourningstar to read up on mechanics, how good would that be. Not to mention changing the loading screen flavour text to actual tips and/or Warhammer lore.
All up the mod is a must-have as far as I’m concerned, and imo it’s a real shame that it’s gotta be this way (a mod instead of a built-in feature). Just shows that a little bit of tweaking can have a significant impact on player’s QOL. Hopefully this is being looked into!