Introducing "Rolling Steel" - Dev Blog

Timers and Urgency to rush are two core elements that players are frustrated with in 'tides. This stems back to V2 and have been reinforced with aggro-dumping in Darktide. I hope this addition changes the community’s perspective and does not create more toxicity.

@FatsharkStrawHat Will each room have breakpoints and require all 4 to continue, or can 1 player rush past to the end leaving players behind?

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I’m hoping the timer stops people from wasting time, like in so many missions. Would be good to have a different type of challenge.

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Sounds cool the concept is really good having a quicker mission type, and moving train is cool setting.

My concern is the timer, never in my life on any game have i enjoyed being timed and losing if the time hits zero just isnt fun. I cant stand time trials in games and avoid them at all costs. I prefer to pace myself and engage situations at my own pace without a forced reason to rush and most likly mess up becuase of rushing.

If we get alot of time and its just something to keep note of then im ok with it like if the mission takes 20 mins and we get a 40 min timer id be ok with that but if its a race against the clock whilst im getting my cheeks spread by endless waves its gonna annoy me having to fight well and constantly think about the timer.

I will try the mission first before deciding on this for sure but thats my first impression on hearing “timed missions”

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Really dig the idea of shorter missions, this is great!

I like the idea of time pressure, though I have some reservations. I think it works great in Helldivers where you have an open world and players can split up and do different things, likewise you don’t outright lose if the timer runs out but are instead cut off from support abilities and reinforcements. In an intentionally narrow-confine railed experience, a hard stop may prove frustrating.

Look forward to new music!

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i dunno about that, the a-holes are already here since day 1 (and this is not delving into "online behavior or feeling brave behind a keyboard).
people that behave a certain way/pattern aint needing further “reason” to get mouthy and start aguing.

with maps we got now its already laggards or people rushing headlong into their doom / pulling the bulk of enemies for the rest of the team etc that flip lids aplenty.

if you want to look for a reason to argue, there´s tons and a timer or not won´t make any difference.

i for one have had great matches, even with randoms, where the whole team flowed together really well ( sure there´s the opposite often as well ) but getting an additional “reward” for maintaining that flow might make for an even more intense experience.

then again i did the obligatory hunk missions in resident evil ad nausea, so…

ps:
even if the concept proves to be ass, what do we have to lose other than a bit more waiting time after going back to the drawing board.

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It looks cool and hopefully high octane. I just hope this doesn’t set the precedent of all future missions having a speed running meta. The game has already sped up considerably.

The bully ogryn finally gets to ride a train

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Reserving judgement until I get to run the mission, of course, but the notion of a timer makes me wary.

On the other hand, more varied mission lengths, and especially shorter missions, sound great. There are definitely times when I’d like to squeeze in another run but opt not to because it could theoretically take upwards of 40 minutes.

And the setting/scenario sounds really cool. Looking forward to it!

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Oh man this sounds awesome. I’ve always been a fan of time limits in my games (you can call it masochism if you want) and I like the idea of a short, even more high-octane mission - sounds like Weaves, actually!

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Gunna be great when it’s not on the mission board when you actually just want to play a shorter mission! :slightly_smiling_face:

(Mission select when?)

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When will solo w/ bots be rolling out? I need to conduct some missions in a private lobby. Maybe engineer some new builds. It’ll be a new experience making sure I don’t leave the bots in the caboose. Hopefully you won’t be upset with me for derailing the conversation. I just want to make sure the Solo w/ Bots movement keeps picking up steam. Hopefully people don’t find my motives too loco.

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Agreed. Having “stonewall” layouts and enemy spawns that are a challenge to punch through sounds really cool, but quad bulwark just sounds tedious. Different spawn rules may be required for this more straight-line mission.

I’ll just use MMT, but assuming this slots in like a normal mission yea that’s not ideal.

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They should make sure we don’t get beast of Nurgle, either.

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Especially for players that cannot or refuse to use mods (ie: console)

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I still think they should have kept Rinda in the normal boss rotation after the Terror in the Dark event. It seems like she’d be a perfect fit for this level.

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Timers do make sense for this one boss as it makes coordination as a team much more impactful - since yknow this is a team based game. If people don’t like it then they can play another mission.

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i like the idea of the timer,
in weaves timer it wasn’t ever really a problem

i like how the new map will focus on high tension and urgency
the team will have to work as team, doing objective fast asap
with a nice fast paced gameplay

i like trains :smiley:

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I can’t wait to try it!

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also nice, was this one of the three blogs that was planned to release before the 26th update? :smiley: we can expect other 2 blogs? :o

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