Introducing "Rolling Steel" - Dev Blog

Not the type of train we wanted.

If Mr.Kyd doesnt release a Duel of Fates type music, imma be sadge.

Bruh, what rules we boutta break, the no talking during class rule?

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:heart:

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You read and remember every single post on every single thread in the entire forum?

I sure hope the timer is not integral to the cinematic integrety of the mission and can be turned off later. I am not completely opposed to the idea but it sounds like it could lead to a lot of frustration with litte pay off in terms of fun/tension.
Watching pub squads spend 10 minutes running in a circle instead of doing a small mini game makes me think this won’t work all too well.

sure man

can’t wait for it to be the worst map released yet

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Yes, you can expect 2 other blogs!

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There are many far better ways to encourage teamplay than have a 10 minute map designed around a communicative event. Either this event is going to be so quick that the teamwork encouraged is barely remarkable, or it is going to be unplayable with console players as they are unable to pull up the chat and type out what they want or need done.

You know, vermintide 2 has a lot of mechanics designed around teamplay in the higher difficulties. Events can all still be completed by one person, but they required a lot more due to the presence of enemies. If fatshark was really interested in encouraging teamplay in a healthy way, they have 1000s of hours of footage of c3dwons (and much harder) difficulties that push in this direction.

But I guess being concerned that we are getting much shorter maps with much worse/interesting mechanics instead of more difficult events does make us wusses.

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Are those about the update itself or broader stuff ?

Also still don’t have the Concept art for Carnival

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I feel like you’re mixing a lot of things together there that I wasn’t really responding to. Map length and minutiae of mechanics criticise away. I was responding to the sentiment of the quoted remark that is basically “teamwork level currently bad, so shouldn’t try to encourage more teamwork”.

I also agree that higher and especially modded difficulties in VT2 do a good job of organically encouraging teamwork, heck difficulty in general does to an extent. Balance discussion around how better to achieve that kind is difficulty is kind of a whole other thread though.

I think it’s cool if they want to experiment with objectives to that end on a new map. They’re not reworking current maps so we don’t really stand to lose much.

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we are actually losing a slot in mission board ergo less chances for a good map

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Can everyone stop moaning about something we’ve not even played yet?? :laughing:

Moan after you’ve played it if you like but let’s not poop the party.

I’m very excited. I want loads of new missions so I’ll be very happy with anything they want to push out that’s new content.

I’d still love to see some maps in other parts of the planet that aren’t necessarily in the hive city. Or some sort of excuse to see plantlife in one form or another.

Are there any bodies of water on the planet? Coastal cliffside map could be really cool. Like the lost coast hl2 map but on a grander 40k scale

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You do not necessarily need to say a single word in order to have effective teamwork. You do see players kinda automatically settles into defensive actions when someone is picking up the Data Interrogator to do the hacking minigame, this is by definition teamwork.

And those who don’t have the teamwork skills to do this… well they don’t last long enough in Auric missions to be enjoying Auric missions all the time anyway lol

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Fair point, though I’m quite curious how exactly they’re going to handle it. They’ve stated this is basically part of a new category of shorter missions. I’m wondering if it will give the same rewards as longer missions, including material drops, and if not whether it will have its own spot on the mission board. Would kinda throw out the point of QP bonus rewards if it threw you into a lower yield mission.

Hopefully we get some clarification on all this soon.

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it may be on a special operation tab, like special assignments, if not just there, not necessarily from the main hub
also because it is short and unique than other quests in term of objective etc
but who knows

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asked Strawhat here about this and was told this is a new mission type

@FatsharkStrawHat can we get some more clarification about this actually? will it be a special assignment? (hopefully)

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This type of experimentation is on the surface just bad. This game is available currently on xbox and soon it will be available on playstation as well. Barring their variety of controller based problems, they also have an inability to communicate in a quick manner like pc players do, only limited to a wheel that doesn’t even include basic information like yes or no, and a chat function that requires a keyboard for any actual speedy responses.

The second obvious issue is that we don’t need this experimentation in the first place. There are plenty of videos out there on the twins, for example, about people who put together team comps, completed it solo, or in duos, or trios, on the hardest possible difficulty, and cleared it in less than 10 minutes. That alone is an example, regardless of how you think of the mission, of what you can do to make players communicate to deal with a problem that doesn’t involve modded difficulties and is currently available in the game without taking a slot on the mission board with very little to no enforced communication.

Then a third of probably much more, is that if the goal here is experimentation with forcing players to complete a mission in a timely manner with a focus on teamplay, why are they doing it literally, and not by making the game itself much harder to play if you’re less aggressive and slow? This doesn’t experiment with current mechanics in any way beyond making a new event that requires literal communication, and straps a timer on top of it as well. They can’t do this with every map they release, and they certainly can’t do this to currently available maps.

All of these can be fixed if they look at the already well experimented formula in vermintide 2’s modded community. C3DWONS isn’t difficult because it makes missions much longer, they’re more difficult because you have to properly pace and manage resources through a mission if you want to be able to complete them in the first place. You wait too long, and you fight another horde, another group of specials, and resources are wasted. You go too fast and you trigger monsters or patrols, and suddenly you’re entering a delicate and easy to wipe situation. You have to find a comfortable spot that balances what your team is able to pace at, know strong positions that are good to hold as a team as well as keep sight of specials, know what your team is strong at, from the weapons and classes they choose, and how they utilize their abilities and items, to how they deal with multiple active threats at a time, and then adjusting to work with them in unity. Communication isn’t mandatory, but it’s greatly encouraged, as things like not being familiar with a map’s pacing, how to complete events consistently, and knowledge about certain active specials and their spawn locations, etc. greatly help a team in completing the map.

All of this is done, not through an arbitrary timer that ends the mission, or even an enforced communication event, but through the natural difficulty of the game as designed by people who are very active and involved with the community ranging from both casual and sweaty gamers.

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too early to judge without having tried it, the map did not release yet.

i think it will be fine, and it is something new and interesting.
i did all 160 weaves in vt2 and never ever had an issue with the timer itself.

in darktide on this map it is probably a timer to empatize more the tension and urgency of the new objectives and map itself that is located on a moving train…

without a timer it would be different cause no tension at all.
the gameplay it is fast paced and many people by now because experienced, they kinda speedrun the maps at auric maelstorm damnation because they know how to move as a team

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If the timer is too hard, they’ll increase it.

It’s not rocket science.

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