Introducing "Rolling Steel" - Dev Blog

true, to give some more margin in case of downtimes like ressing etc
they will probably check accurately the win/fail ratio of this map as they said
so no problems

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It’s not about the timer or the event itself, but the problem is that these are the approaches they have to difficulty instead of actual difficulty. Completing a mission fast is not difficult in darktide, it’s optimal to play 4 stealthy knife flamer zealots in a team and jump through the walls completing every map in under 10 minutes already.

Most of the times im agains’t timer. But maybe that actually help in DT so missions won’t go for an hour, only because you have to cut trough unlimited horde every meter, and actually balance events on map.
That was one of the problems i droped DT cause instead of event Horde/Tide became constant state on every map, and im not talkin about hight intensity, im not playing stupid high intensity, just normal state of the map in high difficulty. And this is got so tiresome.
A the launch enemy balance was better, it it wasn’t enemies every meter, there wasn’t hordes every minute and between this minutes packs of spetials spawns. Im honestly started to like low latency event cause it gives times to explore, and works as roller coeaser, you fight, you explore, you fight, you explore.

Yes.

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But with less loops it sounds like.

I think the timer is fine, as long as it’s generous. HD2 I didn’t originally like the timer but it’s forgiving enough.

Darktide kind of has a timer already. Infinite enemies and finite resources (health, ammo, etc.). You are always being pressured to move ahead because we would always lose a battle of attrition.

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What people are able to do on YouTube, and what your typical player and Pub groups are capable of, are vastly different things. People have Speedrun games like Quake and Doom in minutes. Nobody involved in the designing such games intended for that however, and most people will take 6-15 hours.

There’s a difference between content that can be completed quickly, and content designed to be completed quickly, and that reflects far more for the average/typical player than highly practiced speedrunners.

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The twins have a literal bell that skips you to the very end of the level and just do the boss fight.

So… @FatsharkStrawHat are we going to get pt2 today or it was pushed back to next week?

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image

Shakes harder

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That’s because they’re a boss rush mode.

It’s there because people wanted to have that.

The mission is about the boss and the boss only.

The person I was responding to specifically quoted a part talking about the twins and then proceeded to explain that because some people can complete twins in less than 10 minutes doesn’t mean it was designed to be done quickly.

It sounds a bit like bringing that asymmetric design DT is full of in its builds, talents, gear and gameplay… into level design too. More than the mods and QP already do I mean. Which to me sounds absolutely amazing! :tada: :partying_face:

As an auric-exclusive player I’m a little worried about how the community will react, considering how many people on T5+ are already struggling with keeping up with HISTG / Mael missions for example. The added pressure will surely add some conflict between the slow newbies, experts, and the rushing little rambos. But that’s a small worry.

Tbh it the time constraint being way more obvious than the HISTG spawn rates many aren’t even aware of, will likely have a positive effect: Teaching people better habits about the importance of a brisk yet safe pacing. :sweat_smile: Plus the linearity should make it easy for us explorers to stay focused anyway. :smiley:

Either way thanks Fatshark! Looks and sounds really pog!

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With a time I am out and will never play it.

this is likely to draw autistic people to the game, things are going to get MUCH more friendly and so much more awesome.

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its coming on the 26th of september.

This sounds amazing can’t wait to play it

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Really hope they sneak out a new batch of penances (and unlock cosmetic rewards) too. I enjoyed getting through (most) of the last batch. The ones that didn’t upset other players anyway

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Ok, verdict for the new map.

Pros:
Really great concepts:

  • the countdown
  • the short mission, 15 minutes is great
  • the map itself and the move that we can feel

Cons:

  • you cannot play this map with randoms, it leads to a failure every times
  • countdown is too short and lead to errors just to try to be fast
  • the boss at the end that throw you out of the train… when finally you get there, we all end at helping each others cause we are all thrown out of the train…

I have not succeeded to complete this map even once. Every time I get players that think they have the time, don’t know their role like the Ogryn that don’t transport the energy cells or I or teammates have the idea to die.
As a result, I will avoid this map. A difficult challenge is great, but a challenge that you never complete is not.
To compare, with the power boost of this update I feel that maps are easier… but this one is not.

I love the map itself… the concept, the mission etc. This is just that 100% failure is not fun.

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I have to say the lack of teamwork is shocking. The time limit makes some players lose their mind and just sprint past everything, even the objectives. It means the poor player on rearguard gets left behind and overwhelmed immediately. I even had a game where I was the only player willing to do the mini game all three times and the third time the other three players just ran to the end of the train and left me to die on the objective. There’s something about this map that makes players behave terribly

In my opinion, the map is fantastic; I want more like this. Regarding playing with random elements there’s even a plus to it, as it increases the difficulty. I really enjoy when everything happens quickly and dynamically, where one action can lead to failure, and you manage to pull it off. However, I think this type of map should be moved to a separate tab for maps; it doesn’t quite reach the level of a fully developed map, and it’s a shame to occupy a slot meant for larger maps. It’s also scary to imagine if it suddenly appears in Aurik Maelstrom (I will definitely check it out if I see it).

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