I've played DarkTide for about 1500 hours. Here's my wishlist

As the title states, below is my wishlist for changes/updates/tweaks to the game as someone with a lot of hours in it. If people have thoughts on it, cool, but I direct this mainly to any Fatshark staff that might read it. Anyhow, here goes:

  • Redo the crafting system, damn near from the ground up. Minimize the RNG wherever possible. I want options for buying base weapons by rating range, so I can pay more but be guaranteed a better roll. I’m fine with the price scaling exponentially, as long as the option is there. I should be able to purchase blessings. Again, I’m fine with the price being outrageous for the higher tiers, just don’t leave it up to chance like it is now.

  • Proper and meaningful weapons customization. There’s a mod out there called weapon customizer that let’s you swap around pieces on all weapons. Besides putting different sights on some of them, it’s entirely cosmetic. I think this should be an actual mechanic in the game, but with stat and functionality changes with it. I should be able to put a bayonet on my Lasgun and use it. I should be able to acquire high capacity magazines for certain autoguns, etc. This would add a new and, in my opinion, better gameplay loop centered around acquiring new weapon attachments and maybe the odd cosmetic piece(barrels, grips, etc) rather than just harvesting enough coin and resources to eventually get a lucky roll and get what you want.

  • Clearer separation between high tier difficulties. I’m sure this is offensive to some but there has to be clearer differences in who has access to what missions. Malice should be unlocked at about level 8, Heresy at around 15 and Damnation at 30. Maelstrom missions should disappear from the regular mission board and be redirected to the Auric page. Speaking of which, I feel those need higher level caps than level 30, which leads to my next item.

  • Redo the level system, somewhat. Nothing drastic, just remove the ceiling. Leave all the unlocks as they are, but let the level count keep going indefinitely. In general, there’s a vast difference in skill level between someone who just hit level 30 and someone who’s the equivalent of a level 300 player. They’ll both be listed as level 30 without mods, but they are not the same. In my opinion, the Auric page should be restricted to those at least level 50 and above. Hot take maybe, but I’ve seen so many Auric missions with people at levels 30-40 in the majority fall apart from really basic misses and mistakes that more experienced players would not make. Maybe remove the difficulty cap for private sessions though, just so randoms don’t have to be burdened with carrying unexperienced players who are out of their depth. This way they get a reasonable space where they can practice at harder missions.

  • More customization options. More faces that don’t look so… drastic. There’s a reason the John Darktide face is everywhere and it’s because it’s the only one who looks like a normal person. I get that it’s 40k and the faces there now are actually sort of thematic and fit real well, but they’re all outliers as far as human faces go and it makes it difficult to make a character that looks right. Same kind of thing goes for hair as well. And of course, we need more personalities and the ability to change it for existing characters. More cosmetic sets that are obtainable through ordo dockets that are not just reskins in different colours. Generic Inquisition troop theme is fine, just a little more mesh/silhouette variety is needed. Speaking of colours, I think we should just be able to customize that per armour piece ourselves really. Some of the colour combinations of certain items drive me nuts, especially the ones that don’t actually match in colour or pattern with anything else but on their own look really cool. I think what I’m proposing here is a simple and potent fix for a lot of people’s gripes with the customization currently. Also more backpacks.

  • More maps and mission types. Self explanatory, though I’m sure it’s on the way.

  • More weapons. Things I want are a plasma pistol, a bolt pistol, a stub pistol, a meltagun (I know this was at least planned at some point), some variation of the Combat knife that’s more of an intermediate between the current one and the combat blades, a longlas, more boltgun variants, an autocannon for ogryn, a new staff for psykers that’s kind of machine gunny and faster than the others (think assail but straight shots with less damage and a higher RoF. A storm of darts type of thing), some kind of one handed mace/hammer for the zealot that can do decent AP damage and stun without being big and slow. And probably something else that I’m not remembering at the moment of writing this.

  • Custom missions. I want to be able to play whatever map I want with whatever conditions I want at any time. Make these unranked if it irks you for whatever reason, but give me the option. Bonus points if I can tweak it even further by dictating the prevalence or absence of certain enemy types etc (No trappers).

  • Stronger lore connection. This latest update was great for this, but we need it more. Dan Abnett is the goat as we all know, so I’m sure there’s great stuff in your vaults we have yet to see. I’d love for it to be incorporated into the game in some compelling manner before this game’s lifecycle comes to an end.

  • More classes (?). We’ve all heard this a hundred times I’m sure. The only arguments I’ve heard that would make sense for a new class that fits thematically with what Darktide is about, which is essentially an Inquisition penal battalion, are ratlings. Could be a neat stealth and sharpshooty class. Maybe give it a passive -50% threat or something, I don’t know. I’m sure these conversations are being had internally already but there you go.

  • Different game types. It’s the best way I can word it. This might be a far-fetched suggestion or it may not. Seems easy enough to me. Basically what I’d like is a game type or game mode that’s more like a slower paced, space hulk horror type of vibe. Spookier, darker and deadlier. Basically the vibe the release trailer gave off. The current base gameloop I love to death, but the constant high octane of it can get repetitive and kind of exhausting sometimes. Not to mention the amazing atmosphere of this game (kudos to everyone behind it). It’s sadly a little wasted on the current type of gameplay where you’re so caught up in the fight that you don’t really take in what’s around you. Maybe what I’m thinking of can be considered a more lore accurate gameplay style where you’re not a super capable and blessed out of your ass convict soldier, but you’re just another guardsman/priest/ogryn/psyker sent on a suicide mission. It gives you a different type of intense experience that’s more psychological than visceral like the current one. I’d basically like to be scared of the corrupted madness before me and not scoff at it like I do now. I don’t know, it’s just a thought but I think it could really broaden the reach and appeal of the game as well as give longtime players something different to engage in by really just tweaking some values mostly.

  • Less restrictive skill trees. The new skill trees saved this game to me, they’re an amazing improvement. Truly. I do think they are sometimes too limiting, though. The point limitation is fine, but it’s the way you have to move through the skill trees that bother me. For example, say there are two really complementary talents that are on opposite sides of the tree but on the same vertical. They could never be used together currently and it takes away player freedom (needlessly). I’m not talking about keystones and such being restricted to one, I’m talking about how going down one path effectively bypasses whole branches of modifiers etc (the psyker tree is the most egregious one in this regard). It becomes this horrible game of distance between things rather than “here are the points I have, these are the skills I want”, which I feel like it should be. Some effort to open the trees up a little I think would be great as it would generate an even greater list of potential builds.

  • Enemy rebalance. Again, I’m sure there have been an infinity of takes on this subject but here’s mine. Most specials (my one size fits all term for anything taggable.) are fine in my book, save for a few. The most cursed of all is the trapper and it needs fixing yesterday. It’s too tanky, too stagger resilient and too supernaturally capable. It’s net can fly through several ogryn and dozens of other enemies like nothing and the son of a gun doesn’t even have the decency to be staggered by my revving chainsword in her face. It’s too much, the thing needs a nerf bash and it needs it now. My solution is, make it about as durable as a bomber and get rid of it’s obscene stagger resistance when firing but make it move faster than it does now and shoot faster than it does now and we should have a more reasonable result.
    Gunners need to be more inaccurate at medium to medium-long ranges. I get that when I’m incapacitated in front of him, all his rounds are boring into the same square centimeter of my skull, that’s all well and good, but if I’m 20-30 meters away, he should be far less accurate. Give him more suppression and less accuracy because just like a real machine gun, that should be his function, rather than the outright damage dealers they’ve become. Also there’s way too fudging many of 'em.
    Pox hounds are a lot better than they were, but they’re still so unbelievably janky. It’s something to do with their traversing animation and the way it leaps, it just keeps screwing its movement up. It’ll leap and stop and morph into the floor or the walls and all kinds of things and it’s long overdue to be fixed.

  • Fix the jank. This is a big one for me. Every single enemy, especially the ranged ones, is too damn janky in its movement patterns. It could be anything from starting and stopping 5 times in 5 seconds to doing a 180 turn without a loss of momentum like a damn UFO, to shooting and then running and then back to shooting in less than a second, effectively upping their RoF with some accidental AI cheesing. I’m sure anyone who’s played this game any amount of time, obviously including developers, know what I’m talking about. It’s a nightmare for any sharpshooter class, not to mention it doesn’t make any sense in the first place. Maybe tone down the decision making timer a little because this one’s bad.

  • Reduce the arbitrary rate of fire limitations on certain weapons. Don’t make me click 3 times to fire 2 shots, basically. If my actual finger can do it, then my character’s can do it. I’m thinking of the heavy stubbers for the ogryn, the headhunter autoguns and maybe some of the Helbore lasguns uncharged shots, though I can make more sense of it for energy weapons than ballistic ones.

  • Add some form of collision for enemies. I know there’s some already, but it’s not enough. Way too many enemies phase through each other in ways that are too clear to me and that just smells a little too much of AI handicap bonus to me. Again, the cursed trapper should have to wait her damn turn and not just ghost her way through her chums to then shoot a ghost net at me through some more of her chums. It’s all just a bit much ya’know.

  • Deployables. I think this is a pretty simple but cool concept that should be relatively easy to implement. Things like mines, barriers for cover and obstruction and maybe even usable turrets with limited ammo for the veteran could be neat and useful in the defensive parts of some missions. Ogryn could have the same but bigger. Dunno about the other 2 but I’m sure there’s something.

  • Larger strike teams. I’ll save my dreamiest one for last. I think having up to like 8 players in a real crazy maelstrom mission could be amazing but I know I’m probably reaching here. Maybe squeeze it into my custom mission suggestion :smirk:.

I fookin love this game but it’s not perfect. These are some things I thought of that would help improve it to me. Cheers for the good times Fatshark. I know this game was off to a rough start (and let’s not get it twisted, it was. Yikes.) but the core game is masterfully done in my eyes so major props to the devs behind that.

For da emprah :saluting_face:

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I’ve head some good idea and had some myself. Generally good inspiration imo would be the TTRPG games like Only War, DH, and to a degree Rogue Trader.

I think having a certified Scum Rogue class would be nice with a focus on underhanded or normally restricted weapons. Poison weapons, gas grenades, more hive based weapons, chem throwers, needle rifles, things like that.

Having a Adjudicator class as a tank / cc specialist would be pretty cool, having a lot of ways to tie up enemies in whole groups with a focus on team protection and buffs.

People have pitched a commissar class but even having a class dedicated to heavy weapons and specialist gear would be cool.

I think the general idea is pretty cool, i like a lot of the suggestions even if I’m not totally on board with all of them.

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@brosgw Another one for the wall.

I agree with the stonger lore connection, especially in how weapons perform. I’m slightly miffed that almost all of the iconic 40k weapons tend to be outperformed by mundane weaponry.

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Fatshark’s existing system has a lot of deliberate effort, thought, and infrastructure set up around it. The RNG availability, RNG acquisition, RNG stats, RNG blessings, RNG perks, and RNG levels of each, are all intended. It’s all taken straight from Arcade/Mobile Gacha games, they’re gambling mechanisms designed to hook into FOMO, sustain interest, and generate frustration that people will pay lots of in-game resources or real money to bypass.

The problem with Darktide is that this actively works against generating interest as it discourages new builds/weapons due to inconsistent and frustrating time/effort reward ratios, and because of the Locks there’s a hard limit on how many in-game resources you can throw at a thing and there’s no monetization functionality.

So we get a Mobile-game itemization and crafting paradigm intended for what originally were basically gambling parlors, generating lots of frustration with painfully inconsistent payoff and no method of resource-bypassing in an survival-shooter RPG.

Fatshark remains stubbornly devoted to this design concept, and I’m not sure why as they’re only implementing it half-way (and monetize the game through cosmetic sales instead), but they have shown no indication they’re willing to move away from it.

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I disagree.

This was around 2 weeks after release. And for me, is one of the points, as well as the delayed and staggered release of the features of the crafting, the incompleteness of said features on release as well as the difference between what was said and what was done that leads me to believe that most of the crafting system is a placeholder or at best, rushed in design and implementation, cobbled together from disparate parts from teams that don’t talk to each other, untested and band-aided together.

That being said, I do agree that there was an element of design to have the Arcade/Mobile Gacha games style item system, but they overshot the obtuseness and user hostility of the system drastically.

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you are asking the moon but i’m sure you know

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Welcome #444

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Honestly, this system would be fine, if we got showered in plasteel/diamantine.
I played in alpha (release) and ended up spending all my resources back then where we had to RNG roll even harder.
So right now I’m in a stupid bottleneck where I have 2-3 weapons + 2 relics I wanna consecrate.
And I can get enough plasteel to consecrate one item every 2-3 missions I complete, + the extra cost for re-rolling perks/blessings.
Even Vermintide 2 had that going for it despite being heavily RNG. If you wanted to make/reroll a weapon, you could do a couple of missions and be set for a good amount of re-rolls.

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Creating 99+ trash items to get 1 good item, is not fun.
Even if it costs no ressources at all, it is a garbage system.

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Not saying it would be great, just lessen the current pain.
But basically, games like these are constructed in two ways:

Going somewhere slow.
or
Going nowhere fast.

Would it be better to play for 10 hours and then get 1 item you want for sure?
Or
Would it be better to play for 2-10 hours and maybe get 1-3 items you want by chance?

Some people are more motivated by A, others by B.
Personally, I’m more in camp A, where I can plan out what I want and then work towards it, but usually, games that do that also offer different things to grind with different gameplay loops, MMOs are a good example of that, one day you can grind gear by doing dungeons another day you can just fish for 6 hours, where you have a slow and steady progress towards your end goal.
Darktide cannot offer that diversity of gameplay, hence it is more akin to an ARPG like Diablo where it is about the volume of loot gained, but all somewhat random.
And that is the current issue with Darktide, it has the progress structure of B, but the progress speed of A.

Hence why I say at least shower us in mats, so we can highroll more often.

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Thing is, you can also go 100s of hours and get 0 items you want, by chance.

I really do not mind some rng, if there is a way to mitigate it, and if rng alone can not get you to the „finished“ best gear.
All current rng would be fine, if we could spend diamantine to upgrade modifiers, remove locks and learn blessings of choice.

But there is no rng mitigation, and no progression past rng in darktide, which means that some people just get the best gear that the current system can give them, within minutes after reaching lvl 30.
Others never get it at all.

No change to the amount of ressources that we get, can change that.

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Feel like I argued well on why that is the case currently.
And sure if you only care about god rolls then the system is even worse, I operate within a margin of meh and still call it meaningful progress even if I don’t get the perfect god roll weapon.
But yeah, lack of resource gain affects how many weapons we can buy/reroll.

Again, I am all for more direct and intentional progress systems, but things like that takes time to design.
So in the meantime, Fatshark could at least crank up the resource gain by 50% or so :slight_smile:

But that said, I know gamers enough that we will never be happy, even if we had the system you wanted, we would have pissbabies people complaining that they grinded out all the best gear within 3 days and now “have no reason to play this game anymore”.

This is not an argument against my suggestion.
Because how fast progression would be, is entirely down to how ressource gainst and expenses are balanced.
I did not suggest to make anything so cheap, that you can get everything in such a short time. In fact i have suggested (in other threads, not this one) to make it relatively expensive.

It is indeed not an argument against your suggestion, just a fact.
And trust me, no matter how “expensive” you make it, there will still be people who gonna blast thru it in no time and complain there is nothing else to do.
It has been the issue of every live-service/MMO for the past 20 years.

That said, I would say a system that is overtly grindy can also be an issue and alienate non-hardcore players.
In Darktide, a character needs:
30 levels
2 Weapons
3 Currios

So, if a player plays a mission and sees they only made 1% progress towards making 1 perfect weapon, understandably a lot of people will go “heck that, I ain’t gonna spend hours upon hours to grind a full set for 1 character” and mind you there are 4 different classes with varied weapons/playstyles within classes themselves, so even wanting to try a different playstyle/weapon within the same character can be overly punishing.
Especially in a game like Darktide where stats/perks/blessings can determine the functionality of a weapon or not.

Again, not to say your idea is automatically bad or anything, just the opposite pitfall we can land in if we don’t think the design thru.

I don’t think it’s quite as hard to get a good roll as Flawless is saying but I definitely think it’s too hard. Or maybe rare is the word. In any case, the key problem with all that is the locks. Just get rid of all of them, honestly. If I get a 380 and it gets lower than t4 blessings and buffs more than twice it’s now defunct as a maxed out kit for arbitrary reasons. That’s not good enough of a reason.

For sure, think if there could be a system of the first perk change is free and then scale the cost for every subsequent perk/blessing change. So first is free, the second is equal to the current second cost and then third, fourth, fifth and six would be increasingly more expensive.
Ofc that still loops back to me thinking that I earn too little plasteel to really have the resources to experiment and I play a karking Ogryn, so I can’t imagine how Vets feels lmao.
So a little increase in resource gain and the ability to fully customize items at an increasing premium would help a lot.
So getting a decent weapon is fairly cheap, but getting your weapon maxed out is costly.

It’s hard to disagree,
(at least for me).
Emperor sees you Acolyte,
May your soul shine bright.

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I am not saying that it is common to need 100 upgrades to get close.
But since the system is pure rng, chances are that some players will get so unlucky that they never get the blessing they want.

Meanwhile a buddy of mine usually gets his near perfect full gear by spending the mats he got from leveling.

You can be insanely lucky and have nothing left to gain as soon as you hit lvl 30.
Or you can be unlucky (or dislike rng in general) and get so annoyed that you quit.

Both are bad.

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Sure, I don’t disagree with that.

1500 hours of game time and you somehow don’t have dynamic maps on your list : v

Dynamic maps are probably my number one want right now. Fatshark adding a map or two every six months is no good if the new maps are stale within a week of play, and especially for those with hundreds of hours of game time having a new experience each time you play the map would be a game changer.

Fatshark should take the concept they did with the vents section of Archivum Sycorax and expand it to a whole map.

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