By new maps really what I mean is new sectors. Each sector represents several missions. But yeah, that’s not a bad shout, just not something I considered but I guess it sort of falls into the category of “new mission types”. The main point being that there’s less of a need (but there still is one) of new, built from the ground up maps but rather more ways of playing each one that’s in the game already. It’s a simple way of adding more bang for the bucks we already have.
this…
and a change for Brunt’s armoury to mitigate the infamous RNG with this “shop” (robber)
Totally agree… especially cause everything is in the game to allow it, as a mod has shown it.
No… I can do Malice at level 2 (if I remind well, it is opened at level 2).
But talking about difficulty, I would like an increase of difficulty for the first 3 levels of difficulty.
Uprising / sedition are really easy.
Malice is also easy, but there is a true gap between malice and heresy. I would like (not for me sure) that Malice would be a little more difficult to make the leaning curve progressive and not brutal like it is actually. Jumping from malice to heresy is painful actually.
I hate levelling. I am fine with the current level system.
Only thing, I would like that, at level 30, the end screen doesn’t show you how many exp you have earn. I don’t care, I am at max already…
More faces? absolutely needed!
More hair cuts? sure, we really need them, choices are too restricted.
Reskins with colors… Yes. The mod For_the_drip show us what we could have… FS can do money with such system and also please their customers. Must say that I am angry to see how they try to maximize profit without even offering something valuable. Recolors are totally unacceptable.
We should be able to buy colors from commissiary, patterns and maybe some great colors from the aauilas shop, models simple from commissiary, and models complexes from aquilas shop.
Indeed
There is already weapons that are ready to be dropped.
At least, FS give what you have to us… I want more choices.
nothing against… as I actually switched to Auric, I don’t see that as important
Totally disagree here… OR, with a restriction like you can only use one iconic weapon.
But, the words you have chosen means for me unbalanced weapons. And I prefer to have more options, so I prefer balanced weapons against a game where everybody uses same equipment.
Will come surely… waiting also that.
A veteran keystones rework I would ask…
Except the gunners that spawn too much actually, I don’t think a rebalance of HP/armor is needed.
About trapper,. I hate the nets that come through a patrol of crushers… but trapper itself is weak and killed fast.
Did not understand what is asked here…
And for players… I hate Ogryns that come through players and block the shots…
Don’t see any interest in that… but it may come with a new class I guess
hmmm… no
My own list would add procedural maps randomly generated with tiles, with random conditions on parts of maps, and random final objective… yeah I dream
The idea would be sort of “alert mission”, you’re called in emergency and asked for a fast response and you would get the orders while on ground.
The subject of difficulty is not about who can handle what difficulty prematurely. There are always outliers. We have to think of this question in a general/average sense. The average level 2-3 player is not ready for Malice, especially if they’re new to the game/genre and those who are can do another 2-3 Uprising missions to get to a higher level before moving on. We’re talking about an additional hour or two of gameplay. I do agree that the difficulties do not scale in a coherent manner though and that should probably be reworked as I remember having the same experience of going from Malice to Heresy.
The reason it’s showing your experience points at the end of a match even at level 30 is because the game still continues to count your levels, as mods have shown us. I just want the game to accurately represent the experience level of every player and not give people the false, face value impression that all “Level 30’s” are the same, which as I said, they’re not.
When I’m talking about lore, I don’t mean make the gameplay lore accurate. That would make no sense. I’m saying the obvious world building that’s been done behind the scenes does not shine through enough in the actual game and that should be improved. I made no mentions of any stat rebalances in this regard.
I use True level…
However, in Darktide (so without mod), above the level 30 experience means nothing.
That’s not cause a mod had given a purpose of this, that the exp screen should not be hidden when you reach level 30
Yeah but…
So, I wanted to point how it can be perceived, and that I would not agree with such vision
Ability to switch classes in mission lobby, but probably won’t happen as login session tied to the class.
The thing with mega threads and countless suggestions is, that it becomes way too hard to properly address it.
Half of your post I like, half of it I don’t. You put a lot of effort into this idea, so I really want to give you a heart. But that means I’d endorse all your ideas in this post and I don’t. So I can’t. Sorry.
Taking the obvious stuff aside such as more content, which is going to come anyway, I want to focus on the most important ones:
These two thematically belong together. Now, I hope you’re ready for a shock.
What you are suggesting is close to what Fatshark initially had in the game mid development, supposedly. This is why they announced weapon crafting to begin with as a feature.
And as you can also tell, they got quite far with it. Most of the parts the Weapon Customization mod includes was really already done and in the code.
They cut it. The whole thing they had already done. They cut it out, because it wasn’t fun or engaging according to them.
Unless this is all just a major ruse and they secretly do want to push out the full crafting system (just weren’t done in time), this won’t be a thing. Sorry to say.
I’m against locking difficulty levels off. People place themselves correctly most of the time anyway.
As for the level system, going back to the other two Tide games, this system is here to stay and they will also likely advance it to 5 further levels, the actual maximum cap being 35.
Quote me on that if you like. I’m 95% sure, there is major hints to this in the itemization design.
Most likely this will release together with red items being unlockable or such.
Agreed. The game deserves more organic looking faces and hairstyles.
Most likely not happening. The current way the game is coded, the system in place is baked in way too deep.
What’s more, I think this design is intended to show us the randomized nature of the missions. Originally they probably wanted way more random level segments appearing, too, but clearly it didn’t make it’s way into the game (yet?).
The conceptual idea is that we enter the Hive and when we do we don’t know what crazy situations or changes funneled by the warp we will face.
Agreed. But I’m sure they don’t plan on dropping everything lore related. In fact, they did say that story and lore matter to them a great deal.
They go so far into detail, the heretic sprays on the walls aren’t random but actual messages. So I’m sure more is on the way.
The most important bullet point and I am highly opposed to it.
Vermintide 2 introduced several game modes and it only spread the playerbase thin, then was forgotten.
It features:
- The Mainline Campaign
- The Chaos Wastes
- The Weave
- The Arena
Out of these 4 items, 2 are completely abandoned.
Unless a game mode really has meat to it and offers something that will be played, I wouldn’t want them to waste their time on it.
If anything, Fatshark would do best to just keep improving and adding to the game’s core game campaign.
Crazier modifiers. More randomization of level segments. More maps. More bosses and enemy types to enrich the maps. More trigger points throughout for stuff to happen (at some point you know where bosses can and cannot spawn for instance).
I agree, but who wouldn’t?
No. Just straight up. No. It’s in a good place mostly and I don’t want the muties to be neutered or hyper flexible Tekken fighters again.
If you cannot deal with the current roster, you need to adjust your tactics a little more. They’re fine as they are.
I agree, but I don’t think it’s going away. Ever. It’s baked into whatever engine / base code they use for all the Tide games. Not all Fatshark games are janky, but all Tide games are.
Most shooters have limits to fire rate and click input. What you ask for is unreasonable, but it isn’t your fault. To explain: Uncapping rate of fire and making it fully click dependent would allow macro users to turn these guns into super railgun shotties.
Poor foresight on your part for this one. But you can’t know everything. I assume you’ve never seen macro “cheaters” before. Some games have them and it’s terrible.
Is in conflict with your earlier point of asking for less jank.
Adding even more collision checks at this scale would worsen performance drastically, for servers and players alike. I understand why you ask for it and I’m also no fan of enemies “stacking inside of each other”, but there have to be better ways to adress this.
I don’t really see the need.
This one could be coupled with your other suggestion for more game modes. I could see a “raid mode” with even heightened difficulty and larger teams work out.
Again, I see game performance standing in it’s way. But this one is the most fun out of your ideas.
Imagine clutching when all other 7 players are down, with a raid mode spawns hounding you. That’d be insane.
To say that displayed levels past 30 means nothing is disingenuous. It does not involve any new unlocks currently sure, but it definitely means something, regardless of if you think that something is important or not.
If I wanted a game where mundane guns are stonger I wouldn’t be playing a 40k game.
Half of your post I like, half of it I don’t. You put a lot of effort into this idea, so I really want to give you a heart. But that means I’d endorse all your ideas in this post and I don’t. So I can’t. Sorry.
That’s fine, it doesn’t matter and I don’t care.
They cut it. The whole thing they had already done. They cut it out, because it wasn’t fun or engaging according to them.
I’m aware of this. I’m saying they should reconsider.
People place themselves correctly most of the time anyway.
Totally and utterly disagree with this from countless personal experiences.
The most important bullet point and I am highly opposed to it.
It would only serve to spread the player base thin if it was not rewarding enough to play. I still think a game mode like the one I’m proposing would be a good addition if done correctly and thematically. Might not be for you, but I know plenty who would like it.
No. Just straight up. No. It’s in a good place mostly and I don’t want the muties to be neutered or hyper flexible Tekken fighters again.
If you cannot deal with the current roster, you need to adjust your tactics a little more. They’re fine as they are.
I made no mention of the mutant. The ones I proposed are broken in some capacity, save for the gunner maybe. What’s broken should be fixed.
What you ask for is unreasonable, but it isn’t your fault.
Besides taking a curiously patronizing tone, you’re also misreading what I said. I used the word “reduce”, not “remove”.
Is in conflict with your earlier point of asking for less jank.
I don’t see how that’s true. There’s already some and there’s no jank to it. I’m just saying there should be more of what’s already there.
Yeah I know…
But my opinion is different… if you want a balanced game, the tools you offer to players have to be balanced.
I have no problem to see a game with iconic wh40k weapons strong… but then, FS should not have put “mundane” weapons.
But now, if they make iconic better than other weapons, you have more than 70% of the weapons that will look like garbage.
And as I like to change my gameplay and so my weapons… this is not something that would please me.
I guess that a lot of the players prefer variety other few strong weapons.
They could have put in more 40k weapons, but they’re bloating the armour with mundane weapons.
My opinion is that if they push the iconic weapons (even the lasguns) out of the higher tiers of usability (not even power) for “balance”, Darktide might as well not be a 40k game at all. It being a 40k game is a massive, massive part of why I play it, at least as much as the gameplay.
The part I agree with you…
I would add that the evis special is not satisfying for me, TH is totally inefficient against horde…
In short, there are flaws with iconic weapons (and off course with non iconic)
But I like that weapons are balanced between them.
Alright then.
I agree. It would be a great system and I find it to be a shame it’s not in the game. I don’t exactly buy their reasoning of it “being boring”. I honestly think they didn’t get done in time and thus went with a quick adaption of the Vermintide 2 Perk / Blessing (Trait) system as a (longterm) temporary placeholder.
Agree to disagree then.
Okay so you were thinking about that already.
Maybe I’m just too anxious when it comes to this. I simply wouldn’t want them to recreate a Weave situation. Of course you’re right. If the game mode is fun and pays off to play, people won’t skip it.
I know you didn’t mention the mutant. I just know that’s how it will end up when they start changing the enemies around again.
In my defense, you did say “if I can click that fast, why can’t my vet”. With some skill you do can click very fast. If there is no trade-off to spamming too hard, such as drastic spread increase, it could get very unbalanced.
Because collision checks and calls do add strain on a system. If you analyze the gameplay of Tide games, you will see that Fatshark made a lot of compromises to get so many enemies on screen. One of these compromises is a very distinct lack of collisions. You can attack through walls for instance, as can enemies. Entities from the same team can walk through each other.
If you give collision to +100 enemies on screen and they all have these collision checks, it will definitely impact performance. It would also be jankier because enemies would constantly block each other. A more elegant way to do avoid the unreasonable clustering of enemies can be the fine-tuning of the attack director, which is responsible for placeing enemies in “attack range”.
Have you seen the video on Vermintide 2’s “hyperdensity”? It shows a visual representation of how this system works. It attributes free slots around your and every other player’s position and makes enemies move into these slots to line up their attack.
But they could add this for players… And this is absolutely needed (mainly cause of ogryns)
I think they purposefully did go with no collision, because of the level design.
Imagine tight places like the door frames being blocked by an Ogryn. Now nobody can get in or out and it becomes a death trap.
No, Fatshark did well to not add collision. Even if it can be somewhat immersion breaking.
Part of me (the insane part) wishes that ragdolls were permanent and had mass/collision. Imagine having to make positioning decisions based on the fact that your team would be seriously slowed by, or just never be able to escape from, a room overflowing with bodies!
We are reaping such unfathomable amounts of destruction, and having to hack through a wall of corpses would be a really visceral representation of that. Playable? Almost definitely not!
I agree. It would be a great system and I find it to be a shame it’s not in the game. I don’t exactly buy their reasoning of it “being boring”. I honestly think they didn’t get done in time and thus went with a quick adaption of the Vermintide 2 Perk / Blessing (Trait) system as a (longterm) temporary placeholder.
This seems like the likely explanation to me as well, which is a shame. The best thing for developers to do is always to delay their releases for the sake of quality when necessary, in my opinion and I’m sure many others, rather than rushing out some half-baked compromise version of a previous promise.
In my defense, you did say “if I can click that fast, why can’t my vet”. With some skill you do can click very fast. If there is no trade-off to spamming too hard, such as drastic spread increase, it could get very unbalanced.
I suppose I could have phrased it more clearly. What I really mean is remove the excess delay some weapons suffer from. I understand there can be macro abusing etc but I’m only advocating that we reduce this effect so it’s not glaringly inhibiting and obstructive when just playing the game normally. And again, it’s only limited to a couple weapons at the moment.
Because collision checks and calls do add strain on a system. If you analyze the gameplay of Tide games, you will see that Fatshark made a lot of compromises to get so many enemies on screen. One of these compromises is a very distinct lack of collisions. You can attack through walls for instance, as can enemies. Entities from the same team can walk through each other.
If you give collision to +100 enemies on screen and they all have these collision checks, it will definitely impact performance. It would also be jankier because enemies would constantly block each other. A more elegant way to do avoid the unreasonable clustering of enemies can be the fine-tuning of the attack director, which is responsible for placeing enemies in “attack range”.
I don’t even mean adding realistic collision for every single entity, I’m just talking about the bigger and rarer things. Monstrosities should all push everything but ogryn aside the same way a charging mutant does, for example. And swarms of ogryn should clear paths through hordes and do far less clipping into each other. Some version of this is already in the game, like I said, mainly when it comes to the mutant and pouncing hounds as far as I’ve noticed, so what I’m suggesting is not that much of a leap from what is already there.
But yes, definitely no collision for players because that will lead to horrible griefing in about .2 seconds. I do think ogryn players should be able to plow through, albeit at a much reduced speed, thin layers of chaff as a singular poxwalker going full Hodor on a giant ogryn in a doorway is ridiculous and needs to go as well. Gives added distinction to the class to boot.
yup. agreed. i can’t say no to anything you havn’t said. well done.
"I used to stack f*s likes you five feet high on Cadia… use ya for sand bags."

Redo the crafting system, damn near from the ground up.
Everyone liked that

Proper and meaningful weapons customization.
Everyone liked that

Clearer separation between high tier difficulties.
I think the maelstrom missions should just be on a separate board and have 3 of each T4-T5 this board being locked to level 30 just like the auric board. The normal board can still have a rotating T3 Maelstrom.

Redo the level system, somewhat.
I don’t really think that is necessary. Well, not as you described (the levels past 30 thing) I too will explain.

More customization options.
While I agree, I don’t think this is a priority, I can’t see my face and many cosmetics cover the face anyway. I would instead like customization options for the cosmetics.

More maps and mission types.
Agree and so does FS, they did just give us a new one. Unfortunately FS has a tendency to dripfeed maps.

Custom missions.
Unfortunately due to the server setup this is unlikely to be possible. The best we can hope for is more boards to increase mission options.

Stronger lore connection.
Meh. I’m just here to kill things.

More classes
There are at least 2 legitimately possible classes to happen: a cult mechanicus convict and a captured/in the process of being redeemed death cult. Ratlings are unlikely simply because of the “cover” system being a massive hindrance to them, though they are still not impossible but a death cult assassin would fill the role they might play (sniper) while actualyl having new melee options. Battle sisters ain’t happening, they would be way too OP and if they were not people would riot, same goes for the only type of space marine that makes sense, Deathwatch (since we ain’t a Maleus crew we would be dead if we saw Grey Knights).

Different game types.
While I agree, it would be more likely GW would get someone else to just make a different game and frankly I would prefer that to trying to shoe-horn a new thing into this mess of a game.

Less restrictive skill trees.
I like the idea of just puting all the Auras, Blitzes, Abilities, and Capstones in one skill tab, all the talents in another, and all the stat increases in another and just change how talent points work. You get a Blitz option at 5, Aura option at 10, Ability option at 15, and Capstone option at 20. 1-4, 6-9, 11-14, and 21-30 give talent points which can be used to pick up optional nodes for the above, base-line increases via the stat increase tab, or talents in the talent tab. Instead of a talent tree, you have an X points required in previous tier to pick something in the next tier system. This way you still can’t get everything but you have way more flexibility while still having to make sacrifices if you want stuff at the bottom of the progression (maybe that means having to sacrifice some stat increases leading to true glass cannon builds). Dunno that is my thoughts on how to make talent seclation not suck (and also fix the vet being the most talent taxed class in the process).
Would the enemies need a buff to account for the obvious power increase? Yeah, obviously.

Enemy rebalance.

Fix the jank.
They are all over the place, they will never not need adjusting.

Reduce the arbitrary rate of fire limitations on certain weapons.
I’ve had no issue with this. The ones you listed are there fore lore reasons (stubbers are limited to prevent ogyrn just using all the ammo, hech the remove burst limiter ability). Hellbores, like the plasma gun, have a charge time per shot even if you release instantly, that is just how the gun works. Headhunters are single fire and burst fire, again that is just the way they are, the single shot was actually intentionally slowed down when they drastically increased the damage.

Add some form of collision for enemies.
Specifically phasing through curshers and bulwarks making it hard/impossible to cull numbers to actually get at the crushers and bulwarks. We can hit allies with ranged attacks and have them blocked most enemy ranged attacks go right through all enemy units, this makes the previously stated gunner and trapper problems way worse since they can shoot at you through a horde or a bulwark/crusher but you can’t shoot at them through your ogryn.

Deployables.
This is why I think we need a cult mechanicus class. They could have deployables as blitz and ability options.

Larger strike teams.
I think it would be interesting to have a raid board where it is bigger missions, possibly a bit more open and a bit less linear. Like a battlemap where you have a list of objectives to achieve. That may scratch that itch you mentioned wanting other game modes without really being a completely different game mode. It would have to be something requiring the team to split up because 8 dudes would trivialize any content the game currently has even the most aggressive t5 auric.