Level Selection and Freedom of Choice

From my observation people don’t like conditions that are messing with visibility constantly - Lights Out, Ventilation Purge, Gas, etc.

I think if Lights Out were working on timer - like siren goes wee woo wee woo and machine spirit or Hadron alerting that power is going to shut off then it would be more enjoyable.

Or those ruining pacing without real challenge or fun, like hounting grounds were initialy, when there was nothing interestig but sitting in a corner when timer says so.

Overall i don’t think you can predict with 100% what will be fun, you just drop it and if it works - great, if not - remove or rework.

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If the people want free map/modifier selection, that should be besides the point, no? If everyone can play whetever they want, there’s no reason to cater to a specific taste

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There really shouldn’t be 2 heresy maps on the Auric board. The fun map modifiers are the ones that spawn extra stuff, thus making the game harder and more action packed. Hi Shock, I-LL, ILLVEG, MOEBIAN 21ST. The less fun ones are the modifiers that inhibit the players, such as no light, fog, gas, sniper spam etc. You will see this through out the replies.

Im not gonna get into the issues with spawn not working, but Infected Moebian effectively bandaided it by spawning more dense hordes that you don’t just look at and they evaporate, and they spawn during event as well.

Just give us more. More pace, more mobs, more action. Don’t give extra rewards for it either (that way reddit won’t cry) but the point end of the community are here for a challenge and sadly it’s often not to be found in your game the way it is now.

Perfect solution would be an Auric damnation ‘The Eye of Terror’ (or something like that) with difficulty SLIDERS and a warning that you guys aren’t to blame if the game breaks a little bit when we crank it all the way up. Because that’s what we want to do. You can only walz through so many missions before it gets stale, and that is quickly happening now that the Moebians are gone.

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they are probably keeping the board

we are never getting mission selection

to add a “not fun”
i’d also add lights out :laughing:

i’d want some rework about lights out, or just a new modifier for lights out called “black out” where there are still lights, and lights just do off for few mins but then return back

it’s not fun lights out cause no torch at all for characters, and mostly we use melee anyway where we can’t use flashlight

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The GOOD for ME:
-SCAB Faction (Mostly Melee)
-Power Outage (Occasionally for the Vibe)
-Monstrous Specials
-Shock Gauntlet
-Hunting Grounds
-Waves of Mutants
-Reduced cooldowns
-High Intensity in General
-Relentless Hordes is So F-ing Fun (It Fixed Spawns)

The BAD for ME:
-Pox Gas (Too Much Stimmys)
-Vent Purg (Always is Sniper Gauntlet)
-Waves of Pox Bursters (They Stack up making it near Impossible to push them without taking damage)
-Enhanced Blitz (Breaks Balance of Nades)
-Nurgle Blessed (Stagger Immune Trappers Enough Said)
-When Two or More Wave Modifiers are Combined

What NEW Modifiers I Would Love to See:
-Scarce Supplies:
*Less Medicae Uses
*Less Stimms
*No Grenade Pickups
*Less Ammo Pick Ups (Only small Tins)
*Only Crate Ammo (~2 Per Map) (No Med
Crate)
*More Crate Loot Boxes Spawn (Most
Empty, Gotta Gamble for Ammo Crate)
*Plasteel and Diamantine Spawn Less (But
end reward is much much higher to
compensate)
*Reduced Cooldowns on Abilities
-This Modifier Appears Paired Mostly with
Power Supply and Pox Gas, but can spawn
on other modifiers like with high intensity

(CAN NOT APPEAR with Monstrous Specialist or Shock Gauntlet)

Also Gib Stimmy Penances for the Memes Please Straw Hat XD

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having 2 maelstorms would be cool, with also some sort of preview for the next maelstorm each if possible, to understand what will be the next rotation.

once got the same maelstorm type thrice in a row, and didn’t have fun in playing.

my favorite maelstorms are:

monstrous specialists
mostly ranged enemies
scab only faction
mostly snipers
extra pox bursters
ventilation purge to me is ok
lot of mutants also sometimes can be fun

the ones i do skip because i don’t like
lights out
and tox gas
and sometimes the ones with lot of dogs (i dont dislike, but it’s least favorited)

meanwhile normal auric damnation modifier I like is:
hi intensity shock troop gauntlet

the only modifier that is fun in auric damnation, and i think there are only like 2 of them in board so it doesnt include much of map choice

For end game fun, it’s either hi intensity shock troop gauntler or maelstorm…

1 Like

in lights out we should have either a strong flashlight when using melee and ranged (maybe by finding small batteries pickup lol) or just permanently

or a new type of lights out modifier called blackout that it differs from lights out but with similar mechanics, when a horde is coming lights go out, when we clear the horde, lights come back,
more DHs as the usual etc.

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This request might double towards “which modifiers do people like/hate and why/not” statistics, which is still useful in developing/adjusting existing modifiers

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funny how that’s exactly my preference too. hadron and kayex are lovable, morrow sounds like a soldier who just wants to get the job done (“bastards” when talking about the nobles watching, lol), and even bored mr. melk, when he doesn’t say my ogryn is dumb and my zealot stinks, although he might have a point…

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Constant hordes (without specialist spam) was pretty fun for a while at release.

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personally, I find all the modifiers fun if I’m in the right mood for them. Modifiers stop being fun for me if they’re ones I’ve seen repeatedly over and over, or are ones I’m not in the mood for.

There’s no modifier I outright dislike. I know a lot of people tend to not like the low visibility stuff, but I really like lights out when it comes up, as rare as it is.

1 Like

To me it seems like there is someone stubbornly sticking with this mission board design, in the Fatshark design team. Whether its a case of missplaced pride or an inability to implement something like this in a reasonable amount of time, its yet another example of certain decisions being so far off what players clearly want. The game started out with so many more than we now have so maybe I should be grateful.

Anyway, I always figured the obvious solution was: Players can choose a mission type. If others are already in a matching lobby type and need more, you join that lobby (unless you specify by clicking the new lobby box). If someone doesn’t mind joining a random mission, they can click the ‘hot-drop’ button and join a team in progress (at the desired difficulty).

Maybe there’d be issues need ironing out, but that was always my logical design for this game. For example, I might still keep Maelstrom seperate, and make it extra spicy with some fun weekly rewards. Idk.

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DEV BLOG: MISSION TERMINAL (playdarktide.com)

Missions get dynamically populated on the Terminal according to either predetermined narrative or emergent events that happen inside the world.

while making the system a bit more dynamic than what you’re used to when coming from our -Tide games. Inspired by the analog nature of the technology layer present in Warhammer 40,000, the Terminal emulates the space cop fantasy where the world is alive, and the Mission Terminal is ever-so-changing, reflecting the perils and urgency of its contents.

I still think, just like every other system in this game, what we got is a placeholder for what they originally wanted to do. I think it would have been neat to see different districts of Tertium being taken over by Nurgle’s influence, and you got to pick which district to help fight the contagion, sorta like what we got in helldivers 2. (I’d still prefer being able to just pick what I wanted)

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‘dynamic’… ‘narrative’… Man what a load of marketing bs that was, eh?

It’s strictly speaking not wrong, but maliciously misleading af.

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Thats why “reading between the lines” its a very very important skill in this day and age. This is just normal marketing these days, nothing abnormal.
I’d put in a little “George Carlin on advertising” clip in here but i dont think the CM’s would let that one slide.

Anyway, considering just how normalized this kind of advertising is im somewhat astonished how often people still get caught by it. For example starfield being the latest prank. Some people just never learn.
And if you think its bad now, its going to get even more and more common, because people started using AI to write the advertisements for them and you cannot bloody tell the difference if it was written by a marketing team or an AI… BUT!, is there a difference in the first place? lmao.

Apologies for the out of topic tangent, im drunk on sleep deprivation and couldnt help myself.

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Somewhere along the line between ‘raw brainstorm idea’ and ‘release day’, FS has someone who really sucks at understanding how real-world players are going to engage with the content.

I know the team is trying to release fun new features, but it’s hard to imagine that the design intent of tox gas was to make people stand still while they wait for it to clear, then complain about how there’s too much healing, you know? It seems clear that people aren’t playing it in the assumedly fun and engaging way that the creators envisioned.

If the team who dreamt up the content looks at us playing or hears our feedback and thinks “you’re doing it wrong”, the “right” way is probably no fun.

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Game design is hard because you need to protect the player from themselves by optimizing the fun out of the game, but at the same time if the player is playing the game a certain way, then most likely they want to play it that way.

Whatever the design intent of a game is gets thrown completely out the window once people start playing it and discovering metas.

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Sooo I’m probably a minority here but I’ve played a few slow matches today and they’ve been some of the most fun I’ve had with the game in some time.

Slow in that we progressed through the map tactically, clearing rooms and hunkering down when the hordes hit. Compared to my usual quickplay sprintfest, it was a nice change of pace. Still a good 30 minutes of mission so we weren’t crawling, but not zooming either.

There wasn’t the gas modifier but it’s not far off how you’d approach it rhythmically: move up, hold, move up, repeat. Combined with the recent change to the horde clock (progress weighted more than mission time) I feel like I can see the vision a little bit, y’know?

Obviously just a ploy to slow down players so they can admire the intricately crafted architecture, but still.

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Oh damn, that’s funny to read those old promotion things.

This and some quest reward system tied. Soemthing like help mechanicus 10 times - earn mechanicus themed cosmetics or temporary Hadron discount. Help millitarum - earn +2 weapon drop, ecclesiarchy - curios and more dockets, etc.