The goal of this post is to help illustrate the short comings of Darktide’s Mission Selection Experience while also providing solutions to improve upon for future titles. To help illustrate I will be comparing directly with the current talk of the town, Helldivers 2.
THE LOBBY - Darktide 4/10 - Helldivers 8/10
HD2, Divers have the experience of loading into the game and firing up a mission fast. This process can be done in under a minute.
Darktide, Rejects have the experience by having to load the game twice (character and lobby hub) and then run to the board. This process varies, but I would say around 3-5 minutes typically.
Solution?
- Move us closer to the board when loading into the game for the first time!
- Change the start menu to include skipping lobby and just choose from the Mission Board during Character selection! (send us to the hub after our first match, or if we choose.)
MISSION BOARD - Darktide 3/10 - Helldivers 9/10
HD2, Divers have an interactive galactic map and can choose over dozens of planets, all the way down to the faction you fight and mission type. You can also choose between joining a game in progress, matchmaking, responding to an SoS (diver in trouble!) or see what mission friends are in and cannonballing your way to try and land on one and taking all their hard earned stuff.
Darktide, Rejects are given maps with timers with little flexibility other than difficulty. We have no way to choose a specific mission or adjust modifiers. We also have no way to join a lobby or game in progress, aside from friends. This process is a static map and a roll of the dice.
Solution?
- The Mission board in Darktide needs to be thrown out and completely reworked.
- Allow more a customizable mission selection (Deeds vermintide 2) and a mission list.
- Add a Quickplay feature from Character selection.
LOADOUT SELECTION - Darktide 4/10 - Helldivers 7/10
HD2, Divers are given 30 seconds to scramble to the drop-pod. Once that timer expires, players are all forced to the loadout selection screen above. Divers are given unlimited duration to queue to start the match, all 4 players must be ready!. This allows for discussion, last minute bathroom flushes, snack preparation and to sniff out anyone AFK. Once everyone has ready-up’d the match will begin to start.
Darktide, Rejects are sent from the mission selection to the loadout selection phase. This area has a 1-min timer once the first player has joined. Once the timer expires, the match begins.
Solution?:
- Start the 1-min timer after the first person is ready. If all players are a go transition to a 3 second countdown to start match.
- Have an option for Rejects to always join a lobby and/or a match in progress.
MATCH LOADING - Darktide 9/10 - Helldivers 8/10
In HD2, Divers are loaded into a drop pod and shot out of a cannon from space. Landing at the drop location is gameplay as player can control the pod before it lands.
In Darktide, Rejects are loaded into a Valkyrie and flown to the drop location. We’re given a unique mission debriefing by a rotating cast of characters with what to expect. Once landed, we exit the Storm Raptor with a glimpse at each player.
Solution?:
- None personally. This is where Darktide is at its best. The buildup to the mission with tasks being laid out, objectives and targets being confirmed; The thumping music enhances the anticipation of the fight to come. This is where I feel like I’m in the 40k universe. Once landed, the traditional start from 3rd to 1st person is also a nice touch.
TOTAL EXPERIENCE Darktide 20/40 - Helldivers 32/40
In Summary, The time it takes to start a mission in Darktide can be upwards of 10 minutes. I hope FS takes a look at the short-comings of Darktide, from its community’s perspective!, and applies them to future titles.
Thanks for taking time to read!
What are some of your Issues with the Mission Selection Experience?