Mission Selection Experience - A Comparative on Player Experience

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

Lobby Compare

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?

  1. Move us closer to the board when loading into the game for the first time!
  2. 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

Mission Select

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?

  1. The Mission board in Darktide needs to be thrown out and completely reworked.
  2. Allow more a customizable mission selection (Deeds vermintide 2) and a mission list.
  3. 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?:

  1. 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.
  2. 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?:

  1. 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?

3 Likes

I do kinda find the walkabout annoying since there’s not really much to do, but it’s a minor inconvenience really.

To my mind Darktide has far more serious problems.

4 Likes

They want you to have to go through the gift shop first though :joy:

2 Likes

Yeah it’s not user friendly at all.
It’s not like we have a guild or a clan that we would hang around doing some chitchat.

I use mod that let me get to the mission right the way by pressing ESC. But still, it’s not a good design as you mentioned.

Loadout is one thing, but I would go as far as let us select a different class to match the current setup.

2 Likes

What are some of those serious problems?

1 Like

I think brining up 3 other examples i can think of being the tavern in VT1, Warframe’s orbiter and hubs, and the Spacerig in DRG.

One thing that those 3 as well as Helldivers 2 has in common is that everything you need is in a fairly small area. It takes literal seconds to go from loading in, to checking gear and going to your mission.

In Warframe’s case especially in the larger areas aren’t a problem because they let you move at a speed faster than a brisk walk.

Ideally if you have a bigger area like the Morningstar you would have fast travel options in the menu. We funny enough have this with mods so it is possible but it’s not present in base game.

A lot of these other areas just have a lot more personality in my opinion. That’s very subjective but many have NPCs that talk more directly with you rather than just spouting lines when you enter and exit the shop.

3 Likes

The current mission selection board also poisons new maps. Because it takes a existing slot per difficulty, you get the extremes of the map dominating quick play (also because it’s new) and simultaneously reducing map variety and choice for the time it’s guaranteed on the board; to having the chance to play the map after the guarantee period be determined only by RNG meaning that a lot of the time it won’t even appear when you are playing.

1 Like

Yes, this also true. Several times I have logged into Darktide, with friends in discord, checked the current map pool and then logged out! This is terrible design IMO.

Also, if we do decide on a map and finish the run, being forced to play the same map again because the timers haven’t reset is maddening.

Disclaimer: i have not played HD2 in a few months, so some of what i say might be outdated.

To be fair, that is not quite right.

  • only a few planets are available at any time
  • factions are tied to planets
  • mission types are very limited for each planet

Neither does helldivers. Some missions only appear during planetary defense, so they might not be available on any planet for multiple days.
Not saying that Darktide should not have this. It definitely should, at least for private lobbies.


Imo, loadout selection in darktide is superior, because darktide actually has loadouts in the first place.
Helldivers should also have loadouts.


When it comes to hyping me up for the mission, the loading music from HD2 can not be beaten.

1 Like

I’m sorry but WH40K is a very different experience from Helldorkers lmao

I just wanna be able to select a mission from the board with the modifiers I want without being beholden to a random rotation.

No dad I don’t wanna play more hunting grounds for the 10th time in a row

5 Likes

A way to set up your own maelstrom run with any and however many modifiers you want would be great.

Having to wait half an hour or longer for the next auric maelstrom to rotate in is just pure pain. It’s the reason I stop playing most of the time. It’s crazy how little player agency we actually have in darktide.

2 Likes

Yep player agency is the crux of it. Darktide severely lacks it and it is, imo, the main alienating factor that drives people away from the game.

Not being able to engage with the game in the way you wanna engage with it unless RNG is on your side or you happen to log in during a particular map rotation is really kinda awful lol

4 Likes

Out of curiosity. Did FS ever react to the feedback regarding map selection RNG?

1 Like

Honestly? Not sure, it’s one of those things FS has to be aware of by now given it’s not exactly an uncommon feedback point from what I’ve seen…though maybe my perspective is skewed and there’s a huge swathe of people I’m not aware of who are super into map rotations somehow.

I haven’t seen anything publicly regarding map selection from FS’ end but it’s possible I missed something. In terms of private stuff I’m fairly certain I couldn’t comment.

Hopefully it gets addressed at some point. Itemization being fixed and then sorting map selection after would be, dare I say, rather swell

1 Like

You should really load up the game.

The reasons are probably more economical in mind. Either way they designed themselves into a corner.

Hope everyone likes having quickplay only be the new map, the non-auric map variety chopped by a third and auric map variety chopped by 20% for the next 2 weeks.

1 Like

Yea, its more about improving for the next game. I guess in a sense, players who want to play are willing to wait for the game to load.

In what sense? IF you’re talking about setting then yea you’re right… but that’s not the topic.

Both games from startup to loading into a mission are very similar.

Yup this is the core feeling Darktide should be aware of. A map rotation, or selection, should be designed around enabling someone to continue playing the game.

1 Like