Mission system has to go

Yeah there are 5 base maps and 12? scenarios. There are only 7 unique mission modifiers though, and some pointless distinctions in those like espionage vs. investigation, you do the same auspex thing in both. Or how the only difference between raid and strike is a couple map elements you need to press E on. A lot of the other end level scenarios are just another servo skull segment, many levels already having one mid level anyway. And Enclavum Baross only has one scenario at the monent clearly to provide some easy content to add later, so it feels like 4 maps.

Assassination has the same boss at the end as well as the same end level sequence of the prison cell block to the elevator in both its set ups too.

Kinda missing how special they managed to make each VT2 mission, even with the same reusing of assets they have distinct finales and middle sections.

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It’s beyond unreal that they still haven’t addressed this.

Honestly this is so true. I think something sinister happened with Darktide. Perhaps the narrative was gutted at the last minute. Things that point to this, Jesper Kyd’s soundtrack seeming to have a kind of narrative flow and who actually is Brahms because we never see her in the game itself. I assume she is the ships Captain? The maps really are missing the spectacle of the Vermintide series.

Agree completely! Give us a mission system like VM2!

I feel like it started in CW, those maps have pointless objectives that are just centered on giving you a large brawl in each level. Except the tower which is always picked for the sake of brevity. But there are only 3 base scenarios (endure the ritual, blow up the gate and survive, which is the ritual scenario again considering you don’t actually have to sit in the ritual circles to progess the event). I actually like that Trail level the most for having a unique gauntlet, but in gameplay terms it means blitzing the level in maybe 2 minutes only waiting longer if you want to kill the monster that spawns for coins.

The level designers for campaign make the barrel collections a lot less dreary and repetitive.

I completely agree with what’s being discussed here, but I’m not sure we will ever see a mission selection system like in the Vermintide games, given the optional mission modifiers and secondary objectives. It might be too much of a mess to say “I want to play LH-S47-whatever but with grims as secondary and low visibility” and expect to fill in a lobby quickly enough with people wanting the exact same combination, especially later on when player numbers will be lower.

I agree though, that as it stands, the mission board is highly dysfunctional.

Utter heresy to plug my own thread twice in a day, but you may find a half-way solution interesting: Proposed changes to Mission Board and Weapon Shop

I asked Aqshy on the Discord if this was on the radar and they said that they’re definitely keeping their eyes on the hotspots - so I assume that they’re aware that a growing number of players are dissatisfied with this mechanic.
TBF, considering the number of glaring broken/bugged mechanics and people who still have sever stability issues, I don’t mind taking this a back seat for a bit while those get sorted. But it would be nice if they would address if this is planned on being fixed.

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It’s one of those things, I would understand if that takes a back seat but honestly I think it needs to start rotating a bit better before Christmas because 1) more people will be off work and 2) the game will have been out for a few weeks at this point and i think even casual peeps will have a level 30 character on one account. I’ve logged in a few times today but look at the mission screen and think “do i really want to do this map again?”

I’m hoping for some interesting class update, please just unbound the traits fatshark. Now having the two toughness traits in the first collumn (single and multiple) wouldn’t feel broken. I went back to my Ogryn with the toughness change and he’s went from a melee tarpit to death by a thousand cuts. With the old way of playing I could manage my toughness bar with the heavy strike sweep. Not so much now. I can still do it, but I’m taking damage. Didn’t feel good. Made being really big worse than it is.

One of the simplest changes would be to just have 12 or so randomized missions but then for any given mission let players the difficulty (eg exactly as a deep rock did it). If there are properly “13” missions maybe there are 10 up at any time with a random assortment of zone/mission/modifiers/secondaries and players can pick the difficulty from there.

Also make the missions cycle faster. Time it so that every 3 min there is one mission dropping off and a new one getting rolled. The whole set would cycle faster.

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