Can you clarify “reduced camping scenarios”. If the team finds a nice corner to defend in, and it ends up becoming the “meta”, why is that a bad thing or something that requires change?
Instead of blocking areas off and changing the design, how about creating a mechanic for us to move?
Mercantile HL-70-04:
I get this specific end event was a grip on the forums… For this map the reason this choke was discovered and adopted is because open areas in Darktide are extremely punishing, especially when the enemy spawns above you.
I haven’t had time to play, but I would love more explanation on how the team decided on sifting through our “Community Feedback”
The event where you run to 3 different infected sights, destroy them, restart the forge and then defend 3 or 4 waves of enemies before the doors open? I havnt seen any post or topics on this event being a snore fest or needing changes…
I just want to know how the devs are determining our feedback, as the majority of posts requesting change is about crafting or weapons.
I always choose the safe option when playing with PUGs, so the Mercantile ending is always spent camping the entrance tunnel. And it’s always boring. They already changed it once, adding paths for enemies to try to sneak up on you, but the result was basically the same.
I haven’t played the updated version yet, but I am quite excited to actually have to interact with the cool arena. In my opinion this is great, and in line with the previous updates we’ve gotten to maps to make them more challenging and interesting. If I didn’t post that it was boring before, I surely posted about the braindead optimal solution (entrance tunnel), and that should have been clear enough feedback.