More Active End Events, Please

At the moment, most end events are very passive/defensive. You run in, maybe do an objective, and then hold position to defend against an onslaught.

It’s fine, but a few too many. I would like to see more active/offensive events, more situations where we have more impact on the environment and how we tackle objectives. But most importantly, events where turtling and holding position is discouraged, or even actively punished.

We have a few moments like that in game, the best example is in one of the Archivum Sychorax maps mid-event running through the corridor labyrinth while the alarm is going off. Great event, tons of room for smooth teamplay and also a great noob trap for time wasting mistakes.

Another great moment is the opening of the Carnival map with the explosive charges. Fantastic mood and frantic energy.

I’d like more of that. I want an end event or three where the team must progress under fire and threat of being swarmed. I want an event that’s not afraid of OP stealth builds, boss killers, or speed runners; and also not afraid to dump 3 plague ogryns, a couple of crushers, and a dreg gunner patrol on us.

I mean, this event is kind of a disappointment. I was thinking about an activity list or something for players. And here they only added a map and changed, add the sub title on the image

I already have such low expectations towards them that it’s enough that they don’t delete all character builds after patch. For the 4th time, I will be really angry if I have to set up all again

This is a horde game, standind my ground against a horde of enemyes is what I came here for.
I don’t want to go around the place scanning or playing some wierd minigame on an interrogator.
I love the new mission exactly because it’s plain and simple.

Right, but as far as hold out defenses you also have

  • smelter

  • skyfire guns

  • hourglass

  • spoopy chemical vats

  • poopy train terminal with demon eyes

  • poopy tree

  • Direct TV dish

  • AC repair

  • A big elevator

(I’m sorry but I literally cannot remember the map names)

That is, you know, quite a few maps where sitting back and shooting the badguys is the main part of the end event.

I always liked the “Escape!” finale in that VT2 Shadow Over Boegenhafen mission where you’re getting shot at by the Skaven gunship. Would be cool to have a finale where you have to run away from something too powerful to fight.

Even a more active defensive finale could be cool, could be something where you have to hold off against increasingly intense hordes, but you can gradually enable defenses like automated turrets, combat servitors, blast doors, etc to help deal with it until you can make a hot extraction. Anything that would give the players more options in how to mitigate the difficulty of the finale would be cool.

I actually love that map. And it would make sense in Darktide to have us be on the wrong end of a pillbox or multi-las.

I don’t consider poopy tree as a holdout event, you have to wade through a sea of zombies to scan stuff, it’s a lot harder and interesting than most of the end events. I also consider smelter an above average end event because you gotta walk great distances around the smelter complex and weaker team mates tend to not keep up and make things interesting by getting downed.

I would consider relay station, chasm logistratum, smelter, silo cluster, hab dreyko and power matrix as active as your examples. Sure some of them have a hold your ground part that is time gated, but that’s more of a ‘you’ve already won’ filler part to them and they have you running all over before that.

@BigSneeze @xscyther fair. I guess the flavor of these events that makes them blend with the others in my mind’s eye is that they’re in an arena and have time gated sections that result in teams returning to the same defensive positions.

You’re definitely right though in so that they could vary it up. I support FS not messing with what isn’t broke - the end holdouts are a good formula - but it has gotten stale. Things like the bridge run at the end of Left 4 Dead 2’s Parish campaign would be nice to see.

Yes :smile:

I’m not asking for the current stuff to be changed, just for the new stuff to be different.

I agree, though with the caveat that they should make sure that when they try something new, it’s something fun and interesting.

Things like the collectathon mini-missions in Vermintide 1 and Winds of Magic arenas in Vermintide 2 make me VERY cautious of encouraging map experimentation.

Throw in something that would make holding a point an actual challange. In Smelter map it’s just a large horde of poxwalkers and two or three ragers/mauler, you could defend that with your eyes closed. The director should be contasntly spawning bombers, mutants, gunners or even crusher waves with bosses to force players to venture out. Same thing with the new Carnivel map: things should be spawning above and lobbing things down if players decide to sit at the enterance.

Best ending right now is Hab Dryako when the director decides to spawn a an wave of elite in your way during the escape. You’re fighting your way out and there’s a giant wave crashing behind.

Second would be Refinery Delta-17 if the ending tunnel spawned a bunch of stuff in it.

Add a boss, some shooter waves, some elites to the trash waves, anything. The rest of the smelter finale is really good, then it ends with a mindless lmb mash fest event.

Slaughter funnels just aren’t interesting finales. They’re fine in the middle of missions, but finales need to be much more engaging.