More Gating Needed

I meant people don’t usually act this way “face to face” in sports, card games, in person games, etc. if you were a selfish guy on a soccer team that just sat in a corner refusing to play how it is meant to be played, then I’d expect violence to ensue

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Why not bring lore into it? This isn’t a competitive PvP game, it’s a cooperative adventure to Warhammerland funded by people buying cosplay outfits for their E-dolls.

Literally nobody would be playing this game in its current state without that lore, and nothing about the current setup is at all out of place with that lore.

Lore and difficulty are separate discussions.

Did the Emperor beat Horus on damnation or malice? See how dumb that sounds?

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The fight with countless versions and permutations depending on edition and author? Sounds like that makes a great stand in for reflecting different difficulty levels and party compositions.

That’s also a fight where, in every telling, a painfully undercapable (next to the Big E and Primarchs and Space Marines) Guardsman named Ollanius fights a Primarch (either Horus or Angron, depending on version) and is pretty much immediately slain for the effort.

It’s only dumb if you’re going out of your way to make it dumb. Again, this is a PvE coop game who’s core selling point is immersion. Difficulty in and of itself can absolutely play a role in reflecting the lore, and as far as the lore is concerned, ill-equipped and undertrained combatants being thrown into wholesale slaughter against foes they aren’t on par with, and dying in droves to the detriment of many others, is a fundamental cornerstone of the 40k setting that is openly celebrated as a good and worthy thing that is hammered repeatedly into the player.

No gear level gating unless they completely overhaul the itemisation and crafting system. Imagine not being able to play a difficulty due to RNG.

I think you’re right, but not everyone is going to hold this point of view. Personally the immersion factor is being in an intense (video game) combat situation rather than putting myself in the hobnail boots of an actual 40k person (I’m not that up on or into 40k lore). Win or lose the game provides that for me.

I do sympathise somewhat with players who feel bad when one or two members of the team aren’t pulling their weight – this is especially the case when they are severely underlevel. If you’re going into an Auric mission that you hardly feel prepared for with good gear, and you see a level 20-something there just to soak up the juicy XP then that has serious potential for friction.

It’s meta-gaming at other people’s expenses, and I wouldn’t mind if this behaviour is curtailed somewhat by power/level gating specifically for quickplay on the hardest difficulty missions. This is coming from someone who has experienced it first hand on multiple occasions, and still managed to have fun. I do note a certain lack of honour amongst these xp thieves, though :upside_down_face:

I just played with you! Haha controller and all🤪

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I feel all that, it’s real, I totally get the frustration at times with incapable teammates. It sucks. I’m not even really particularly opposed to gating higher difficulties, I wouldn’t be really bothered either way, but just pointing out that all of the narrative context and visuals and lore are perfectly in character with the existing gameplay dynamic and value proposition in relatively unique ways.

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Hope it was a good game! Though I only had time for one round today and played as my second zealot so it may not have actually been me.

You have a few of these failing upwars people in this very thread, self-delusion is a helluva drug.
To them “satisfying” is being carried to a win end-screen, them being “just there” is irrelevant, it doesn’t matter if the team would have been better off with a bot vs your button mashing; victory screen and Emprah’s Grift is all the validation and reward they need.

Yep, good times indeed.
Put up or shut-up, no free lunches. You took your beating like a big kid till you learned and improved or just gave up and moved on to something else.
None of this “well I refuse to improve so you guys carry me to the finish line” BS.

I don’t know what fantasy world you guys live in but you play random match making to play with randoms.

You play premade to get consistent high level play.

Randoms is basically been chucked in a random game and trying to clear it with no team comp or plan besides wack.

You get people who are level 31 and can’t push bursters and zealots who can’t fight in melee or you get 3 level 200+ people who are extremely good and the game feels like your playing malice.

Once I got a level 970 rusher psyker who used lighting to stun everything and made the game a 3 man team till a horde squashed him in the elevator and he quit. It was very funny.

If your whole team dies you can still clutch it if your good enough.
You just get what you get then you try your best not to die horrific deaths like good rejects.

I have just finished Damnation with a Level 28, no problems!
I use true level, should i start evaluating players by this and only match with Level 100+ for Hi intensity?
obviously not!

remember a now closed local store that had tekken 3 on display. got my ass whopped by some kid, bought the game that instant.

2 months later i came back with every combo in the book, his character didnt touch the ground once.
didnt utter a word, just smiled and left.

sad those days are gone for good

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I think it’s a valid complaint when someone who has no business being on a team (skill,lvl,etc) is on the team. I wouldnt fret about someone who is struggling a little bit, but it can be a huge handicap for a co op game.

For instance, last night one of the dudes that was playing with Reginald and I must have went down 30+ times. He clearly was playing way above his head. At some point, I just started to ignore him, which kinda sucks for a co op game.

I’m all for immersion/lore but if someone is getting in the way of fun, then I think it at least deserves a conversation to address it if it involves a co op game. A mutually beneficial solution for both parties can probably be obtained :man_shrugging:

Instead of gating, maybe there could useful tips popping up when you load a mission. Like “Snipers are priority targets” when you play Veteran. Or “Handle the horde while your teammates focus on distant threats” when you play Zealot.

I just finished a Quicplay game in Auric Damnation Hi-Intensity. The Veteran did not seem to know it was his job to kill snipers. Instead he redundantly got his Power Sword out and concentrated on Pox Walkers, which I was handling already (I play Zealot). The snipers killed us all.

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I use the loading screen lore mod which contains helpful tips about the game that have improved my play a lot – things like pushing poxbursters which is now second-nature to me, not that long ago I never would have thought to do it. So I’m definitely for more tips sprinkled around the game!

To address some of the other points in the thread, I do feel that in a team game your responsibility extends past your self. If there’s a low-level, noob, or otherwise compromising teammate then it behooves you to help them out as much as possible. Spare them extra glances and tell them where they need to be if they’re slow.

If you’re viewing them as a toxic liability then it’s going to be much harder to care about them… what is the quote – “Don’t attribute to malice what could be as easily attributed to stupidity”. Not saying there aren’t frustrating situations, but I do think that most of them are salvageable with the right mindset.

I always like to think of weaker players as mission flavour, but I’m a big fan of support roles which I understand is not everyone’s cup of tea :slight_smile:

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Yeah but that’s the thing sometimes you get awful team mates because you jumped in random match making.

Most of the time the game ends pretty fast anyway if your doing the hardest content with a basically a 3 or 2 man group because you can hold until one massive wave spawns and then you get overwhelmed.

But it’s not like I have never been a ass either I have just ignored reviving rushers who are miles ahead of the team when I get closers because I was doing just fine with out them and only do so if there’s no enemies left at all.

This is basically why I will almost always play revolver zealot instead of shot gun or auto guns.
I need fast pick off if the team doesn’t have it.

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Thanks to the way class design works here, your role on a team is more closely related to your build and weapon setup than your choice of class.

Like, just about every zealot is carrying a revolver right now, and that’s as good of an anti-sniper weapon as you can get.

The only potential gating that should exist (beyond the current) is a gear score requirement. Leveling my 5th character I started playing damnation at 16. Others after my first 2 basically same thing. I at least take my weapons up to purple, gold if plan on using them for like 5 levels. Throw on useful perks. I’ve “carried”(in " " because if it’s a win we all did our job but more often than not I have most trash/elites/specials kills, boss damage, revives and rescues)/clutched lobbies full of level 100+ people. Level doesn’t mean skill and if i can do that with sub 400 rating weapons then… I also avoid HI-STG because I know that’s pushing the limits of a low level build and I don’t want to try thaaat hard.