With hotfix#66 you made it only worse. Now 40-players joining your non 40 lobby with thier “fun/experimental” build simply just ruin your climbing attempts. Yesterday i just lose 3 level because players swap to their fun builds in pre-game lobby and refuse to play meta.
Please remove deranking at all, just replace derank after 3 lose with simple mission-modifiers switching. Just let us to try current assignment level until we beat it. Its just pve coop game, not cyber discipline. Dont restrict players from achieving content by poor mechanics.
Can add some to this.
Play recently 40 with guys who patiently wait and not play before update (just to keep their assignments).
And its very strange that u can play way better but derank (because u have 37 assignment), but ogryn who literally playing very bad not derank.
running Havoc without a meta build just makes the game unnecessarily difficult. If you’re in a party strong enough to clear Havoc 40 with ease, you might still manage even if one person is underperforming, but you’re not going to find a team like that with random member.
if you’re serious about completing Havoc40, your only option is to build a solid meta setup and wait for a team of skilled players.
if someone tries to run it without a meta build, the only real choices are to kick them or leave the party yourself
as i said, now it’s all <40 = varlets.
I’m happy to be hadron’s varlet I mean uhhhhh
Perhaps a competitive ranking mode was a poor idea fundamentally for a co-op pve game.
I think idea of lvl progression is good by itself, because u can, step by step, go to hardest lvls. But i missing the point why deranking is persists with this system.
More suitable looks like - u go and clear your assignment. If u clear it - here next one. Try beat it endlessly
Ya think?
Its like creating a game whose funding model is based entirely on subscription fees then dedicating 90% plus of the content to pleasing 10% of the population. It works - right until too many of the “filthy casuals” leave then the whole thing collapses. Yet the loudest voices still clamour for those “good old days” when games were all about gate keeping.
I’m fairly certain that Havoc came about because some marketing drone asked “how do we increase player retention”. Then the guy looking at his phone to check his EVE Online profits suggested making the next expansion about grind and the other guy playing Candy Crush said “make them play every week or they lose progress”. I mean sure its only taking the worst mechanics from failed ideas and throwing them all together. But hey, “we’re game devs! We can make this work because we’re SPECIAL!” Then when it fails again they look around and wonder what went wrong before deciding its all the players fault for not appreciating The Vision.
Almost like these people design games to be fun for themselves but forget an important detail. Majority of customers not having fun means the majority of your money is ready to walk out the door.
Going in the Book’s section about havoc.
Havoc deranking absolutely reeks of the same disconnected mindset behind crafting RNG.
Darktide is a coop PvE game, a decaying ladder is feature to support a competitive PvP experience. The only reason to hamfist such a thing into Darktide is because one wants to use it as a retention mechanism, but it’s a square-peg round hole for the type of game Darktide is, and whatever senior Dev or C-Suite is managing Darktide does not seem to fundamentally understand that.
That Fatshark has spent so much time trying to “fix” and “salvage” deranking instead of just dropping it screams that whoever is in charge really doesn’t like being told their ideas are bad and that it takes review-bombing and significant community upset to get course changes. Whatever is being communicated by CM’s doesn’t seem to be getting through.
A lot of Darktide features increasingly don’t feel like they are intended, organic evolutions of the game built to some sort of template for a coherent vision of the title. It feels like whoever is in charge of Darktide is essentially told to develop something once a quarter or once every six months, and basically comes up with it from scratch in vacuum to meet the directed goal.
There must be a boss in the office who doesn’t like to lose face and makes changes, but not completely, so as to still maintain control.
Was bound to happen.
But yeah the mechanic fits more with a competitive PVP or MMO type experience than it does here where really you just wanna have a good session whenever without any bad blood or angst and this certainly doesn’t enable that to be the case.
You do not need to play meta to beat Havoc 40. That said: yeah the derank system is entirely unnecessary. Mainly because they added a button to manually derank and reroll your map if you get stuck. It took months for weirdos like me, who like playing 40 for fun, to not be deranked for playing the game.
Dude if you think youre worse off with a havoc 40 player in your lobby than some random player playing with his malice noob friend who he intends to carry when really theyre just throwing at the ready up screen I dont think you have played much havoc. Your chances of winning a game go up infinitely when you have a high havoc player in your lobby as opposed to some perma smite psyker with a tac axe and a bubble with no dps who wouldnt be useful in a malice lobby yet here he is in a havoc 20+ mission full throwing and yes players like this are in my games constantly. Where are all these havoc 40 players with experimental builds? I havent seen them.
Interesting, I was thinking the same thing. The patch notes section seems to love the changes.
Only been saying that how long? That it’s not a case of can’t do but don’t want to because someone doesn’t want to admit to screwing up.
At least crafting RNG had a slight upside - initially it could have been a way to indirectly cap players power by preventing “god tier” weapons from becoming a default. Of course Obesetuna being themselves they utterly and totally botched it and instead we got weapons like the knife where a one or two certain stats & blessings made everything else pointless. Making players play every week or lose progess? That is purely about retention and creating an artifical hierarcy.
Frankly someone who has run a table-top RPG needs to take every member of that studio and explain - using the same words one would use with a toddler - why you never design for yourself but for the players. Hint: players having fun equals players who stay and spend while players not having fun equals having to play by oneself.
Derank has been and will always be profoundly stupid in Darktide. I don’t care that it essentially does not affect me at all any longer; it doesn’t change its fundamental stupidity.