Required Improvements

At the moment with a level 30 zealot, I don’t see the point in levelling my level 15 ogryn, level 13 psyker and level 8 guard… So, in the spirit of positive collaboration, here are a few thoughts of mine on fixing this mess, story/canon wise. What do you guys think could be done to improve?

  1. Story - there needs to be one. I hope you’re are not telling me that the only reason we exist is to refute suspicion we are a traitor on the ship. What is the point of tertium at all… What is the story of tertium? How are we involved? VT2 did this well with preamble and dialogue, why can’t DT?

  2. Mission terminal - needs an element of story telling, like VT2. Build a story with missions in consecutively.

  3. Bots - they suck. Why aren’t they tracking level/XP of a players alt characters like in VT2? It would really make solo play possible.

  4. In game character editing/swapping. Exiting to main menu every time is ridiculous. Being unable to share curios like in VT2 is strange. VT2 introduced elements late in it’s life to make this easy and was well received. Why wasn’t this lesson learned carried into DT?

  5. Mourningstar - sorry, but this is severely disappointing. First, I want the paintings back. I enjoyed collecting the artwork. Second, the armory, mission terminal, shop and contracts should be proximate to each other like VT2. It made it quick and easy to do what you need to do and head into a game. Third, the portal (or teleportarium maybe). This just makes sense. How are we just appearing in sections of tertium. This would work with an improved mission terminal, just like VT2. Finally, give me my trophies back. I killed 2 “bosses”. Let me see their spines or weapons or whatever.

  6. Content - the whole story and available missions so far feels like 1 part of the game (like part 1 VT2). Is more going to come? You have this huge hive city but effectively only 2 visually distinct (albeit incredibly detailed and designed) areas? Also, I’m confused about the connection with the prologue and the overarching story. Were we on the mourningstar or in a tertium prison? If the mourningstar was boarded, what happened? What is the goal of the heretics in tertium? There is a lot that needs to be done here.

  7. In VT2 we were unofficial vanguard because imperial lines were caught up elsewhere or were not aware of could not get to our location. In DT, they clearly know what’s up and in fact militia units occupy stations at the start of a few missions, in significant strength as well. There is talk of heretic raids and key bridges needing to be held. Why is that not part of the missions? Why do we not see (at least as a background sky box) any other combat. It feels really lazy or a critical after thought at the least that we are the only active militants. And in cutscenes and the base, it evidently implies hundreds of “prisoners” fighting (which makes no sense at all).

Should the prologue instead be the mourningstar is boarded and sabotaged, and they jettison parts of the ship to tertium, one of the few making landfall being the prison section, and the base is the landed section transformed into a command centre. This makes more sense why there are no imperial assets and allows for expansion of sections later in the game like VT2 (which would be stupid if we are to assume we always existed on the mourningstar). As the mourningstar in orbit is sabotaged (and I guess the astropathica would need to be sabotaged too), the inquisition conscripts us to push back the heretics until repairs are made and reinforcements can be called upon (ignoring the fact the mourningstar could just land troops otherwise). <— and that only took 10 minutes to conceive… Wtf was Dan and Fatshark doing.

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