Rolling Steel feedback

By far the worst map in game.

Did all the level designers leave? Who made this?

The concept of a 10 minute map in a genre where length is decided by pacing is absolutely insane.

Nothing happens the entire match, one person is held hostage for 90% of the map because of the new terrible Auspex minigame. This map is occupying a slot in the mission board as well.

Also wasted such a good track from Jesper Kyd.

Do you people care about this game at all?

ALSO FIX SPAWNS AND GIVE US MISSION SELECTION

9 Likes

My fav part is that this map design promotes toxic behavious. I already had (and I just played couple hours yesterday) bunch of people yelling at others in chat they they are:

  1. Too slow
  2. Wasting time
  3. Just die, it’s faster

And at one point I had match with 3x Dagger zealots who were just rushing as fast as possible through train, ignoring most stuff becasue map is a timed event.

I think that decades of gaming history showed that timed events/quests/maps were already frustrating experience for single player games, but in co-op… well, I predict a lot of blaming each other on chat each time people fail because “TOO SLOW!!”

2 Likes

Personally i like it with the exception of the auspex minigame, that thing really needs to be removed.
When they announced the mission i thought we’d constantly be moving forward racing against time. instead most of the time we’re sitting around waiting for someone to finish the minigame.

But i still like the short mission, its perfect if i want to just jump in for 10 min or want to test a weapon really quickly in a real environment (as opposed to meat grinder).

3 Likes

Wait until you find out that these kind of maps were common in Vermintide 1. People hated them, for the same reasons…

Yeah, Rolling Steel is a big miss. Locking down a player for so long while doing an incredibly boring minigame in a map where movement and progression should be the theme…

4 Likes

This map so easily could have been part of a full mission. Land somewhere, make your way to a train yard as the train is setting off. Stop it from crashing, move the boss fight to elsewhere blocking your exit when he tries to get his revenge for spoiling his plot.

Chasm Station already has dialog like this, where the middle event is rerouting the boss’s train so you can gank him. Reuse some assets, hack a train to take you to the yard, board and stop it from blowing up, try to escape with your lives.

10 Likes

I agree the missions auspex mini-game is bad, but overall I liked the go fast or die trying approach.

My favorite part is starting in the Raptor and jumping out! I hope more missions have this feature.

2 Likes

One issue is that the auspex minigame takes much longer than even the RNGfest that is the Hab Dreyko minigame even when you do it “perfectly” and it feels so bad to do on keyboard.

3 Likes

This is a mission that requires friends it feels like. With friends it gets your blood pumping like mad.

2 Likes

Welcome to pubs, where people are either coming back from a long hiatus, or theyre straight up-
TRASH

2 Likes

design wise i like the new map alot, gives me that necromunda hired gun vibe i loved at the time.

map itself is pretty “easy” in terms of having a 2 way choke point at any given time compared to the open areas of others : ascension riser battery room or clandestium first open hall with the rods.

as for the pacing, i´m at a loss really, what´s the incentive to commit to rear fighting or even back tracking when the majority moves on.
it might not be the best situation but duking it out alone is the worst of all outcomes.
i don´t like the accordion effect myself but kiting the bulk of the rear action towards the front liners is safer in my opinion.
at least you drop closer to them and got their attention.

that being said, “too slow” in a linear map :man_shrugging: if 3 guys keep pushing, drop what you´re doing and hoof it, chances are all 4 together get rid of the stuff following in no time.

keep in mind thats my personal, ogryn perspective.

bullrush and kickback is a breeze on this train, picking of snipers through 2 boxcars and having a choke in the front and back.
so when the rest was proceeding at my first, blind run-through, i was simply dropping what i was doing and caught up best i could.

sure, not every class has that “out of jail” ability, but then again, why do the rear ? if the front heads on, stay close. getting swarmed alone in the back ain´t the solution either.

had a good 2-man group the other day on other maps that really gave me a good run for my money.

they played well, killed their stuff fast, didn´t loot much mind you, but finished the map in record time.
key was disengaging and not over committing to stuff that quickly became irrelevant two rooms ahead.

bulk of the enemies channeled into a side door to pop out next encounter, rince repeat.

so it wasn´t a “fkk you all i leave the mobs to you aholes” kinda rush, it was a good brisk pace with no holdups except for major engagements.

not my cup of tea 24/7 since i enjoy the fighting but when in rome…

4 Likes

Meanwhile you cant click quickplay without auto joining a Rolling Steel game.

3 Likes

the only problem with the map is the auspex test- it’s largely uncontrollable and not readily understood and feels like it might have been designed for controllers instead of keyboard input.

the rest of the map is pretty fun if notice that you can close the doors behind you to take stress off as you move forward and you don’t have people with dodgespam builds since like a third of the train is very easy to juke yourself off a ledge with. the worst problem is people get blinders when the miniboss drops in because he’s way less of an issue than the disabler specials that follow him up as long as you pay some attention to where you are.

the biggest challange is probably getting players that assume clearing chaff is someone else’s problem, all enemies should be cleared out fast since the map’s a lot tighter than most.

1 Like

Should be easily understood after touching the circumference of the circle too many times within the span of a minute. Players press, not hold.

1 Like

I had a lot of fun playing it with friends, but I think it would be better if this mission was taken out of the regular Mission Board and added to Special Assignments or something similar. I can imagine that quickplaying into it is a pain.

11 Likes

It is a fun mission and good concept.

The only map where you can actually fail the mission even if no one dies.

But 8 mins and it’s over, felt a bit short.

1 Like

As much as I dislike this map and update overall, jumping out and back into the Raptor was really cool. Definitely makes you feel like a Special Ops team

3 Likes

The concept is good but the implementation sucks. They should gut the minigame and replace it with something else.

ehhhh i dont hate the idea of new short operations but dude who the heck playtested this playing it ethically in auric youd be short at least 1-2 minutes on killing the boss.
timer needs to be increased based on threat level or add in ways to slow the train after finishing some objectives.

reject-ops sir, if you dont mind

we serve rejects here

may thy ethos be swift varlet :smile:
couldnt say auric damnation HISTG had significant roadblocks.

combined explosives alone delete any bulwarks or crusher 6pack, add in an ogryn or plasma vet and its “bahn frei” till the final wagon.

then again my hud got any clutter deactivated so i couldnt even tell you if the 10 minutes were a good time or an almost fail.

timer or not, i always try that forward momentum to my advantage.

i am curios though for C I VI when 20 or so big boys squeeze through those compartments.
or I II V E G with 2 plague ogryn yeeting you from on end to the other :rofl:

2 Likes

THINGS I LIKE

  • Short format.
  • Longer/continual streams of enemies which have to be actively pushed through.
  • Players effectively forced to work together to succeed.
  • Time limitation (though I think it might need lowering some time soon)
  • New minigame (though it needs conceptual clarity)
  • The nostalgia kick of playing UT99’s AS-HiSpeed again after 25 years.

THINGS I DON’T LIKE

  • Trauma staff* clipping through 70% of surfaces (did you guys even test this?!)
  • Speedrunners.
  • Jumping out the side door of the dropship. Open the back and let us do it properly.
  • The boss’ knockback is a bit too strong.

*Sorry chaps, “Voidblast” sounds like a command I’d give to a pokemon. “Trauma” is, and always will be, a better name.

5 Likes