Rolling Steel feedback

I like it in principle, but the overall implementation I feel needs work

Should have been a special mission. I hate how the majority of quickplay for me now is to drop into a failed run because the team’s pace was too slow. What’s the point of staying when I can clearly see we’re not going to make it in time

The auspex minigame I don’t think is particularly bad, but it’s way too long. Waiting while this is happening for more than a small handful of seconds is lame

The timer I’m 50/50 on. I feel like in general I like how it forces you to push the pace and creates a sense of urgency, but I really don’t like how very early on it can be clear that the team wasn’t fast enough, so I just know that I’m literally wasting time by staying. Then if I leave, someone trying to quickplay will join the failed run, the cycle continues.

I think a mission like this here and there as a special assignment can be a lot of fun, but I wouldn’t want regular missions like this too frequently

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The solution to that should be obvious: Have actions that extend the timer (they don’t even show the real timer until the end, so that should be easy), spread over the run, so if the team is way to slow early on, they will fail after the first third, preventing innocent people from being thrown into an already failed mission.
Likewise, being better at the minigame should make it pass faster, and some extra enemies that occupy a position and leave after X time could make the mission harder if the team is too fast, thus giving the devs a more reliable time corridor on which to balance the mission.

Overall, I agree with the sentiment of ‘it’s ok occasionally’.
I would like having a “short mission” category for a lunch break or smth, but then, a bit more variety is probably paramount.

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I think this mission would be better served as the final set piece of a new mission. The shorter status of it doesn’t really do it for me. I find I’d rather have played a full mission instead once it’s over, as there’s not enough time to sink my teeth in. The time limit would probably anger a good bit of people if they make it through the first 15 minutes of the mission and then fail due to the time at the train segment.

I doubt they have the bandwidth for this but I think these shorter missions should just be a handful of story missions (similar to the prologue). Let other Mourningstar characters (or yours) join you as bots and have it be an easy 10 minute adventure. Also would let you try out builds outside of Sefoni in a bit more of a live environment. I don’t think this is a necessary addition but it’s what I’d like to see. Show off more of what Dan Abnett wrote…

I should mention I love trains and the vibe is immaculate but the time limit and pacing ultimately throws me off. I also have a crush on the new commissar woman. Overall, Rolling Steel is a 6/10 (+1 for Dukane) for me. I wish we would have gotten a full mission.

I thought visually it was pretty good, for such a short mission. Some novel (for DT) mechanisms. Hated the auspex minigame, hated a timed event, really disliked speedrunners. Mission is too short and did I mention I hate timed mission. I’m one of those who likes to look around at the design. 2/5

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Missions that can/need to be completed sub 10 minutes are a nice break from the usual 20+ minimum engagements. I enjoy combing through and getting my rucksack full of plasteel, but there are some who do needlessly dawdle.

Cooperative games have at least some etiquette, and one that often goes to the wayside with a certain kind of player is not wasting other people’s time intentionally.

Sticking with your team is usually a good way to smoothly move along, bearing in mind that there are many points in which splitting up is useful for completing objectives and giving space for spawns to hit another member of the group rather than the target point.

I’m guilty of occasionally losing track of what my team’s doing during horde waves, but it seems uncommon for people to use pings to aid in unit cohesion.

On the other hand, if you’re the one waging one-man combat when everyone’s aboard the Valk, you’re wasting people’s time–it’s not much (usually), only 20-30 seconds, maybe a particularly egregious 40-60, but that adds up with each mission and if you’re the only one, basically you’re wasting 3 times the amount since you’re doing that to 3 other people.

I absolutely hate this mission! Remove this crap from Quickplay!

“Remember all of the complaints about speed running assholes that keep rushing through our corridors/levels? Lets just use one corridor for our next “level” and also add a timer to it. Eureka!”

All that’s missing is an NPC that we need to escort all the way to the end.

Garbage like this just further goes to show you that Fatshart’s immune to any kind of feedback.

Much as I love this mission and it is in honeymoon period of being favoured in rotation cycle, probably for another week or so - I would like a Quickplay that lets me exclude it.

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