Fair enough yeah. The devs clearly have a vision for the game and having some soft factors urging people to play according to that vision isnt a bad thing. Nothing stopping you from just ignoring those things anyways.
Fixed that for you, Iāve never once in my 2k hours of Darktide seen a player booted post game
Yes, agree. Another mission should be loaded directly after the post game display, with the same 60s timer so players can opt out if they want.
Good ideas.
Is this because the veteran players in question are ātoxicā or because new players are jumping straight into Auric without being proficient in the fundamentals?
Overall I disagree with the removal of score-board, itās not an inherently bad thing to have, and the stats provide useful feedback. That said, some of your other ideas are pretty good and in particular the commendation one - if applied with trackers that other players can view in the Mourningstar, would be pretty useful. āMost revives in a matchā are definitely a stat worth watching.
Wich is extremely weird to me, cause the internet allows you to say back āur momā and mute people, no need to be a professional boxer to handle anything.
Like sure there can be moments when unpleasant interraction meets your bad mood and spoiling your escapism, understandable. But removing platinum standart gaming features cause of 0,00001% situations is just pathetic.
At this point probably not cause devs will say that the mod is just better, why would they spend time (imagine working) to deliver their own worse version. Tho just ask the modder for permission to make scoreboard go core, and pay them one surstromming idk.
I would people should just push harder on that topic. Personally not a crucial moment, the whole situation is just lame and cringe.
Logical conclusion anyways. My main point is that making a scoreboard a mod as a compromise just defeats the entire point of removing the scoreboard in the first place. Some theoretical additional negatives are just the cherry on top.
No I do mean the lobby is forced to close mid conversation. I like to talk about builds and play styles so whenever I see other experienced players I tend to talk to them about it. The 60 seconds isnt enough time lol (that is what I mean by booted. I guess I can edit it to more clear language)
Of course you should be able to immediatly load into another mission. Im not saying you would need to sit on the end game screen. I just think giving players more time to interact post game is a good idea generally. Its completely optional so why not?
Well again I will point out that chat toxicity is the smallest element of what the devs wanted to fix. The biggest one is āgreen circle chasingā and general anti team playing.
I dont think the time to implement a scoreboard is the issue here. Like its a few weeks, maybe a month or two for one or two UI devs at most. Yes there is opertunity cost but all the framework for this is already there and a lot of people would be happy for its inclusion.
I do genuinely believe they are worried about how seeing a scoreboard during gameplay can effect player behavior. Thatās why I suggest something that doesnāt do that while still being better then the current mod in a lot of ways.
Oh, yeah I agree there. Though if another mission was loaded right after that would be 2 min of idle time. I suppose thatās not long enough to carry on a conversation with depth but isnāt that what the Mourningstar is better suited for?
An invite to party system/DM during the post mission lobby would allow for those Mournigstar conversations without forcing other players to be idle for too long.
If by anti-team playing you refer to players who speedrun and agro all the roaming Elites using a stealth build yeah thatās annoying but more so a balancing issue with Infiltrate/Shroud, same with players running a super meta build green circle chasing, thatās more a balancing issue. No one player should be cruising through the map effortlessly and obliterating everything in sight with an infinite cleave, infinite ammo DoT staff or Dueling Sword
Their every game had a certain bugs lasting for 2 years despite it would take 5 minutes to fix. Or it was just modders solving problems. Every tide game was having weapon swap quee buffer bug till mods arrived.
the problem right now is rather people not reflecting on anything thats going on, much less being able to come to a conclusion as to why they hit the ground 3 times in 5 minutes.
thereās stuff going on in auric maelstrom that makes you question how in the world they find their own asses in the dark without a flashlight.
this āmajorityā isnāt gonna be bothered by any scoreboard cause they simply donāt bother either way.
likewise these in question aint frequenting the forums either, so any discussion is to be held way above their heads
Well I do think there is logic to a in game easy to open scoreboard, causing people to chase damage numbers over teamplay. I mean again that is why they removed it in the first place. I am just addressing their concerns rather then dismissing them.
Yeah I know they dont have the best history with timely implementation of things. But to be fair they are a small company split between two relatively large games now. I donāt expect fast action just eventual action.
Your partially right. However at really all levels of play different builds can specialize into different things. Of course basically everyone is trying to pump out damage, but some people are specialized on killing crushers, or bosses, or countering shooters, etc. All these roles are valuable but not all these builds do the same damage. If people exclusively focus on just damage over team play aka āchasing green circlesā, they will all go to generalist high DPS builds.
Yeah this is more of a thing at havoc but still. Even beyond that team cohesion is still important and all that.
Fatshark wants to incentivize teamplay more, that is their goal. Iām offering some suggestions to achieve that goal without really hurting anyoneās experience.
Yes the game can be beaten by being completely braindead at anything under auric maelstrom. But you only really think that because you are a experienced player, you are sorta ignoring the new player experience. Most of my suggestions are targeted at new players.
Well they are not tiny, itās like 180 employees. Neither V2 is a live service game with active support in the terms of weekly hotfixes or mid size pathch per month.
FS is just inefficient.
Well if you want to encourage other things, then you should tune your game not only around spawning clown cars of crushers.
After that you can add āally toughness refilledā line and count it for the overall efficiency.
I think everyone understands that when you play a semi support archetype like VoC vet you need to pay attention not only to your toughness, but matesā and sometimes also just cast it right before poxburster dives onto your psyker.
In the context of how ultimates are spamable and so there is no proper reosurce management and calculations needed, so people may take it as granted. In V2 itās always noticeable a noob Kruber merc donāt refill team THP, or people always use āthank youā for Saltz priest bubble.
Well people do naturally gravitate towards seeing big damage numbers. So my suggestion to counter that is to just not show damage numbers during gameplay. Sure maybe not the greatest solution but the question is if it would be better then the alternative that we currently have.
Itās only low skill level players think that. Support role is a bit ungrateful itās true, people will blame you for their own mistakes. But then when people say āgod healerā itās more precious.
Obviously DT isnāt a place for the full healer supports like Mercy, but active semi supports like Saltz Priest/Merc Kruber are totally fits.
Itās just in DT everyone can play allrounder while being extremely powerfull, defensive layers are too forgiving and resources are reletively plentiful. The game is heavily tuned towards spaming aoe and anti armor, slapping some toughness refill and high mobility.
If crowd control was a thing you need to fully spec into to make it strong and there was a proper gameplay rather than smite/surge autoaim spam, then people would appreciate their 300iq CC psyker. Till then frag/shock mines spam goes brrr.
No skill involvement support tools design + no proper enemies creating combat scenarios for such tools = first person arpg combat wich high level havoc is.
Yeah my suggestions are mostly aimed towards newer players and guiding them into becoming good team players. Support and team focused play styles are not valued at lower levels so that pushes people towards generalist DPS playstyles. Having a player base with a large amount of people like that leads to the aforementioned āgreen circle chasingā.
Iām addressing that core issue rather then the band aid of just āremove scoreboardā like FS did.
All I have to say about toxicity is that you canāt really do anything about it, a-holes will be a-holes no matter what they donāt need a scoreboard as an excuse not that I in over two thousand hours have seen much toxicity anyway.
I have yet to experience any toxicity related to the scoreboard mod just like I didnāt experience toxicity related to the scoreboard in VT2. I donāt know where this narrative is coming from, but itās either false or the severity VASTLY overstatedā¦
Yeah its impossible to completely fix. I just suggested a few changes that could make for a more friendly player base over time. The overall attitude of a player base does matter, and soft factors built into a game to steer the player base into a better direction is just generally good.