Yesterday, I had the misfortune of playing in Expedition mode with two selfish players from the Microsoft platform; specifically, they were running around the map collecting only salvage, completely ignoring “Tech-Remnants,” even when they were right next to them. When I asked why they weren’t collecting them, they replied, in a very rude manner, that they didn’t need them and that they didn’t care that I and another player were collecting them, after which, upon reaching Zone 3, they immediately began evacuating. This whole unpleasant situation, however, led me to reflect on just how poorly designed the expedition concept is.
We all know that Darktide is a cooperative game, and yet you can always find someone who, for various reasons, ignores this fact and plays without regard for the rest of the team. This is a problem that can be encountered in every available mode, but Expeditions are particularly prone to it. In every other mode, every player shares the same goal: to finish the level and complete the mission objectives. The “Havoc” mode, in particular, encourages cooperation because it lacks distractions like resources, books, and grimoires that might tempt players to break away from the rest of the team. In the case of expeditions, one might think in theory that the design would encourage players to cooperate, but I know from experience that this is not how it works. The timer and the many locations to check mean that it’s more common for the team to split up to explore more places at once, which at higher difficulty levels often leads to a situation where they all find themselves surrounded. Another problem is assigning found Tech-Remnants to the character who collected it—again, this should encourage cooperation to protect one another, but in practice, it often happens that one person collects the loot while the rest fight the mobs, after which that one player wanders off, dies, taking with them the loot that the entire team often worked to collect.
Now I’ve also experienced something else: the cynical attitude of players toward the rest of the team, all in the name of pushing forward meaningless numbers of completed penances. I don’t think I’m the only one who finds the amount of salvage required to complete a penance absurdly high, which, as I’ve had the chance to see for myself, instead of encouraging a collaborative effort, promotes an approach of mindlessly pushing the stat at the expense of the rest of the team.
I believe that developers should seriously reevaluate how expeditions work to better encourage teamwork—for example, by distributing collected loot among all team members, so that players who cooperate aren’t unfairly punished for the misdeeds of a single kleptomaniac. Let players, before dispersing to several points of interest, first have the opportunity to “vote” on whether to activate a given point or not, to encourage staying together rather than splitting up. These are, of course, just my suggestions; perhaps someone will find a better solution, but I am certain that expeditions should not remain in their current form.