Some ideas for next state of the game

After several last major updates I have a feeling FS are trying to find a way blindly.So, I am thinking about some possible ways and want to share:

  1. Weapons fix

After “lock and loaded” update there is no reason for weapons with random stats to exist in the game.
Absolutely all players create weapons with one dump stat.
Of course there is no logical reason to drop any type of damage stat, so almost everyone dumps mobility, but if mobility is needed in the current player build - there will be defense or stability instead.
So everyone really using weapons in the game now has one of three dump stats - mobility, defense or stability.
You just need to lock every variant of existing weapon to one of these dump stats and so you could more easily tune weapons with their fixed stats to target state.
Or you could even forget about this dump mechanic and give all weapons 80% equivalent of their current state.
You could slightly tune them after.

Why this is good:
Players do not need to grind endless garbage weapons - a few times I had to buy about forty or fifty weapons to have one needed variant.
Active players have enough money and have all they need.
Casual and new players do not need to feel frustrated.
So this feature just needs to be deleted.
*Yeah, there will be some problems with money balance … but this is a cheap price for normal state of weapons.

1.2 Weapon reward after mission should be clear - there is zero chance to get a good weapon, so this reward is just crap and now exists only to sell or sacrifice. Give people currency - it’s all they need in reality.

1.3 Weapon sacrifice should be removed and just replaced with currency transaction.
Right now, to upgrade your weapon mastery you need to buy a few dozens of weapons, then consecrate them one time and then sacrifice them.
Doing so, people spend their time on absolutely meaningless activity. It’s just a disrespect.

  1. Totally curio rework

I’m sure curio system needs to be fully reworked.
There is no reason for the current curio state to continue to exist because all this system does is give players a bit more health and damage to compensate some flaws in their builds or weapons. Very weak compensation, by the way.

I see this as a completely new system similar to weapon blessings, far more satisfactory and diverse.
There will be three types of curios players could get:
Ranged damage
Melee damage
Armor

Players could use only one type of each curio, and each type has a specific type of blessing with some base or exotic effect.
You already have some of them - look at your own mortis trials. A bunch of buffs you could get through waves is an easy base for blessings of this new curio system.
But it’s only a part, you could get much more curios with complex effects that not only buff players but also give them some restrictions.

Why this system is a good idea:
You have a strange fixation on weapon and class balance - this game does not need something like this.
DarkTide is not some kind of direct competition game, frankly - there is no real competition right now (I’ll say something about it further).
It’s a game about co-op fun, so why are you so strict with “balance”?

New curio system lets you give players a huge amount of interesting configurations to get what they want - fun of killing heretics in co-op game.
They could easily compensate flaws of weapons with this new system, so every player could play with their own fun style.

You could even add receiving of these new curios in your new expedition game mode.
At least it would be lore accurate - reject going into dangerous zones to find some relics.

  1. A new breath for mortis trial

It’s dead now, but it’s a good game mode.
Why not to bring it back?
I said earlier about absence of competition in Darktide.
You could add this element easily with rework of mortis trials and all you need to do is add infinite waves. And public statistics of course.
People could compete in this game mode and first 5 groups with maximum waves they survive would be displayed on some sort of “board of the best” with resetting every week or month.

There is a lot to think about balance, but I think you could improve mortis trial far more easily than a lot of other things.

  1. Expeditions

I’m sure you have some plans for it, but I also have a couple of fixes expeditions need right now.

First: there should be only one resource for runs - fragments.
Second: run should be as long as party has time - no need to limit them with 3 zones, and timer should be only for one zone.

With these fixes players constantly need to maintain balance between current and possible reward.
You could also add some kind of leaderboard as I suggested earlier with mortis trials.

  1. Commissary should be closed

Everyone knows you completely abandoned this part of the game.
Just close it and give skins from it to all players depending on current state of their characters (who don’t have them of course).
Weapon skins could be added to weapon mastery progression.

Any abandoned content causes only irritation and nothing more.

  1. New operation

I like operations more than any other mode or missions.
I’m sure there is a lot of potential.
But there are only two of them (three if count ortus offensive).
You could move global plot with that and I can’t understand why you are not doing so.

By the way, do you have any global plot at all???
I think global plot is most important driver of a game like Darktide, not plotless game modes. There are enough examples in the industry.

So, I just copy my core ideas for new operation from my previous post here.
It’s just an example of potential missions:

  • thru sewage
    The group should go through very narrow sewage tunnels.
    Add labyrinth logic with random paths or mini-games that define your route.
    Turn the lights off — the group must include an Ogryn who carries a huge flashlight cannon.
    The flashlight makes enemies stagger or flee.

  • to the top
    The group should climb up using ladders and tight lifts to reach a high point.
    There is a change in direction — you constantly move upward instead of forward.
    Unique mechanic - you can push enemy packs off the edge.
    Pox gas slowly and continuously rises from below.

  • no one step behind
    The group must cover the retreat of regular troops, falling back to prepared positions in several stages.
    Add stationary heavy bolter turrets and lascannons.
    Enemies attack not only you, but also the retreating NPCs — and they must survive.

  • support an offensive
    The group must support offensive of mebian 53th.
    Group is moving parallel to NPC offensive and should complete all goals until all 53th potential runs out.
    It could be renewed by achieving operation goals.
    Group could have some beacons for artillery, tank or valkyrie strike.

If you like some of my suggestions and you want to say something in support - very nice.
But if you want to argue - don’t make any effort, I have no inclination.

I’m absolutely sure no one from fatshark uses this.
We look at their work for 3 years and I almost can’t remember they listened players.
But anyway, there is no other way to communicate and everything I expressed above is my personal exercise in creativity.

Lad you forget about the skins in comissary it ain’t just weapon skins

Nope, I wrote: items (body) could be given depending on character lvl. Anyway, it doesn’t matter how exactly they would be distributed.

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cause it aint really “fun” if one rando dude clears entire rooms at the press of a button without having earned it by exceptionally superior skill.

at least the later is a social transaction one can learn from. the former is watching a bum playing a game, not why people chose multi-player.

wrong, the only reason to deal with strangers is a healthy competition, used to improve and finally outperform your peers.

other than that why would I need audience in my game?

I’d go for pvp right away.

said competition is what produces better players in the end and everyone by proxy profits from that.

praise my idea or shut up, yeah, no, the forum ain’t your personal stage

you want no conversation that aint “yes-man”, talk to a mirror.

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tl;dr

this is my response too

As I said, there is no other way to provide FS with some ideas, so I’m posting it here.

So, why you just dont go to outperform some of your peers in couple of runs?
Good luck with this :slight_smile:

ah, but thats where the “fun” is, see?

everytime I don’t i take that as a personal loss :squinting_face_with_tongue:

not using op or crutchy stuff and doing so is where the long term motivation lies, power fantasies not born from personal abilities aint nothing enjoyable and get old very fast.

hence tourists come and go on a hotfix basis, gobble the content, get bored, leave.

no ambition, no drive, just couch-surfin until “endgame” with the easiest methods available.

That’s why balance in a multiplayer game IS essential for those dedicated to it.

they bring the cosmetic sales during thousands of hours playtime, not some average joe leaving after 50.

FS filled the game with such a huge bulk of variables that all attempts to combine them into something stable in the current state are doomed.

The base was good when they had a solid plan at the start of the game, but now, with the progression of years and a full change of skills through adding skill trees, weapons, and classes, their core complex mechanics have become a basis for chaos in balance.
And their minor fixes leave me only bewildered.

No need to argue about it — everyone knows there is a very limited meta build that lets mid-level players clear top content. Of course, there will always be some “sparkly” people who can clear HV40 with a c0ck in hand and a bag of stones.

I see only one rational way to achieve stability — cut all core variables you can’t control and compensate for all remaining flaws.
So all content will be fully operational, and I think it’s very significant.

If you want to play at the top with the stuff I mentioned earlier — no one can stop you. So have fun.