Suggestions for additional content for Dark Tide

New classes

  • Rogue Doctor - Toughness regen, all stims have healing, debuff enemies, gas grenades

  • Rogue Tech-Priest Enginseer - Allied Weapon Buffs/Enemy Weapon Debuffs, Deployables(Tarantula Turret/Landmines), proximity mine grenades

  • Ratling - The opposite of the Ogryn, low profile, less health and toughness but harder to hit with attacks. Decoy Grenades.

  • Fallen Commissar - Boost allies ability regen, fears enemies, swords and pistols only.

  • Mutant - Somewhere between a human and Ogryn. like Quovandius from the lore who serves Gregor Eisenhorn as a loyal mutant warrior in his retinue.

  • Penal Legionnaire - Deranged individual who gets to live out his murder fantasy but in the emperor’s name. Dual pistols and Dual melee weapons?

Weapon customization:

  • Gunsights - Iron sights suck on most of the guns.
  • Barrel upgrades, mag upgrades, stock upgrades, etc. adds another level of customization and only needs to have minor buffs.
  • More info on weapons as just having keywords doesn’t really explain them

Enemy Bestiary:

  • Explain what enemies fit into what categories and such. for example what is a maniac? what is an unyielding enemy? etc. players should not have to look outside the game to find simple info such as that.

More kit items other than ammo box and medi-pack

  • deployable turret - Tarantula turret to help deal damage until it runs out of ammo.
  • deployable cover - deployable cover to hide behind
  • deployable razorwire - slows enemies passing through it

New enemies -

  • Monster enemy like the Troll from Vermintide, Plague Toad?
  • Plague Drone as monster enemy?
  • Ranged Monster enemy? I remember in a book(Firecaste i think) they reference a battle suit/mech that is not mentioned much outside of that book but a Scab version of it would be a cool ranged monster enemy.
  • Plague Bearer elite enemies?
  • Packs of Nurglings? drops loot like the pack rat from Vermintide?

New Modes:

  • Infinite Survival - Players will spawn in a open zone with constant enemy waves, no breaks. By completing small tasks such as Data Interrogation, Scanning objects, delivering power cells, finding special ammo racks, killing demonic growths, etc. they earn resources to keep going. the longer players last, the more enemies, more powerful enemies, more specialists arrive but the bigger the payout. The story is perhaps we are a diversion for the main force?
  • Hunting Daemonhosts - mission where the objective is to hunt down three Dameonhosts and kill them.
  • Escort - Players must escort some sort of precious cargo from one point to another
  • Monster Hunt - players must hunt down 3-5 monsters with unique buffs

more clarified mission modifiers. had a mission that said “no ranged enemies and all scab enemies” but the game every much had snipers and reapers as well as shotgunners while also having hoards of dregs and infested enemies which doomed us as we all catered our builds against armored enemies.

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Yes, I love the Infinite Survival Mode where you’re stuck to different areas on different maps. Where the waves get progressively harder step by step each level. Like 1-10 or more something like that where 10 is literally like all Scab faction with Crushers, Maulers & maybe throw in a bunch of Bosses in there as well. Would be cool to see. Or a King of The Hill mode. You can compete against the other players & get competitive to see who can last the longest, like the Last Man Standing. Anything like this I’d love to see. It’s always great to see the actual player-base outthinking the Devs at their own game lol. Not sure how “lore accurate” this would be, but f it who cares :smiley:

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Hence why I’d make it just a case of “We are a Decoy for the main force” as the storyline for it. I think it would be best to avoid any form of PvP as players are supposed to work together as per the games mechanics. if players choose to see who lasts the longest that should be up to them.

I also forgot to add in my other enemies:
Dreg Icon Bearer - Boosts other Dregs in the area
Scab Vox-Caller - Keeps calling progressively larger groups of Scabs to the area until killed

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I was referring in the context of my ideas not being lore accurate. Your ideas are okay. Just they’ll probably never take the time to read this anyway, but nice try.

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Yeah i’m surprised they even have forums if they don’t take the time to read them. this is why they should use Dyno.gg on Discord to have people submit feedback once a week to them like other games. then again, look at Helldivers 2, they don’t listen to the HD1 players, they listen to the whiny toddlers who wanted the game to be a “hero” game and changed the entire game concept to fit it.

Was meant to happen, didn’t for reasons that haven’t been explained (personally I think it’s Servers)

Tarantulat turrets are quite big, Sabre turrets from Necromunda are more to the dimension that we could see.

But there aren’t really any uses to the current missions/modes. If we get to see a Survival mode, then yes I would advocate for it.

Beast of Nurgle is already the throwing up enemy.
Plague Toad are smaller, could be used as an Ogryn sized special that work Ă  la Smoker in L4D.

Plague Drone could work as a set-piece/Lord-Assassination target, but not as a monster

Do you mean Tau Battlesuits ? For Ranged Monster, there is the datamined Toxgryn, could also suggest a Sentinel if we want to theme it on the Scabs.

So if new classes (Or Archetypes, that was the name for it) happen, we can write out Ratling due to PoV issues, as for the other:

  • Rogue Doctor: Not sure what you mean, there are some in Necromunda, but they’re not a faction, and not really needed, healing is already quite high
  • Rogue Tech Priest Enginseer: Too high, couldn’t be a ‘Reject’, Tech Adept on the other hand is right at the correct level.
  • Fallen Commissar: That would just be a sub set of the Veteran.
  • Mutant: Mutant don’t really work as a player archetype mostly due to how they are, each are unique and stuff like that. Beastmen on the other hand are more stables, and are a ‘faction’ that could work to build upon to make an Arche.
  • Penal legionnaire: That’s already what we are.

It’s more that even in cases where Devs do read forums, the time things take to develop is big, so won’t be there any time soon. And most of the time, the ideas that are proposed are either kinda over the top (Here we have 6 new classes/archetype, which is a colossal amount of work), some of the proposition are not really following what the lore would allow (Here it’s mostly fine), and some time are simply already in the work.

For example the idea of an endless mode is most likely already known by the Devs, as they’ve done such thing in VT1/2.

They have CM, who take things that are good and send them to the relevant Devs.

Public discords aren’t the best to keep ideas.

And as always, for every good idea there is, there are about 99 that aren’t good.

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Like your ideas !

Would also hope for a (sort of) summoner class like in VT2.

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Beast of Nugle is the least threatening monster by a longshot in the game. Even on level 5, he is more a threat of us running out of ammo rather than dying to it.

Firecaste book - No, the unit was a IG unit that was described as having a TL-Stubber and some sort of buzz saw like melee weapon used in jungle fighting.

Classes -
Rogue Doc would fit the game’s concept. something that works with stims.
Ratling - How? We had a dwarf in Vermintide and we have an Ogryn who has a different POV than the others already?

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Most of what I am suggesting is within the lore or has work around for making it lore accurate.

As for the classes/archetypes, i’m making suggestes on the grounds that liekly just 1 or 2 will make it to an update at a time. Most likely the Doc and Tech Adept being the most likely as one can make Stims “Do Extra Stuff” (ike the Veteran does with Ammo CRatres/Medicae Packs) as their main gimmick and the other can be “Summoning” devices like the Razorwire/Cover/Turret or even a small group of Servitors with Servo-Arms like the Vermintide 2 Sienna’s Necromancer Career.

Just gives players something new to grind over again once the have already leveled out their existing characters.

As for the “Mutant” enemy, three of the current classes share most of their weapons while the Ogryn has very few weapons to work with. Adding a big Mutant that has its own gimmicks and abilities could allow for more “Cross-Weapons” between them to keep a similar role with different abilities and styles, kinda of like how the Veteran and Zealot have a lot of cross-weapons but Vet leans to range/utility and Zealot leans to Melee/Support

Penal Legionnaire could easily be subbed out for a Rogue Trader or Merc character as in the Lore there are a few Gunslinger characters and dual blade characters which we don’t have yet and I’d rather they make a new character then just make a new weapon that the classes we already maxed out have.

When referring to the Troll monster, I’m looking more for a regenerating monster as right now the Beast of Nurgle is a real pushover and more of a path blocker than a real threat. The Chaos Spawn is easily the most threatening due to the ground it can cover, grab attacks and speed it has.

Update on the Firecaste Book mech thing - I vaguely remember its name starting with an “A” like Anvil maybe? I know it had some sort of Stubber weapon and a bladed saw for cutting through brush and it was NOT a Sentinel as it was deployed along side them. It was described like an Exo-Suit almost and they were often deployed in groupds of 3-5 in the book.

Sorry for the repost, i felt i should offer further context

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  1. It’s very unlikely that we even get 1 new archetype.
  2. Even if we get some, and more than 1, there is no chance they’ll be released at the same time. It’s FS, there’s no way.

VT2 has 2 PoV, Dwarf and Human sized; DT has 2, Ogryn and human sized, they’ve said before that doing 2 PoV was doable for the map making teams, 3 wasn’t quite as much, that’s why there won’t be any Ratling or Squats (much to my chagrin on the Squat side)

Which already is what the Veteran and Zealot are.

Which wouldn’t work as a Reject, or even as a nameless pawn used by the Inquisition

If you mean in the sense of having paired weapons.
There isn’t any need to introduce new archetype, classes or such to have Dual weapons:
Eg: Equipment - Vermintide 2 Wiki

  • Bardin having both Axe (->Single, Dual, with Shield) and Hammer (-> Single, Dual, with Shield); and having Dual Drake Fire Pistols
  • Kruber having Mace and Sword
  • Kerillian having Sword (-> Single, Dual), Dagger (-> Single, Dual) as well as having them combined
  • Saltzpyre having Splithammer (-> Single, with Tome, Dual, with Shield) as well as Falchion and Axe combined

Oh for this

https://wh40k.lexicanum.com/wiki/Arkan_Confederates

Stormsuits, someone pointed it out to me.

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If we don’t get another archtype the game is going to die out rather quickly. most players i play with say they maxed out their characters and are waiting for something new. Thats not my personal opinion, thats a very shared opinion of many players i have played with. It can’t be that hard to introduce the two i suggested as even most of the skill trees for the characters repeat similar abilities all the time.

This is an honest feedback as even I’m admitting that once i max out my characters, I’m walking away until i see something worth grinding for again and that’s coming from me who thinks this game is better than SM2 by a longshot and deserves far more recognition.

I did literally in that same point explain why we DO NEED a new archetype as nobody wants to grind through characters they have already maxed out for a new mastery in weapons they may not even like. Also i played and maxed out, all my VT2 stuff so i am very much familiar with VT2.

But maybe this is the Rogue Doctors Unique melee and the Tech Adepts unique ranged stuff? there we already solving half the work for FS here.

This but as a Scab Monster boss i think would be cool. plus it may make players start arguing to GW to actually make them in codex as Konflikt has some perfect models for them.

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Maybe tide games aren’t what you’re looking for then.

Vt1/2 didn’t introduce new character, when there was only 1 (+5) voice actor required, where here, you have 3 or 6 new voice actors (+21) that would need to record line per new archetype.

New branches for the current archetypes, that would be much more likely, though constrained by the tree.

Introducing new weapons, making curio and secondary objectives increase weapon experience, introduce weapons with special events that increase such experience increase…

Those are already the best things to do to keep people returning, and facilitate the introduction of new weapons.

If you really want to introduce dual weapons without causing problem with the mastery, the way would more so be to count them as part of their singled out family (Eg: Catachan Sword getting Twinned Marks, Revolver getting Twinned Revolver marks… )

Are you seriously implying hiring a VA’s is the reason why they can’t? other games have significantly more VA work and interactions that are not as well funded as FS.

If you have another reason I’m all ears, but that is not a very good one.

Each personality has 3.900 distinct voice lines.

It’s not a small thing. And if they didn’t increase it in VT2 where there were way less Voice acting cast (but still stellar voice actor cast), I doubt that they would here.

If we get one, we’re already lucky.

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They used the same cast as VT2. The trapper is literally the same VS as Sienna. The Veteran is Markus/Kerillian as is the Zealot’s VA team. The Psyker sometimes uses Olesya or Victors VA and the Ogryn use Bardin’s VA. Even some of the NPC’s use the same VA’s such as the Commissar lady is Kerillians VA again and the Captain is Markus VA again and the interrogator is Victors VA again.

So it can’t be that hard to add new Voice lines when BG3 has literal HOURS of dialogue from Larian which is also an independent studio. Just get the same VA’s to come back and done.

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This isn’t call of duty.

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Its almost as if adding good new content required effort and time.

How many hours do you think a new map would take?
A new map alone with an entirely new biome (like gloriana for example) would take the same amount of effort as a new class.

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Well yes good content need time and effort to make, and thinking that we could see multiple archetype released at once a magistral load of work being released all at once, and that make it unlikely to happen.

New Sector we seem to see every year, with 3-4 mission per year, so I would say that they take a 7-8 month to be finished enough to have their 1 or 2 starting missions, that is without counting the work that could already be spent in other modes, which would require their own maps (Chaos Waste).

A new branch for the current archetype, sure, a whole new archetype that use his own selection of weapons nah, that’s a lot more, as you also need to make the monetisation behind it.

It’s not comparable.


VA work can get expensive very fast when you’re making character that are to riff from one another, BG3, which is also an exception to the rules, doesn’t really do that, and even BG3 also did not release a new playable Character post release, and Durge, doesn’t really have a VA


In any case, OP will be disapointed, it’s not a game where we will see new character often, if even once, would it be great, yes, but it’s still a lot of work that might be shirked in favour of new weapons, branches and such.

Also new Arche would warrant new weapons, hence it not mattering toward the “don’t want to master a new weapon”

Never said anything about releasing more then 1?

As of right now, zealot for example only 5 unique weapons.
Vet has 4. (and would have only 3 when the red priest would take the plasma gun would prob also take the relic sword as well so zealot left with 4)
Psyker has only 3
And ogryn is a special case so not counting the big boi.

So the new archetype would only need 2-3 unique weapons to be made for them (since thats how many the other classes had at launch if we take into account the new merger)

And the monetization is literally the reason it would be made in the first place. You cant make money by not creating something first.
Mechanicus cosmetics would sell like hotcakes as its literally one of the most popular (non SM) faction in 40k, right next to the kreigs.
Also nobody said it would have to be free either. Im pretty confident everyone or at least most people would be totally fine with FS charging money for the new archetypes.

Again, you make stuff = you gain money for it which is literally the one and only point in darktide and fatshark existing in the first place. They didnt make darktide to make others happy, they made it to get rich (which is a good and valid reason).

Take a look at creative assembly (back in the glory days of warhammer 2). Back then they made literally an entire new faction as a dlc. And it was extremely profitable and the effort paid off.
How much effort something takes does not matter (in these big companies. Its a different matter for an individual person). The only thing matters is how much money you’re going to make off of it.

My biggest suggestion for adding additional content would be adding additional content at all. We got 2 and a half maps last year, and like what, 3 weapons? They need to step it up a bit. I don’t want them to just vomit out bad quality content but as it is we’ve been getting stuff slow and unpolished. One of these things has to get better

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