Terror In The Dark …

frankly wasn’t very terrifying at all, as I’m sure many would agree.

But, it was nice having something a little different to do. The event rewards were decent. And bringing back Lights Out in a much more consistent quantity was appreciated, even if only for a short while (though I hope more will be put in rotation). And it allowed me to finally get all the special condition missions completed (i.e. 50 each). So thank you FS!

What I’d hoped for, and frankly would still like to see is a similar mission that has random, intermittent Lights Out during the mission. You lose lights at some unfortunate times, per se. Or, perhaps sort of like lightning briefly lighting your way you get to see that group either headed your way, or standing right in front of you …

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To be fair, its extremely difficult to make ANYTHING terrifying when the people you’re trying to scare are holding a gun capable of vaporizing everything in the room.

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Dude, that was sooo~ spooky :ghost:
My knees were shaking and I was so scared :scream:


I Terrified of the Dark now :worried:

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It was just… boring

I want an infinite horde condition, not a fight blinded condition…

And we never end the fight… that’s… disappointing.

Did you point the plasma gun?? lol

The only guns that were fun in this condition were the lasguns as they emit light…

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I dug out my flamer for a couple.
Bonus discovery; the flamer makes an audible ‘sloshing’ noise as you move. Didn’t know that until now.

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Don’t think i do agree with that. There are a lot of things you can do, which puts the player in a position they do not want to be in, or want to deal with.

For example, you could have included a new type of enemy that can grab the enemy and appear out of nowhere with little to no warning. Like say you have a Demon tentacle appear out of a wall, that grabs the player. This would pose a serious threat on higher difficulties. If you then hint of an area where this could happen, by plastering increased nurgle infection in an area… then you would have players be on edge when they enter this area. The unknownable nature of the threat combined with the forewarning of being in such an area, would be enough to cause players to be weary, worried and even dreading the encounter, despite the ability of having weapons that can deal with it.

In a similar fashion this could then go hand in hand with a new monstrosity… like say an amped up Chaos Spawn. Give it a portal animation, and have the Operatives encounter it a few times. Have it’s tentacles be the attacker in the Dark… and give it, much like weakened monstrosities a chance to spawn whenever a special or elite is generated by the game. But when it spawns it does not get the Healthbar shown, as customary of Monstrosities nor does it play the Monstrosity BGM. This way you can have it suddenly spring up out of a horde of Crushers or whatever, completely taking the Player by surprise. Combine that with harassing the player with the Tentacles… and you created a very tense situation that the Player will not enjoy being in.

Then let the Monstrosity “portal” away, when its health gets to a threshold… and put it into a large open area at the end of the mission, so the player gets to murder it.

For example they could have repurposed Hab Dryko for this. Remove the tree in the center of the end arena… turn it into a big boss fight. Buff its HP (this is where it gets an HP bar, maybe make it a 3 stage fight with 3 Health Bars and it runs away after you deplete one of them, to ambush the operatives that fight the horde in the mean time), make tentacles appear out of the ground and not just walls… and spawn in a Horde, much like with Assassination Targets.

The maze like level of Hab Dryko could then also be used to allow for the abduction of players. Instead of the Chaos Spawn eating someone, it takes you for a ride like the Beast of Nurgle does.

And while tentacles might be easily destroyed, much like Hounds… the fact that you can be dragged off position, the lack of information on the enemy, its elusive nature… and high threat combined with the low visibility would make the whole thing a very dreadful situation.

It would be very much a “Terror in the Dark” situation.

To make the players engage with this despite of that, you give better rewards than a couple Plaststeel (i mean when we play Damnation we go home with 800ish plasteel per mission, so 4k plasteel as reward is really not that much) and whatnot, which a lot of people are swimming in. Give people something they really want as a reward… and you’d have the Player base engage with your content and loath every second of it, because the Dark Hab is a place of Terror and you have a genuine reason to be afraid of the Dark, because at any given moment a Chaos Spawn could pounce you. Bonus points if you give it a new paint coat and make it look like black slime to be extra hard to spot in the Dark.

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There are more weapons capable of “F*ck everything in that general direction” then just the plasma gun. If i remember correctly, i think i brought a recon gun. Or a shotgun with a flashlight (weapon customization mod)

To be honest i would argue with you about this, but i am the worst person you could pick to decide what is and isnt scary as im pretty much immune to all fictional horror. (courtesy of playing too many horror games and watching too many horror movies…)

Though i still think its pretty much impossible to scare someone in a 4 co-op game where you can decimate the scary thing. In a single player game? Absolutely, can be horrifying (like “the suffering” or “fear”). 4 player co-op and no way to defend yourself or very limited ways you can, yeah still doable (phasmo and the other pathetic early access games that will never be finished).
But when you combine those 2 things… But then again, depends on how easily scared you are.

You can actually turn darktide into a horror game, but the amount of things you’d need to change would turn it into a completely new game.
Actually… I’d love to play a 40k horror game, so much potential… But not in darktide, i play darktide to slice and dice.

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Recon gun, I am not sure it is OP. Must test more. What is sure, it is no more the garbage weapon it was EXCEPT MK II.
But sure zorona and plasma gun are far above this one… at least with the measures I have actually. But when they change so much a weapon, we have to wait a little before problems appear.
Shotgun has always been strong, even the agri and the lawbringer. But kantrael is a monstrous.

All of the ideas you have here are really cool, but all I can think of is the opening area of Clandestium Gloriana. Most terrifying region in the game, and all because of those damn barrels.

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You wot?!

Did you get different rewards to the rest of us? Lol

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Fatshark should take note of this. Great ideas!

I love the lights out condition so think the event was at least ok. My guess is they have a backburner list of events consisting of modifications they don’t need to build anything new for when they need something “new” and that’s what they did here; old condition, same maps and rewards, a “threat” they already have the assets for, and on difficulties where they don’t need to tweak (hence no Auric).

So I’m not surprised the end product and community reaction became what it is, but I very much hope they add actual new content in the itemization update cus we sorely need it.

I love the start of this map thanks to how crazy it can get. Makes me wish for a mode where we basically just try to survive there for as long as possible.

Oh, i don’t think you can do a horror Co-Op game. It’s like watching a Horror movie with your mates. Sure, you can make it thrilling and suspenseful. but sure as heck someone is gonna crack a joke just to release the tension.

Same happens in Co-Op games, when the “horror factor” is dailed up. But that doesn’t mean you can make a terrifying game. To instill dread and terror and uncertainty, that is definitely possible.

Like this:

That isn’t horror, but it still makes you tense and nervous when you have to fight along the edge. And the winding paths. Matter of fact i had a mission just last night over there were we didn’t notice a Crusher had dropped down from above us… and basically OHK’d our Psyker, by sneaking up and overhand him. Which came as a surprise to all of us, most of all the Psyker who had a false sense of security.

So, i do agree with you, that Horror would be hard to do… but Terror and dread… a feel of unease and tenseness is definitely possible. No amount of cracking jokes will releave the tension of having to do a tight rope act over a chasm filled with crocodiles… even if you know you can fight the crocodiles and just run back up… you’ll still be tense going over that rope and you’ll still worry about the enemies that you usually easily defeat.

There are a lot of ways to scare people… horror is just one way and in a Co-Op game it is the “fear of the unknown” that makes you feel tense. Like having to fight a Monstrosity around a Demonhost. The issue isn’t so much that you couldn’t beat both of them if it came down to it, but you are still going to worry and be tense trying to stay away from the Demonhost as you do not want to complicate the situation.

And this is definitely a feeling you can play with. Unseen issues like Tentacles grabbing operatives… essentially being Trapper Nets that can be shot from the Wall. The Tentacle itself wouldn’t be scary… the worry that you end up trapped in the wrong situation, is a worry… and a lot of people would feel tense if they knew they had to fight in an area where getting to close to the wall bore the risk of being trapped.

The first few missions would also have the aspect of discovery… as you learn the triggers and what you can do to avoid being trapped.

I am not saiyng it would be perfect, but it would be fresh and new, using mechanics we already have in the game. Sure they would have to make a Tentacle animation… but they would have gotten a new mission type out of it, that could have likely been fun.

As it stands… my Premade was very excited at the news… and very let down by the execution. In the end, it’s just a Light’s out… which is fine every once in a while… but the lack of proper flash lights (regardless of how cool the lighting effects are) just makes us all not really enjoying the mission. Especially when you play a Class or weapon combination that can’t have a Flashlight and you have basically enemies materialize out of thin air in front of you, while the enemies themselves appear absolutely unaffected by it. Just not enough fun to play on the regular… and the event rewards aren’t worth dealing with the Darkness modifer back to back either.

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I recall the very first LO mission I went on when they first came out. Not certain what to expect exactly (the entire PUG team included) none of us brought anything with lights. Duh! I was on my Psyker with (of all things) a Trauma staff. I was lighting the way by briefly charging up my secondary ahead of us. And I recall a plethora of Daemonhosts to navigate around. It was novel, a little spooky, and IMO fun to play. YMMV.

I think FS could do some creative variations to liven up the existing missions. And of course add more missions too.

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Any other ideas for a Lights Out type mission that would make them more enjoyable?

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A free backpack for all operatives that has a flashlight attached to it, which points where ever they are looking.

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I have some ideas how to make this modifier a bit more scary…
[Farts menacingly]
… but I don’t think you guys will like it.

It would also require Hardware update for all interested…

3:03
3:43

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I think that the mission area should have darker parts but not 80% of the map.
There should be “security” lights (don’t know the correct word) at regular interval. The ones you can see in public building to evacuate.

The missions are too dark. If you don’t have a light on the weapon, you play blinded. This removes a lot of weapons, except if you use weapon customization mod (something i don’t).

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How about LIGHTS ON ?!

:joy:

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You can if you deliberately split the team up. It’s contrived; but (e.g.) having four sections where each player has to pull a lever in a slightly different location, then isolating them for a short period.

That’d be ace! Well, maybe. IDK - I’m not a games designer.

But you could have parallel courses where you could see each other, possibly overlap shots, but not revive each other.

Then you reach another set of levers (to stop one player running off), and rejoin one another.