The main problem with the breaker event is that people aren’t actively following the breakers and instead camping on the platform which makes the objective takes forever. Its uniqueness is throwing people off and they don’t like it.
Yeah. Funny enough, the platform is the worst spot to be in that entire event area I’ve found. It’s a prime target for Bombers, Snipers and Gunners, also the Specialists have a very active spawn right behind the platform to the left where players entered from.
The only good thing about the platform is the elevated position to shoot from and the stairs as a choke point for hordes of melee enemies, but there’s better choke points in that area that are safer from Gunners.
Returned to darktide to run one auric, after 10 day break from it, had 2 quitters and that’s good that they quit, i got one better teammate.
I don’t understand why so much whining here about that on any difficulty that not havoc, aside from slight lags it causes no problems, it is not Vermintide 2 where there’s host and if he quits or something, it’s over for all players.
Not generally, no. If my team keeps standing still in the open and waiting to get surrounded by bulwarks, I’ll take the high platforms and shoot everything from above because it’s the only way to ensure I’m not surrounded with them, but generally I’ll just play the choke points.
Shoot every barrel before your team runs to it. Especially if you’re playing with headless chickens who just run past every pickup and barrel.
Hold at doorways, stick to the wall when specials spawn behind so they aren’t throwing and shooting you in the back the moment they have line of sight, and clear out the back passages between horde spawns.
When you clear out ambients and spawns or hordes, clear every back passage on the way down, or the moment you go to backtrack you’ll aggro the crusher you never even saw because you didn’t explore. This opens up both kiting routes and areas to retreat to in the event of a bomber or flamer. Then head back outside to make your way downstairs.
If you hear an enemy spawn of any kind while in those back passages, immediately dump resources to reach a choke point door and clear the platform in front of it, so you can hold there and/or have two paths back up the stairs to avoid being instantly overrun. The exception being the dropdown hallway, where you should only clear it just after a spawn wave so you don’t drop down and get surrounded instantly by enemies dropping down behind you.
When a boss spawns, either fight it in a corner if it’s a chaos spawn, or against a wall if it’s a pogryn, burgles you don’t really have to worry about.
The worst thing you can do is sit in a back hall and wait for the spawns to come to you, or fight at the outside of a corner with enemies between you and cover from the gunners below. It just requires a bit of strategy.
Sound advice, thank you. Especially that part in the beginning, I always try to maintain Coherency whenever possible and sometimes that puts me with headless chickens when things hit the fan.
The main problem with the breaker event is that people do not understand it on a fundamental level and that’s why they quit. And the fundamental truth of the breaker event is that players can easily accept attrition as a smooth way to win it!
You F’up, you die, you get picked up in the corner, not a big deal and part of the plan on Gloriana breaker event and all is good…unless you quit!
This sounds like a good idea in theory, but yeah you nailed it, you end up walking right into the terrible situation with your team, and coherency isn’t everything.
They get tunnel vision, stand in the open smacking poxwalkers in the face, forget objectives are a thing, and rage quit when they get surrounded due to bad positioning.
Had the same thing happen a week ago. I got in and was the last man standing, 2 people quit just before I untied them. Only one who stayed was one brave Ogryn (Mr.K, if you read this, you’re the best!). We pretty much ran it as a duo from that point on. Got about 3 more HS and 2 Vets join just to activate a Demonhost/ get trapped and leave xD
Luckily the Ogryn and I were more than capable of dealing with all that stuff and it was, to this day, the most epic run I ever had. People have to realize, that it’s okay to fail. It’s okay to accidentally activate the DH and it’s okay to die to dumb stuff. No hard feelings, just stay in the game… and try to make the Emperor proud.
I usually leave the group if we struggle for survival/progress even after/during the first horde.
My time and energy is better spent actual good runs than carrying 2-3 dead weight teammates.
ASS title cheese was changed too late.
I get wanting to play a cruisy meme build, but that’s the price - sometimes you will just lose cause you can’t clutch on it. Try thinking of it more like playing your best and optimising survival of the team rather than carrying 3 dead weights. You’re doing the same thing, but will feel a lot better about it, and play better too. Also if you’re like me and tend to crash out easily, it can help with that, because you’re not dying due to a bad team, but because you weren’t able to save them.
Carrying dead weight players cause them to expect to be carried, hurting their own progression.
So thanks, but no thanks. Don’t play on a difficulty you don’t belong to, simple as.(not you, in general)
Even meme builds can manage on higher difficulties if the player knows what and how to do.
I agree that constantly being forced to carry pubs that are playing well above their skill level is a fun-killer for me. This is a big problem with Auric quickplay right now. It gets old very fast and makes me feel resentful that I’m expected to carry over and over by people that don’t want to get better. I think carrying them actually prevents them from improving.
I actually made a similar post about the issue with leavers a while ago. I think these are some viable solutions:
-
Expand the block list. I should be able to block leavers if I want to, it doesn’t hurt anyone. Even if I’m the toxic player, it’s still to their benefit to not have to play with me anymore.
-
Improve back-fill. Leavers are a major issue in Auric right now because they often leave you stuck with bots. If there was more reliable back-fill, this wouldn’t feel nearly as bad.
-
Impose some kind of penalty for repeated leaving (not for leaving once). There could be a warning first. But if someone leaves more than a certain number of games within a certain timeframe, there should be some kind of lock-out or other penalty.
I like the penalty idea.
For example if they leave 10 times (for example) from Auric difficulty, they got locked out of selecting it for a week (again time limit being an example). If you lock people out of a difficulty for a period of time for rage quitting then maybe they’ll sort themselves out.
Ah… the classic PvE paradox
1- Players try the highest difficulties and lose
2- Some leave, some train to get better
3- Those who train did get better, and end up winning games even when their teammates were bad
4- The bad teammates see the “Win” victory screen, and they assume they’re at the right difficulty and don’t need to get better
5- The bad teammates + Newcomers to that difficulty force those willing to train and get better, to do so even more
6- The breach between bad player and good player increases, due to the good player now being able to basically solo the mission, and the new player isn’t forced to apply effort on winning
7- New difficulty releases
8- All the carry players leave into that difficulty, and some of the bad players follow them
9- Bad players trying to follow the good ones into the new difficulty will start seeing loses because the new difficulty requires everyone to be on a good level of gameplay
10- Bad players will move back to the difficulty they’re used to “winning”
AURIC IS HERE → 11- They start losing even there due to the lack of carry players carrying them (They’re on the new difficulty), and complain about the game getting a lot harder than before. They also stop playing overall
12- Restart from step 1, with a new batch of players getting into the difficulty
No it doesn’t. All you have to do is remember watching someone way better at the game and realising “ah so that’s how you’re meant to play.”
Yeah they can. Prove it by carrying 3 randoms.
I think you’re treating every new team as though they’re the same people you just played with, and like they learned nothing between games and didn’t change their build, or go “hell I don’t belong on auric yet” and go back to heresy.
Again it’s the opposite - showing them how to play is the best way to help them improve.
This is the only one I actually agree with. I think I have like 3 people blocked, one cause he was spamming ping on left click, one because he aggro dumped on stealth zealot then called everyone in the game bad (in an extremely offensive way) when they died including the two level 40 players who just started playing, and one cause he said some weird NSFW stuff in game. A penalty for leaving just means if you get people like that 3 games in a row, you also cop a ban for not just shutting up and playing with them. That’s the worst idea they could possibly implement - punishment for not playing with toxic griefers and offensive spammers. Not to mention you just argued for not having to carry players under your skill level, and then wanted to punish yourself for not wanting to carry them. Do you see the contradiction there? You’re arguing against yourself.
There are guides and videos out there for that, and how exactly do you want to do this? Voice chat? Typing? Because following you around and gonna teach them jack, and you know it. Second problem is that if they’d even want to learn at all.
You can go ahead and be the knight in shining armor, your time, your choice.
i prefer the inner route, that’s the one we always take when we play for the @Index channel. the outer route can be faster, but one can always get blown off regardless of experience. the inner route is slower, and if a monstrosity spawns here, there’s only frontal attack. a snail might swallow one player, but then turns around and gets clobbered by the rest. of course there’s the option to shoot every barrel before advancing, but your mates will often run into them the next second.
the breaker room is the more difficult part imo because pubs rarely have coordination, you end up with people separated and so busy fighting hordes by themselves that they get picked off by scores of gunners behind the electric arcs where they’re not well visible.
Repeatedly carrying randoms isn’t fun for many people, including me. I don’t feel like I need to prove anything, I just want to have fun. To me, this game is most fun when the team is coordinating and working together, not when teammates don’t know how to use their kit, aren’t doing their jobs, and are dying constantly. Still, I’m not leaving games because of this unless it’s egregiously bad (rare).
I’m not, though. This has just become the norm for Auric quickplay - it has a disproportionate amount of leavers and unskilled players. I think most people who play Auric quickplay can attest to this. If you are experienced in this game, and you play Auric quickplay, you’re going to be forced to do a lot of carrying. That’s just the reality. And I almost never play a full game in Auric quickplay without at least a couple leavers - usually they leave as soon as they go down or get trapped, clearly out of frustration and/or impatience. To be clear, my real issue here is with the leavers, which I think are a much bigger problem for the game than people playing above their skill level. But still, carrying starts to feel like a chore to me when I have to do it most of the time.
I’m sure there are some people that watch others play to learn, but do you really think most people do this in quickplay? Are they doing this when they leave the game as soon as they go down? Let’s be realistic, most people in Auric quickplay aren’t sticking around and waiting to be picked up, they’re leaving the game immediately. Again, that is the real problem here in my opinion. While I don’t think it is nearly as many people as you do, I take your point that there must be some people that are trying to learn from others, and my issue isn’t with them, as they typically display better behavior.
How often do you encounter toxic griefers and spammers in this game? For me, almost never. Since you only have 3 people blocked, it can’t be that often for you either. Certainly not often enough to incur a penalty for repeated leaving within a short timeframe. You seem to presume that I am leaving games where I am carrying other players - I’m not, so I would not expect to incur any penalty. It also presumes that the penalty would be a “ban” and would occur after leaving 3 games in a row - I didn’t propose anything this specific. I’d be more in favor of being locked out of that specific difficulty for a short time, or for 1-2 games. I’d also be in favor of a warning before any penalty is actually applied.
Look, it’s obvious that you’re trying to maintain a more positive attitude about other players in this game and giving them the chance to learn. I do appreciate that, but I’m not really talking about those players. Those that want to learn and improve, will do so. My biggest issue is with those that serially leave games when they go down or get trapped. I don’t think these are the same crowd. And I don’t realistically believe that anything can be done about people playing above their skill level. I don’t like it, but I’m not proposing any sort of penalty for it. The closest we could come to that would be something like a player rating by other players at the end of each game. I think Fatshark should focus on the leavers.