The biggest disappointment in Expeditions is how the actual in mission gameplay is low effort and re-used; There are almost no new mechanics

I’ve progressed a little bit and feel like I’m qualified to make this observation now. This gamemode has no actual new mechanics other the map and salvage shop. Every single location in during gameplay is just yet another tired old recycle of an existing minigame.

It’s not enough that every base mission has you do the auspex minigame and carry batteries, no, Mortis Trials and Expeditions have to have it everywhere too.

Why not come up with something new? You had the option to make a variety of fun PoI (points of interest) locations with cool little puzzles, gimmicks, unique mechanics to figure out. Instead it’s just “yeah stand on this while it solves” or “carry this thing” once again. Mortis Trials added “capture this zone” to the repertoire to be fair, which already existed in previous games but the base missions lack. And even WITHIN THAT FRAMEWORK it’s uninspired and samey.

For example, Vermintide does a lot more with the SAME CONCEPTS creating far more variety. Examples:

  • Load things into a boat, roaming the area around a central point to gather a few things into one spot
  • Explosive barrels that make you start over your progress on carrying them if you get hit with them
  • capture the zone missions are varied, for example in convocation of decay you have a very unique arena layout and can speed it up by taking higher risks

That is, fresh takes on concepts WE ALREADY HAVE. There are many concepts that we don’t have, yet expeditions just reuses the same two things for EVERY SINGLE POI which causes extreme repetition with this gamemode and takes away from it heavily. I’ve not even played it for very long yet but already every single blip on the radar just feels like a chore because I already know it’s just going to be the same skull or bring-battery thing again.

Examples of such things there could be as part of PoI objectives:

  • PoI contains a boss and must be killed to clear it
  • PoI has a dark basement you must navigate through
  • bespoke puzzles a la athel yenlui, just one example, a variety of them
  • break things around the PoI to clear it
  • the PoI is a gauntlet and you must reach the end to clear it
  • PoI needs you to push a cart to the goal
  • PoI needs you to defend an object that cultists will try to break
  • PoI needs you to catch a nurgling
  • PoI has a shooting gallery of ranged enemies you need to clear
  • PoI is inhabited by a specific set of enemies that must be cleared

Keep in mind that’s just my limited imagination and 5 minutes of thinking about this. These aren’t incredibly high brow concepts or anything, they’re specifically kept to things that Fatshark has already done in other games, proving that it’s possible.

If the gamemode didn’t have such actual bottom-tier effort and variety concerning the MEAT OF THE GAMEPLAY, the points of interest, then it would be far better.

The gamemode is extremely lacking because every location feels the same. Other games with similar concepts, such as for example Elden Ring: Nightreign (which I believe to be a very similar concept as Expeditions: It’s using an established combat system and building another game type around it, and it happens to also follow the “time limited scavenge” idea while doing it better in a variety of ways, such as for example actual roguelike mechanics) will make sure to diversify their points of interests so picking between them becomes decisionmaking in itself. For example, you know location X will have a hard boss, but pays out better, whereas location Y takes a different approach to clear but has less rewards. You then fight a boss at the end of the day and get another choice of perk, etc. It culminates in a grand boss fight.

In Darktide expeditions, this doesn’t exist. You just know from the get go that every single objective is going to be either that little auspex minigame, or waiting on a skull to finish, or bringing a battery (or a combination of the 3). That is unfortunately literally all there is to location design in this game. It turns the entire gamemode into a grindy chore from almost the moment you realize this, second or third mission. You have the same “3 Days” as ER Nightreign, but there’s no actual payoff or milestones. In Darktide Expeditions you just buy some OP grenades to clear the same 3 PoI you have been clearing since the beginning. And it doesn’t even utilize all the things Darktide already has! Haven’t come across any corruptor eyes yet.

In a meta sense, this also holds up for out of mission design. The only new mechanic is “tech remnants” but the only actual purpose they serve is unlocking another mission. Missed opportunities.

To summarize, this gamemode is conceptually wacky and unusual, but it would’ve been fine and enjoyable if it wasn’t also so damn undercooked. If you have weird ideas like this, at least put the effort in to make them work.

It’s abundantly clear we’ve just been thrust into yet another live beta test with this mode.

However, I choose to believe they’ve set themselves up well enough to use some event objectives/modifiers as PoIs and map nodes.

Imagine turning the corner on your way to a marked PoI and seeing an ominous, abandoned (no patrols in sight) totem from the dark rituals event. As soon as you attack it, a horde and capt/monstrosity or 2 show up.

Or seeing a prayer shrine event and getting that nice little buff while doing it.

How about actual “high risk high reward” going into a mission with blight spreads or martyr grenades or purple/red glow but all pickups are doubled/tripled in value.

There are many interesting places they can take this mode. We just know they won’t.
I’d offer to happily eat crow if they do, but I suspect my bird eating utensils will remain collecting dust.

I would agree, but I do want to unlock all the zones before I finalize my opinion.

That said, I have found POI in just the first two grid points that deviate.

1.) The Parkour Tower POI
2.) “Break In” POIs, where you do technically “break things around the POI”, its just exploding metal walls and smashing wooden barricades to reach the loot. That said, I am hoping to see them repurpose the finale of Obscura Den or Rolling Steel and have us smash a generator or something.

Although a caveat with these two is I never know when the objective is complete since they scatter loot around the shop and the icon doesn’t seem to disappear so for all I know I’m doing these wrong.

I am REALLY hoping for a push-the-cart payload style POI. I love pushing carts!

The easiest win for this mode is quick and decisive navigation QoL.

We’ll see what they manage in a couple years.

Interesting, I’ve not found either of these. Not sure if it’s static or randomized, our group splits up and maybe I’ve just gotten unlucky.

But yeah I meant to mention it but I’m not sure the later missions will have more stuff in them. If they do it alleviates these pain points for sure

I wouldn’t be surprised if whoever designed chaoswastes left fatshark and the ones who remain want to prove their game can do just as well without his idea because they secretly hate him, and thus the leftovers made this crappy game mode.

that one sucks if you get shot by enemies while doing it

Chaos wastes was produced at least partially by a third party developer that no longer exists, so you could be right

Chaos Wastes was always mid at best throughout its various iterations. Frankly I just wish they’d focus on the main game mode. Plenty to be done there.

I quite enjoy the expeditions mode and I don’t disagree it could do with some more flavor. It DOES at least look and feel different than the base game. I wasn’t a fan of mortis trials but I’m not really a stand in minimal space to kill waves of enemies.

To each their own.

I’d like to see them add to and expand upon the current implementations of said game mode. But if enough people aren’t playing / enjoying it … I doubt they’ll put much more effort into it. I really do hope people are playing it because I want it to continue to be fleshed out more and more.

They CAN’T put loads of resources and new assets and the like into a game mode simply for cost reasons… unless of course it brings in more players. Create minimal experiences, see how players get on with it and enjoy it / play it. If it does well expand upon.

I like that it breaks up the monotony of - go through level - kill things on the way - end mission. Maybe complete an objective on the way. The game mode has to be somewhat low effort as that is the most cost effective way to create new content. The best way to go ab out this is to use already existing game mechanics along the way in new-ish ways.

My biggest gripe with it is the platforming found throughout many of the objective locations. i absolutely hate platforming as it is simply tedious.

What I see as the biggest positive in this mode: working together to succeed to do a thing and accomplish mission objectives. As well as randomization of levels. The randomness also makes it so everything doesn’t look entirely the same every … single … match. While it DOES reuse a lot of the same assets and such… every run doesn’t just look exactly the same with everything always ever being in the same.. exact… spot…. so every run feels fresh.

Perhaps they could find ways to utilize this randomization from Expeditions in the normal game mode to generate template levels that generate themselves … to a degree. However tailor made experiences and stories are just as important for compelling gameplay.

A nice mix of tailor made content and randomized content generation can be a good thing.

the power fantasy it provided was unmatched, until fatshark nerfed it

Thats always been an unproven rumour as far as i know? If you have proof would you mind giving me the source?

Not a rumor or hidden really, they just didn’t specifically mention it

Note it’s archived because toadmaninteractive does no longer exist

Yeah I think that’s dull but I know a lot of people enjoyed pre nerf wastes.

it also had broken monster modifiers to counter the broken player boon combo(such as infinite ammo critexplosion crankgun)

it was random but it had the potential to be exciting, and that captures what roguelike is about perfectly.

can’t say the same about karktide expeditions, it ignores the core of extraction shooters - the loot.

why is there even an option to extract early if all you get is worthless currency(gameplay wise, after unlocking all zones)

didnt play all maps but seems DH can’t even spawn in such a big place where you could easily avoid by taking a different path, i guess maybe it doesn’t fit much in the game design of this mode

only fun part of this expedition is the tornado which resembles the blightstorm from vt2 and that’s it

In this mode it would be cool to have a PoI that has a DH guarding a cache of loot. Or an event where you are alerted of cultists trying to summon and bind a DH when you enter an area and you have to stop them.

like finishing the main plot of the story of darktide and finally being able to fight and defeat captain wolfer