The biggest problem of the dark tide is that the mode of the game is too single, the current dark tide game mode has only one, from point A to point B, it is easy to make players tired and bored. There are a lot of good materials in the game map to do a lot of new modes.
Escort mode
The Leman Russ Battletank team needs to pass through a dangerous area. Heretics, rebels and monsters will constantly attack the tank team, the player team needs to guard the tank, in which the player needs to destroy the heretics fixed anti-tank weapons, rocket sniper and other sub-missions. Colleagues, tanks can provide fire support to players every once in a while. Finally, the player is rewarded based on the number of tanks that arrive.
Defensive mode
The Astral Shield station in the Throne area is under attack by heretics and rebels, and the player squad must defend the Shield station. S.H.I.E.L.D. Station has heavy weapons (with ammo limits), gates, and a core that players can interact with. The mode ends forcibly when the core is destroyed. The mode can exit at any time after completing any defensive wave (individual player exit is supported), and the player’s defensive wave is rewarded at the time of exit. In this mode, players can earn currency limited to the mode, which can be used to upgrade their equipment level, repair core and gate health, and summon Valkyrie bombing support.
Card games
Like I said, it’s time for the Mournstar bar to open up, and players need to relax and play cards inside. Maybe you could throw in a little card game.
Escort mission could simply be part of normal missions, most likely disruption or Raid, or repair if we have to rescue the Tank, then escort it out of the Allied lines.
Defensive mode would be fun, but I would love for that to happen with a Chaos Waste mechanic of weapon exchange, maybe even with a ranked system (Though not leaving/joining freely I’d say)
As for playing cards, while nice it’s not something I’d see as priority
people 5-10 years ago : “Escort missions are the worst thing that ever happened to gaming! god i hate them!”
People now : “your game is boring! Give us escort missions!”
I dont really care either way, just find it funny how yesterday’s pestilence is today’s desert (or smth)
If its anything like the “classic” escort type mission of where one NPC get stuck in every rock and corner, dies in 1 to 2 hits and generally just bugs out then yes i would agree that escorts are the worst type of mission ever created.
However nowadays you can make those types of mission to be more interesting than just some 10 minute marathon between points A and B. It just requires some effort that most devs don’t seem to have.
For the general topic: Yes i think more variation would be good. I honestly wish they went back to the idea they toyed around before release of branching paths in every mission. Some extra pathing generation with maybe some side objectives could potentially be interesting thing to explore.
the importanr thing is,darktide need something new.form A to B is classics ,but all task all A to B ,that’s not good,we need something new,dark tide need something new,even we just play cards game in mourning star’s bar,just sit and watch universe。
The escort missions observation aside (as i said, i just found the thing funny, i really dont care either way)
Every game ever made always needs something new if it wants to keep average players playing with healthy numbers. I dont see why anyone ever needs to point out this obvious fact at all.
While I think variation is good, I think more in mission variation is more important than mission type variation. As for “branching paths” I think alternate paths would be better so the team doesn’t get seperated, so on the same mission maybe part of it takes a different route, but I doubt that will be implemented.
Random mini bosses spawn locations is exactly the type of thing I would want more of. Maybe sometimes the spawn locations would change. I think the areas most ripe for this would be static objectives. Maybe sometimes instead of hacking you have to move batteries? Etc.
Not going into full detail because I want to make a post about it, but in general I think even just a little more in mission randomization would help the game so much.
To be really fair here, it always depended on how the escort missions were implemented. And people as a mass are generally poor at communicating the nuances of what they mean, at least when it’s a bigger “cultural message”.
The problem people had with escort missions were generally how they were handled. They came in 3 tiers of ruining enjoyment or just slightly annoying you:
Tier 1) Some hapless maiden is somehow stuck in a high-level territory, where enemies will rip her flesh from her bones in seconds. Despite this sense of urgency, she decides to slow-jog happily from point A to B on a very inconvenient and unsafe route, usually right through enemy bulk spawn points. Bonus points: Her slow-jog is faster than your walk, but slower than your run, triggering compulsive discomfort in you. Notorious examples: World of Warcraft Escort Missions (all!), most MMOs.
Tier 2) The escort mission is an extended part of the game’s story design and you cannot get rid of your escorted partner. This partnered NPC will usually break your immersion, start encounters you don’t want to or just generally make the game feel weird. Bonus points: Character serves as story exposition dump and will not shut up, ruining your world immersion. Notorious examples: Elly from “The Last Of Us” sneaking through zombies and enemies unseen, The side characters you get in “Damnation” (old late 2000’s game)
Tier 3) The escort not only is a drag to be around, but they also require the same resources you do and constantly use them up! Their presence is an actual drain on your resource economy and their AI is also stupid enough for it to be a massive downside. Bonus points: You cannot tell them to stay behind or doing so is impractical enough for it to not matter. Notorious examples: Resident Evil 5 and Resident Evil 6 partner AI, other online players in any online game ever (Darktide included)
So you see, it’s not the escort mission itself. It’s how it affects your immersion or gameplay (often not in a good way).
Escort missions can be fun, escorting the drilldozer in Deeprock is fun, excorting a derpy ai who can’t be defended properly which is what most people are used to, annoying.
Defensive mode missions are fun, there are entire genres built around these. Sanctum games were literally an FPS with tower defence. Deep Rock we have mining unique stuff, oil, etc. and you have to defend things while doing so.
Something else I thought of.
Salvage Operations, getting into a more open world format, finding wrecks to salvage.
To be fair. I think this is mainly references to escort missions in MMORPGs. Where they are long, boring and slow. You always walk slower than the NPC, but run faster than they walk. And they are always without challenge.
Whoever came up with this quest idea, also made lootboxes, MTX, DLCs, BattlePass, and Darktide crafting system. And you can’t convince me otherwise!
So I’m talking about escorting a tank team, more than one tank, and a tank team providing fire support to the player. Normally, the player escorting the tank squad only needs to keep himself alive. The tank squad will not stop advancing unless there are heavy weapons of the infidels ahead. At this point, the player squad needs to move away from the tank squad.
My idea is that when the enemy attacks the tank with light weapons, the commander of the tank squad will even mock the heathen attack like a tickle, of course, there will be heathen armed with bazookas among the attacking enemies, and the tank squad commander will immediately remind the player in the voice that they are the real threat to the tank and the first target for the player to deal with.
On the other hand, if the commander of the tank squad receives information that the enemy is deploying heavy weapons, they will voluntarily stop the tank convoy. Then ask the squad to clear their heavy weapons before moving forward.