So there’s the mechanical problem already where people are frustrated by the inability to select difficulties, modifiers etc., where maps or modifiers or difficulties don’t show up when you are playing because of RNG, but there’s definitely also an issue in how they wanted to use the mission board to present any immersion, narrative or setting.
The mission board as in DRG works because there’s no overall conflict, no overall ultimate goal beyond go down, mine, make money. There’s no overall progress that ties into the setting, there’s no antagonist to defeat once and for all; it’s just a world with minerals with random things happening.
Same with Payday, it kinda works (especially after they added the option to spend currency to play specific levels/difficulties) because again, there is no ultimate objective against any particular antagonist.
Helldivers have you continously fight a war against 3 factions, where there’s push and pull, there are several fronts that has a minimum number of systems each with several planets, conquering a planet or being pushed back doesn’t really change much mechanically but narratively you are making progress towards the ultimate goal of fighting and defeating those enemies.
Even in Vermintide 2 there was an overall narrative where you were striking against the Skaven-Rotblood alliance. You were very specifically doing things that had a narrative effect in the later missions of that mission line. It also doesn’t do anything mechanically, but it grounds the maps better and makes you feel you are doing or contributing to something.
Darktide has none of that. While the mission board tries to generate the illusion of a shifting warzone, with critical objectives popping up, even though there is an ultimate objective (pacify Atoma, defeat the Moebians, purge the Dregs, etc. etc.) against a clear antagonist , there is no narrative or any meta-progression or stakes in the war against the Moebians or the Dregs, the objectives and missions completed have no visible or narrative consequences or effect.
Just like the characters, itemisation and narrative, the missions are very noticeably disconnected from each other and every other system. I would say that it feels significantly less immersive or alive because it’s all so disjointed. Even if they were crutching on the scale of the hive city to handwave a lack of progression, it’s undermined by the fact we keep going back to the same 5 locations. The world doesn’t react to your (everyone’s) collective actions and over time it feels like you are doing nothing.
It’s another black hole for the feeling of progression or satisfaction, and combined that with how bad the itemisation and crafting feels, the loss of agency of being able to pick the mission, difficulty or modifiers, and it’s another reason why players have dropped off as much as they have.