There's no reason against map selection now, and party finder needs more

Havoc generates 3 separate conditions per map for 40 hidden layers/modifiers of maps of varying difficulty. Even though it’s not the complete map pool, just one map has 120 variations of it that is playable and generated on a per player basis.

There’s no reason to grind out havoc aside from achievement hunting, and maxing out all weapons and such takes no time at all just playing the game, let alone speedrunning an archivum syckorax or enclavum baross in under 10 minutes.

The party finder may be imperfect, but it exists and is an easy way to filter these missions out of normal quick play (if that is really such a concern).

So, why not have a UI very similar to havoc mode, but make all of the modifiers selectable, even choose what level of havoc/hidden modifiers without having to worry about demotions, and choose up to 3 different mission modifiers per game. You could even have 1 specific modifier slot be related to maelstrom modifiers, from CIVI to Monstrous specialists, and after selecting all modifiers, you can place it into the party finder queue. If you did update party finder to support a lot more features, you could choose to blacklist certain modifiers and whitelist others, making it far easier to select which missions a player wants to join.

The only other reason I can think of is the misunderstanding that this would further divide the community. For one thing, map selection has always existed in this genre, and a lot of these games are still alive, including vermintide 2. From what I gather in hearsay and even during some of my active hours in the game, havoc is a near dead game mode that is only going to become more dead as time goes on, but quickplay as a functionality is completely fine, being able to find people of all kinds of skill levels in every difficulty and an active player count that regularly hits over 10k. You can still find players in a dlc-locked difficulty throughout the day in vermintide 2, a game with less active players and several separate game modes to queue from, and a modded realm with an active player base.

My last point is that Party Finder without this feature will probably become another abandoned ui feature that never gets utilized or expanded upon. Havoc in its current state is filled with achievement hunters and people who play for the difficulty, both of which are more likely to use the discord for a proper functional group. Both of these groups overtime will grow thinner, with people unlocking their achievements and abandoning the difficulty, and people finding no one in their free time or having found a new consistent friend group for runs rather than randoms. It’s clunky, it has terrible visual clarity, the filters are awful and inconvenient to navigate, and there are numerous bugs associated with it. People can pull you out of matches or groups because you mass applied to several groups hours ago looking to just get into one, and they finally played a mission, left, and it didn’t reset their list. It sometimes fails to show players in a lobby, taking upwards of minutes to refresh. Many people could not find matches at first because it had a default applied filter that people were not aware of. You can’t find specific builds from people, you can’t join a queue or set up a mass application to join a variety of groups with similar descriptions, you can’t join to fulfill roles or wanted classes, so everything is guesswork, from applying to people, to the people you accept.

It’s inconvenient in its current state as an unfinished, terribly designed system. No one wants to use it, it’s not fun to use, it’s only use is for only one game mode that people are very particular about when it comes to teammates. Just adding map selection will expand its usefulness greatly, and encourage making a more in-depth version of the current system in play. A system with a lot more clarity, more intuitive, better application, and hopefully a lot less buggy.

1 Like

that’s a whole lot of words for “i did not understand why we don’t have map selection and don’t care to learn”.

Look at the interface…
I suspect this is what they want to do at final.

Feel free to humble me! I’ve merely listed out every reason I’ve heard as to why map selection is not a feature in the game. If you can list reasons for it that aren’t disproven by havoc or resolved through the party finder, feel free!

tbh i’d be more inclined to play havoc if it didn’t need this party finder.

fatshark pays for the servers, and the servers an only run so many games at a time. cause of this they have to limit the number of missions for anyone, or costs quickly get entirely out of hand. the reality is that at any given time your assigned missions through havok are probably from a listed number of preset choices, like with the mission terminal but on a different (longer) timer and the party finder is what it says: a way to improve how you get a decent team together.

nothing’s changed on that front, but the way the party finder looks made you think they’re just handing out new missions to players every time. of course, the real problem is that fatshark guessed people would engage in their party finder in good faith (and that they’d caught all the bugs) and now it’s all a mess.

So, on top of the fact that you can play any pre-generated map in the last 24 hours from the mission board with many more try (of which many of them are duplicates of the exact same modifiers), they’re also generating a preset series of mission/modifier combinations per tier of difficulty for 40 tiers that are then selected and played with and are not reset until completed or a week has passed, but they can’t do map selection?

I don’t know, this argument made more sense before havoc was a thing. Then it became a thing, and we see they’re capable of hosting individual lobbies for groups with presets. I’ve pretty much already addressed this, what’s new? The only addition is being able to choose the modifiers to generate the seed, something that is already done so that missions don’t have the same enemy layouts everytime you quickplay the exact same mission before its timer expires.

If it was such a hassle server-side, as you speculate, then why not do what they’ve done for vermintide 2, and have the option of player-hosted lobbies? They’ve integrated servers into vermintide 2, at least on the versus side, why couldn’t they re-integrate that feature to darktide for the purpose of player hosted lobbies?

2 Likes

i just said that’s not what seems to be happening, they just have it set up that nobody sees the preset missions. the whole “everyone seems to have the same missions at the same time” sure leans toward that.

vermintide doesn’t have hosted servers last i checked, it’s peer-to-peer. this was something that people demanded they get rid of for years and now they have in darktide. the whole bakend is built around that this time so HUGE waste of money to try to get rid of it.

You seem to be ignoring the fact that even if your case is true, it’s hosting multiple presets of every map over 40 difficulties, and these variations do not reset for an entire week, and they already host every single map generated on the board over a 24 hour period.

My friend group rarely has exact duplicates of our h40 missions. We do happen to get the same maps, but I believe that’s because the map pool is something like 8 out of the 20 or so maps that are in the game currently. Our modifiers are usually different, and to see matching modifiers isn’t surprising when you consider the possibilities of modifiers can be listed out on one hand and it roles three on the same mission. having moebian 21st, fading light, cranial corruption, pus hardened and blight spreads just leads to a lot of repeats.

vt2 has p2p for the adventure mode content but uses servers for pvp, as I explained. It wouldn’t be to get rid of the current system, but to work alongside it, just as it does in vt2.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.