TrueLevel Mod should be Base Game

I’ve felt like this forever but I bring it up again because of Havoc. I feel like part of the reason my Havoc experience has been so enjoyable is because I have this mod. Having access to a player’s level past 30 and seeing the highest Havoc they’ve cleared when using Party Finder feels like such a basic thing it’s weird to think it’s not a QoL feature.

I run Havoc 40’s and it’s crazy the amount of people I see that try to queue into me as either a fresh trust 30 or without having ever completed a Havoc. No wonder some folks feel frustrated with randoms. And, flip side, no wonder some folks feel like Havoc is unfair. You can casually queue into a brick wall :joy:

I do love the heck outta Havoc though. So much fun and such a good time. Ty again devs ^.^

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Even just the one that shows you your own levels like VT2’s system would be good enough. Let’s show off the real long term.

Except for those people who were killing themselves during that time exp boosters were bugged, but if you actually did that why.

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True Level is true discrimination. jokes jokes

In what place?

Lol, really? That’s pretty funny. But yeah… Why even throw the game to get more exp that doesn’t do anything except increase a number people with a mod see?

Everyone above 6k boosted using that method.

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More ways for DT players to gatekeep yippie.

It’s wild to me that the game doesn’t have anything preventing someone who has never done Havoc, from joining a party finder specifically for the content that they are not ready for.

Almost feels like Fatshark wants to frustrate people, and make them stop playing.

I like how Vermintide 2 did it, where you needed a certain power level to reach higher difficulties. It’s a simple “prove yourself” way of preventing new players from jumping into content they are not prepared for at all.

Feels so weird to me that there isn’t anything similar in Darktide.

Nearest we get is Auric requiring level 30 and Havoc requiring 30 - but honestly Havoc should require having completed at least an Auric mission.

It’s not about gatekeeping as someone seems to think, but gradually introducing the appropriate difficulty to people.

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if true level were actually what you describe as merit then the average player in my games would be a lot better at the game

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Gem post

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With my experience playing Darktide for 1 year so far, and to where it is now, I am noticing that the level gating is outdated.

We seen how Trust Level 30 is the “end of tutorial” phase, and for most of us that don’t use (or don’t have access to) mods like True Level, we are stuck with the base game level system.

The level gating I mentioned is practically nonexistent. The manner of seeing how there are players that have not reached Level 30 jumping into Atoma Heresy and Damnation threat levels, not up to par with skills, talents and weapons in an “undercooked” state has spelled impending doom when playing missions. Even more frustrating when they first get access to Aurics and make the rookie mistake of jumping into them not knowing they are risking sudden death and wiping the mission. Someone such as myself made that mistake once long ago, and made the logical decision to not play them until I was ready. That was good times to build up to where I have accomplished Auric Storm Survivor, even if it doesn’t mean jack squat to most/other players now.

I known some players that due to their skill abilities have stuck to Malice, which is good knowing that when they reach their confidence of abilities to take on higher difficulties, they can be better.

I am by no means an elite player, yet I do feel like with the Trust Level system, they need to allow development of going beyond Level 30. Not sure what they can do to expand upon it for incentives unless they put in at least where the Threat Levels are gated more by Trust Levels.

If Threat Levels get gated by the Trust Level in a rework, there needs to be a certain quota of completing missions at the Threat Levels to get to play the higher Threat Levels, aside from simply “leveling up” Trust Level as well.

Trust Levels have only gated access to certain weapons and crafting mostly in its current state. That would usually make a budding player stick to the Threat Level they succeed in until they finally get everything up to par, yet we deal with those rookie (“noob”) mistakes by brazen underskilled players. I have faced gatekeeping before, yet I had seen where in this game involving teamwork, if one player is not pulling weight, everything goes to wipe.

I’d hope that I was able to give a comprehensive commentary, present ideas that may help resolve things, and see what forum members may think of what I have given for input.

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Time is definitely not the only factor, but it is the single most predictive factor of skill in literally anything skill-based. It’s certainly possible for a player with fewer hours to be better than a player with more hours, but all the best players have a lot of hours.

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I can concur… Almost 3k hours into Darktide & players that were at the 400+ level did perform much better on average than not at least in my experience of the game. There’s the odd player that has tons of hours that suck, but it’s sometimes rare it can happen for sure. When I used to play in pubs mostly people that were between 30-100-150 were really trash. That’s just the reality. Only because they don’t have experience, especially in pubs… You gotta love when under-levels join in a Maelstorm or better yet in Havoc mode lol. I was never ready for that kind of difficulty even when I hit 30. I waited till I got a grip on myself first before attempting that. Now, Havoc is a joke if you’ve been playing for a sht ton of time. It’s like slicing butter getting through it. That’s how easy it is.

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room temp bro detected.

Huh?

Yes, I can agree with that. I only have 1000hrs, but it’s true for the most part.

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Wtf are you on about?

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Literally… What you said makes sense to me. :person_shrugging:

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High key though, if I see someone below my true level, I have no expectations. If theyre close/above my true level, especially when my main character depicts close to 1k hours, then I would have some kind of expectation.

True Level has merit, but one you can’t fully rely on obvy.
Like Havoc level, but Havoc does a slightly better job at distinguishing players.

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Case by case you can have someone with 1K or 2K hours and not great or someone below 30 and better awareness, positioning and reactions than someone with 1K or 2K.

It is generally the case the more hours in the game, the better but not direct linear correlation.

It is the only number can rely on at the moment to generalise.

A more interesting stat might be Auric win/lose ratio. Loss counts as crash, disconnections, leaving etc all rolled into one though, so won’t be completely accurate to say all valid losses. But wins against mission count is an interesting stat.

An Auric completion badge count is better than a 5 streak Auric survivor title even.

Then you’ll have good players that simply don’t engage with Havoc and high level because they’re solo/don’t want to discord/don’t have friends that bought the game etc/don’t like rank decay etc

Just that the only number comes from TrueLevel to gauge, no other numbers available.

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The list of what should be in the game by default is pretty long. But I agree.

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