What these games are eventually going to have. I think

Where this game, or games like this, will eventually go

What Darktide offers now in terms of combat is the best thing I can understand.

The melee system is good. Is there anything else that can compare? That said, even at the highest levels with dodging, there’s nothing to be done against overwhelming odds. More circuitous routes? Final combos, very difficult to pull off, how to add more complexity to the combat system…?
(I apologize for the incomplete sentences and non-sequitor rambling)

:power maul is only weapon that can handle 6+ crushers and maulers/ragers and a wave with no issue. alone.

The best complain the game is too easy.

Dark soul better ai mini bosses. Many variant units, shake up each encounter with more than just flooding. Hunt missions, loot hunt, endless boss arena, optional bosses except they have loot. but for something more than just tanks with 3 movesets. Asking too much? What you have now on offer as specialists and elites but jazzed up.

As many units you have now you need mini bosses that really make every encounter unpredictable.

:there are so many games to take from

:titan souls, hld hanged man boss, dark souls – derivatives.

Crafting needs to just go deeper, is fine as it is…to a degree, People just aren’t seeing the beauty of it.

50/50 approach etc, theseus’ ship
the currency is imbalanced and offers little in the recourse of ‘bricked’ weapons however.
some sort of high progressive gate should be made to allow for greater and deeper crafting. I am necessarily suggesting removing an element of RNG and at leasting putting in what is currently expected in terms of grinding, to be more…predictable.
eg. the problem of favourite weapons, or almost useable otherwise perfect weapons.

difficulty arises from incompatible weapon builds and currently ‘impassable’ zones with whatever matchmaking is afforded in 60 seconds.
It should be less based on overwhelming unavoidable timing and instead about making the players make mistakes.
Saving grenades or relying on grenade talents to get through surprise carapace encounters is a bit of a crutch to end a run, just because it was a tight area.
:I’ve seen people make it look trivial. perhaps the intent of planning the build more is necessary. (though im left with knife and revolver meta for the ‘transition’ to carrying a difficult game)
(I’m 300 hours in since the Class Overhaul patch)

Draw out engagements, but you need to make them more fun.
AI, machine learned, deep learned whatever units for everything.

:with helbore, it’s just a matter of shooting ducks that are almost always exposed.
it makes me feel stupid that i have an expectation of what is best and everything else is made unviable because of npc limitations and weapon imbalance.

thoughtless rant:
I suggest ‘specialist’ enemies that aren’t as debilitating while being as annoying, but through extended gameplay. Not like an ogyrn, crusher or reaper just tanking and suppressing. But some sort of class specialist disabling unit. Some sort of blank that makes the psyker unable to use peril/warp skills. A smoke grenade specialist unit that can’t be killed, a ghost of sorts that needs to be coherency dispelled otherwise blocks vision for veterans. Lifestealing units that are more than just unyielding, but present direct counter to melee attacking or even blocking, but they’re slow after an initial charge. Better dueling and smarter hordes.

I know these things may not be lore accurate however, they are just ideas off the cuff.

Weapons need parts.
I contend some weapons are near incomparable to others.
Though I appreciate the near endless variety of ‘style’ afforded to players, the current quickplay matchmaking system is geared for ‘solo’ players who are able to carry.
Left without the option to change characters or have some sort of requisite ‘party with’ or ‘don’t’ classes and skills would let people overcome the issue of incompatibility in an otherwise very team cohesive game.

Brain burst needs multiple targets (lol whatever), chain/marked/area. im not a developer
Smite needs to have a bolt like surge staff except with whatever better modifier than just a stun and a push. High damage, occasional stasis totem to add chance and variety to cc. instead of being offhandedly used for single targets and maybe retreating.
Right click smite could chain through enemies and stun them on light charges/use/attack and do high damage with a much smaller spread of stunning chain in order to be similar but more active than it currently is.
Makes it seem less gimmicky and more conducive to the idea of ‘limited’ amounts of power being able to be directed in a certain manner. eg. not unlimited lightning and the threat encroaching beyond your field

There’s a more complete game waiting.
my suggestions tantamount to the slow progression of additions to ease quality of life like wow did

dual wield.
tertiary weapons available only to some weapons.

another item slot for combat modifier skills.
radar (make maps with optional enemies), semi-permanent trap skills, loot compass, binoculars/spyglasses, ‘accessories’ that improve talents

the best experience is leveling, the worst experience is failing on rating and blessing/perk rolls.
further revision into an even more endlessly variable and viable tree system will allow for even greater replayability.
a prestige system with rewards needs to be in place to entice people to play beyond the 4 characters and collecting their preference of weapon loadout. Harder modes, more prestigious titles and cosmetics that can only be earned through effort and skill. (not that i was there yet, not that i wouldnt get there)

Realising the creep of endless scaling with my further suggestion of endless crafting. Though something logarithmic should be implemented that isn’t as rng. It’s trivial for some weapons.

Hard gate-keeping gear isn’t the way to end-game progression.

Just like levels can’t be indefinitely added and more complex skill/talent trees to be devised to make the game magnitudes of powers more variable.

The devs have lost sight of experience, progression, development / ceilings and items as a way to make money, attract attention and allow for true, mindless fun.

I believe counter strike’s cosmetic market has, in its echoes, affected Darktide’s plan for player time sinking.

CS, it’s not about the cosmetics, it’s truly about the infinite crawl up the steepest mountain to gain any foothold of skill there is available.
Not necessarily complexity, but a fundamental development of basic reality (imagine the seat of the soul as the amygdala or something and it imagines and already has a set of reality that it engages with before it engages with physical reality, A simulated working dream of sorts that pulls from base instincts.)

An endless set of achievements should be created for as many varied situations as possible, offer nothing.\

Hardcore mode, there should be incentive to replay the game for honour and prestige.
Seeing and helping low levels again etc.

I’m not suggesting a trade system, that’s for a different game.

More reflex achievements and talents, things that reward progressive skill

Items should be deeper to validate the grind

I like the Idea but preventing mechanics is a tough one. Some of the most unfun gameplay, in general IMO, comes from not being able to use your abilities and preventing movement (ie slowing movement speed).

agree.

Agree. It is a fine line for this type of content if these item slots become dlc specific classes or “paid” then the community will start to go down the never-ending tunnel of Pay to Win.
I do like the rout that the mission will give everyone a tool, like the radar scanning tool. I would like for a mission to give us 1 or 2 items to choose from, like how L4d the group would stumble upon weapon upgrades to give us variety and not be a requirement to have to finish.

Can you explain further about “levels can’t be indefinitely added”?

Ok you’ve lost me. what’s the point? Are you referring to a skill ceiling?

@Zassaliss The Topics Title is “what these games are eventually going to have.” What do you mean with “these” games?

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There can be only so much time dedicated to creating new and amazing ‘mission stages’, I think something along the lines of generated segments to create endlessly variable routes.

Essentially yes, reflex/memory/timing/strategy and planning/positioning/movement etc

I believe whatever genre or format of game this is, will eventually take off and cement itself into the foundation of ‘whatever these games are’. L4D/extraction?..mmorpg?

I’m a little apprehensive to suggest further because to usher in and rush ‘art’ is to dilute it and commercialise it.
That these games have had their ‘moment’ of 100k players is very exciting, I’m only looking forward at what’s to come.

This game has to demand more from me.
It has to pull me in and take my time and make me happy for it.

There should be speed records
dps records
longest time at whatever low health survived at
longest games

most number of ranged killed in the shortest amount of time

don’t neglect the basics of fps
don’t ignore the potential of a very complex, very demanding melee-fps system

I need speed. I need accuracy. The targets needs to be faster and further away.

The horde has to be more dense and more relentless. It has to be unrelenting. It needs to be smart enough to always force me to block or space without little opportunity to simply stagger. I should, in turn, find a handful of tanky units that don’t require special action skills to kill in time. Just beyond the breakpoint of brushed aside and below the point of impassable.

I want to be rewarded even more for swinging my camera in the direction of the swing, or somehow, in the opposite direction…for whatever reason. I want a deeper melee system that doesn’t just have me swinging blindly, right clicking to block when surrounded and unable to stagger and that just has a simple on stamina use counter attack.
I need it complex and demanding for what the future expects of this combat system.

I want snipers to come in multitudes and for a single one to fire even faster. Almost unreasonably fast.
I don’t want to see it often.
Gunners are either aggressive or life-preserving or smart. Intent to kill you.
They would move regardless of suppression or hits.
Hero gunners would have a dodge limit and timing windows. Progressively harder and harder.
Auric needs to be prohibitive. It offers nothing, offer even less.

I want endless variety and to die to every mistake conceivable that I can make. The most disappointing and expectant problems to just come crashing into me and giving me the smallest chance to recover. All to endure another gauntlet of perfect awareness.

I want jump scares. I want them when I least expect them. I want them to scare me so bad and thrill me so much that I only seek vengeance for the little bit of wetness in my pants that was pulled out of me.

I want to not care. But to be so focused there is nothing else that matters. I want nothing to matter and for me to care about nothing else.

Hi @Zassaliss , welcome to the internet.
Take a scientific approach to your posts:

  1. Abstract (quick tl;dr summary)
  2. Problem
  3. Suggested outcome
  4. Reasoning

No undue offence, but your posts are just your brain splurging on a page :wink: (Stream of consciousness - Wikipedia)

I’m sure you’ve a good idea in there, but it’s a real effort to work out why to bother! (Kindly!)

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PvP? Versus? Director mode
For honor, battlerite, paladins, Enfo’s team survival…battle royale? (with this toughness system and a generalised skill tree…)

Parry?

Open modding for the combat engine and maps.

I would suggest war3 custom lobbies and literally every pvp mode there is. I just wonder if there are games being played behind the scenes.

It’s an opportunity to create and capitalize in the very distant future. 2 years. 4 years.
cs, dota. pubg.

fps+ssbm+mmorpg.
(though, i can see how it’s just going to be stolen as some sort of non-ip related startup)

lack of a true limitless skill ceiling. or at least so demanding and interesting as to be replayable.

there should just be a trial by fire boss that comes in midway occasionally to end games unless the people are dark soul enthusiasts. idunno, i watched how the daemonhost was handled and then it was trivial. i also didn’t even see them take it down.

to that end, parry?

there should be a 4 vs director mode. who could spawn in units and themselves to end a run for points.
…factions…? faction specific currency? (director specific currency)

what was the reason for not having an excessively graphic crafting system animated to just drip dopamine for an endless item grind? awkward cutscene?
‘monster hunter world, food prep’

the problem is, i guess i’ve just stolen every idea i’ve ever had.

“cs 1.6 war3 mod”

as i see it now, there’s no such thing as ‘balance’. Especially when differing skill levels are present, nothing will ever be ‘balanced’.
I believe functioning is a better word. Cheap and effective for the masses, tried and true for honour.

You want more players, there needs to be more engagement and an endless mountain.
I would just recreate the vibe warcraft 3 had and capitalise on opportunities presented then…dota spawned from rts-rpg

I don’t see any minor changes to the core gameplay that will draw in the community you’re seeking.
Harder gameplay, already isolates people with little time or extended ability.
More options, experience and grinding through it. It’s not deep enough or rewarding enough, prestigious enough to merit a deep time sink. Competition amongst peers and an endless horde is the only glory a nameless king seeks.

But most people just want something familiar. Jazzed up.

this was mostly off the cuff, i’ll spend a month more doing research and analytics lol. i don’t expect any of this. though i didn’t expect any of this.

(i don’t want to play a dead game). other people reminding me that i’m not good enough has been the driving motivation to earn the kill.

i don’t really want people reading my ramblings. i don’t know if i’ve made any sense.
i have been good with my sense of selection in the past, but who knows now.

overwatch sucks because it’s camp. whatever they did, they pandered to the loudest, most common voice. yet it’s the surrounding optics of the company and their actions that have destroyed it the most.

https://www.youtube.com/watch?v=WOaUONTUCUk ?

¿Qué está pasando ahora mismo?

i don’t allude to anything directive.
except this

Also, here’s this.

To whom it may concern.

Have you seen conquerer’s blade?

Quite a lot to read through but a few key notes:

General:

  • This is missing a lot of structure for legibility
  • This forum has a few tools that let you change your police and make markings

PS: I think for clarity you really ought to have those ideas separated in different posts, where they are each time left space to be developed without being a written ball of ideas


Those are a different types of game, if you had a game with boss that have way to difficult bosses, with random they would be way to annoying.


If anything the crafting need to be more shallow, and easier, it’s not the priority of the game. there are 3 changes that most want, 1 being most likely not gonna change

  • Diamantine to Plasteel conversion
  • Better Brunt
  • Lock deletion

That would suck cause that’s just working on 1/4 of the player base. Those sort of things need to work on all character the same way.


Dual wield weapons need to happen in their own kits, separated from their 1h versions.

That’s wholly uneeded, and is more clutter than anything.


There is no gate kept weapon. Harder diff. only bring more reserve to build good weapons.

No idea what this is meant to say.

Darktide isn’t about having skins, they are a bonus, the goal is to play in harder difficulties.
Also CS is a PvP game, it’s difficulty come from the players, not from Dev side things.

Like higher difficulty ? Or you mean Ironman mode (Character that dies are deleted)?
Cause higher diff. would be great, but Ironman would not work here.


The most we could see are Chaos Waste like system, making procedurally generated maps happen usually on lower graphic games, because they work much better. here they would have to make puzzle pieces than can interact with each other seamlessly, which would be a lot of work.

And as said before, they would still necessitate the Map team to make all the little parts. So it’s not like it can be added ad eternam.

You were just one of those people without vision

I’ve met too many people liek you

Ok, you’re just one of those Idea man who have no actual inside knowledge.

Fully understood, have a nice day

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