I really enjoy the new class changes from patch 13 and I’m looking forward to the balance changes in patch 14, but what’s the plans going forward?
I recently re-watched your youtube video " Warhammer 40,000: Darktide - This is Darktide | Overview Trailer" and in the end of the video you mention in the coming weeks and month the story will expand with seasonal content bringing new objectives, new maps, new dangers and new challenges.
Sure we have got a some of those things since launch.
I’m just curious to what your idea for the future is and anything you could share would be appreciated as I don’t expect a full roadmap even though that would be great.
Like there’s speculations about a new class, new enemy types from your vox transmission videos and talk about rework to crafting are those things just wishful thinking from the fans of the game or is there some truth to it?
A new class sounds good. Maybe a few more maps?
What I’d like to see is custom game Playlist…
Select all the maps you want… Select the difficulty for each one of them individually… Invite your mates or randoms, and slay some baddies.
I don’t think a new class would move the needle as much as a new biome. Even trudging through glowing radioactive sewers would work to mix things up. I don’t know warhammer lore at all to give a definitive answer on options.
Asking them to make a whole new race to fight against would be a lot considering how many specials there are. Some sort of new mode is absolutely necessary, and looking at the previous tide games, we will get one of some sort.
Also, we have been spoiled these last few years, everyone makes a roadmap and we need one.
New maps are nice, but you can see all that they have to offer in a day and then they become stale like the rest, especially if they are using existing biome visuals.
What I want is for FS to randomise the pathing across a map so that each run is different. You might have a percentage chance of a bridge collapse and you have to go down to the sewers for a section to bypass it. Or you make your way through a maze of alleys or a knot of streets that have doorways and paths randomly blocked off like Archivum Sycorax.
Or they could make Throneside one gigantic giga map made up of all three Throneside maps that they then spider web crisscross streets and bridges, you then path your way across this gigantic spiderweb with some paths randomly blocked off, others you have to pick which path to take.
The thing is, they actually are pretty randomized with things blocked off, it’s just that everything looks the same so it’s hard to tell. That’s why I vote for a new biome.
several maps are run back to forward, or have a main path completely blocked off in favor of a side path. You know that big drawbridge that takes forever to lower? There are at least 3 variations of that map.
Eh, that’s not randomisation, that’s just preset paths in the Throneside biome, all the Biomes connect like that.
The missions are preset paths, and aside from the enemies, every time you play them it is the exact same experience.
Only actual randomisation I am aware of is the Vents in Archivum Sycorax with the grid, and the end of Hab Drayko where 1 of the 3 little bridges are blown up.
A new biome would be nice, but dynamic maps mean more replayability, which would massively benefit any new biome
I think they could use part of map as tiles and they could arrange them randomly. If you add random conditions on part of the map, it could add lot of variety in our missions.
There are multiple missions that use that set piece, same assets, but they are different maps from a game data point of view. It’s not just blocked off, it literally does not exist just out of sight.
I wish it worked like you think it works. That would be awesome. It would be amazing if they had 1 super large Throneside map that got paired down to a subset when you started a mission, but that’s not how things work now. It would add a ton to replay-ability.
This would be ideal, but it’s never been done even remotely successfully with tilesets this complex that use textures. They end up feeling terribly generic.
I like the idea of sections that are randomly knit together that don’t necessarily make sense just to mix it up at this point.
Tile-sets is the wrong way to go about it. To do it well we need a ‘super map’ then reduce it down to a single path for each mission.
As a simple example, take a piece of graph paper, each cell is a room, each room is connected to adjacent rooms. Some rooms are just for traveling, some are event rooms, some are boss rooms, some are map start rooms, some are map end rooms. Nothing random yet, everything is hand crafted, and the adjacency make sense.
Now to generate a kill mission, randomly pick an end room. Then randomly choose a nearby boss room. Then randomly pick a path between the 2. From the boss room, pick a random nearby event room. Randomly pick a path between the 2. Now pick a nearby start room, and pick a random path between the 2. Now block off all of the unused rooms. Boom, mission done. Tie in some voice over describing it and you have something that feels good, looks good, and you’ll be hard pressed to every play the same exact thing twice.
Best part is you can start small, like a 5x5 grid, and add to it over time. As new areas are added, up weight the RNG for them to be picked. If rooms are buggy, they can be removed from the RNG until fixed.
Now in reality, instead of a nice box shaped rooms, it’s more complex than that. That bridge in throneside would be an event room in one of the cells. Except it doesn’t just have 4 connections, it has like 10. Some missions would have you crossing the bridge, others would have it visible but not reachable, others would not even have it.
There’s only 2 parts in the whole game that procedurally or randomly physically change your path (not including servo skull routing), the Hab Dreyko escape with the Storm Raptor blowing up 2 bridges and the ventilation system alarm section of Archivum Sycorax. The only other thing that is random is barrel placement, but they’re in set locations.
I would like to see a crafting and itemisation overhaul. I hope the reason they’ve been silent on that is because they’re working on it in the background, but my expectation is nothing.
Since there’s lot of talk about missions and biomes here I have an idea for a possible snow biome, I get that it might not snow in tertium, but there could be like a cooling system or something that go into overload and make it spit out what look like snow and ice.
New archetypes are probably far away on the horizon. New “classes” will just be new tree branches. The 1 per quarter deployment schedule will probably start after the keystone for Vet is fixed if ever. (live service LMFAO). My guess for the final set of releases before winter vacation is;
Some weapons
maybe 1 map
if we’re lucky vet keystones
that’s it. Unless xbawks really was eating up that many resources.
CHEERS.
personally my original main complaint is still not addressed, the sheer amount of Mimes working for nurgle. the first noise half a dozen crushers make should never be the backstab imminent warning squeal
oh and mission win screens they are so anti climactic i still think l4d set the high water mark, the run to the chopper with the music hammering away super hi tension and the way it morphs in a triumphant score teh nice panaramic view of the zeds screaming in frustrated rage as the chopper takes everyone home for tea and medals. lovely job!
beyond that , more involved maps , that last one with the variable path through the doors and a perma horde that was a nice mini set piece, they are nearly always a nice way to spice things up .
more archtypes more weapons more enemies, the second city, and a quaint little drukhari hangout in the basement to kick back and relax after a hard days purgin.