While new maps would be nice, I think we should also be looking into task variety

Something I see brought up a lot is the request for new maps, which I agree with. More content is good.

Something I don’t see brought up that often is task variety. In Darktide, we have:

  • Scanning Auspex
  • Data Interrogation
  • Mutation…cleansing?
  • Object transport (batteries, coolant rods, ammo, w/e)
  • Assassination
  • Hold out a position (This one is kind of a given, but I figured I’d include it anyway)

And that’s about it. All the maps have a combination of these 6 tasks, which to me feels a bit low looking at the grand scheme of things. I like the minigames involved with the Auspex scanning and data interrogation, I think they introduce an interesting team dynamic, however they are essentially the exact same thing no matter what map/biome you put them in so it’s quite repetitive. The object transport being the only exception to this. (assassinations could too, but as it stands both guys play the exact same way)

For future maps I definitely think we should be asking for new biome/maps, but also not forget these new gameplay elements. I forget the name but the one where you have to run through the tunnels ASAP was great because it introduced a new mechanic. Let’s keep that ball rolling.

So when we ask for more maps, let’s not forget how many different factors we should also be looking for variety. Biome/Map/Tasks.

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I think you are referring to “Archivum Sycorax”.

The mid map objective has you run through maze like corridors with lights flashing and alerts blaring. Pull 2 levers, hit a button, repeat.

I really like the atmospheric aspect of this one, as well as the need to move through continuous spawns of enemies.

Outside of this event, many players usually tend to run towards the enemies (even if they come from behind) and keep running towards them until no more enemies spawn.
In this event, those players are forced to drop this bad behavior, which is good.

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The Assassination are basically the Lord mission in VT2, but atm as if we only had 1 Lord, so if they introduce a new lord it would probably also have a variants mechanics where it would be able to have 2 melee and 2 ranged weapons/abilities.

Assassination Targets:

  • Dreg Sorcerer Lord (Throneside and Hourglass)
  • Dreg Herald of Nurgle (New sector and Torrent)
  • Scab Commissar and Ogryn Bodyguard (Metalfab and new sector)

Just listing what I’d like to see for current factions


New Sectors:

  • Outside Hive: Ash Waste Canyon with different sub area being used for different missions
    → Ash Nomad Village/"Shanty Town: Inspired by Jabba the hut’s place and Nomad Terrain’s from Necromunda (Thatos Pattern Hab)
    → Sludge Sea Dock/Ship
    → Railway passage
    → Underground Ruins
  • Underhive: Which is most likely gonna be the next area
  • Higher Hive Exterior: For Catwalks and frozen grounds

New mission objectives:

Escort/Deep strike (might need specialised maps):

Set on specialised maps, where we would have to help a Leman Russ Demolisher move through a level, where it’s main cannon will be used to destroy a Last Stand objective. To make sense on why it need to be escorted, we would need to open gates and activate elevators while protecting it from specialised enemies (Slower but heavier Plagueburster) and bringing ammunition for it’s side guns (Limited firing arc)
Sector → Hourglass, Chasm or Throneside

Sabotage:

Work as an inverse Repair mission, where we go in, plant explosives and then retreat why making them explode (Ideally with a cutscene of the explosion or having the explosion happen while we flee, like in “Hunger in the Dark”)
Sector → Any

Ritual:

Working like “Convocation of Decay”, where we need to stop a Chaos ritual, maybe keeping that for some sort of secondary mission would be better though. But having an upgraded one as mission where we have to be more active rather than just standing inside the Ritual
Sector → Throneside, Hourglass or any

Artefact:

Payday Inspired: We need to drill into a Safe to get a (Chaos) Artefact (Or multiple) and then carry it to our get away, this safe would be in a heavily fortified (Either by the Chaos factions or even before they took control of the area) place like
Sector->Any, but Throneside and Chasm would work best


New modes
(Chaos Waste) Chaos Storm: We all know what it is, maybe set in the second mysterious Hive

Wall of Martyr: Last Stand Mode, but expanded to cover more mechanics

Taking inspo from Chaos Waste but set on a big sprawling map, having internal currencies that can be gained by killing enemies/surviving the wave, and by accomplishing certain objectives
Currency could be used for multiple things:

  • Weapon Change/Upgrades
  • Fortification slots: Set on a Gears of War system:
    → Defined slots on the maps can be used to call reinforcement, this can range from Mine fields, covers, Auto turrets and even some allied units (Guardsmen and Ogryn heavy weapon team)
    → Mines: Caltrops, Shredder Mines, Jumping Mines, Fire mines
    → Gates/Cover (Maybe destroyable ?): Simple Box cover, Sand bag line, more advanced bunker/fortifications
    → Auto turrets: Assault Cannon, Lascannon, Flamer, Melta, Bolter
    → Allied/Bots: 4 Guardsmen (Lasgun + Catachan Swords) + Sargent (Bolter and Chain Sword) etc…
    Maps:
    Chasm:

Wall of Martyr Ranked: Replace weaves, work on a Set map per season, giving special Insignia, etc…

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Good topic.

I’d like to write up something more comprehensive at some point, but the short version is that in order to sustain a bigger player count, darktide should look to improve a variety of aspects of the game that can drive retention.

  • The diversity of the map experience / objectives is one area where more variety would keep things interesting (stuff this post talks about). Important for people that want mission variety.

  • More variety in the map tileset (e.g. visual diversity) will also help things to feel fresh. Important for people that like visual/atmospheric sense.

  • I think much more could be done with secondary objectives to add side-challenges and objectives to maps, again to keep these varied. Again, important for people that like added challenges.

  • Need more class build variety. The feat re-work is a hopefully a big step there. Further improving crafting would also help. Critical for people that like to continuously tweak and experiment with builds.

  • Need a stronger meta-gameplay loop around penances, challenges, mission rewards, and ideally SEASONAL content. Give players an incentive to take on greater challenges by earning more special “seasonal” currencies that can be used to free or even “premium” cosmetics tied to a given season. Something to drive players to complete challenges during a period of time for a tangible reward. This feels totally missing from the game right now and I think a lot of people bail for this reason.

So much more could be done with the game to drive retention and engagement.

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