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It's almost like having everything be shop based is loving awful. I've got an idea: what if we gave a guaranteed emperor's gift at the end of every mission. Then - and here's the crazy part - have how well you did in the mission could improve the quality of the gift from a base level. Say you picked up a bunch of scriptures, that could give you a bonus to the gear quality. If you were really feeling generous you could even give out more than one piece of gear in the box. Plus, it would give you an easy hook to add additional ways of boosting final gear quality later. Imagine if special monsters might drop, I dunno, chaos taint? Chaos Dice? Something like that, that boost your final gear quality. If we REALLY wanted to go nuts we could even put in some way for the gear to be broken down into the crafting materials that you currently have to scour the map for which let's face it isn't very fun. Radical poo poo, I know, it's a pity all of this is impossible. Ah well, if you'll excuse me I need to go refresh my 3rd party plug in to see if the emperor has blessed me with a good store roll this hour.
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# ? Feb 1, 2023 22:03 |
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# ? May 31, 2024 21:12 |
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drat dude tell us how you really feel.
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# ? Feb 1, 2023 23:18 |
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Cyrano4747 posted:It's almost like having everything be shop based is loving awful. VT2 came out five years ago, therefore, this system is worse. Thank you
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# ? Feb 2, 2023 00:03 |
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Corrupted gear a’la chaos rising for DoW2 would be an interesting addition. Higher-quality than base level items, but have negative repercussions- for example increased damage taken while downed or higher % of monstrosities spawning.
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# ? Feb 2, 2023 00:06 |
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I want to see what bugs would be introduced if they did nothing but guarantee an item drop after every mission. Infinitely spawning dogs? 100% crash rate on loading into a mission? Melt my GPU? Pour sugar in my gas tank and gently caress my sister? I want to find out.
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# ? Feb 2, 2023 00:26 |
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Valtonen posted:Corrupted gear a’la chaos rising for DoW2 would be an interesting addition. Higher-quality than base level items, but have negative repercussions- for example increased damage taken while downed or higher % of monstrosities spawning. World of Warcraft did this during the Battle for Azeroth expansion. Items would include a stat that added corruption, anywhere from 10 to like 50. Your character would incur random stats or effects based on your total corruption level. You could also stack corruption resistance and, over time, a passive baseline corruption resistance would increase. You could also just rip the corruption off an item (and lose the corresponding boon) so players could Just read through this insanity, it rules so much https://www.wowhead.com/guide/corrupted-items-overview-titan-purification-corruption-resistance Random health loss? Mobility loss? Ghosts? Hallucinations? It was so, so much fun I loved it, but it was not well received and so hard to balance that they kinda gave up and just let everyone be insanely powerful for the rest of the expansion which was only a handful of months away. I was playing an Arms warrior at the time which meant I had passively buffed my attack speed of like 300%. I was an unstoppable walking blender.
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# ? Feb 2, 2023 00:28 |
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They definitely need to bring back reds because those kept me going in VT2 for years, unique weapon skins and character skins would be amazing. They have so many little hanging doodads too so there's literally hundreds of hours of content if the system was sane and not absurdly grindy. They'd need to renovate the entire concept of the store to do it because it's a really loving dumb idea to begin with. Give back crafting of weapons that you want like in VT2 and loot chests because at least you knew what you needed to do to get a chance at reds. Make ordo dockets translate straight into crafting materials so you don't sit on them at end game. Remove the loving random aspect of weapon power like you should be able to pay resources to get a full power weapon without any randomness at all--same with stats give me a flat fee to get what i want so i can enjoy the loving game then experiment later with the resources i get while playing more. Whoever ventured away from the tried and true VT2 loot system needs to be fired.
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# ? Feb 2, 2023 00:40 |
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It does seem like fatshark likes to try reinventing the wheel in their games constantly, in VT2 they chiseled a oblong wheel down to something that resembles a circle, but in darktide they started over with a triangle shaped wheel.
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# ? Feb 2, 2023 00:46 |
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I'm reminded of Diablo 3 at launch, where I first learned about the concept of spacing out rewards progressively further apart. Like at level 1 in a diablo game, so much of the crap that drops will be upgrades. In real time, you will see an upgrade every few minutes. As you play more and more, upgrades become further spaced out - getting an upgrade to drop every 15-20 mins instead of 3-5 minutes, etc. At max level, it could be hours of playtime before you saw an item that even had the POTENTIAL to be an upgrade, much less an actual upgrade for you. This is part of why the population cratered so quickly after launch. When they redesigned the loot system from the group up, they correctly identified "loot upgrades" as a driving motivator for play, and made it so even with the lowest drop bonuses possible, you'll still find good items pretty consistently - meaning you've always got a carrot to chase, because the RNG will never be bad enough that you go hours without saying anything drop that could potentially help - all the way up to the extreme end of the game's treadmill. Darktide saw the carrot dangling in front of players in other games and said, what if we put the carrot in an underwater vault 20 miles from the player, and every hour they can check a chome extension to see if the door is open
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# ? Feb 2, 2023 00:55 |
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apostateCourier posted:Please don't do this. Run non-grim missions instead. If every mission at my current difficulty exclusively has grimoires as the secondary then I'm not going to go up or down a difficulty just to find one without. I'm just going to keep shoving paper in my mouth. Also, if there are 2 missions at my chosen difficulty and the non-grim one is the same map I just played then I'm going to do the other one just for variety's sake.
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# ? Feb 2, 2023 00:56 |
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big cummers ONLY posted:I'm reminded of Diablo 3 at launch, where I first learned about the concept of spacing out rewards progressively further apart. Like at level 1 in a diablo game, so much of the crap that drops will be upgrades. In real time, you will see an upgrade every few minutes. As you play more and more, upgrades become further spaced out - getting an upgrade to drop every 15-20 mins instead of 3-5 minutes, etc. At max level, it could be hours of playtime before you saw an item that even had the POTENTIAL to be an upgrade, much less an actual upgrade for you. This is part of why the population cratered so quickly after launch. It's kind of amazing that Blizzard's games have been as successful as they have, given how horrendously bad their game design philosophy is. Like the idea that getting upgrades isn't fun unless the player is constantly showered in absolute garbage, to make the upgrades stand out - a philosophy they were very vocal about and that now plagues countless games. I'm sure they werent the first to do it, but they were definitely the most vocal early proponent of basing your entire game design philosophy around things like measured So actually no I guess it's not amazing that they've been successful since they've been developing games under the addiction model since at least some early point in WoW.
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# ? Feb 2, 2023 01:07 |
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deep dish peat moss posted:So actually no I guess it's not amazing that they've been successful since they've been developing games under the addiction model since at least some early point in WoW. Yeah. In stuff like Diablo 3 I don't care since half of the gameplay is pulling a slot machine every time you kill a monster. That;'s the fun of gambling without enormous losses. But with WoW you are paying $15/mo and that means they are developing systems for no reason other than to keep you subbed. Like mechanics where they cap your progress weekly, so you can "max out" in one night and then you're still paying for six days of game time while you play Elden Ring instead I didn't care in VT2 either because I was constantly getting to pull on the slot machine and I could craft what I needed pretty easily.
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# ? Feb 2, 2023 01:17 |
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DT loot system feels like someone said, "i have a new idea for the loot system" and instead of discussing it they just pulled the trigger and never thought about it again.
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# ? Feb 2, 2023 02:25 |
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Why can't loot just drop from enemies as you're playing? Give me loot piñatas
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# ? Feb 2, 2023 02:36 |
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Arghy posted:DT loot system feels like someone said, "i have a new idea for the loot system" and instead of discussing it they just pulled the trigger and never thought about it again. You joke but I'd put good money on this being the case. Like it clearly wasn't the system they wanted, they designed something with attachments and poo poo. That would have been way easier to use as a loot system because you can space out microupgrades easier. VT2 is better but it was not perfect and should not have been ported overwholesale. At the endgame you had all the orange items you probably wanted yes but then all that was left was trying to get the precise modifiers you wanted, which was just a matter of pulling a level enough times to do it. Most of us have/had enough crafting supplies to not even think about it but not every player had that. VT 1 ironically did this better by letting you attempt to spend resources on incrementally improving your items. If I had to rewrite either loot system I'd start with the following: *Every successful mission should make your chosen item more powerful directly or indirectly. *This increase should be measurable and feel significant. *Differnet playstyles should demand different item traits. *It should take 30-40 hours to 'perfect' an item and it should be 'near-perfect' for significantly longer. *A character should be able to start down the road of a given playstyle whenever they want - there should be no barrier to entry, only barrier to efficacy.
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# ? Feb 2, 2023 03:16 |
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I keep getting vets that silently designate themselves as the kill king and end up getting mobbed cuz they're tunnel visioned on shooting down specials. It's been really frustrating.
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# ? Feb 2, 2023 03:33 |
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Played on a 4 vet team on the mission where you have to defend the train at the end. Most of the mission was actually quite tough, since none of us had anything particularly well suited to bulwarks equipped, but the ending was so easy, nothing but huge open spaces where we could completely mow everything down at a distance. There's some dialogue I had never heard before where one character suggests deserting and another slaps him down, which was funny. Now I need to play on a 4 ogryn team Also, I really can't figure out what role the chain axe is supposed to fill. It's cool but it just seems worse than the chainsword in every significant way?
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# ? Feb 2, 2023 04:55 |
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Cognac McCarthy posted:Played on a 4 vet team on the mission where you have to defend the train at the end. Most of the mission was actually quite tough, since none of us had anything particularly well suited to bulwarks equipped, but the ending was so easy, nothing but huge open spaces where we could completely mow everything down at a distance. There's some dialogue I had never heard before where one character suggests deserting and another slaps him down, which was funny. Now I need to play on a 4 ogryn team In the most recent giant bug fix patch they changed the chainaxe so it now has some particular synergy with some specific blessings that makes it pretty good, but its still probably on the low end of weapons. I'll try to find the reddit post about it. edit: found it https://www.reddit.com/r/DarkTide/comments/10l2h5m/psa_now_that_thrust_works_with_chain_weapons/
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# ? Feb 2, 2023 05:00 |
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chainaxe is for corn enthusiasts.
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# ? Feb 2, 2023 05:10 |
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Mendrian posted:You joke but I'd put good money on this being the case. This is the funny thing because literally anything would have been better than what we currently got and even the slightest bit of discussion would have laid bare the problems. It's boggling but likely they just made it work for launch and pushed it aside to fix all the other broken poo poo and figured they'd fix it later. Even for early access it's bad. Even for micro transaction it doesn't work because we can't buy any in game weapons--sure you can buy some skins but i've never noticed anyone using a paid cosmetic skin. You can't even show it off at the end screen because the stances show default weapons too haha like who the gently caress did this. Red weapons glowed and you instantly recognized hey this person has something unique, same with cosmetics--you could toggle 3rd person and admire your awesome cosmetic skin but beyond the loading lobby no one will really get a chance to notice.
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# ? Feb 2, 2023 05:42 |
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Cognac McCarthy posted:Also, I really can't figure out what role the chain axe is supposed to fill. It's cool but it just seems worse than the chainsword in every significant way? Chain Axe does better single target vs the chain sword with better ripper performance so it's nice vs carapace or for one shotting pox walkers; chain sword's faster handling overall and both will do you fine on a autogun build
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# ? Feb 2, 2023 06:47 |
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Stanley Pain posted:Why can't loot just drop from enemies as you're playing? Give me loot piñatas Love nothing more than seeing party members stop mid-wave to stare at the floor and consider whether to pick up the trash that just fell out of the thing they hit.
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# ? Feb 2, 2023 09:03 |
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Has anyone seen a 20% toughness curio? the highest one i have is 17% and i have literally not seen a 20% one ever.
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# ? Feb 2, 2023 09:25 |
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toughness max is 17%, health is 21% as far as i know
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# ? Feb 2, 2023 10:40 |
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ijyt posted:Love nothing more than seeing party members stop mid-wave to stare at the floor and consider whether to pick up the trash that just fell out of the thing they hit. If I were designing the loot system: Have enemies drop the weapons they're carrying, but do away with mission difficulties and make enemy strength contingent on where on Atoma you are. More corrupted locations could have stronger enemies/loot, and maybe cool environmental effects like gigantic mushrooms sprouting out of the ground. also take Atoma Prime and rename it Vvardenfell
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# ? Feb 2, 2023 13:49 |
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uncalled for! posted:If I were designing the loot system:
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# ? Feb 2, 2023 14:15 |
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deep dish peat moss posted:I'm sure they werent the first to do it, but they were definitely the most vocal early proponent of basing your entire game design philosophy around things like measured So Blizzard actually toned down the addiction abuse to make its most successful game ever. Zephro fucked around with this message at 15:14 on Feb 2, 2023 |
# ? Feb 2, 2023 15:11 |
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ijyt posted:Love nothing more than seeing party members stop mid-wave to stare at the floor and consider whether to pick up the trash that just fell out of the thing they hit. Nah, you just hoover it up and at the end of the mission it shows you all the loot you got.
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# ? Feb 2, 2023 15:19 |
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While we're discussing improvements... Make the current modifiers (lights out, dogs, high intensity, low intensity, scripts, grims, etc etc) options that the host can choose to add to a given mission. Adding one or more would raise or lower the difficulty, and thus the rewards, based on how many and what types. Yes this could make MM a nightmare, but oh well. Release a dedicated server and allow perma lobbies. Let players actually host solo games. Mod support!
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# ? Feb 2, 2023 15:57 |
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Grognan posted:chainaxe is for corn enthusiasts. checks out
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# ? Feb 2, 2023 15:59 |
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Low Intensity missions giving increased rewards is the greatest design success in this game and I'm sure it's by accident
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# ? Feb 2, 2023 16:00 |
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it's there as a little extra incentive for the people who find low-intensity missions boring. it also makes logical sense within the setting, since the inquisitor pays everyone in bottlecaps anyway
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# ? Feb 2, 2023 16:08 |
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It's also a good way to get people to try higher level difficulties as you know going in it'll be a bit less crazy. It's honestly a really neat idea of a modifier.sushibandit posted:While we're discussing improvements... This would be a nightmare to balance. Imo they do really need to take a page from DRG and just let people decide the difficulty levels, and just change up the map selection and modifiers. May be more likely to happen once they have more map variety now though.
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# ? Feb 2, 2023 16:30 |
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Make every enemy drop a loot box and you have hold E to pick them up. You can only open loot boxes one by one and it plays a 10 second unskippable opening animation each time.
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# ? Feb 2, 2023 18:27 |
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I want them to give me access to all the prisoner clothes on the same character so I can put both the green shirt and yellow pants on my Harry DuBois ogryn
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# ? Feb 2, 2023 18:54 |
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Y'all have a problem with this Harry Dubois thing ngl
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# ? Feb 2, 2023 18:58 |
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Evil Kit posted:Y'all have a problem with this Harry Dubois thing ngl Fine, I'll just name my Ogryn something like Lenny, HasanAbi, or Lizzo
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# ? Feb 2, 2023 19:09 |
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Mine is named Cupcake
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# ? Feb 2, 2023 19:13 |
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Evil Kit posted:Y'all have a problem with this Harry Dubois thing ngl What’s the problem and who else is part of the yall here
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# ? Feb 2, 2023 19:35 |
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# ? May 31, 2024 21:12 |
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For a universe/game that is primarily centered around painted miniatures, I'm surprised you can't just select your own colors for clothing. Keep the textures/designs of outfits the same (so checkered stuff is checkered, etc), but have an in game servitor tailor that allows you to color swap clothes.
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# ? Feb 2, 2023 19:44 |