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So people would complain about them, alot, which just leads to negative attention and an angry community all while taking away developer time for new hand crafted maps, game modes etc.
I agree it would be a great thing to have if we had it in a good version but i totally understand the devs not taking the risk and effort it would take to even try.
It really doesn't need the same level of fidelity, it just needs to have some level of generation, like, they could make 200 "rooms" that can connect to each other to make a game mode that are operations inside of bases, or anything of the sort.
The thing is, i think all the effort they'll put in customization, adding new enemies, new pvp game modes, etc, will be completelly worthless if there isn't actual content to use these cosmetics in.
I can already see myself getting halfway to achieving the top cosmetics and getting bored, so the roadmap they released will definetly not be sufficient to keep a great portion of the playerbase hooked.
I can understand why they didn't do it at first, but i reeeeally think that they should reconsider. I've already implemented procedural generation (although much simpler) in a videogame before. Codewise it's not that complex (unless you want to add uneven terrain and stuff like this), the more time consuming part would be to create the handmade assets/rooms to achieve this.
TL;DR: i think there's still time to reconsider, it could revitalize the game in a year and i really think that if they don't do this, they lose a gigantic oportunity since they hold the ONLY game of the wh40k franchise that's an action shooter where you play as a space marine.
Last but not least, let's be real, if the war is endless, nothing more fitting than having endless missions for our space marines to fight until death arrives right?
they lost a perpetual money making machine then. Back to helldivers in a week then while i wait for someone to make anything remotelly close to that in wh40k universe. One can only dream...
I also think regardless of the new maps, the combat is going to get old for the vast majority of players quickly and new maps can only do so much.
To be fair, it never was exactly a live service game in the same way Helldivers or Darktide is intended to be.
True, that being said, they need to at least speed up the progression in the game A LOT, because i can't see even a third of the playerbase achieving the coolest gear since most ppl will be done with the game before that.
Procedurally generated maps would be cool and all, but I'd sooner take a slower drip feed of new handcrafted stuff over it.
Yeh, I'm not even going to bother with the progression at this rate. Just a way to artificially extend playtime for people that are happy to grind all the unlocks.
Personally, I'm going to move on as soon as the game gets stale which I can already see on the horizon with the current combat system.
Can only watch the same QTE so many times before it just gets old.
You're probably better of asking for semi-dynamic maps, with preset geo and variable props and routes.
DRG's cave generation system is one of the best when it comes to creating varied maps, while in Darktide the missions and the maps are always the same. Darktide handles the variation by having a large enemy roster and always seems to mix it up for a different challenge. The fact that weird class mixes are far more prevalent in Darktide compared to DRG also adds to that, there is a bit more pressure and depth to the combat which also is nice.
As long as there is a good class system, deep combat and large enemy variety:
Good handcrafted maps > Random generated maps.