HELLDIVERS™ 2

HELLDIVERS™ 2

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Player Impact on the Galactic Campaign
The ammount of players playing should have a bigger impact on the Campaign.

When i saw over 100K players being online at once i was extremely happy and thought that we could get fronts moving now since more players and thus more Manpower would result in more successfull liberation and defense missions. However, seeing that the impact every player has on the game is adjusted to the maximum ammount of players online in such a way that it doesnt make any difference whether we are 20k or 160k is a bit disappointing.

I know the reason behind this is to prevent steamrolling a front but still, i think we should have a benefit in the overall war with the ammount of players (soldiers) being deployed. That could give further incentives to the players to come online in numbers if they would know that their appearance en mass would actually change the frontlines in their favour. But it doesnt.

The Euphoria and Excitment that caught me with the mass return of players has "dwindled" so to speak as we are not making progress really anywhere, despite 60K diving on a planet (something i havent seen before actually or not that i can remember).

Idk what others think about it but i think that numbers should have an actual impact on the frontlines. That would make the overall Galactic War Campaign a lot more interesting and dynamic.
Last edited by VFA-97 Warhawks; Dec 21, 2024 @ 1:44pm
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Showing 1-15 of 21 comments
jakaruu11 Dec 21, 2024 @ 1:49pm 
i think the regen mechanic on planets is killing the game, the bot and bug fronts haven't moved in months except towards super earth. it sucks when you do an operation for over an hour and then do another one but the bar has reset and the progress from the first operation is gone. the only time any planet gets liberated anymore is because of major orders, but once it's done the planets get taken again.

this one mechanic has basically slowed the progress on the war to a halt and fighting the same enemy on the same planet for months at a time takes a toll on players.
Spirit Dec 21, 2024 @ 1:51pm 
they still have to re-activate the divers from 177 countries who were undemocratically removed from service
Metalshock Dec 21, 2024 @ 1:53pm 
It used to be based on player numbers, now it's based on percentage of active players. Both systems have flaws, and this current system was to keep MOs and liberations possible when the playerbase inevitably dwindles between patches.

What I'd prefer is a hybrid system; if there are 100k or more helldivers online, then for flag's sake, the sudden bolstering of reinforcements on all the fronts should have a greater impact on our ability to push the enemy back. We should be winning on every planet a decent amount of divers decide to dive on with numbers like that.

And if the player base drops below a certain threshold, like there's less than 20k divers? then it should be percent based, as then those who are indeed still playing can manage to achieve things rather than struggling and failing to meet objectives that want 50k or more players present normally.
Brother Belial Dec 21, 2024 @ 2:00pm 
I'll let you into a secret OP, the Galatic War us a story. One that AH control. We only take planets if they want us to. Otherwise anything we liberate gets taken back in 24 hours.

The bots at one point along with the bugs controlled something like 4 sectors, now people.have given up on trying to hold lines. Now we just try and hold planets that are of value. Everything else can burn, because the "story" says we can't hold it.
megareader5000 Dec 21, 2024 @ 2:01pm 
Originally posted by VFA-97 Warhawks:
The ammount of players playing should have a bigger impact on the Campaign.

When i saw over 100K players being online at once i was extremely happy and thought that we could get fronts moving now since more players and thus more Manpower would result in more successfull liberation and defense missions. However, seeing that the impact every player has on the game is adjusted to the maximum ammount of players online in such a way that it doesnt make any difference whether we are 20k or 160k is a bit disappointing.

I know the reason behind this is to prevent steamrolling a front but still, i think we should have a benefit in the overall war with the ammount of players (soldiers) being deployed. That could give further incentives to the players to come online in numbers if they would know that their appearance en mass would actually change the frontlines in their favour. But it doesnt.

The Euphoria and Excitment that caught me with the mass return of players has "dwindled" so to speak as we are not making progress really anywhere, despite 60K diving on a planet (something i havent seen before actually or not that i can remember).

Idk what others think about it but i think that numbers should have an actual impact on the frontlines. That would make the overall Galactic War Campaign a lot more interesting and dynamic.
Euphoria? Kendrick reference omg!!!!!!
AonGreyFox Dec 21, 2024 @ 2:14pm 
I guess it hard when you can't focus player attention to specific planet or side. Kind of it need to allow player choice. Which make the current board useless, unless major change to how it work.

They can introduce choice order to force player to do kind of 4-5 choice that only possible to do only up to three and the outcome decide the enemy movement/being push instead. (They can judge on progress instead of total complete to allow more flexibility.)

But if I being honest... It's don't matter to player now. Board is clearly rig and that the end of everything about it. Why player gonna bother to engage at all?

Sorry to take from my another rant here.

How long do Helldivers 2 start, how many time it liberate and pushed? We almost beat the bot, but they magically push back and reclaim the lose planet in no time. That alone is more than enough to make non-hardcore player lose interest. Because it feel fake and non-sense. If they have power to push like that why are we not lose for like .... 2 season already? Why toy with super earth, what the point to waste resource, it's no longer war but a child try to act like a god.

Even at it low player active before 60 day re-normal patch, enemy are not advance enough to be any threat.

Also, they have ton of tool to encourage player to be in-character and help out the war, the in-game screen, the star map, the order, the TV, npc, in-game plate, whatever you can remember ... Even super simple thing like a graphical arrow showing push and enemy movement can add some tension. They just don't bother try it. Not include try hard boi that point who is Bug/Botdiver that kill that fun out of it.
Tahla Dec 21, 2024 @ 2:16pm 
There's also the fact that squad contribution is only counted after you complete an entire operation. If you don't have time to play an entire operation, don't like the missions given and start a new operation after one mission or just plain old fail one of the missions means you wasted your time in regards to liberation / defense.

Squad contribution should be based on XP and perhaps even enemy kills.
Last edited by Tahla; Dec 21, 2024 @ 2:16pm
Dakota Dec 21, 2024 @ 2:23pm 
Originally posted by Tahla:
Squad contribution should be based on XP and perhaps even enemy kills.
XP is actually factored into the equation. The more XP generated per mission, the greater the impact at the end of the operation
Tahla Dec 21, 2024 @ 2:24pm 
Originally posted by Dakota:
Originally posted by Tahla:
Squad contribution should be based on XP and perhaps even enemy kills.
XP is actually factored into the equation. The more XP generated per mission, the greater the impact at the end of the operation
It does nothing after each mission though, only at the end of the operation. Finished side / main objectives, even if the mission fails should still contribute, especially if previous missions were a success and there is some fail later in the operation.
Dakota Dec 21, 2024 @ 2:25pm 
Originally posted by VFA-97 Warhawks:
Idk what others think about it but i think that numbers should have an actual impact on the frontlines. That would make the overall Galactic War Campaign a lot more interesting and dynamic.
I want to say I remember something like that happening at launch but I could be mistaken. I remember some sort of controversy about the North American playerbase carrying to war because of numbers and planets falling suddenly when we logged out
Dakota Dec 21, 2024 @ 2:27pm 
Originally posted by Tahla:
Originally posted by Dakota:
XP is actually factored into the equation. The more XP generated per mission, the greater the impact at the end of the operation
It does nothing after each mission though, only at the end of the operation. Finished side / main objectives, even if the mission fails should still contribute, especially if previous missions were a success and there is some fail later in the operation.
There is no impact after mission completion, only at the end of the operation, correct
Tahla Dec 21, 2024 @ 2:28pm 
Originally posted by Dakota:
Originally posted by Tahla:
It does nothing after each mission though, only at the end of the operation. Finished side / main objectives, even if the mission fails should still contribute, especially if previous missions were a success and there is some fail later in the operation.
There is no impact after mission completion, only at the end of the operation, correct
And that's why my initial post said it should. Thanks for stating the obvious twice. :mhwgood:
weirdee Dec 21, 2024 @ 2:29pm 
The way that it works is that impact scales downward with more players in order to maintain system progress rate no matter what. It's also the same reason why planets in general are set to higher or lower rates of decay to prevent them from being permanently won; they represent stages and area rotations that players can visit. The Galactic War Effort isn't a true progression system, but rather just a tarp over a rotating map selection.
Dakota Dec 21, 2024 @ 2:34pm 
Originally posted by Tahla:
Originally posted by Dakota:
There is no impact after mission completion, only at the end of the operation, correct
And that's why my initial post said it should. Thanks for stating the obvious twice. :mhwgood:
You're welcome, now get back to diving:angry_seagull:
Orange Brutus Dec 21, 2024 @ 2:40pm 
It's quite dull needing critical mass of players doing one thing for 8+ hours to see any progress. If they removed the liberation mechanic, I think it would organically result in "factions/clans" that like or prefer to attack defend on certain regions/planets.

Too many times have we gotten to 85% on a planet for some random defense to go screw everything up.

Suggestion: rather than deducting a set % every hour, just reduce the "contribution" by a certain %. That way, at least progress made sticks - and smaller factions who want to go fight on a non-hivemind planet can make meaningful progress over time.
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Date Posted: Dec 21, 2024 @ 1:38pm
Posts: 21