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A small gap to perfection

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8 hours ago
Feb 27, 2025, 8:18:35 PM

​Playing since day 1, witnessed the updates and saw what the mods try to fix. As a diehard fan of the lore and of this masterpiece of a game, this is what i believe would make this game close to perfection and satisfy all players:


Difficulty

  • Every level of difficulty should only modify the number and tactics of mobs, available ammo and items.

  • Mob health and damage should be the exact same across all difficulties, as they are the same mobs. Introduce stronger variants with the intent to provide stronger and more resilient enemies to spawn among the base mobs.

  • Weapons need to be stronger, across the board. Difficulty should depend on the skill level to manage hordes and different more resilient enemy types, not by dealing against bullet sponges. The lore describes all weapons to be mighty, yet here they feel like nerf guns. Cannot serve him with inefficient tools.

Cosmetics

  • All of them should be unlockable with a set of requirements, without time limits. On release this was the norm and it was bliss unlocking everything at our pace.

  • All items should have a base version and let us customize from the ground up, no hardcoded insignias, patterns or other kind of design that might go against the desired final result. This is the first game that allows this level of customization comparable to tabletop pieces. Its almost there.

PvP

  • The code deciding the grouping needs revision, its grouping up pros against low levels and results in absolute one sided destruction. It feels unfair and makes people quit PvP which is otherwise a really nice breath of fresh air from other game PvP modes with a bit of callback to glory times feeling.

Mods

  • They are an attempt to fix the above points one way or another. While I think most of them go overboard, they are quite enjoyable to play with.

  • I think with a touch of seriousness and lore accuracy from Saber, the game can be transformed into a gem among modern times.


These are my opinions, based on my experience as player, lore fan and witness of this sub evolution since release day.

Please share yours and if possible, organize them in a manner that if developers end up here, they can extract useable bits from it for their consideration.

The emperor protects.

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7 hours ago
Feb 27, 2025, 9:18:29 PM

Greetings brother, very well said. The only part I disagree with is the difficulty, I do not want feel like I'm fighting zombies. Those xenos warriors are formidable foe and on par with astartes power, this does not contradict the lore, never once I've felt weak playing this game.

The rest I agree.

Updated 7 hours ago.
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3 hours ago
Feb 28, 2025, 12:45:46 AM

Hello brother, im glad most of my argument seems agreeable upon, i feel this game is so close upon perfection small tweaking would get it into a masterpiece grade.


Regarding the difficulty topic, i mean by this to have the health and strength of every enemy to be as strong as the lore dictates from the base difficulty, simply reducing its numbers for newer brothers to engage and learn upon, while increasing the number and variance with each difficulty tier.


As an example: 

  1. An easy Tyranid operation should have mostly small enemies in fewer numbers, a few warriors along the mission and maybe some raveners with the casual spores. 
  2. On mid tiers it should have mostly warriors, raveners, a lot of gaunts and tolerable amount of spores. 
  3. At max it should feature hordes of gaunts, platoons of warriors, raveners, lictors and the casual neurotrope here and there, with spore concentrations that need to be dealts with with skill and cunning.

In other words, difficulties should mimic the planetary invasion stages from incipient to "hours to live". In the lore these invasion final stages are described as the ground being barely visible by the amount of everything the hive mind throws at the planet.


For this to be viable, mobs need to retain their properties across all difficulties and only have their number, tactics and variances be modified while keeping our weapons equally effective across all difficulties against the exact same enemy.

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2 hours ago
Feb 28, 2025, 2:35:15 AM

If mobs health would remain the same across all difficulties. From what current difficulty would they be based of?
Mobs from diff 1 melts to upgraded weapons so even if they increased the numbers they would pose little to no threat on higher difficulties.
And with this latest Community Update they did mention that they can't increase the numbers to make the game harder due to restraints.
So enemies with Diff 1 health pool on Absolute with current amount of enemies would mean nothing when it comes to difficulties.


"But in lore / the power fantasy"
Lore nor Power Fantasy is strictly tied to the higher tiers.
Play lower tiers and players can have fun being the "lore marines" indulging in the "power fantasy".
Higher tiers are there for people who wants to go beyond and fight an uphill battle where the enemies are stronger than you and can kill you easily.
Where players can hone their skills and overcome the challenge.


I don't understand the mindset people seems to have, feeling entitled to be able to play higher tiers and complain if they can't.
It's not for everyone, much like how lower tiers isn't for everyone.
No one's forcing anyone to play a tier 'cept oneself.
So if that proves to be too much to handle don't blame the game for something you as a player put yourself into.
And yes, cosmetics I know.
But those are there as a carrot on the stick, as a commendation for a job well done completing the difficulty.

Is it unfair? To some maybe. But it's a design that's been in games for years upon years, centuries even.
The Olympics don't hand out medals to everyone participating.

"But this isn't real life"
True. But that doesn't mean that having something to strive for can't be included as a reward for people pushing the limits.

Updated 2 hours ago.
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