Helldivers 2 has some major problems with its major orders. We saw a little of this discontent earlier in the year with the , where the futility of setting up a faux defence, only to see it crumple out of nowhere, sent players into a malaise.
Things were looking up later on when a separate order saw a planet which, I'm told once more by my democracy officer, is absolutely not a wormhole with the Illuminate on the other side. It seemed to be a great way to make the playerbase's hustle feel like it had an impact, aside from some glitches that plagued the .
Yesterday, players stepped out of their cryo pods to find a key sector in the war effort—Jin Xi—had sprung an infestation out of nowhere. The sector has three planets key to the order so, as you might have guessed, players were none too pleased.
"Is this supposed to be rigged and can we still win?" writes one player, sharing the trio of overtaken planets on the . A commenter : "Dude just unliberated Gatria, set it to 50% then set the decay to 3% whilst also having it attack Phact Bay … I understood Bugs ignoring supply lines during the Meridia MO but now the bugs are doing the same but even worse."
In a with over 3,800 upvotes at the time of writing, irate diver xnrnx lays out their frustrations, writing: "If Joel wants more bugs he will just convert a planet … Having our work undermined by an imaginary game master is borked."
From a story perspective, Super Earth going a little too gung-ho and literally sowing their own doom with an anti-bug weapon, while reaping the unexpected consequences later down the line, does absolutely track in terms of lore justification. However, there's a difference between what makes sense and what feels good to play. As it stands, divers have two days to claw their way to Erson Sands via Esker—but they might've claimed it sooner had the Jin Xi sector not exploded out of nowhere.
While I don't have experience maintaining a live service game, I've dungeon mastered a lot of TTRPGs—fudging numbers behind the screen is, absolutely, a tool in your box. But you need to make sure your players feel like you're working within the rules of the game to a certain extent—you can't just nudge a monster's defences up out of the blue without it feeling frustrating. Or, if you do so, you best keep quiet about it.
I think there's an issue with the duration of the galactic war, too. Back in Helldivers 1, the Galactic War was an event that more-or-less passed in about a month, with players knocking their enemies triplicate out of the galaxy or losing Super Earth before wiping the slate clean and starting again.
Helldivers 2, however, works on a much longer timescale. For instance, players briefly , but they packing heat in short order. The same ennui is setting in now, as one war-weary , "This will be the third time we have defended Acamar 4 over the course of this major order." If Arrowhead Games can't keep Sisyphus happy then it's in trouble, because unlike the boulder-rolling god of legend, Helldivers 2 players can just go do something else.
Things haven't quite gone that badly yet, though. Yes, looking at the numbers, Helldivers 2 has technically lost "most" of its player base since launch, but that still puts it at a 24-hour peak at the time of writing. That's u31 game เข้าสู่ระบบ a strong enough beating heart for any live service game. But if Arrowhead wants to keep a hold onto its core audience, it's not enough to have —it'll also need to figure out how to make its Galactic u31 เครดิตฟรี 188 War feel like more than an eternal back and forth, too.