Helldivers 2, like many other live-service games relying on a consistent pool of players, is a perpetual work in progress. Arrowhead has been remarkably transparent about its development process and approach to updates in the past, particularly theupdates thatHelldivers 2’s vocal majority has heavily criticized.
Casual players may not notice or mind the nerfs that have struck the game, at least not to a degree that die-hard democracy enthusiasts will have noticed, but there are definitely areas of improvement thatHelldivers 2can hopefully address at some point in the future. One such quality-of-life featureHelldivers 2sorely needs is a reasonable means of disbanding from a party before players all land aboard the host’s ship.
Helldivers 2 Needs Monster Hunter World’s End-of-Quest ‘Disband’ Feature
Anyone who’s hosted their own matches can attest to having players accompany them for a mission and then seeing them aboard their personal ship afterward. Here, players who voluntarily join have the option to return to their own ship or stick around and prepare to dive wherever the host wants.
The host, however, has a more awkward choice to make. If they wish to keep any remaining teammates with them they can initiate another mission.
But, if for whatever reason they would prefer to abandon these players and be alone on their ship, there is still no way to do so without either quitting out ofHelldivers 2completely and booting it up again—perceived as a polite way of doing so—or kicking squadmates from their lobby. The latter isn’t an egregious means of hopping back into a solo queue and is understandable given that players are between missions at that point, but because it slaps affected players with a kick notification it can be alarming nonetheless.
Upon completion of ahunt or expedition inMonster Hunter World, players are prompted to select one of three options concerning whether they want to disband from their group or not:
Players often disband and return to the Gathering Hub unless they are hunting with actual friends, perhaps because any given quest players want to embark on is random and not aligned with whatever it may be that a host player is attempting to achieve. Either way, it’s great being able to choose to disband before the quest’s timer expires and be free toperuse Astera or Seliana’s hub worldsand hop into any arbitrary quest afterward.
Helldivers 2’s Matchmaking and Hub is Incomparable to Those of Monster Hunter World
The only silver lining to not having this option inHelldivers 2is that there are barely any loading screens or procedures players need to endure before they’re back on their ship alone and queuing into someone’s SOS. Even if players do quit out of the game and start it up again they can hastily mash through skippable cutscenes and jog on down to the holotable in seconds, meaning barely any time is lost and players don’t have to feel like they are ejecting others from their lobby unceremoniously.
Monster Hunter World, on the other hand, has players spending far more time in loading screens and in expansive hub worlds to ensure they are fully stocked on countless resources and consumables and have eaten a stat-boosting meal at the Canteen before hoping to find someone who’s posted a quest or investigation they’re desperately trying to complete.
Monster Hunter Wildshas an opportunity to streamline this formula further depending on how its hubs are designed; in the meantime,Worldand Iceborne are illustrative of how much time players can and do spend sprinting back and forth to different NPCs. Efficiency in navigating hubs comes more smoothly as players become more experienced, but compared tohow bare bonesHelldivers 2’s ships are as player hubsit is not only helpful but necessary that players can at least choose if they want to disband or not before they’re taken back to a camp, base, or Gathering Hub.