After-Darktide release review

Before the Darktide came out (and I’d like to make an accent on this one), the game was extra hot and was super responsive and felt like a bottle of Dwarfs’ Ale after a hard working day in a mining shaft. Rn, bots suck (they die regularly from stupid “AI” decisions, UI of giving items to them is not normally responsive, and sometimes they just stay… just… stay…), the game can randomly throw out players due to “Lost Connection” issue (checked on different hosts, idk if this is a bug, but definitely not host-client or internet connectivity issue), and, finally, the enemies’ units… Well, despite the fact they can sometimes disappear and teleport behind ur back, damage u through the shields (not shield-shattered units), and kick ur ass when u r couple meters from them… they are pretty fine tho :smiley: Oh, and sometimes NOTHING can damage u. Just absence of units, or gas, or anything can damage u. Have no idea why this all happens, but I have to admit that I’m a bug magnet for such things sometimes, and in case with this game, which was absolutely fantastic before the Darktide release, this feels just disappointing. (Hope u don’t find this txt raging or GRUDGE-based. This is pure disappointment and nothing abusive. I hope that some day u will come back to maintaining the playability of this game)

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I agree, although I think stuff started going downhill when versus first appeared, rather than after the release of Darktide. The command wheel not working half the time, and I swear the enemies spawning behind players did not use to be this bad. Now it sometimes outright spawns stuff inside the players as well. It was REALLY fun when it happened with a pack of bomb skaven. Game has such latency that it is unplayable unless the host is in either your country or in a neighbouring one, 100 ping, nominally 0.1 second delay, is closer to one full second in practice. This leads to guard stance and doging just being straight up ignored by the game an alarming number of times since the player who tried to evade was already hit on the host’s side by the time they have seen the attack coming. Spawns need to be sorted out ASAP because frankly it’s ridiculous that in any one game half the damage people take is from enemies that come from behind corners that have just been turned, ledges that just have been jumped down from, or just straight up pop into existence in the very close personal space of someone, and the game needs-client-side blocking and doging instead of host-side to make latency irrelevant.