Never. Removing locks would go against the game design, everything Fatshark stands for and the peace on Earth. Not to mention protection against water flouridation and preservation of our bodily fluids.
A valid point. but we went from “large” to “small” in content and this game is in dire need of new maps and monstrosities, and weapons are great but the crafting system makes acquiring them not interesting to me personally. More like a chore than something to get excited about.
I’m pending the full notes for further judgement.
Aside from it being cannonically one of the things lasguns do to targets, you are correct.
I just want to emphasize for the benefit of others, that many of the complaints about the game, while fully justified, can be mitigated by mods (at least when it comes to interface, UI, and quality of life issues).
I made a post HERE praising the modding community and listing some of the more impactful mods.
It really does not take very long to get mods installed. It is not very complex or time-consuming, and once you get it setup its very easy to add other mods or update ones you already have.
Anyway mods have done a ton for improving my experience. This doesn’t mean Fatshark should be let off the hook for not making improvements, but mods will always be ahead of the curve for improving the game.
+1
I guess this is better than nothing. But I’d rather get an overhaul on the crafting and general RNG mechanics, than more content. Although I think content in form of new different missions is much needed as pretty much every mission looks and feels the same besides the ones in the sand. More weapons are nice but we already have quite alot of weapons ( we can’t use/obtain/build properly due to the RNG fest) and new weapons in comparison to new enemies or missions feel kind of underwhelming and like a lazy way to push in atleast some content.
I think alot of people expected something different in terms of a large patch.
Yeah, and they’re great at showing what people want.
I’m just waiting for mod that fixes atrocious inventory UI design. Seriously such design is barely passable on mobile. On PC it should be pay deductible offense.
Fine.
“Fix” Can Opener.
But at least give me the capability of canceling a ripper gun’s braced animation quickly with a special stab.
Can you please stop classifying these “customized” versions of the existing weapons as new weapon types and just let us customize them ourselves rather than having prebaked modded versions of them released as “new weapons”?
@FatsharkCatfish but what about Crossplay? Its almost impossible to get a group together for Gamepass players. It ends up just being me and my one friend with 2 bots every match. It’s unplayable.
HI! Just to confirm, this will be a new thunder hammer and not a re balancing of the existing one?
Err I think the wording of ‘these thunder hammers have’ vs ‘this force sword’ and the picture confirms its a dual wield. Force sword that pokes instead of slashes sounds lazy, dual zapbonk might get me to play Zealot again.
Personally I find the experience of modding Darktide to be really unintuitive and I still haven’t been able to get anything to work using vortex, steam workshop support would make life so much easier for me.
Hopefully Fatshark can start to adopt the quality of life stuff the community have already built going forward.
It’s a new one, same for the Force Sword
Obscurus >< Deimos
Ironhelm >< Crucis
About HUD and usability:
- please consider adding keybinds to the comms wheel options so it’s possible to slam a key to alert our teammates and communicate instantly.
Check out this mod for reference:
(Kudos to alxl for this!!!)
Insurgency Sandstorm does this perfectly
- Also bindable mouse wheel up/dn would be neat. (still not possible afaik)
Right now it’s hard-locked and cannot even be macro-ed with autohotkey (sending key inputs).
(for tagging)
(we all know UI/UX has to be controller-compatible too, but this should not impair MnK usability)
Finally some new content! Hope there is other stuff in the works, can’t wait for 5th class.
@FatsharkCatfish In before introduction of new conditions results in annoyonce of our small high intensity damnation community…PLEASE, PLEASE FOR THE LOVE OF EMPERAH: Fatshark I beg you.
Make sure high intensity damnation games are ALWAYS available at the mission terminal. ACTUAL CHOICE of maps would be nice too.
Still awaiting on the update that will allow solo players to access private mode.
I wouldn’t mind some peace on earth. Maybe that’s a good enough reson for them to finally change their mind…
I read this
as
and thought: “ah, reverse psychology, maybe that will work!”
I second this and would like to add the following. Using the words “content drop” for stuff that wasn’t finished at launch, and is instead implemented late, is definitely adding insult to injury. I admit that I can’t be certain that it’s the case here, but (just as an example) “content drop” was also used when half the crafting was implemented in December.
Current HUD is terrible, almost no team info, no Blessing info, just look how popular NumericUI mod and do it yourself but with even more info
Manually managing your mods isn’t particularly difficult IMHO. I haven’t even messed around with Vortex, but I’ve heard modders say that using Vortex is not the community’s long term preference for mod management anyway. Manually managing stuff isn’t much work at all.
For anyone that might be interested:
I’ve been assembling mods into a single .zip file to share with friends, which I’ll link below if you want to give it a shot. Install instructions are in the .zip file. But it’s pretty easy:
(1) Unzip folders + files into your root Darktide folder
(2) Run the toggle_darktide_mods.bat file
(3) Start your game
(4) Open mod menu (F4) and configure settings as you want. Mods can be turned on/off in game from the mod menu if you don’t like something.
Really, you should go to Mods at Warhammer 40,000: Darktide Nexus - Mods and community and check things out directly and support the modding community. But maybe this pack will be enough to get you started