Thanks for these, and I look forward to all future ones. Its really interesting to see the thoughts behind the decisions.
I love the combat mechanics and flow and it making each match a potentially unique experience based on player actions.
Thanks for these, and I look forward to all future ones. Its really interesting to see the thoughts behind the decisions.
I love the combat mechanics and flow and it making each match a potentially unique experience based on player actions.
Lots of people really enjoy the experience of the game. There’s a lot of things that were considered when making that game. There’s even more things that were involved in designing that experience in game that we the people who just tear ass through the levels in search of violence even appreciate.
I thought that the 4 solo player gameplay design was unintentional and just a mismanaged balance problem that came from the powercreep introduced in the Talent tree update.
While I’ve seen people praising this I find it that this leads to a very “toxic” pub experience where experience players with high skill disregard teamplay entirely, which is the biggest reason I started to play less and less lately.
I guess it’s kind of a relief to get confirmation of the design intent so I don’t have to wait in vain for some kind of co-op oriented balance to be reintroduced.
Strawhat isn’t a dev, writing up a here post isn’t taking away from content creation.
This thread is good stuff, the base combat loops and interactions described here is the core competency of the title, the biggest thing aside from the licensed IP that actually gets players engaged, and understanding what goes into that is helpful.
Mooooaaar
Excellent post!
One thing I’d love to pass on to the combat team devs is I would love for the more intelligent enemies to actively track player’s aiming at them and attempt to sidestep getting shot at o=
It would make things a lot more interesting for gun users
He definitely gives off that energy
It’s crazy to see early makings of darktide. From prototype to complete product with programming, art, vfx, lighting, animation, etc… The whole Fatshark team has some serious skills. It’s interesting to see the design choice and creative changes as well. Makes for a better experience overall as we know. DT is definitely my top 3 games of all time. Nice to see where it came from. Thanks for sharing.
Good.
I’m just kinda baffled. It’s an entire 180 from the release where there was a big priority on “Survive Together or Die Alone” or stuff like not being able to out run and out maneuver enemies was a priority.
For me the highest high was always defeating challenges as a team where keeping each other safe was the absolute priority to win, and I seen thing that could bypass this as an anomaly. I guess priorities change, I just don’t see the reason for me to continue playing with others if the game is just focused on personal skill expression. If this is the case solo mode and proper bots can’t come soon enough I guess.
Huh? Who authors the blog?
These blogs help me appreciate the game more and understand more design decisions. Looking forward to more.
Now add a new enemy! Come on, it doesn’t have to be a novel, groundbreaking enemy type. How about a Tox Ogryn that causes mild corruption when in melee range and/or explodes on death or an Ogryn that will randomly grab you in melee and toss you then continue to bash and swipe away at players?
Like some kind of a Mutant!
So Darktide prototype was like “SIGMAR BLESS THIS MACHINE GUN!”
Dare I ask where some of these mechanics went? I still feel like one of the most disappointing fundamental aspects of Darktide is how little shooters seem have evolved over simple ungor archers. Most of the changes, like going to cover and such, are mostly just irritating to deal with instead of fun or challenging.
These blogs aren’t written by Strawhat, it literally shows us that in the very first line.
She just posts them to the forums
Strawhat ~= Daniel
What is the melee slot limit? Is it still 8? Is there an outer ring of slots for enemies with reach? How do the slots handle charge attacks? Just wondering because there does seem to be all sorts of stacking and collision weirdness with melee enemies, especially enemies of different sizes, charging and sliding attacks, locking on through dodges, etc. etc.
Ah consider myself corrected, most of the ither previous interactive personas had had non programming titles.
but in other games, player will have the same hiding system. But you don’t have it, and you even make darktide so dark that they can hardly be seen before they shot you. It’s even worse we don’t have any scopes, and use those rubbish guns, in the meantime AI can easily shot you even you just expose a small part of you body, not to mention AI will take advantage of topographic and troop number.
Almost all cover in darktide is for enemies. We could only use hard covers like walls and corners, you can just higher the covers or add a act of shooting from behind cover.
but you just did it. they can even shoot you before you hit them. did you test the game on yourself?
So why do you let poxbomber use large-area-aerosol-pox bombs? It makes poxbomber take on the work of 4 specials.