Dear FatShark, how hard is it to make to a game, that when you press the fire button, you fire?

I’m not sure I can agree with the “in for a penny” approach here.
I can already see of ways to abuse the system if they loosen it some more, much as I’d love the client to be more trusted I don’t think it’s really feasible without EAC back in the mix, and we all know how popular that is.

Yeah and we shouldn’t have those, those should be reined in, not given more slack for more abuse if history is anything to go by.

Honestly that’s probably your best bet as MeatShield pointed out, worth the work IMHO.

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It was neither. That’s why I concluded by saying “Apologies if I sound dense for asking. This isn’t exactly something I’m knowledgeable on.”

Because this is something I don’t know about.

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I recommend the ‘guaranteed’ mods. I’m using the guarantee ability activation, weapon swap and special mods, which help a lot in mitigating rollback/delays or other issues

The reason I see people getting better experience with VPN and when I read FS advisory below.

I suspect their servers hosts keep changing DNS A records. So VPNs DNS propagation with their own DNS servers more frequent. So could achieve same thing by flushing DNS before loading Darktide or switch to DNS servers which update more frequently than your ISP ones i.e. Google/Open DNS.

Better to flush DNS each time and just stick to your ISP DNS servers.

But yea the online latency in Darktide been there for over 2 years.

You could play Marvel Rivals, Apex Legends, Overwatch etc MUCH better in terms in responsiveness and these games are much faster paced.

Play solo mod and realise it isn’t game problem. It is the servers causing ability registration problems, delay actions, ghost half activation for Psyker shield, zealot doing double dash 3-4 secs later than intended. Notice how dodge, run, aim seem reliable but something about ability activation can hiccup.

The fact there is a nexusmod “guarantee ability activation” with over 18,000 downloads implies it is not an isolated problem. A problem largely ignored for over 2.5 years.

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It’s also the routing your ISP uses. My old ISP use to route from Perth to Sydney and then to Singapore.

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I’d guess ISP/internet, since I use not-so-great-WIFI and rarely have problems. When I do, it’s usually when I’m connected to an over-seas server.

Just had my very first experience with weapon swap not working causing me a down (spamming the key) when two bursters were b-lining for me. Really f’n sucks and this should be basic logic stuff when programming wth.

Are FS actually pulling a Bethesda and just relying on modders to fix this stuff?

Always have been.

There could be a few reason why a VPN might work-around an underlying issue.
DNS flush is a troubleshooting step.

Try Cloudfare DNS, many Router will even have it in their pre-configured options and you can turn on DNS over TLS.
https://www.cloudflare.com/en-ca/learning/dns/what-is-1.1.1.1/

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I just set login script to flush dns on windows login.

At worst case sometimes there is a bit of delay of loading back to mourning star after a mission.

I’m not sure if Doom Dark Ages uses Direct Storage, but their maps loads in 3 secs. Wish Darktide would load like that!

It does, map load is 4-7s (bit longer on 1st load). The delay is artificial “waiting for players” edit: to watch/listen to briefing.

Ah so it has to wait for ALL players fully loaded first or simply delay on server side to prepare itself for the players?

Actually sometimes I load in first then I see bot replaced by person I was in lobby with. Then another game it is vice versa.

It’s really mostly waiting for player to finish to the intro briefing IIRC. A while back they had made it so that you can actually load before others, but the intro briefing is blocking.

i have a 7mbps that is still copper from exchange to house

And the only issue i ever have is the occasional rubber band at the start when it resyncs slow loaders, but i have no phantom bullets no hits not connecting no failed weapon swaps.

It’s about packet loss, size and frequency, not raw bandwidth and ping. this subject comes up pretty often usually its either Europeans that are south or east of the alps or people in the USA

there just seems to be a poor quality of Internet infrastructure in those areas , or the ISPs do some weird traffic shaping stuff

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This issue is’t directly caused by ISP (though it can of course exacerbate it) problems. The game is fundamentally broken in how it treats or prioritizes player inputs. I know people all over scandinavia, the UK, and in germany that have these issues. The game just flat out drops/ignores some inputs. It’s bad code, bad design choices.

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Agreed.

For example, I have excellent Swedish internet, yet there are occasions when Darktide just craps itself and you get ghost hits, disconnections, and/or rubberbanding.

This is the only game in my library with this issue, and another example is that I can play both DRG and Helldivers 2 with @Khorne_Dawg with little (DRG) to no latency/lag (HD2).

Darktide is the only game in my library that has this problem, but I also want to point out that it obviously doesn’t happen all the time.

It’s as if the servers run OK for a while after an update, but the longer we get from an update, the choppier the game becomes.

I have no idea how any of this works, but it is not a problem in other MMOs or MMORPGs that I play with people from around the globe.

Only in Darktide.

Even playing Dota 2 on oceania servers runs better for me than Darktide.

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I have no idea how these things work. But my expirience throughout the DT existence was that lags and rubberbending become worse when players online is at the minimum. As if FS decreases some servers power and the whole structure isn’t decentrilized so it’s shitting itself.

Wich you would expect should be reversed, cause less pressure on servers.

I doubt this is how the things work and probably just a weird systematical coinsedence idk.

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The game runs on Amazon servers, and if they’re still using the architecture they talked about in Nov 2023 (which I’m sure they are), there’s some good info here: https://m.youtube.com/watch?v=ZgGYtuNSX4M

Personally, in the US, I almost never experience issues. I’ve played exclusively on WIFI in multiple locations (with varying internet quality) for 2k hours, and I’ve had noticeable rubberbanding, ghost hits and missed activations in maybe 1-2 dozen games. Seriously, it’s been that few. Disconnects are much more frequent, but also a pretty low % for me.

I don’t know why that is, and don’t really know about AWS’s server capacity across the world. But my guess would be that there are simply more AWS data centers in the US.

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Its actually pretty hard.

Iv yet to play a game that doesnt have issues at times, even the ones that everyone loves and lets off the hook because of some form of group social psychology. Helldivers 2. SpaceMarine 2. Dawn of War 1+2. Baldurs Gate. Satisfactory. Factorio. Deep Rock Galactic. Path of Exile. Doom Eternal.

All have crashed, lagged, bugged out, been unresponsive etc

Turns out making games is actually pretty hard.

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