Dodge count Visibility

The most impactful change to the UI of Darktide would be to make the invisible mechanic of dodge efficiency visible to the player.

This feature is so central to survivability I would place it near the center of the screen represented by two bars, one representing present count, color identified to symbolize fullness, and next dodge efficiency, and a second bar representing the reset timer.

Visual clarity to this end not only would make this core mechanic more clear to those wishing to improve but would also underline the impact of using your dodge resource for newer players.

Consider a 120 degree annular arc beneath the reticle symetrical about the left right x axis semitransparent, bright green when fully charged, dull green when efficient yellow when partial efficient and empty/red when fully inefficient. Beneath that bar, and concentric to it another annular bar resetting to zero on each dodge and filling to maximum as dodge time resets.

Values could be standardized to the Present dodge count +4 (I think that’s the limit for semi-efficency) such that for a 6 Dodge weapon 12 degrees would disappear on each dodge, changing color when semi efficient, leaving only a vertical red line when fully inefficient, and the second bar racing to restore the count just beneath it.

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There are some good mods that do this. Show Remaining Dodges has a clean looking hud element.

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this :+1:
and thankfully those that let me switch off all that clutter cause at some point you just “know” and want to enjoy immersion :laughing:

need my health/ammo
need to see when my mates kick the bucket
and the tiniest of dot crosshairs

thats it, well the ult but yeah thats it :grin:

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It’s unfair to the consolers not having that info, especially with the double bound jump button.

Stop it lol!

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it should be part of the game

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cant help it, my thumb’s become sentient and it’s taking command :+1:

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LMAO Over here Der Kommissar sir, we found the Nurgle Heretic :+1:

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Agreed, there are good mods, I just find that playing without this for my first year of the game didn’t give me the opportunity to really learn how dodging, a mechanic second only to swinging, and blocking worked

This and Warp Unbound timer, without these I suffer every patch.

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The fact how often we tell “there is a mod” about a lot of QoL features, well it says a lot.

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to be fair in fatsharks case i’d be worried they’d shove it into my face without the option to turn off.

options are good and necessary, sadly as of late there’s a "consolification/uglyfication"with made for tv/watch from afar HUGE ui items and no option to turn it off or down.

plus using an oled i want opacity sliders to turn it down as well.

yes, newer models dont tend to burn in but if i want 14-20 hours binch sessions i wager they’re not covered by “warranty” so i dont take chances

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Someone gets me! :heart_exclamation:

Or you know, adjust the brightness of the UI colors :+1: ed: (w mod)

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now i honestly got to admit i havent seen an option in dartkides menu, so when i installed the ui mod i didnt bother looking further :rofl:

guess i was “betriebsblind” :laughing:

then again opacity i like for the “almost not there” look.

like having an “ui” in fallout only when i put on the power armor helmet, cause i didnt have “implants” ingame yet

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NumericUI mods should have been part of the game since Vermintide times.

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Definitely. There are so many essential mods that are just a page of code maybe and fatshark has done nothing to copy this into the game.

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They integrate them every now and again, eg Contracts Overlay and the weapons favouriting thing. Just slow/cautious.

To the point where I’ve taught myself lua so I can just build what I need.

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