But it is - would there be a huge wall, that would be counted as “failing to take it into account”. When it is a rail you barely can notice and your brain won’t even acknowledge as an obstacle (because it isn’t, in any normal IRL situation) - it’s a game design limitation, and a nonsensical one to boot.
We must be playing different games. According to you, there are magical chest-height insurmountable boxes everywhere you can’t climb over.
You’re making up things now. I never said they were “everywhere”, I said I encountered such situations multiple times. But even if it happens once per mission, it’s still a reason to make general flow of the game better by allowing players to go through obstacles they by all measures should be able to go through.
You’re thinking of this in terms of IRL. I am thinking of it in terms of being a video game. The rail is an obstacle that blocks movement, thus I register it as such and path around it. This isn’t a hard mindset to grasp.
Have you considered that it was perhaps intentionally limited, and the map layouts are designed around how the player is able to move? Consider that players are already more mobile than enemies. It’s not hard to outrun anything that isn’t a disabler, and when enemies have to vault or climb, it takes them a long time during which they are vulnerable.
Meanwhile, players can vault over something in less than a second and retain their momentum. Adding any more mobility (even if it would “take several seconds” and therefore suck and never be worth doing) could make it damn near impossible to catch you.
Again, it is your fault for getting into this situation in the first place, not the fault of the game designers for not giving you a climb out of jail free card.
why would you EVER climb down, i dont know of NO spot that kills you or even hurts you (with a ladder as a way down present, yes there’s heights that hurt you) on any map so far
what i do know of is the sh!tty atoman fly trap called “ladder” that stops you dead in your track if you come near🤬
Imagine CoD players, who have had proper fluent movement mechanics implemented for ages, starting discussions about removing them because “it makes opponents harder to catch you”, “may be it’s breaking AI”, “we don’t need it because you can always go through a pre-determined single chokepoint, and if you don’t want to be a one-trick pony like that, it’s your fault” etc
We literally already have this in the form of the very ladder that you suggested a rework for and many comments complain about. It’s universally hated and the slow part is at least half the problem. This would not be a feature anyone uses after their first death while climbing.
Couldn’t resist using Hedge’s infamous quote, but in this instance, it would be right.
Note that Darktide IS NOT CALL OF DUTY. Darktide is a HORDE CHOPPER/SHOOTER. We aren’t talking about “cool climbing mechanics in my realistic tacticool PvP game”, we are talking about “lame climbing mechanics in my unrealistic PvE horde shooter”.
ok i “found” another of those annoying b!tchass flytraps, trying to fk you over even if you go the “best route”
beloved barrel staircase in gloriana, the open path between the two "safe’ inner corridors.
if you try to slide long the wall just a bit too tight, that thing latches onto ya like a syphilis ridden 5$ hooker
why on earth make it snap on if your ass connects with it?!?