I like how they are now the only missions that have clusters of sleeping poxwalkers
sadly me as well got access to neither, lets blame their accuracy on “nurglevision” then, so much gunk he’s immune to blinding effects
It was boring in VT2 and guess what, it’s boring here too.
Fair point, although the range on such googles are usually limited …
I’m just arguing for more consistent game logic in general. It still bugs me that mobs can go end get to you everywhere when you can’t. That enemy flamethrowers scorch the ground and you don’t. That mobs have 100% perfect aim and can throw a grenade 200 meters through the tinies whole. That they can see perfectly in pitch dark and you can’t etc etc.
Yes, I’m a whining old fart and I know the game design is about you getting swarmed by enemies no matter what you do. Don’t take me wrong, I still enjoy the game. I just think a bit more consistency and bit more strategy element (just a bit) would make it even more fun
Youre not dumb for not wanting to alter “the entire universe” (i.e. turn up the brightness) to play a gametype that should be interesting but instead turns it in to pretty much any other mission.
One thing I liked about V2’s dark missions was the torches, multiple torches if need be, that anyone could pick up and attack with (bonus points if ur a Sienna with lingering flames? Im pretty sure that works with torches?)
The flashlight attachment should just be on all characters bodies by default, or some kind of flare.
Rock and Stone!!!
i’m afraid the enemy ai is literally “too dumb” to build in mistakes.
baffling really that it seemed to peak with half life one in terms of taking cover, flanking etc and hasnt moved much since.
granted it’d be quite cpu heavy and not deemed worth spending ressources on, still ever since the old days bots behave quite similar or at least not quantum leaps appart you might expect after 30 odd years.
tarkov scav bots aint much smarter either but laser aim across the map sometimes.
so in that regard dumb masses is all we get seems, you gotta take into account though they already proof a formidable obstacle for 90+% percent of the playerbase.
imagine coordinated attacks by hordes flanking on purpose and bombers throwing salvos only after our team is bogged down with ragers.
as for the snipers, having a bright red trail leading right back to them makes finding them in the dark easier, so as long as one can keep up his strafe and dodge its manageable.
I’m so 100% with you on this, seriously.
Idk if it’s my neurodivergence or what, but inconsistencies in world building and the setting’s own realism has always been my pet peeve, ever since my earliest memories with games, literature, TV etc. It’s one of the main reasons I find the whole Superhero genre so annoying: they rarely have much of any consistency at all.
It’s not that I don’t get compromises for game balance, I do. But they need to make sense. For example I understand in w40k lore Power Swords are supposed cut through everything for a long time with a single activation. Already at release it was nerfed from that, and still was so comically OP I’ve rarely seen such a broken thing in a game. I think Fatshark handled it perfectly: They balanced it around specific rare blessings and an offensive playstyle, yet leaving enough weaknesses to keep it balanced with the other melee.
But if you made say a Superman game where he then gets hurt by random thugs and minor villains for that same game balance? That makes no sense at all, why even make the game then? Just pick another hero if you can’t design it around the core identity of the protagonist. Point is, balancing is important but it’s HOW you do it that counts.
So back to Darktide, as much as I love the game and understand why many of the things work the way they do, there’s so much stuff that just makes no sense at all:
- The way evasion is handled like in some dice-roll based RPG. Sliding works against ranged but not melee, dodging works against everything. It took me hundreds of hours to get used to the nonsensical idea that where a slow dodge 0.5m to the side would avoid melee just fine, sliding 3m in the same time way out of their range would just get me hit in the back instead. They’d just teleport or slide after me or hit me anyway even when I clearly saw their attack was several meters out of range.
- The way they can just spawn out of thin air 2m behind you when you’re not looking, sometimes doing it your face in broad daylight. How hard is it to just make the enemies always spawn in doorways and then just rebalance the spawns around that?
- That godsforsaken phase shifting thing where they can run through you or shoot through each other all they like, but you can’t. At worst you have things like a bunch of specials or oggies running right through you to get to someone else, then shifting aggro to you midway through and now you’re surrounded and stuck in the middle with no chance at all.
- The way they see and shoot through dark & smoke, can always tell where you are even through walls, react with inhuman instant speed to exiting stealth behind them, routinely fire through objects like the snipers abusing the railing on that huge bridge in Enclavum Baross(?) as if it was a clear field of a shooting gallery, while you most certainly can’t fire back at all.
- Everything about the way dogs move in general, those things are beings of pure magic and fantasy.
- And ofc. the way the barrels, fires etc. which absolutely melts your team barely touches the enemies. Or how the same barrel explosion that flings your 1-tonne oggy standing 3m away down the ravine like a wet rag, just staggers or barely knocks down the tiny horde standing right next to it instead.
It’s not just the enemies either though. How does the vet’s VoC make any sense? A regular human grunt, not even some epic hero, just shouts real hard and suddenly all the enemy oggies, monsters etc. nearby are flung the heck back like from a blastwave? Meanwhile a real blastwave like the psyker’s Vent mostly just comes off as a warm breeze?
I’ll stop now.
Edit: Oh I forgot my (least) favorite issue by far as a main psyker! How come we constantly trip and get our ankles stuck on every single random stair, floor tiles 1mm off the ground, pebbles and specks of dust while the enemy never ever has any trouble? I hate getting randomly stuck everywhere all the time, failing dodges and slides 50x a mission… especially on a class whose survivability hinges on that not happening.
Lights out is like many other things in Darktide, undercooked. We were to get weapon customisation system which was scrapped. Attaching a light source to your weapon was a thing there. Good luck not sliding off the map in the dark and generally dealing with some silly situations.
To be honest I really like it, the dark atmosphere and not knowing whats in front of you. Leads to some hectic moments
It depends on the map too. Metalfab Power Matrix is great since while the lights are off, the ambient light from the forges and other equipment really gives it a strong atmosphere. Torrent lights out… could be improved.
it is not fun due to no clear enemy information and circumstances. And playing Light Out Mission will make ur eye suffer from the screen flashing
I personally like the idea but the execution is bit lacking. When you got 4 people with flashlights scanning darkness its really cool, but the moment you have to play these maps without barely any light it gets obnoxious very quickly.
Obvious fix is to just give everyone better flashlights so you don’t have to rely on someone bringing weapon X that has one. Personally i would like them to experiment bit more like certain areas having some power left, flares, nvgs or other gadgets to make it bit more interesting.
One suggestion I will always bring when discussing Lights Out is to make the enemies have more lights of their own. Poxwalkers and groaners have that glow to them, and they’re mindless so it’s fine for them to not have lights.
But Dreg and Scab patrols and idlers should have some light sources, like bonfires/barrel fires or candles for Dreg idlers, flaming torches and lanterns for Dreg patrols, flares or glo-lanterns for Scab idlers, and a pointman or two with flashlights for the Scab patrols. A few dynamic lights would add a lot to the atmosphere of Lights Out.
nvgs
PSA: Don’t use Scab Sniper NVGs, they’ll give you conjunctivitis.
I absolutely detest the lights out missions.
I’m sure the only ones who enjoy them are vets who have flashlights.
I mean, what is there to enjoy? You literally can’t see ANYTHING. In what world is that even remotely fun? It’s just a lucky stab in the dark for an hour.
If all players had flashlights then I think it would be incredibly fun, but until then… It is a river of hot ****, sweetcorn an’ all.
as u mention, they might remove flashlight further for game balance
I don’t know, please enlighten me.
Something that could make for a rather interesting mechanic - if all players had an aura of light/vision(maybe even night vision) and that aura got stronger/wider/further with each player in coherence… It would help people stay together.
sniff
Pink eye.
While it is helpful to have a weapon with a flashlight in the squad, I enjoy these missions also without having one myself or even one in the team.
While I have my brightness etc on standard, I can see things. Everyone has a small very short distance flashlight, plus there’s ambient lighting from various sources.
Seeing a bunch of eyes coming towards you is also fun imo.
Maybe you play with direct (sun)light behind your monitor?