@FatsharkStrawHat
scanner helper mods are clearly a form of cheating and seem to ruin the game experience for other players, especially those seeking a more challenging game. i tried using a mod called “tree helper” in hab dreyko, and the scan was completed in seconds, with no need for any support from the surrounding players. without this mod, the scan would take time, during which you’d have to deal with specialists, gunners, bombers, etc., making the support of other players essential (of course, there are times when the spawn rate of enemies is low, and support might not be needed).
the scanner is part of fatshark’s game design. if you don’t like it, you should send feedback and have it changed, rather than defending a mod simply because you dislike that aspect. if this mod is allowed, i would also want a mod that automatically tags all specialists with a red marker the moment they spawn, just because i don’t like silent trappers.
Of course, many people will justify these “helpers” with “well, they should’ve made a better mini game.” Really, i think these players are just ultra hardcore players who would cheese any sort of event regardless of the mini game, if given the chance.
Fatshark have done this to themselves though. They have given players so much power both in terms of balance and mods. Now, Fatshark is backed into a corner, because they can’t just take it away without massive pushback. Fatshark needs to be firm and state exactly where they stand because as of right now it isnt exactly clear. Do they want players to engage with the mini games or not? Do they want players to be extremely OP or do they want them to feel the difficulty? Do they want teamwork or do they want a single player to do everything? Do they want all weapons to feel like the same ultra crit chance + rending slop? Who knows, i doubt even Fatshark knows.
Good attempt at ‘slippery slope’ but I’m pretty sure healthbars mod can be set to always show bars for specials, and it’s been around since mod support became a thing.
Anyways, not the first time someone’s angy about that and players in general, myself included, don’t really care. Minigames are trivial even without mods and pubs already struggle with them.
The health bar mod does not do that for any type of enemy.
It shows hp bars only if
the enemy is within a certain range
and the enemy has recently been damaged
and the line of sight is not obstructed by any object
There have been multiple occasions of people claiming that the HP bar mod is comparable to wallhacks or “auto tagging all enemies”, which is not what it does at all.
These are godsend mods.
Iam not playing DT to fiddle around with minigames when 4 flamers, 8 gunners, 2 snipers, 2 nets and god knows what else is seconds away from spawning.
Absolutely PURE rng isnt difficulty, its casino.
We were BIT-HING about pure casino itemisation for 2 years, this scanning/decoding/tree minigames arent BAD.
And in some chill low intensity matches they are whatever.
But in high intensity - ESPECIALLY the tree auspex - are utterly stupid.
IF there was a skill component to these minigames then I would see the argument. But as they are now, these mods are HIGHLY recommended, as they allow you focus on the good parts of gameplay.
Huh, must be misremembering what kind of options that one had then.
But adding to actual discussion, minigame solvers don’t matter. Some players use it because they struggle with minigames, others because they don’t like them or just can’t be bothered to learn how to do them efficiently (understandable, minigames in darktide do have a bit of a “it’s a thing because videogames” vibe). Either way, I’d rather have teammate who can contribute to doing an objective, even if they use mods to do it
Idk if this is satire or you play on sedition.
The minigames are rng nothing else, so the time to complete them goes easily from 2 seconds to 10 → you were hit → reset → the pattern is ass another 10 seconds
Really though I don’t mind ‘em. They encourage teamwork, raise the stakes of an encounter, and are relatively painless (the train one hurts me tho).
Are they what I bought the game for? No… but do they improve the experience as a whole? In my opinion yes. Honestly if you detest them so much, just don’t do them and cover your teammates ass while they do!
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Oh yeah, and since we’re here to discuss mods I’d say careful what you wish for in respects to the title. Doesn’t Fatshark themselves publish the Darktide Mod Framework? If that’s not a sign of encouragement I don’t know what is.
I reckon as long as we don’t spoil the broth, we can all drink hearty Darktide soup with just the amount of seasonings we like
The point of the minigame is not for them to be amazingly fun minigames. That would be nice, but they just aren’t.
The point of the minigame is to lock one player into an activity for a somewhat random, yet still predictable, timeframe, during which the rest of their team needs to defend them.
In the same way that in DRG harvesting minerals is a vital part of the dive and you naturally won’t be able to shoot bugs while you’re doing that.
Those minigames are part of the challenge in that they remove one player from the fight for a short while while keeping them a target for enemies.
Sure, I’d absolutely love better minigames, or alternatives to them.
The little puzzles in some maps with pipes or whatever seem a good start.
Doesn’t change some of those mods from being effectively cheats that Fatshark just can’t be bothered with.
Luckily, I don’t seem to meet too many people using them.
They can stay if they become a skill check, helldivers 2 or drg does minigames very well.
Darktide is pure rng, and anything above basic D5 ‘covering’ becomes a concept purely related to ultimates.
As bolt pistol has 8 shots and I have 9+ ranged targets which are all top priority and all can AND will kill the auspex user.
The other 2 people also have hands full with hordes and specials in a VERY small arena where ONE grenadier says “no objective for the next 20 seconds+”
The barest fatshark should do to make these mods not mandatory on higher diffs is.
All objectives keep progress.
Scanning is highlighted through the walls when you wield auspex
The 4 rows moving icon can be sped up as waiting for it to move the row twice is bad design
The tree scanner has ALWAYS symbols spread in a pattern where ONE CLEAR click is needed to get to each of them, as it is now many times its impossible to get to the circle in 1 input
Training room in psykanium for all minigames, especially the train one can simply end the run in the 1st room of the guy doesnt know how to move it.
Ok mandatory is not the correct word.
Highly recommended as they remove the stupid part of the gameplay, so you can focus on the fun part of the gameplay.
And to reiterate a previous point, I dont use macros in helldivers 2 for the ddr minigame. As I just ‘git gudded’ it.
There is no such path for improvement in darktide
You’re really brave…
I cannot play without “modifications”. The most important one I have written it myself. It is a simple script via autohotkey to change the behavior of the sprint feature in game.
I use for that the Q key. When I press it, I run until I press it again. I can stop, take a hit, slide do whatever I want, I continue running.
I was about to stop the game cause of the pain in my hand cause of the need to press a key during 30 minutes. By the way, I have never seen a so badly designed system.
In darktide, or you press all the time the running key, or you can get a true unique system. You press it you run until you get hit… then you walk. A pure incredible great idea to get killed while trying to escape… I wonder why Darktide is the ONLY game I have ever seen with such incredible system!
I have removed a lot of mods. But the one that filter weapons displayed, the one that permits me to use the crosshair HUD (frankly this one is really great) or immersive evasion are mods that I really love.
I am less in need of decode helpers… I installed them just cause… well I don’t like the mini games.
I’ll concede that those minigames are poorly done.
I’ve never understood Fatshark’s obsession with them. They always have them during endless waves. Its always just the one, never requires multiple people. They take too long.
Just once I’d like to see a few consoles, during a lull, that players need to bypass to open doors. Logical in the setting, I’d say.
They use them as a frustrating difficulty multiplier during ‘seize and hold’ segements of maps, every damn time.