Many times i’ve been playing and mindful of spawn locations only to have 2-3 random poxwalkers spawn in behind me randomly and all hit me at the same instance resulting in either an insta down or losing 2/3rds of my healthbar
This is not ok, and kind of ruins playing classes like psyker for me as the low health pool+ low toughness pool means i have much less of a chance to survive this.
So please either:
A. Fix spawns so they use doors properly!!!
or
B. Give us some form of invuln for a fraction of a second after getting hit. Just enough that we don’t go from 100% toughness and health down to 15% health in one hit
This is the problem as i see it. I can dodge or block or whatever but only if the audio queue actually activates when it should. It seems latency related.
it feels so bad and just frustrates me
it’s not like i’m not paying attention, but there’s no warning, and the place i just checked and was clear and is also against a wall so nothing should theoretically spawn there just pops out enemies because haha it’s engaging and you should always be spinning around every second!
it also mostly happens when i’m mid channel, or mid BB, or quelling and i know that the game is purposefully doing it because i’m locked into doing something and can’t dodge properly
maybe i’ll find something else to play for a while until this next patch, then i might enjoy it more…
the latency issues that pop up randomly have been straight up awful
i got none of these issues playing V2, and it’s been more noticeable since the last failed update that Lshark released
more than anything, it makes no sense for enemies to spawn anywhere except spawn locations regardless of what people say.
it’s not fun, or engaging, and if they really are worried about people standing at a door and hitting spawning enemies then give them invuln until they leave the door
Hmmm. That’s certainly not my memory. Everything was hunky dory when I was hosting, but land on a host with a poor Internet or pc and it wasn’t pleasant.
Imo the server side version of DT, despite the lag which I acknowledge sometimes happens, is still better. Plus in vt2 if the host left, everyone got kicked out… that was annoying.
In fairness, VT2 was peer-to-peer (i.e., player-hosted), whereas DT is server hosted. The advantage of the prior is no latency for the host but between 60-150ms+ of latency for the other three players (particularly bad if you’re in the US and are playing with friends in Europe, or vice versa).
The downside to P2P is that if the host goes down, the whole team is screwed - that isn’t the case on a server-hosted platform.
The downside to servers is that you are at the mercy of the platform’s connectivity and performance :|.
Yes! I feel like this started happening more often recently, like since the last patch or two. I’ll be playing and suddenly “wham! Dead!” and it’s totally confounding as to what happened. I’m glad I’m not the only one experiencing this.
I’ve experienced both of these, and especially more frequently in the last patch. Getting suddenly surprised by a horde of enemies behind me that I had no idea were there, AND the constant need to spin like a top because it feels like the game spawns something behind you the moment you turn around.
There are definitely still some audio bugs. Sometimes the audio just starts cutting out and crucial cues just don’t play.
And especially on Heresy difficulty right now, it feels like the Game Director is just going nuts and spam spawning stuff from everywhere… multiple Mutants, multiple Poxbursters, multiple Trappers back to back, even when it’s not a high intensity or shock troop mission. And a constant stream of little guys in small groups from every spawn point.
Damnation actually feels easier to me right now than Heresy. The enemies are harder to kill, sure, but somehow the spawns feel more fair.
yeah, it happens by design. normally on higher diff you need to
either constantly push forward
or constantly look back (every 3s) to see if nothing spawned behind you
if you stop to catch a break poxwalkers spawn just behind you.
when it comes to monsters, on some maps spawns are bigger than others, its just higher diff randomness.
starting with low intensity missions on t4 or t5 is good choice, amount of spawns there is far lower and if you are lucky you gonna get some to carry you while you learn with how to deal with enemies… and then you will be the one carrying others
we all went through that path (except veteran vt2 players who already knew how game works)
This does not acknowledge the 0-100% problem that many, including me, suddenly have.
There is also a problem where suddenly a group spawns around you. How do I know they are spawning around me and not jumping down, you ask?
Because I can see them when they suddenly materialize out of nowhere.
Of course, you should push forward all the time, but that’s not what’s been discussed here. The problem here is something with heavy latency, where you block a single attack from 2-3 mobs at first, and then suddenly you are on the ground.
The game needs a complete relaunch IMO. Take it down and rework it for at least 1 year.
do you have game logs of such events? if this is related to lag spikes there should be logs backing it up.
if i recall there should be messages like “panic! recovered from state 12345 while game state is 12349”
usually they come in bulk because this is not isolated incident
i am not sure which region you play in but in NL where I am based lag problems are not visible for me because datacenter is around the corner to for most of the time its like LAN game
why logs matter? according to FS (and bug reports filed by other players) there are some issues with some ISPs, hence getting logs to back it up could help to diagnose if its ISP repeatable problem
the slot system is suposed to govern how many attacks are directed at a player, but the system totally fails if enemies are placed near the player without the AI having the room to path to any given slot.
so either if enemies spawn and the player is too close, or they get placed there without pathing, namely by climbing or getting pushed, they will attack rather than move to an open slot, since this behavior is directly adopted from V2 (in wich it remains a problem for a very long time) i assume they decided “this the least amount of evil” and left it.
its noteworthy that they meddled with the slot system on a few occasions and they never managed to get it right,
from enemies just standing there, because the slot that are not blocked by walls,
are occupied by two slaverats, who try to poke you, while the 20 raiders just stand there and watch.
to to tons enemies performing running attacks because that’s the only move they can do while outside of slot, resulting in frustration amongst the players.
OP already mentioned that he thinks “fixing” spawns would resolve most of the issue, and ofc there are many things to spawns that would resolve the problem, but that has been brought up since ages,
and for some reason or another fatshark doesn’t seem to think its worth it.
The game has been very laggy since the latest update was released.
Let’s see…
The mourningstar is terrible, ugly and should be nuked from orbit. Just to make sure!
Fatshark should go back to the drawing board with darktide. Keep the good stuf and throw out the bad stuf.
Furthermore, as @Riku points out, I really hate the “slot system”. Mobs push you around because they have to “invade” the spot you are standing in.
I dislike it almost as much as I hate the sliding attacks of the mobs. The attacks after you dodge them and they slide like they are on ice skates after you.
Sorry, for the negativity. I love the game, but all these issues are really dragging it down and make it feel poo poo.
I’m also a little baffled at how Fatshark could make a game where you fight hordes have such bad performance.
Say what you want about the Earth Defense Force series, but sacrificing the graphics for gameplay, was the smartest choice they could have made.
i play exclusively t5 and t5 high
i am not a noob that doesn’t know how the game works, and i am aware of checking behind me
the problem is when i spin around to do so, kill the 1 mob, spin back around to continue, and i get hit by a randomly spawning mob
it happens way too frequently
also as some people pointed out, many mobs will do the running attack and hit you all at once completely ignoring your toughness and instantly downing you
an easy way to fix it would be a simple invuln to keep you safe for a fraction of a second after getting hit
think terraria
it should be short enough that regular mob staggered attacks all connect, but long enough that random enemies that spawn and instantly running attack you at the same instance of another source of damage are ignored
i don’t even care if it gets fixed, but it really turns me off of playing when the servers are stuttering to hell and i get nuked in one hit
again, mobs spawning behind me is fine. Getting hit is fine. Mobs spawning behind me and hitting me for 80% of my health? not fine