OFC not, it was perfectly predictable.
Interestingly, if the desire was for it to be an accessibility mod all the building blocks are already in place.
Had the author wished, they could have easily added some very basic elements to visually represent the sound as it would have been actually represented in audio.
Modder could have altered the size, transparency and frequency of updates for the indicator blips based on distance alone for instance, where an update is triggered on every little sound (footstep, barking, sighing, sneezing), regardless of how a human could/would hear it behind a wall, around a corner, far away with a bunch of other mobs all around and in between.
Instead, the seemingly conscious decision was made for it to be a purely directional radar.
yeah that was definitely the thrust and not some witchhunt against the audio impaired. it definitely could be tuned in a way that it lets audio players play at the same level without betraying most of the mystery of the game by radar displaying enemies that arenāt even in the action yet. and its that behavior that definitely edges this mod into the cheesier territory, but it doesnāt get removed because people hide behind āwhat about disabilitiesā instead. its almost defrauding it.
Honestly, I think what youāre describing is more a limitation of the gameās engine or the fact that Fatshark is a smaller studio. Most games have some form of injury indicator or health bar. Take Halo: Combat Evolved, for example, which came out over 20 years ago in 2001. Even back then, it had visual indicators for enemy healthāJackal shields glowed red when they were about to collapse, Grunts panicked when they were low on health or lost a leader, and Elite shields showed static before collapsing. This mechanic was expanded in future Halo games: Sentinels burst into flames, Flood limbs could be shot off, and in Halo 2 and Halo 3, Brutes would go berserk and their armor would break as their health dropped.
Now, why am I bringing up Halo? Because it shows that even as far back as the early 2000s, games had damage indicator systems. The fact that the Tide series doesnāt tells me itās likely an engine limitation or due to the smaller budget of the developer, rather than a conscious design choice. It just so happens that you enjoy the lack of these indicators, but personally, I donāt care much for it.
A good comparison is how the Prometheans in Halo 4 were widely disliked because they were bullet sponges and showed no visible signs of damage, making them frustrating to fight. Fortunately, the Tide series has fun core enemy design, where the only real bullet sponges are the bosses, and those have health bars as a vanilla mechanic. This shows that the devs understand what players expect from a fun game. So while the absence of more detailed damage indicators might be something you like, itās not really a selling point for me.
100% agree
I have a feeling that Iād never know if anybody was actually using this during the game, but I still agree itās going a bit too far.
My main surprise is just how much of the base game can be tinkered with.
Iām pretty relaxed with anything that would happen on the Mourningstar. QoL for definite.
Actually during the combat bit⦠well, less so. Particularly because there are likely these mods around, just not shared on nexus.
you funny, sah.
ogryn hit crusher one time, dead.
if not dead hit twice then dead as door nail
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but seriously, any class by now has tools that does its own can opening so good, what does it matter if i need to hit the crusher to the left middle or right flrst?
right now usually its clusters of 4-6, thereās no avoiding them clipping through each other and eating the āfinisherā that was meant for his pal.
situations like that you need to re-whack anyways.
if people lack the skill to put up their ogryn bowling pins correctly, they deserve to fail instead of having info that would prevent such failure.
to think some really āneedā that crutch in order to make decisions tells me they got no business in higher diffs, cause no matter the artificial help, their planning and execution sucks severely.
same with not being able of keeping track of debuffs set seconds ago. some people have even less attention span than a house fly.
i used the health bars mod, and the most use i found for it was for testing in the psykhanium. otherwise the ugly red bars cluttered the view in combat, but didnāt change much how i approached a problem: enemy is still alive? bonk them again.
and spidey sense as a visualizer for sounds that would not be played by an overloaded sound engine⦠itās not useless, but imo not nearly as impactful as some describe it. i have it only for hints on silent trappers, everything else is too many colorful circles floating around.
the amount of posts here surprised me, as i donāt give that many karks for how someone mods the game, as long as it doesnāt ruin my experience. and how would their mods impact my game? by upsetting me that their numbers on the scoreboard (if i use it, lol) are higher or what? tbh iām much more annoyed by psykers cluttering my view with blue flames and purple lightning for 30 minutes straight.
Weāve hinted as much in the past, often met with āno you canāt to thatā etc.
The Modderās Discord usually has more stuff, IDK how much itās moderated, but Iām sure there are other sources for more cheat mods.
The modders and moderators in the modding Discord seem pretty committed to FSās rules in my experience. You wonāt find the shirtless mod there, this mod didnāt dare show its face on the Discord, and mods that are likely to run afoul of FSās policies are fairly discussed and considered.
FS devs are also active there.
It isnāt a hive of cheats and scoundrels, and the impression I get from the hard work of many members there, especially those who have made modding possible, is that they care very much about the health of the game and the legitimacy of modding.
Good to know, this is encouraging. Iām impressed with the commitment most of them made, Aussiemonās hard work especially has been a boon to the community, and many kudos all around.
Iām still surprised by some things in general though, mostly good, very few bad, like the wallhack mods , itās not the first one that made the rounds.
P.S. Do you know how the shirtless mods made the rounds by any chance?
There are goofs who try to post it regularly on the modding Discord, I assume fancying themselves as rebels or whatever, but the posts always get deleted straight away. I know itās openly shared on some other Discords. But itās also a pretty minor thing imo.
This āwall hackā mod is the most egregious mod Iāve seen, and it seems pretty close to the maximal cheat that can be done via mods, given that so much of the game is handled servers-side.
Aimbots apparently exist. Some people abuse voice line mods to the point of annoyance. But in truth, itās practically impossible, outside of shirtless and vacuum capsule and colored chat texts, to detect if someone is using mods to achieve what is otherwise impossible. I wouldnāt be able to tell if someone was using spidey sense, or even this āwall hackā mod, and Iād bet no one else could either. Like how does one really differentiate between someone using an auspex cheat vs. someone getting a lucky roll? Even the phage tree is possible to hammer thru without modsā¦just mash the button and get lucky choosing a direction.
But I digressā¦
The modding community at large appropriately self-polices because it is largely populated by people who care. FS is involved and offers guidance. As someone who had sanctioned mods in VT2 and recognizes all the problems with that system, I very firmly believe we have the best setup possible.
By FSās estimates, 1/3 to 1/2 of PC players mod. It would be crippling to disallow mods. Iād probably quit, for one. And Iād argue itād be just as bad to move to a sanctioning system, because that just isnāt efficient. It doesnāt make business sense, and that means a poor experience for players.
If the idea that someone could be using mods to gain information they shouldnāt have irks anyone to the point that they feel it diminishes the their enjoyment of the game, they should take control of their experience. Play with friends. Play with like-minded players via the various Discords.
Itās possible to make the game harder ā see telopotsās recent YT video playing with a squad of level 1 characters on A5 ā or mod-free or smyker-free or nearly whatever a player might want. Itās just not the default experience. And the default experience, with a liberal modding policy, is simply great.
This is where Iām a bit disappointed, no surprise, as 2 of the most popular mods trampled the line well past QoL, others disagree obviously. I would have thought they wouldnāt have passed the smell test and the modders would self-police them, but I guess I was wrong.
Yeah, nobody wants this, me least of all.
So either allow people to run solo private lobbies through the regular client that completely solve this problem
OR
Make 2 realms, 1 with mods allowed and 1 with mods off.
1 of these is obviously not happening because the people working at FS have a severe case of cranial hemorrhage (and theyre the single only studio that released a game like this with a policy like this).
Its not rocket science. The solution is so freaking simple. No debating required. Just solve the damn problem.
I donāt think there is a problem, and youāll find very few people who think all mods are such an issue that the player base needs to be split by sequestering all modders in a separate player pool. Itās not good for the long term health of the game.
Self-hosted multiplayer matches would be great, and solo play suggests it might be possible out of the box. But Iām not so sure itās that simple in DT, because a lot happens on the server. I also struggle to see the business case for putting the work in to make it happen and support it.
The wallhacks mod didnāt last 24hrs on Nexus. Youāre right, the system is working.
hated that about v2
To be honest, it would be a full server (modded) vs an empty server (no mod).