couple days ago for example i was doing auric event missions, knew theres a dog behind me cause i heard the first intro sound or whatever you wanna call it.
going by ear one usually can dodge a dog even when its at your back. this time half a bark was all i got before the “gotcha” animation told me how the server decided
thats exactly the issue cause your internal timer gets trained to “howl = 2 seconds window to dodge”
if that window is cut short cause the howl isnt played or only fragments of it… timers for the gutter
its situations like these i only “remember” from recent times, mind you in the early days i was far less adept at dodging dogs as a whole so it aint an objective 50/50 now and then comparison anyways.
edit:
4:13
bark n pounce sound mangled into one without a clear pause or distinction
well basically I record every match i play via steam and check if its a watchable upload later.
Because the sound issue and the unpushable dogs/bursters are the same thing, a two different manifestations of the same problem.
The issue is real and the issue exist, the point of contention is the cause of it, the quite frankly absurd attempt to use it in a balance discussion and the fundamental misunderstanding of what is happening!
It has nothing to do with the amount of spawns, its about the game not knowing where the player is that is the root cause of the issue. For example the unpushable burster will ignore vet’s shout and the stagger effect like if it wasn’t there at all and that should tell people that it goes far beyond the simplistic notion of sound engine being overwhelmed…
No, your assessment is correct and ofc others have come to the same conclusion, for decades.
Much of the DT player base is suffering from ye olde “stupid game’s fault”-itis and making mountains out of molehills, looking for a problem to justify the solution. 90-99% of the time it’s a human limitation, lets generously say 90% just for the sake of argument.
So even pre #13, people playing the hen hardest diffs made up all kinds of excuses why the game was at fault (excluding the occasional nets through boxes), and not them making questionable decisions about positioning and target prioritization. Post #13 w/ console crossplay saw a huge uptick in this too.
This is easier to see in games like Battlefield, where you see a baffling display of lack of situational awareness and poor decision making, but you can’t mod the game (mostly) to make up for your own shortcomings. Cronus Zen HW cheats are back and other harder to get methods are available, because ofc ppl are lame.
So in DT (since launch/mods really) we ended up with a kernel of truth of possible technical problems that are so greatly exaggerated that the ork hive-mind can almost manifest it into reality, they do for themselves.
Gaming skills like situational awareness, positioning and faster correct decision making are all skills you can improve with practice, but not if you cheat yourself and your team by outsourcing that to an external cheat.
Well, I think the “pushing not working” issue is easy to differentiate because there you have visual information contradicting each other (a push animation, and no followup stagger animation for the enemy). A sound not displaying and you not hearing a sound… is harder to ascertain. As index does, unless you’re recording your games and go back through the footage, I don’t know if in a high intensity adrenaline filled game with a lot going on I can assume my brain was working flawlessly is all. So you would have to look back through logs/footage to see which was which.
Wouldn’t know, i pay good money for Sennheiser and hear it all, no filtering on my part and my situational awareness is spotless, second only to my modesty
If i go down its because i generally take a bigger bite than i can chew on or the situation is just fubar in general, but for me there is no such thing as surprise net or dog or a burster, just a mistake on my part!
But seriously, i used to play Enemy Territory NoQuarter in college and Darktide is genuinely a walk in the park compared to playing on a server with 63 super aggro trickjumping berserking lunatics with unconquerable urge to go very close and very personal that respawn every 20 seconds!
Yes Darktide is demanding, but not that demanding
Yes, a portion of the people that i play with must have comment and a qualifier for each time they go down or get caught in a net, or dog jumps on them and so on. The inevitability and predictability of it is exhausting and the assumption that i care is annoying!
I have friend who would rather go down again instead of skipping on explaing in chat how the game f’ed him over to randoms we didn’t invited on discord
HA! Yep every group has one like that, if you don’t know who it is, it’s you!
As I was typing it I was thinking of that ill-fated pug from a few a couple of years back, the tale I shared here, where they did pretty much everything wrong and blamed the game, and around that time watching a single rager take out 3 ppl.
Nice! I swear by my Sennheiser PC38X paired w/ Senn GSX1000 for 3d audio, I got a few buddies to purchase one or both and they concur. The amount of ppl I snuck up on in BF6 and the amount of times I instantly turned to shoot them as they tried to sneak up on me is telling. The complaints about audio were so common that Dice boosted the footstep volume, significantly (way too much), and it barely changed anything for most of them.
On a related note, I still maintain half the people are denying themselves better sound by not spending the few minutes to tweak a few things, speaking from experience from other guildies.
Hear hear (get it?), my buddies (save one)and I share in this, but none of them game on wireless earbuds, on wifi with one ear bud off so they can listen to the k-pop and their screaming babies in the background.
it was effectively 15%, they had twice the toughness base and got 50% more toughness back on kill (melee replenish of 0.075 instead of 0.05). vet hit trading with launch power sword was the best melee in the game. however 1.25s stamina delay was garbanzo beans and people don’t remember that (because it was pain)
The most common example that I have experienced numerous times, is the Poxburster modifier in Auric Maelstrom; when you have that conga line of Poxbursters, the majority of the audio breaks (cuts out) until they are all dead.
Aside from that, when three Trappers clip/stand on top of each other, the game doesn’t always play the individual net shooting sounds, and Crushers and Maulers need clanking sounds when the walk or callouts (Chaos Warrior from V2 calling out someone in the group).
Cannot think of many other issues with the audio on my part. I don’t listen that much to the audio in the first place.
I’m usually looking at the screen since I trust my eyes more.
I’d skip that node on vet, you don’t need much to any toughness Regen when you run golden armor every 30seconds the reduce toughness damage taken with golden armor makes you a tank. Vets are tanks or dead the 5% doesn’t do much in my opinion
Add in the insta spawned daemonhosts your group will run into that hasn’t started the audi que either. Ran into that one today. Wasn’t there went back to team pushed forward into it.
yeah i’m just learning that there’s very big differences in the types/frequency of audio issues people are getting too.
for what it’s worth i have a very top of the line high end 2026 built pc and i am not getting this issue very often at all, so i’m not sure it’s related to specs in such a general sense. i also didn’t have issues on my old pc that was like a 2014 machine either though, more than now.
maybe one of the differentiators is that i never had a soundcard, in neither setup. although i dont know if that would even affect something like this, it’s the only consistency between the two PCs i can think of though, other than both ran darktide on win10