Question to the players for Darktide's direction

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:laughing:

If they figure out UE and found replacement for combat designer then we can asume its possible, but since UE is still in shambles I dobout they start making new game on new engine and I dont know if they found someone to take care of combat.

Yeah watching the end of the intro cinematic always brings back the hype when a chairs spawn comes out of the shadows.

A good suggestion would be a modifier where bosses have damage thresholds.

“But that would break my build and boss killing builds would be useless!” Like gun builds on the no ammo modifier?

“But you’re effectively just giving them more HP that isn’t fun or creative” sometimes the endurance is the didn’t is challenging enough and fun for others. Sprinting through levels as we nearly can in auricaelstrom isn’t fun. The nets is run past the baddies of you can’t one shot them. I like fighting them.

Two cents

I am sorry but how is UE in shambles? some of the best games in the last two years have been on unreal, the new The Blood of Dawnwalker is on UE5, and it has little to no technical issues.

But thats one example … wait. there is more

  • Arc Raiders, has that not been massively successful. also on Unreal Engine.
  • Split Fiction? Game Award Nominee, also unreal engine.
  • Expedition 33? game of the year!! also unreal.
  • Black Myth Wukong? also unreal.

But you say, wait. none of these is FPS, its different for FPS, ok then, lets go with FPS then:

  • RoboCop: Rogue City was also a very good game. and very high quality
  • Killing Floor 3, very darktide style game, also on unreal, and its quite good. shitty weapon balance does not reduce the quality of the game.
  • Delta Force . . .
  • and many many more

Come on dude, I get its cool to hate on Unreal, but i thought we were all above that.

Unreal is just the tool. A lot of it comes down to the developers and what they do with it. It’s like giving someone a Ferrari. Put a good driver behind the wheel and it’s a monster. Put a r3tard behind the wheel and he’ll wrap it around a tree. You don’t blame Ferrari for that.

Games based on Unreal look and play sooo good.

While this is objectively true, I do think part of the problem is the way Unreal has been pushed. You just turn on these features and you don’t need to worry about X, Y, and Z. The engine will handle it. But Unreal can be extremely heavy if these tools are just turned on and not optimised, and Epic has pushed them pretty hard as a way to simplify development which does give rise to a certain tension. Use the tools to reduce dev time, but then need to use dev time to make them performant?

On the one hand it does mean smaller teams can make great games, but on the other it’s a massive temptation from the side of management specifically. Why spend the money making a system work well when out of the box it works, even if not optimally. At a certain point these decisions are just lines on a spreadsheet. The fact we’re seeing games like Arc Raiders and the fact Epic has been focusing a lot on making the engine faster I think is partly the result of the engine getting a bad reputation.

The counter example to the games you listed is Borderlands 4. Runs like an absolute pig on Unreal, and the studio says just use FG and upscaling. It’s a perfect storm of all the stuff that is by itself cool as hell and should offer a lot to gamers, but in the current climate is producing a perverse incentive structure specifically NOT to optimize.

Edit: With regards to the next game from Fatshark, I hope to be pleasantly surprised, however given the number of unresolved issues with DT, I’m not holding out hope that they will resist this temptation.

Like you said; its down to developer and we talk about FS here, you really thing they manage to figure it out and make polished game or it gona be hard crash landing like before?
And yeah I played RoboCop: Rogue City but even today still have performenc issiues.

lol

That specific mod screenshot you posted doesn’t even add new outlines, all it does is allow tou to change the color of current outlines (tagging, focus target, exe stance outline and so) :sob:

this has largely been fixed though, this was becuaes they wanted to push the game out the door as fast possible. not sure why did they not spend the time they needed to bring it to the point it is now. it is not supposed to be a heavy game. and it is largely been fixed, again, really need devs to actually plan on spending the time to improve performance.

and the tools you mentions is not as simple as - well if devs can spend tiem they can make it in house. no, never, they can never make some of the features in their own engine? Look at fat shark, cannot even produce a flying enemy using their engine. not saying this is an unreal feature, but i mean its not as easy as you make it sound.

However, based on farshark reputaiton, my guess is it will be same as borderlands. with same issues. i do not see them being able to do better than gearbox.

yeah fatshark will 100% go the gearbox games route, and with all the holidays they have, i do not see them making a serious game. working in fatshark does not seem serious at all. like they all do it for fun and there seems to be an unlimited amount of money behind them allowing them to do whatever they like. but making a game is not their top priority. you do not need 300 people to produce something like darktide. not even close. smaller teams off poland have been able to make games 10 times better.

killing floor 3 is not a bad game. has garbage balance and general devs being r3tards, but overall, the gameplay itself is fun. this cannot be denied at all.

Is like saying call of duty or apex is a bad game. both are amazing games, have terrible monetization practices, bad balancing, slew of homosexual characters (in case of apex) (which I personally am ok with, but some are not), and a slew of other meta problems, but the games itself play perfectly and are extremely fun.

You need to be fair here.

KF3 is trash, KF2 was trash, KF1 was the goat

the gameplay is fine, its everything else that sucks. come on. be fair here. I dont play it cause its not my style and genre of fantasy, but the game is good.

and go read the reviews. people dog pile on it for other reasons.

see? none ofthe complaints is about the game itself. just everything around it. Things that have nothing to do with gameplay.

Like how is soundtrack a problem that would be addressed by the engine?

or monetization? or progression?

Like all these are game design issues, not gameplay. The gameplay is good. and no one is denying that. Problems are something else. Point is, if there is anything bad or wrong with KF3, is not because of Unreal or the fact that they chose that engine. No, its because the devs are … r3tards. and make dumb game design decisions. Not the engine.

Which is the reason we are discussing this.

Yeah but that’s kinda the point - they needed to spend the time and yet they did not. The fact they’ve fixed it is good, but why do you think they didn’t in the first place? Because they wanted to push the game out as fast as possible? Most studios are owned by publishers that are profit driven. They ALL want to push out a product as fast as possible.

Stuff like Lumen and Nanite are cool technology, but they specifically offer devs functional systems that work basically immediately. You don’t need to optimise anything, they just work, and Epic has pushed them heavily. That’s why it has the reputation is does - turns out they’re extremely demanding unless tuned for a specific game.

In this sense - Devs won’t optimise. Not because they don’t want to. I guarantee the engineers who work(ed) on DT know about the problems it has. But time is money, management sees it kinda works, so why fix it? It’s not necessarily Unreal’s fault in that sense, but there is absolutely an incentive not to optimise and rely on FG and DLSS. The entire incentive structure is about making the games more cost efficient (profitable), not better. In that sense - Borderlands went too far and paid for it, but they’ll figure out the minimum people will accept and that will be it.

I never said anything about making anything in house. A lot of Unreal’s features come already prebuilt and ready to go. You can download it now and play around with lumen. The point is not building it, but rather optimising it for your game to make sure it runs well, rather than just turning it on and having a functional lighting engine.

Obviously there is some customisation always, but yeah.

yeah, but that is a suites problem. not an unreal problem. its what I want to say. like I dont want to put this blame on the engine, as if the engine is somehow responsible for irresponsible devs.

Its like blaming C#/.net as a programming language for performance of your banking app. like there is more going on under the hood that has nothing to do with the tools, but the people using it. and blaming epic, is like blaming the car sales man for selling a ferarri to a 16 year old. not really the ferrais fault, though is it.

I know it feels like im glazing epic right now, and maybe thats because I am. but i really really really do not want to wash the hands these irresponsible devs, and suddenly blame managers, or the engine, instead of the devs. I have worked with devs on small teams that have done incredible things in a small amount of time. it really depends on the dev, and a proper senior that knows what they are doing

I do not think farshark can pull those devs, unreal engine seniors, so its gonna end up like gearbox, which was also facing similar issues with internal drama for the last 5 years. and I do not see them even hiring them, its mostly in low level positions.

Epic has problems, Unreal Engine (maybe) has problems. but none of them relate to how games turn out sh!tty. they would have turned out the same way had they used Unity or whatever else is out there.

Yeah on that front I completely agree. Although I don’t know how much control the devs actually have in many studios, but that goes back to it being a suites problem.

I take your analogy, but I do think the salesman fairly aggressively encouraged the 16 year old to give it a go, and maybe also hinted the seat belt would slow him down. This is all a few years out of date anyway though, we’ll see how it develops. Some of the tech involved is mind-blowing so I hope there’s a nice resolution where everyone is happy. I’m just not very hopeful.

To me all KF are trash.

:smiling_face_with_sunglasses:

This is funny to me because I was reading steam reviews yesterday and almost all the negative ones referenced poor performance and optimization. Today, too, but yesterday as well :laughing: