pretty juvenile to tell people to just “get a better pc”, as if the well documented sound issues in this game have anything to do with how good your pc is
I am sorry but I have to comment on this statement as well. How in the world of actual reason is this considered cheating? In this particular case, I am going to give you benefit of the doubt and guess you just forgot what the definition of cheating is.
Some people in this thread have changed their definition of cheating to “having access to information which not everyone has access to”.
By that definition looking up exact numbers in the code or on a wiki would be deemed cheating. Having my rendering distance increase while lowering particles would be cheating.
It just muddies the water. If the bar of calling a mod cheating is that low, then there’s no middle ground to be found.
I’ve been following your posts, and while this may seem ingenuine to you by the end of this, I truly appreciate your commitment in wanting to maintain the integrity of the game by acknowledging the developers’ intentions. However, even though you admited to being pretentious at the end here, let’s critically and impartially examine this reflection of yours.
You’ve made some solid points about the significance of boundaries, but it’s crucial to acknowledge that the AI director also oversteps those boundaries. And the limits to how far the AI director will cross are way more egregious than what we can ever hope to achieve with mods.
We’ve likely both noted instances of enemies bypassing established cover or line-of-sight mechanisms, such as bombers positioned at the edges of the map, hidden behind protective barriers, effectively acting as indirect artillery. A lot of us have run into other situations where the AI director’s choices (randomly spawning a bunch of elite enemies unexpectedly or having specials interact in ways that don’t make sense) can seem less like a fair challenge and more like they’re breaking the rules.
Moreover, there is significant room for balance adjustments within the game mechanics. For instance, heavy melee elite enemies attacking through one another without being staggered can lead to some frustrating dynamics. Additionally, the AI Director’s unpredictable spawning of certain special enemy types and the placement of monstrosities can create unexpectedly difficult situations. One notable issue is the spawning of formidable foes or boss captains near a Daemonhost. This can result in scenarios where only the most experienced players are able to navigate these challenges effectively. More consistently, it tends to be the top 10 percent of the player base, including the highly skilled “Unicum” players, along with the top 0.1% of exceptionally skilled “Super Unicum” players, who manage to thrive in these encounters. The vast majority of players, no matter how hard they try, unless they have someone or something to help them, have little to no chance of reaching the same win-rates in these kinds of encounters as those I mentioned earlier.
In this context, I’m keen to understand how we differentiate between AI director actions and quality-of-life mods. Some design choices made by the AI director can foster a sense of inequity that detracts from the overall enjoyment of the game. While certain mods enhance the player experience by presenting existing game information more clearly, the AI director seems to create scenarios that can feel unbalanced. Using a tool to counteract the unpredictability of the director’s decisions should be seen as a legitimate strategy rather than an unjust advantage.
As we delve deeper into this discussion, we should consider whether utilizing tools to manage unpredictable elements in the game truly distinguishes us from gaining an unfair advantage. The line between enriching our experience and crossing into unfair territory can often seem blurred, especially when the game itself appears inconsistent with its design principles.
I’m also curious about what you use to determine or grade how your practices have made you any better than your last practice.
How do you know that what you’re even doing, and whatever is your intended role, is actually making an impactful contribution?
Are you a “feel” type of guy? If you are, that’s fine, but what criteria do you use to determine the need for change or improvement in your builds? Is it only whether it “felt” good or bad to you that day? Do you use any data to support your beliefs? How do you ensure that what you’re doing isn’t a form of insanity or “grandeur of delusion”?
I mean, given that Fatshark often presents information and damage statistics in a somewhat unclear manner. It’s very peculiar that you go on this mindless, grossly disproportionate, unfounded accusatory tirade when you don’t have any clear insights into performance to facilitate meaningful growth yourself. It’s almost as if this whole thing was a psychological projection of yours since you, in essence, told people, “mods suck, git gud,” and tried to characterize people who use mods as in the way that you did.
Perhaps while you checked some of these mods for yourself, you just saw what you wanted to see, but several of the mods that you’ve singled out give you information without compromising the integrity of the original game mechanics.
Honestly, I don’t get why you’re getting mad at people and perceive them to be breaking the rules of the game when the biggest offender is the AI Director?
Are you a Zealot, main by any chance? Because you joined the FatShark Forums and said, “My first message will be complete, utter, uninterrupting PREACHING”.
imagine being so bad at this game you kill your own immersion with 50 ui helper mods instead of just getting gud and staying immersed
try playing with UI disabled sometime it’s fun
We play a game set in the 41th millenium.
I expect our characters to have impants installed in their heads to track all kinds of things,
down to the shoe size of our enemies.
The game even has its own version of Player “outlines” literally at the very top of the game options menu. (Different from the player outlines used by the mod and by the game at launch)
Most mods are just improvements like a different interface, clearer calls for the in-game spawns, notifications, and things like that. The rest of the mods are just cosmetic or for weird things like having ‘Flying Bird’ play when you use an ability, lol. Besides, the OP was specifically complaining about the mods that give alerts about in-game elements, like when an elite spawns.
And yes, the game does have severe audio issues, or used to have them in the past. For example, there was a very annoying bug where, on high difficulties, the scream of the Mutants would bug out and prevent you from hearing anything else. Other times, the audio would be heard but then suddenly go completely silent. There are many posts about this in the technical support section.
And the game already has an ‘aimbot option,’ you just have to connect a controller, and turn ON aim assist lol.
I’m assuming you’re replying to right?
So which mods exactly do you think OP wrong on?
Yeah the Devs clearly realised before release (entirely correctly) that they’re an awful, awful idea in a Tide game. Almost like they blocked sanction status of this mod in VT2 because it explicitly goes against their vision.
Use what mod you want but I will not tolerate any attempt to portray health bar mod as not cringe. It is an eye-sore and strictly against the spirit of the game.
They developed the feature and was used for specials & elites while the game was nearing its release and they decided not to implement it. AFAIK in Darktide’s case we can’t definitively assign the reason for why they didn’t. Just like how player outlines (and weapon customization) were features for Darktide that were removed, it’s possible that they decided not to implement the feature for other reasons.
We don’t know why exactly, but I believe it’s possible they chose not to implement those features due to technical reasons or perhaps the maintenance work in keeping those features simultaneously functional and customizable. It might be a bizarre explanation but we also know Fatshark to frequently output bizarre decisions.
There’s a Hedge post on Steam forums explaining why.
Hedge 14 Apr, 2020 @ 3:29am
It changes the dynamic and encourages folks to ‘rush’ for the kills they see are one shot or strike away. We’re ok with that when players are watching the battlefield and can determine it from what they can see normally, but adding the bars serves to encourage some players to divert attention away to that end. We see it with green circles already. Plus what Adelion says.
Last edited by Hedge; 14 Apr, 2020 @ 3:30am
P.S. This is the VT2 reply post to OP asking why HP bars weren’t sanctioned FS_Hedge was adding to, sound familiar?
Adelion 14 Apr, 2020 @ 3:29am
Oh, that is rather easy. If you fight multiple high health enemies simultaneously (for example 6 or more Chaos Warriors) it will become quite difficulty to track which enemy you have already hit several times even with pinging. Another factor is AOE damage where you don’t exactly know which enemy is hurt how much. As such those scenes are getting a lot easier by showing the enemy HP and are therefore a cheat as you can easily pluck out low hp targets and reduce the risk much faster as without such a mod.
In addition, the current setting of the mods allows you to showcase the health of only specials and can be used to track them (without pinging) and seeing from where they are coming. In this regard it kind of works like a radar and makes it easier to notice Specials (in comparison to sound which can remain unnoticed if it gets hectic). As such it is working again like a cheat. This second point could be somehow migitated by only pinged enemies having their health seen and only during the ping. The first point however is still a problem.
Generally, the influence on gameplay and difficulty is far to large making the game significantly easier.
Right thank you but that’s for Vermintide 2, not Darktide. I was aware of Hedge’s post when I wrote that sentence. I don’t believe they would’ve developed the feature and put it into their pre-release build meant to be seen and marketed if they didn’t intend for it to be used.
Yes it’s technically possible they changed their vision to include health bars then didn’t go ahead with it for purely technical issues.
It’s also possible they were feeling pressure to include them so had them in pre release then made an ideological decision to stick to their guns.
It’s obviously all conjecture but whatever the truth, I fully agree with their stance in VT2. Health bars are arcade game cringe that suck the immersion out of the experience and in general remove more from the experience than they add.
My previous point wasn’t meant to be an appeal to authority. If Fatshark changed their mind and added them to the base game, it would be categorical proof to me that they’ve lost the magic touch they once had and I would likely never touch their games again.
So yeah health bars are mega cringe whatever reason you want to attribute to them existing in pre release content.
Scoreboard
Problem is the game doesn’t provide that test. Mostly it just measures speed not ability and you’ll see a lot of people playing very badly to get that speed.
And most of those things people need because of (imo) bad game designing on FS’s part, so not sure what your point is. You wouldn’t need a 3rd party “cheat” if crushers would have actualy made their presence behind you blatantly obvious and had a distinctive sound cue for their attack. You wouldn’t need healthbar that badly if FS cared to add more detailed visual cues to show you how badly an enemy is wounded (both changing their appearance and animations). And visual clarity in this game is abysmally bad, you can’t see crap in there half the time, everything being foggy/murky, with tons of flashes and flares during the combat. Add fog to it and it becomes a torture.
And ofc the lack of proper post-mission statistics is stupidity in its finest, attempt to cater to a bunch of overly-anxious players being terrified by a stranger saying to them in chats they didn’t play well enough, oh horror! That’s why nobody is able to see how they did comparing to others and track their progress without installing a bunch of mods. Btw, in Helldivers 2 they have scoreboard natively, and in my 200hrs playing it I’ve seen ZERO incidents over numbers in there, after mission.
If somebody managed to achieve top spots for killing elites and specialists, while not being downed too often at the same time, they definitely were not “playing badly”, no amount of self-suggestion will override this fact.
Welcome to the 237th iteration of a discussion that never goes anywhere.


