I believe that first and foremost, a game should feel good to play.
Darktide has an issue where all player inputs (except camera movement) are tied to latency and can be denied by the server/host at any point.
ALL PLAYER INPUTS
except camera movement.
The issue, highlighted in the clip above, is frustrating and a massive annoyance for me (and others). I would much prefer a game that feels good to play, but the choice to handle player controls through the server is a terrible one. I struggle to express how very frustrated I am with the occasional game feel because of it.
There are benefits to server-side control, such as preventing cheating and ensuring synchronized gameplay. I understand thereâs reason for it to be this way, but I cannot ever think it makes for a game that feels good to play. I value controls and game feel far too much to be happy with this current system.
With the current system, players occasionally or often experience issues where the server limits the playerâs actions and game feel. Examples include:
- Inputs being denied, leading to delayed or unresponsive controls
- Choppy animations
- Laggy attack speeds
- Bad hit registration
- Weapon swaps not working
- Botched heavy attack inputs
- Block cancels not working
- Dodges failing to work in times when needed
- Abilities being canceled, but the voice lines still play
- The player interaction progress bar being deceptive and leading to botched revives or medstation uses
- Giving items to other players being unreasonably awkward and inconvenient
- Stimms struggling to apply to other players
- The simple act of moving (around/between enemies) being unreliable or choppy/disorienting.
In my opinion, for the game to feel its best and allow everyone to enjoy it, the client should dictate the playerâs experience. If the client says they shot or dodged, then they didâno questions from the host, ever.
This would allow players from different continents to enjoy a smooth experience together, something that is lacking in Darktide right now. Currently, playing with others across great distances will guarantee that at least someone will have a far worse game experience than they otherwise would playing on their own region servers. Other co-op games, like Monster Hunter and Windblown, donât have these issues, and they feel great to play without the server interrupting the playerâs inputsâprovided thereâs a stable connection. Fatshark was close to this perfection with VT2, but in VT2, defensive mechanics are still tied to latency, which is better than Darktide but still not ideal.
The benefits of this system would be clear: everyone would experience a better game feel. Removing the dedicated server entirely would also give modders the freedom to create their own versions of Darktide, adding different difficulties and balancing. Hardcore players wouldnât be limited to just Havoc or Maelstroms. This could even benefit Fatshark, like how VT2âs Big Balance Beta was based on a community-made balance mod.
I know this change is unrealisticâFatshark isnât likely to overhaul the gameâs systems and/or the back-end. Even if they could, I doubt theyâd be able to ensure stable connections between players. VT2 still has connectivity issues, especially when Steam or Fatsharkâs servers have hiccups, and sometimes players canât connect to each other for no clear reason.
Other games donât have these problems, but Darktide does.