which sounds essential to me! Some people like having jump and dodge on the same key and it NEEDS the option to keep it if they ever change the default.
I guess it could really confused people who suddenly had their controls changed. So maybe not change it for people who already have it set, or maybe put it in the tutorial? idk
dodging as far as i remember, in the games i cared about anyways, has always been a sub category that was integrated in an already existing move (jumping being the most common)
and personally i prefer it to stay that way.
darktide provides a very organic physic that i can “feel” without visual input.
to the point i de-cluttered my ui as much as possible and got rid of that intrusive stamina bar.
the way i play the game is being connected with my character beyond simple keyboard inputs.
its just “natural” and organic to flow through combat and have multiple “layers” to the jump command that transfers into dodging.
i got no problem with playing keyboard of doom-death, had quatruple rebinds for age of conan combat system with q/alt-q/shift-q/strg-q all being different commands to pull off a combo string in less than 2 seconds.
it was efficient but felt mechanic and clunky as hell.
for me this would totally kill my joy of darktide.
options are great, as long as i can stick to the way it is now.
space for jump and x for dodge for example feels “ill” for my fingers since space a/d is a thumb/index finger thing, hitting x with my thumb means margin for error in the heat of things and an ever so slight delay for the urge to pull it off thoroughly
besides, even out of stamina, the odd jump instead of dodge when stamina is depleted was sometimes enough to evade an attack just as well.
and if it serves that purpose, the method is irrelevant
Agreed! If it cannot be changed back it shouldnt be changed at all.
For quite a while I was fine without jump and dodge seperated on V2 and I didnt actually know you could change it. I found out when I was determined to git gud at dodging and Iv never looked back.
There are deffo pros to them sharing a bind if you can use it, its one less bind to think about for a start and frees up another key/button (especially important when someone plays with a controller).
Personally I get confused having them on the same bind and I find myself jumping all the time but thats a me problem.
The double bind on dodge & jump was absolutely horrid back when the game released. I don’t even remember all the shenanigans it would do, other than dying dozens of times times to ridiculous stuff like jumping on the spot when trying to dodge etc. I always wondered why it wasn’t even an option to limit jumping to forward or no direction only?
Regardless, I think it was in the first month since release or so when I bound sprint & dodge to Space, crouch to LShift and jump to LCtrl. Jumping is so rare the odd bind doesn’t really matter there at all, while sprint & dodge have no overlap so the same key works for them just fine. Meanwhile both jump & crouch (slide) need to be usable while sprinting so it all works out splendidly. (Also I’ve never liked shift on frequent reactive binds like dodge, even as a pianist it’s less than ideal for the freedom of my WASD fingers, so space is perfect for it for me )
Otherwise known as the foolproof overhead defense.
Fwiw, it took me about six months to make the same changes as @Elodie , and it was probably the best thing I’ve done as far as improving my own movement-related gameplay.
I had a hangover from destiny with C as crouch that i hung onto for way too long as well, but it also makes right side slides entirely too unreliably due to hand contortions, not to mention needing to move one finger off something useful in the process.
Still get sympathy pains more than I laugh when i see someone jump when trying to dodge an overhead or a rager pack mauling in pugs.
What I do is combine SPRINT and DODGE on the shift key, which feels really natural. Sprinting only works when pressing forward, and dodge doesn’t work when pressing forward (and when going sideways or backwards).
This is a more logical pairing and better than the default because the combined JUMP and DODGE key leads to issues with people trying to jump up onto obstacles at sideways or backwards angles and triggering dodges instead and then getting hung up on terrain and frustrated.
in comparision i have 1.2k h in darktide and like 45 in vt2.
The BIG WHY i dont mind it is there is not such a huge interval on how fast you can dodge again compared to vt2. Alas I rarely jump by mistake but sometimes do but rarely ever turns into my death.
Honestly, this would probably have been the best default setting for the game out of the box for people who are used to 30+ years of sprint on shift in FPS games, especially those with no previous experience of tide games.
Gotten used to a different layout for darktide now, but it’s certainly a lot better than the default jump + dodge combo and would have felt a lot more intuitive when trying to learn the game.
Personally i would advocate for everyone to try and play with either separate keys or having the sprint + dodge in the same key bind.
My reasoning is pretty much the same as outlined by flawless in the op. There are just too many accidental situation’s where you can start jumping when you meant to dodge and now you take a hit that would have been easily avoidable. Especially in high pressure situation’s its really easy to tap too fast and you see it constantly with newer players.
My combination is alt for jumping and space for dodging. Has worked perfectly so far in v2 and in darktide.