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Fix Blank Social at Warhammer 40,000: Darktide Nexus - Mods and community

newest one i installed just to fix the social tab appearing blank. at least until it’s fixed.

weird thing is how some things that used to work get broken with every update.

another example of this is how i was able to change my character and stay in the strike team. now i leave it whenever i change the character, which requires rejoining, and the social tab is slow at this.

Makes it seem they are incapable of using their own engine.

They probably couldn’t retain the actual talent. When the combat director absconds to Arrowhead…well.

Think about it. You work in one specific, highly cursed engine. It’s not gonna be easy to find a new job with the same benefits as your current one if your experience is primarily around something nobody else really uses. Wages are fairly stagnant (we know this from worker reviews) but it’s a living.

And then, all but literally across the street, a competing studio gets massive popularity, using the exact same engine, and starts expanding to handle the workload associated with suddenly getting a launch day audience of like half a million people and keeping a sizeable fraction of that in concurrent players.

I know I would jump ship in their place. And that’d leave Fatshark with the dregs. Which seems to about fit the timeline of game balance and development we’ve gotten.

The hardest enemy in this game is Fatsharks unwillingness to listen to their players.

… this for any FS game.

i can’t comment here as i’m no programmer. but what jumps out to me is how unstable this whole game still is, with unsolved issues 3.5 years after release. every time one thing is changed, another thing breaks, as if the whole game was duct taped together.

Played another few games with the modifier and must say I’m really enjoying it. I miss the hordes but other than that, balance-wise, it feels better.

It’s easier to poke fun at AH for the same pattern of reappearing bugs and HD2 holding together with duct tape and chewing gum.

But knowing FS created the engine raises some questions.

I was just coming here to say sort of the opposite after 3 Auric runs.

I really miss the mixed hordes in general.

But, I did just play Oubliette and I now think all the assassination missions need to be like this from now on. It wasn’t just a 4 on 1 curb stomp of the captain since he actually had an elite vanguard spawn. I bet Chasm Station is nasty.

It’s just an endless spam of everything.

During one objective, the game did nothing but spam Ragers the entire time from every direction.

I have never seen this amount of Ragers before. Dozens upon dozens just pouring in without any kind of interruption. I am fully kitted out on all of my characters and been playing this game for years but that kind of relentless crap is neither fun nor challenging to me.

It’s f’ing exhausting! Keep that kind of crap to Havoc.

Can’t even give you a breather for a brief second. Just trying to reload something like a Plasma Gun while crap is spawning constantly behind you is beyond f’ing obnoxious.

It’s god f’ing awful. By far their worst event. So far. I am sure they have another gem hidden under their sleeves.

If anything?

It just further highlights how bad the game’s AI director currently is and has been for a while.

It’s not quite that simple. If you want to read up on it, Bitsquid - Wikipedia is pretty short.

TLDR some of the people who would go on to form FS, made the engine, sold it to auto desk in 2014, and used the money to make FS and VT. Auto desk maintained it until 2018 then dropped it. So there’s ~4 years of development in the engine not done by anyone at FS. I’m not even sure if the people who originally wrote the engine are still at FS, or if they are in jobs that do dev work.

What is strange me is that HD2 uses it. It was discontinued in 2018. Maybe they are just really used to it and or HD2 has been in development for a long while.

That’s me almost(?) every time when an event or something else changes the usual mix.

Yeah the scripted events in the missions seem to be the weakest point as they do just spam 1 or 2 types of enemy for some reason. But the bits between the scripted areas do have quite fun combat though imo.

I disagree and agree just because I hate FOMO, and I already dislike how frames and insignias are locked behind one time events, which means that if you do not play during the event or join Darktide later, you will never be able to receive those cosmetics.

meanwhile in drg rewards from special events will come back and return cause seasonal

i kinda like the elite spam, makes some parts of missions actually difficult for once, its nice

on the flip side though, the emptyness of the rest of the maps can be a little boring depending on how enemies decide to spawn, but for the most part i like this event(as long as i never join the hounds modifier one)

Exactly. It just exposes how PATHETIC Bruisers, Groaners and Poxwalkers are. Trash Mobs are either nowhere near enough of a threat OR they spawn directly behind you to absolutely merk your Health whilst your Toughness is down. It’s just… cheap.

Oh, and this applies to Shooters and Stalkers too, outside of Havoc.

It’s actually so much better than that if you didn’t know. They give you the option to activate and work on any seasonal “battle pass” (which is just FREE cosmetics and maybe some resources) when the events end.

Not unlike this new suggestion: Sire Melk's "events" tab should allow players to replay events

Which would also be a way to remedy the one-time rewards from being missed by players.

Waaaaaaay too player friendly for FS management though.

yea i know that, but even when a season was ending all rewards were moved to the crates you could find in-game

and also i meant the seasonal events, like winter and halloween etc. where you can unlock the new hat and unlock all the previous old hats you missed.

vermintide 2 is doing something similar giving old portraits missed, cause time ago i suggested this idea to fatsharkLev and apparently it worked cause now its a thing

the irony is that it doesn’t have to be that way, we already had a sweetspot, back when auric maelstrom was the be all-end all.

elites&specials were fun to whack as a cherry ontop a sea of riffraff, with pimpled heads popping up a foot taller than the rest :man_shrugging:

why in the world one thought it’d need a shift from scrap enemies as a bulk builder to the now not-so-specials/elites and make us slither through the encounter like an oiled up guilliman himself is beyond me.

I love quake, I “live” quake and I “am” quake when it comes to flick shot 360°no scope headshots

BUT the decadence at which we move through each encounter right now if only somewhat adept 4 peeps come together, that don’t need but “are” the “power fantasy” shows the tremendous weakness of the current combat design.

so if even I feel the games speed is off as in unrewarding forward pressing without any heft or oompth, something is very wrong.

apart from abstruse nunber-castrations they really seem out of ideas of how to make the game difficult in a skill demanding way, and it’s a damn shame seeing the potential and 40k-canvas at hand.

but noooo… make enemies glow “green” and half players health toughness… happy yellow shower party, don’t forget your blue sparkly condoms

:face_exhaling: