'We Wanted the Player to Feel Powerful'

Does anyone else get the exact opposite impression with how loosely the online performs? Just had another game where we lost because I made the mistake of using my Zealot ult to dash into a dog and instead of staggering it the dog’s host advantage just let it leap right on me and still consume my ult. So it just gave me a neat screen filter. Or you’ll get hit by a net you dodged like 3 seconds ago and get dragged across the room into a fire grenade. It just runs sloppy.

Things like this are non stop and out number the occurrence of headshots seeming too generous. Please adjust the current acceptable latency windows with most special interactions by at least 100ms.

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I do not really think that headshots seem generous at all. At least not for ranged weapons.
I would say the opposite, since quite often, shots that hit the target in the head (visible and audible hit to the head), simply do not deal any damage.
It probably also happens with bodyshots, but it becomes quite apparent when using a gun that can 1 shot an enemy in the head, but the enemy does not die (and does not seem to have taken any damage at all).

Aside from that, i sometimes die as Psyker, when i reach 100% peril and swap to melee in order to push an enemy.
The game lags, weapon is not swapped and instead of blocking and pushing, i charge up a BB or my staff and die from Peril.
This does not happen very often, but the headshot thing i explained above, happens all the time. Many times in every mission on my Veteran.

Regarding dogs, they sometimes just jump through a melee attack that should knock them out of their animation.
The weapon sound of hitting the target is played, but the hit does not connect and the dog jumps on top of me.

Dodges not working on Trappers and Snipers sometimes, is also kinda annoying (not due to a teammate being the actual target).

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I was trying to make a reference to that Fat Shark comment about why the headshot hitboxes are large. In general though yeah that is another huge area of the poor performance where it just slogs. Enemies aren’t really a threat from suppression but they’ll live longer from rolling around scared of bullets and the hitboxes get even whackier. It just feels bad to play.

Really though the online should not be structured around like 30ms ping, really doesn’t make for a consistent experience.

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With the new shock troop modifier I think more people will notice the occasional dodgy interactions with specials now :slight_smile:

Not sure if its my end or their servers but considering how much your punished sometimes for failing to dodge… yeh I agree with you.

Currently snipers are just shooting me with no warning sounds laser + fire at the same time
Mutants and dogs get the grab sometimes when I dodged and sort of jerk unnaturally and “stick” on
Occasional (but rare compared to the first two) surprise trapper round a corner who made no audio que.

Its a bit of a janky game sometimes especially on hi intensity / shock troop gauntlet. To anyone who reads the op and thinks “skill issue” it really isn’t. The more action going on at once the more the games erm systems start to break down until something ridiculous happens.

Yeh i noticed an increase in this they did a patch a while ago to make the shooters “take cover” more… one loud noise and they scurry about all over the place lol.

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I have the same Problems with the Hitboxes and the Serverlag or whatever it is.
Even when trying to switch weapons, it sometimes does not switch but it sticks to the
previous equipped weapon.
Got hit a few times by Snipers without any warning sounds or laser.
It happend when i came around a corner and then got hit immediately.
I don´t know if this is intentional.

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Nothing feels powerful against “netcode.”

You can stack all the damage to one shot headshot a Reaper at range, and you can fail despite hit effect playing on your screen, because server says no.

That’s why I don’t use headshot/singleshot weapons, not that there’s ever a need to since hipfire boltgun works at most ranges.

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It’s a pretty terrible system for a PvE exclusive game, for both hitting enemies and dodging them.

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same here, not fun to play lasgun most of the time. thats why i switched to the flamer :slight_smile:

You have to make the comparison relative.
Compared to Vermintide 2 or Vermintide 1, Darktide is a lot more forgiving in a number of ways. Both in terms of equipment and leverage you get as well as the amount of times you can mess up. Healing stations are at every hot spot of the map. Reminder: Healing in Vermintide 2 and 1 was much more limited. Bombs were single use then and you found one only ever so often. Then there is the health system with the wounds and how often you can go down, if you maximize your build around it. And so much more.

Now compared to most other games, Darktide is still very punishing. But out of all the three Tide games that made Fatshark big, Darktide is the most forgiving easily. So much so that a good chunk of the playerbase in this forums says they’re bored. Go figure.

I notice a lot of shots physically hitting a target and not registering damage a fair amount as well.

Your profile pic is my reaction to the vid.

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Favor the Shooter was the normal solution to this problem in multiplayer games, so I cannot fathom why it feels like the server has authority over my actions in a PvE game. If I dodged the dog on my screen, I dodged the dog for everybody. End of story. If I dodged the net, the net missed me. If I used my ult and hear my character yelling about it then I am not, in fact, being eaten by that dog I just dashed. Sometimes I dash and it consumes my ult charge and puts me on the ground just to add insulting injury to injury. Server poop mode is so frustrating.

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I don’t usually see it that bad, wow. Normally it drops a hit or two here or there, and it’s only been a major f you to the situation once or twice. It’s still very frustrating for it to be so common.

Yeah another night of hi intensity gauntlet where mutant dodging was not a thing. Not even the Mk 5 Duelling Psyker could get away from these freight train hitboxes.

Why keep slamming the experience if it doesn’t hold up at all? The game desperately needs priority to player action. I don’t care what your Amazon servers thought happened 2 seconds ago. Nobody real gets to play that end.

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All gauntlet does is expose all the little issues with specials and poorly they interact with other game systems.

You gotta love the moment when you get staggered by some ranged fire just before you were about to push a burster away. :joy: Bursters jumping through near by doors with no warning, or prematuraly getting into the final lounge animation because of some terrain, corners etc.

Hounds jumping through enemy models, with no audio cues, being really hard to spot in a horde thanks to washed out colour palet, number of enemies on your screen.

Mutants getting dodgeable until they aren’t because of latency. Being easily fooled by a dodge, unless you made it next to an object, in which case they can spin 360 turns to the end of times. Snipers being easily spottable and dodgable until they hit you without visual or audio warning.

Gautlet is all fun, but if you don’t run at least ONE anti-special vet, you are up for a pain train. You know why? Because without the build in wallhack on the vet you see nothing until it hits you.

The game some issues with poor frames per second, despite FSR/DLSS, which also mess with visibility. Pretty visuals, yet you cannot spot certain elite and special enemies in a crowd.

This is why it is important to stay close in general. Even the best player can get disabled or hit by burst damage without warning. I don’t see Fatshark fixing most of these issues, similar problems were never addressed in Vermintide 2.

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Its so blatantly obvious that the staggers were designed around the no bleedthrough toughness system. Particularly the 100% toughness breaks from fire.

For whatever reason they’re left in so instead of the risk being that you take damage the risk is that you’ll get damage sacked in short order. VT2 had an in built mechanic that lowered the damage you take when surrounded by horde, as well as barskin which was pretty clutch against fast damage sources on high difficulty. And you didn’t have hit stuns, the danger of getting hit was being hit.

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:smiley:

Reminds me of a video on reddit a while back

Hitreg in Warhammer 40k: Darktide. Or lack there of… : DarkTide (reddit.com)

Maybe you need a new lasgun something’s wrong with that one heh

This^

So many situations where you watch yourself get comboed to death, and the fire toughness breaks are kind of confusing. Why does sticking your pinky toe into fire instantly destroy your entire toughness bar?

I’ve had a hard time putting my finger on it but everything you mention here rings so true. Getting cheated by jank happens CONSTANTLY in this game, and it makes it feel so much more frustrating than vermintide. Combined with how easy it is to deal with elites, nearly all of the difficulty in darktide comes from spam special spawns (honorable mention to shooting galleries), which feels awful because most specials barely fucntion properly, in all the ways you mentioned.

A couple additions:
-Hound having stagger resist before it jumps
-Minor stagger values applied to bursters negating push stagger against them
-Bursters not blowing up after being pushed
-Muties doing 360’s if you make slight elevation drops
-Trappers shooting players from inside murder holes and across elevation levels (pulling them up onto that elevation)
-Trappers shooting players through fences
-Muties dropping players through terrain if they die while the grab clips players through walls

The entire shield, AND stagger you so if you’re running away from the fire and barely touch it you lose your shield, get staggered, then take some health damage due to being staggered in the fire…that you barely put a pinky toe in.

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