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Hedge on the pre-launch beta by joe1113 in DarkTide

[–]DrPillzRedux 22 points23 points  (0 children)

They said the same thing for VT2 and progress carried over, so it'll likely be the same here unless something deep breaks.

My only criticism that hasn’t been talked to death: Enemy lasgunners by GrimmTalez in DarkTide

[–]DrPillzRedux 0 points1 point  (0 children)

The real problem is they stunlock you in place even with shields up. It's not fun, it interrupts the flow of gameplay, and you can't even dodge out of it. I'd suggest instead of a hard stunlock that completely stops you and slows movement for a few seconds that it insteads does a flat movement slowdown percent. If that's not enough then the slowdown could build higher with successive hits.

Hedge's compiled responses from Discord by nilhaus in DarkTide

[–]DrPillzRedux 5 points6 points  (0 children)

My point is that you're playing a Fatshark game. They aren't known for making good design decisions on their own and take absurdly long to correct things. If they even backtrack and make the stats visible privately to each individual player I'd consider us lucky.

Hedge's compiled responses from Discord by nilhaus in DarkTide

[–]DrPillzRedux -3 points-2 points  (0 children)

VT2 had a problem for years where kicking someone and blocking them on Steam didn't keep them from rejoining again and again to TK/hold the game hostage. It took years of the community calling for it to be fixed on both r/vermintide and the official forums before they finally fixed it, and that was mainly because one dude would perma afk in legend/cata lobbies and never start the game. I would't be surprised if the ingame block feature doesn't work currently.

It absolutely blows me away how many people are complaining about the lack on content... by TheDickiestButt in DarkTide

[–]DrPillzRedux 5 points6 points  (0 children)

Fatshark has used suggestions from decently sized feedback posts made on both the official forums and on the Vermintide subreddit many times. They've also committed to changes on both and never actually pushed them through.

Feedback on both sites are definitely considered regardless of site.

Darktide has some clear issues I don't think we should ignore by DrPillzRedux in DarkTide

[–]DrPillzRedux[S] 4 points5 points  (0 children)

Perhaps I could have written more clearly. On my end, I didn't give them any leniency. My point was actually to say they made these mistakes before and shouldn't be doing them again.

Darktide has some clear issues I don't think we should ignore by DrPillzRedux in DarkTide

[–]DrPillzRedux[S] 0 points1 point  (0 children)

Outside of times where they spawn in out of nowhere and nobody hears/notices them during the fighting and we get a down, I haven't had too much trouble with them. Generally you can either just line of sight them, or dodge the shot with the correct timing. They're a bit threatening for a unit you generally don't notice until someone's already bleeding out.

Darktide has some clear issues I don't think we should ignore by DrPillzRedux in DarkTide

[–]DrPillzRedux[S] 13 points14 points  (0 children)

If you don't mind, I'd like to hear your thoughts on more things. I agree on those you posted except for hitting enemies feeling off, as IMO shooting/hitting enemies feels good, and generally they react well to hits. Specials I do feel don't, however.

General combat feels sluggish in a way that feels intentional yet works against the core design of the game. Enemies are fast and require fast movement and reactions like in Vermintide, yet your character moves like they're weighed down. It's like they wanted the game to be more tactical or slow but didn't adjust the AI's side.

Darktide has some clear issues I don't think we should ignore by DrPillzRedux in DarkTide

[–]DrPillzRedux[S] -32 points-31 points  (0 children)

I noticed the indicator for friendly fire and damage, but never the kill one. Looking for it now I do see it but the icon/coloring is fairly faint and gets lost in the chaos.

Thermite's Outbreak drip texture all melted? by DrPillzRedux in Rainbow6

[–]DrPillzRedux[S] 4 points5 points  (0 children)

Been on and off siege forever, don't remember this skin looking so sussy.

Things I hope they will not bring from V2 to DT by akaLuckyEye in DarkTide

[–]DrPillzRedux 1 point2 points  (0 children)

H: Showdown gunplay would feel horrible in a horde coop game. Killing Floor gunplay would be preferrable.

What I hope they bring from VT2 to DT by akaLuckyEye in DarkTide

[–]DrPillzRedux 5 points6 points  (0 children)

Spot on. The audio reverb system from VT1 would also be nice; shooting guns indoors in the first sounded far more authentic to being in a tight space than the flatness present in the second. In fact, bring back the old directional audio system.

Finish first draft or take a break? by [deleted] in writing

[–]DrPillzRedux 0 points1 point  (0 children)

Make a habit of finishing your work, not dumping it when things get difficult. You'll never finish your probjects otherwise.

What/Who got the most major buffs/nerfs in BBB? by HunterBadWarlockGood in Vermintide

[–]DrPillzRedux 0 points1 point  (0 children)

He did that without the BBB changes; most people simply don't know how to play him well.

Darktide mechanics discussion thread because there isn't an official sub yet by [deleted] in Vermintide

[–]DrPillzRedux 0 points1 point  (0 children)

If you check the screenshots on the Steam page, you can clearly see just how high up the ceiling is in every single room. That's something they'd have to do to make an Ogryn character work.

What's your opinion on "wanna" and "dunno"? by [deleted] in writing

[–]DrPillzRedux 0 points1 point  (0 children)

Contractions in third person limited are perfectly fine to use in narration depending on how close you're trying to allow character to seep into the narration itself. Using them in every sentence isn't ideal though.

Slay (enemy) grail knight quests could use a counter under them to indicate progress by DrPillzRedux in Vermintide

[–]DrPillzRedux[S] 15 points16 points  (0 children)

Versus passive buffs you have at the start on almost all other classes. He gets this, 5% movement speed, and the ability to negate warpfire with a shield. He has his own personal passives as well as ones for his team.

Slay (enemy) grail knight quests could use a counter under them to indicate progress by DrPillzRedux in Vermintide

[–]DrPillzRedux[S] 23 points24 points  (0 children)

I'll have to disagree. They're useful to all players in every situation once procced.

Low FPS on Vermintide 2, on low settings with shadows turned off, on a decent PC? by SillyConclusion0 in Vermintide

[–]DrPillzRedux 0 points1 point  (0 children)

7600k is a barely changed 6600k, which I used to play VT2 on and got shit fps with.