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Deep Rock Galactik and GSG disagrees with you and proved how well modding can be done without throwing away the base game
Man on internet has strong opinions on something he knows nothing about and refuses to educate himself about.
In other news the sun still shines once a day and the sky is still blue.
More news NEXT WEEK TM
For 1. I can only agree with two mods that I know of that could be considered cheating
Healthbars (sorta not really(
And the mod that allows your to always first hit with your weapon in a combo. (this is not really humanly possible)
Other than that is QOL mods so if seeing how long until your teammate has his career skill back is cheating you must not understand cheating
2. That's a Fatshark problem not a modder problem blaming the modders makes no sense here as well as out of the month I have been playing with mods only one mod caused me to crash or not work with the game and that was Numeric UI when the penance update came out. I have 30 mods active.
Regardless, it's a pretty significant advantage to the player, and kind of blurs the lines of whether mods can be argued as a niche for QoL features or objective advantages people can mod in to make the game easier.
Mods allow for players to add specific functionality that a developer has no time/interest in adding
One of the mods on my personal top 10 must-have list is the constant-FOV mod. This mod prevents FOV-scaling changes that are associated with ADS or volley-fire. This FOV scaling is intended to "zoom-in" your vision while aiming or using volley-fire to help you aim at small targets.
However, my aim is good enough that I do not need to 'zoom-in' with any weapon to hit a target that is a few pixels wide. More importantly, darktide's engine changes mouse-input scale by FOV scaling. This means that anything that scales FOV changes the resulting input response, which disrupts my hand-eye coordination.
Keeping the same FOV and the same sensitivity in all situations allows me to configure my settings to be exactly the same as I use in other shooters.
Having said that, the result of FOV scaling is not huge, so the discrepancy it creates is, admittedly, a fairly miniscule change in cm->pixels input response. Consequently, it is not something most players would even notice or care about, so there is almost 0% chance that fatshark would ever add a feature to disable this.
But since things like this DO matter a great deal to a handful of players, mods become a way to add a feature that only a small fraction of the playerbase has any interest in.
This gets a hard agree from me. I do not like the idea of players who have a mod having an inherent advantage over players who do not have it.
Another mod I feel uncomfortable with is the 'book-finder' that alerts you with a text message whenever you are near a grimoire or scripture. Technically, this only triggers based on the faint SFX that these books play when they are close by, but in practice there is a big difference between the barely audible book sounds and a text alert that flashes GRIMOIRE NEARBY on your screen.
I must admit, I used that one for a while. Eventually I decided that it pushed the limits of what I feel is acceptable for modding, and now I don't use it anymore.
At the risk of creating yet another "scoreboard" argument, I feel that this is a mis-attribution of the root problem. The game has gotten easy enough for long-time players that the risk of losing a run is no longer relevant for most games regardless of difficulty.
When there is no real chance of losing, competition between players becomes more engaging than absolute-best-practice-cooperation to win a mission.
I don't argue that it can change the way people play: I know from personal experience that it can prompt me to make decisions that are not in the best interest of myself or the team; the most obvious example that comes to mind is a tendency towards skipping superfluous ammo-pickups that nobody else needs, just to avoid accruing "ammo wasted" because of how this will inevitably affect my score.
Instead I suggest that rather than causing the wrong behaviors, the appeal of self-improvement or competition becomes a reason to continue playing when faced with am unchallenging co-op environment that many players would have otherwise lost interest in.
When faced with the highest level of difficulty, that same decision of "should I pick up the large ammo-bag that nobody else needs if I am only missing a clip or two" immediately becomes irrelevant: you do whatever it takes to win the run, no matter how that might change the scoreboard.
Only bad players place any value on having "the best score" for a failed run.
Godmode, unlimited ammo, noclip, unlimited stamina, insta-kill on weapon hit are cheats.
If mods are cheating then everyone using boss addons in WOW is cheating...because its a HUGE advantage in dungeons and raids.
No one said it was a cheat. Several people (myself included) have stated that healthbars are on the border of what mods should not be allowed to do.
There is a practical difference between the UI addons in world of warcraft that provide normally unavailable information when compared to the use of similar mods in this game.
Darktide is a fast-paced action game where split second decisions can result in winning or losing during a high-pressure situation. Frequently, elites spawn in large groups of identical units and are surrounded by weaker enemies that make them harder to keep track of.
Being able to track the lowest HP elite in the middle of a jumbled squad of multiple identical elites offers you the ability to choose your targets sequentially in a way that can directly change your ability to survive that situation. This is not always practical without accesss to this information.
It is similar to another mod (which was removed) that allowed players to automatically tag elites, and worse, would even allow one player to tag an unlimited number of enemy units. Normally, each player can only tag one enemy at any given time. This makes your 4 combined marking-tags a resource that offers a valuable source of information when each player uses it effectively for the good of the team.
But if one player has a program that automatically marks every single elite enemy (without any effort by that player, mind) this completely trivializes a core skill required for effective teamwork, and radically alters design balance by removing any effort and coordination required in any given combat situation, since every player on the team can now keep track of every taggable enemy at all times without even having to pay attention.
I am not trying to argue that using healthbars is cheating. What I am suggesting is that the mod does something that mods should not be allowed to do.
My personal sentiment is that I do not want to use any mod which crosses that line.
However, if you feel comfortable using it, that's your call. Until anybody officially declares such a mod 'not allowed', I'm fine with people using whatever is at their disposable if they feel comfortable with. I don't agree with your choice, but it's not my place to tell anybody else not to use it.
WoW at its highest level (pvp and raids) is a fast-paced game as well. Where split second decisions can result in loosing the match (pvp) or the whole raid wiping (pve). The issue is much more severe in WoW as ingame loot / ranksis gated behind higher difficulty.
In darktide you wont be able to gain anything that other people not using mods cannot.
Anyways, the benefits that healthbars provide are too tiny to warrant their ban. Its quite hard to abuse. They appear only for a few seconds when something is being damaged...and then they disappear.
No no, there are def QoL mods that should just be done by the developer vs some random dedicated human who likes to mod games (bless them).
Customizable UI
Healthbars/DPS meter
Re-roll till T4 perk
Ping Monitor
Graphic Options
to name a few that could easily be done by the devs.
As far as cheating goes, im not saying it doesnt happen. I am saying ive never seen it. Unless we count getting netted thru walls then game cheats all the time.
Disagree. Its important to know who didnt carry their weight in T5 Hi Int Shock, so i can block them and not have to play with them in future. Scoreboard generally answers that question pretty effectively. #Value
The worst cheater I've ever seen in the game was a sniper who was somehow invisible in the sky above, outside the map. Got two of us straight from above and we could not hit him back at all as the map edge ate our bullets.
But luckily this has only happened once so far in all of my hours spent in the game.
i saw this clip of a dude getting picked up and carried around by a mutie for like 7 seconds. that was some golden comedy.
if i lose, i always try to pick out a half dozen things i should have done differently, so I have very little interest in whether my teammates were pulling their weight or not
when you have done everything humanly possible and managed to play perfectly, but still end up losing despite that, THAT is when you can worry about blaming your teammates
Seeing very questionable enemy marking. Also noticed this week that there are players in damnation sliding all over in all directions. A lot of back sliding, left/right sliding. All while swinging a weapon and aiming rifles in hordes.
Spent quite a bit of time in the psyk checking the keybindings and none of this is possible. What is the point of playing if using scripts / macros to play the game in ways that would literally require 3 hands and perfect / consistent timing. Totally trivializes damnation considering how broken the dodge-sliding feature is.
As you might imagine this is coming from someone that avoided mod servers in Vermintide.
I do this all the time without any effort, you sure you are using mouse and keyboard? with hotkeys setup? git gud maybe? XD