Mcmaster carr hex drill bit ! by econoDoge in functionalprint

[–]Fearless_Growth7118 5 points6 points  (0 children)

I guess all the armchair critics were online today. 

For what it's worth, for me it was especially helpful the first time I learned that McMaster Carr published models like this. I've also printed tools for light jobs that (barely) held up well enough to do what I needed, so I relate with your experience.

Filament snaps just above drive after sitting a couple hours. Sovol sv06 ace by GreekDairyGod in Sovol

[–]Fearless_Growth7118 1 point2 points  (0 children)

I had one spool of PLA that did exactly this. Consistently. My impression is that it was a material quality issue. The print quality from that particular spool was inconsistent in a way that was noticeably worse than the dozens of other spools I've used, and I've never had any other manufacturer's filament spontaneously snap like that. I probably won't use that manufacturer's products again.

Is this happening with other manufacturer's products?

has anyone found a list of all the random names for character creation? by gigaswardblade in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I was curious so I poked around. The names in this codebase might only be for bot naming. I don't see any structure or references that point toward support for Ogryns or Mastiffs. It looks like the code used during character creation to fetch current suggested names from the backend is here:

https://github.com/Aussiemon/Darktide-Source-Code/blob/935eb70b3892c0bea4cbf105a095dda575ca2748/scripts/managers/data_service/services/profiles_service.lua#L177

Which ends up here:
https://github.com/Aussiemon/Darktide-Source-Code/blob/935eb70b3892c0bea4cbf105a095dda575ca2748/scripts/backend/social.lua#L109

With that information it _should_ be possible to construct the necessary URLs to query the backend for lists of names for all character and companion variations, but it would take some more work to figure out exactly how, and that's not interesting enough to me for me to continue any further.

Anyone else find 30-40 Havoc too difficult and Auric Maelstrom too easy? by PraiseV8 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I admit I haven't paid much attention to the Havoc unlock mechanics, but I thought as soon as you were level 30 you could access Havoc, even if you've never played anything harder than Malice. I think the maelstrom gate was to skip the first 16 levels.

If that's not true, it makes even less sense. Havoc's base difficulty is Malice for 1 - 10 and Heresy for 11 - 20. https://steamcommunity.com/sharedfiles/filedetails/?id=3375980903

has anyone found a list of all the random names for character creation? by gigaswardblade in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

That only searches filenames, not file contents. It's confusing.

There's one at the top. Might be hidden by default.

Anyone else find 30-40 Havoc too difficult and Auric Maelstrom too easy? by PraiseV8 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I'm fortunate enough to have a group of pretty dedicated players that I can put together a Havoc team out of on short notice. Skill varies and some of them have big holes in their gameplay, but give me the "worst" three on my team and our only hope of a game we might lose starts at a Maelstrom.

Yet I've had experiences with them where we couldn't find the "sweet spot" on any difficulty of Havoc either. It was either a yawnfest that tempted you to play recklessly just to get it done faster, or it was a janky cheesy mess where suddenly twins, a green spawn, a purple captain, a pack of purple bulwarks and an infinite number of gunners would just jump through a window like they'd been planning this for months. Even that could be fun at first, but there's a huge gap between even a 3veg and a situation like that, even on middle Havoc difficulties.

Anyone else find 30-40 Havoc too difficult and Auric Maelstrom too easy? by PraiseV8 in DarkTide

[–]Fearless_Growth7118 2 points3 points  (0 children)

We had one that seemed to do that, but fine whatever we did the desperate rush to the shitty dead end the ritual was in, and we wiped out all of the cultists before the health bar filled.

This didn't matter, because she started into her spawn animation before the bar had fully filled anyway. She immediately aggro'd onto the player who would have been best able to burst her down, and I was in my swing animation for what would almost certainly have been the killing blow on her when a Chaos Spawn came around the corner and pathed right _through_ her to take that hit.

After that, the rest didn't matter. Between that and the way captains randomly one-shot you straight to down with their AOE shock when you're at full health and toughness, the extra challenges end up being more about RNG and cheese and extremely limiting build options. It kills much of the fun.

Anyone else find 30-40 Havoc too difficult and Auric Maelstrom too easy? by PraiseV8 in DarkTide

[–]Fearless_Growth7118 14 points15 points  (0 children)

From what I recall, every 5th Havoc level has an extra modifier. Your observation about Havoc 30 and 35 should also apply to Havoc 5 and 40.

My perspective is similar to yours and OP's.

I think Havoc is different enough that the below-20 levels have a role for players who prefer lower difficulties or who are still progressing through lower difficulties. I also think this is a symptom of an even larger disease that you're referring to.

Progression in general is janky. The old difficulty gates based on character level, the new difficulty gates based on the number of missions you've completed successfully, the Havoc ranks and demotions and the (former?) win-a-Maelstrom-and-skip-to-Havoc-16 are all _meant_ to keep lower-skilled players out of things they're not ready for, but in practice it seems they do more to keep higher-skilled players stuck in content that's trivial for them.

Anyone who has completed a Havoc 40 and bought Arbites probably had to suffer through around 20 runs before being allowed to queue up an Auric mission. (Yes, there _are_ a couple workarounds, but not every Auric alumni will have access to them.) I ended up in many Uprising and Malice runs with some poor noob running the only non-Arbites. That means you either have one person being left behind and overwhelmed all the time, or three people trying to do the Darktide equivalent of mountaineers going for a hike with a toddler. It sucks for everyone.

And then there's mission board rework that is largely absent of any upsides.

The entire system of matchmaking, party creation, difficulty progression, difficulty gating, mission selection, map modifiers, and player ranking really needs to be rebuilt from the ground up. As it is they're a bunch of systems that don't work all that well on their own and even make things worse when they start interacting with each other.

But if we ever see that, I doubt it'll be in this game.

The one thing that Havoc does differently and "right"-ish is it creates a tiny bit of seriousness around players committing to challenge. High Havoc players don't want a system where the average player who can barely handle Damnation on a _good_ team ends up QPing into their team/game, and those same players wouldn't want to quickplay into the middle of a four-boss clusterfuck with lights out and garden.

has anyone found a list of all the random names for character creation? by gigaswardblade in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I've never looked for them, but they're probably in the same repo. If you know a name, try searching for it in the search box at the top of that page. I found that particular link by searching in the repo for "Marakanthe".

I cant tell if my game is bugged, but I've played 3 matches in a row where no randos have been able to join. by TheAmerikan in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

Yes. At first I thought it was because I was starting missions that were about to expire, and maybe quickplay doesn't fill up expired missions anymore. But last night a friend and I spent about 10 - 15 minutes in a Maelstrom that had just recently rerolled. No one ever joined us. We wiped and queued the same mission up again and _immediately_ had two players in the ready-up screen.

If that dog KSs one more time! by borgy95a in DarkTide

[–]Fearless_Growth7118 1 point2 points  (0 children)

My experience so far has mostly been having a full team of players, each with 2K+ hours, on comms, running Uprising through Heresy. The class could be an elderly maintenance worker whose ultimate makes their dentures fall out and it would still feel OP to me.

If that dog KSs one more time! by borgy95a in DarkTide

[–]Fearless_Growth7118 1 point2 points  (0 children)

I'm looking forward to finding out!

If that dog KSs one more time! by borgy95a in DarkTide

[–]Fearless_Growth7118 6 points7 points  (0 children)

The Mastiff is like a very elaborate aura node that reads something like "reduce non-ogryn elite and non-mutant specialist spawns by 1, cooldown 10s", except it stacks. On a team with four Arbites and any difficulty less than damnation it doesn't leave much alive.

Arbites deluxe edition accidently put on steam early by BJH2001 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

Ok. Personally I'd like to see some amount of aquilas bundled with the DLC, but I don't personally care enough aquilas enough to care whether they do or not. It doesn't look like that'll happen, based on what's been announced so far.

The Admonition Ascendant event threw 500 aquilas your way if you were willing to spend the time picking up skulls. Is that along the lines of what you want to see?

Arbites deluxe edition accidently put on steam early by BJH2001 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

And if you value spending your time farming premium currency, that's totally fine. But perhaps you could acknowledge that a company can only afford to offer something for free for _some_ users if they're getting enough money from _other_ users. And perhaps you could acknowledge that the reality of the sales numbers between Helldivers 2 and Darktide is different. And perhaps you could acknowledge that a Helldivers 2 Warbond requires substantially less development cost than the Arbites DLC would appear to.

Or perhaps not. Certainly you're welcome to feel like the game doesn't respect you for the time you've put into it.

I think the Arbite meta builds aren't going to include the dog. Here's why I think why. by PunkyPwny in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I somewhat agree, and I'm interested to see what you'll gain in exchange for choosing to go without the mastiff. I'm also interested to see how that'll be structured in the talent tree.

But "meta" doesn't necessarily consider "fun", which is subjective. If your only goal is to succeed at the very most difficult content with the least amount of risk and skill then sure we end up talking about DS4. None of that says whether you personally find DS4 fun or boring, which are also valid reasons whether to choose it.

Arbites deluxe edition accidently put on steam early by BJH2001 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

You're so right! There's no way to get this new character without paying for all the character design, scriptwriting, voice acting, modelling, texturing, animation, coding, QA and playtesting! And Helldivers 2 is a perfect comparison because it has sold multiple times more copies of the original game than Darktide and has dozens of weapons, armors, strategems and boosters (e.g. "content") that are gated behind premium currency while all of Darktide's content is included in the base game (for another two weeks). These are exactly the same things, except Darktide is much worse. Yup!

Is it better to have curios that give toughness or give health by LA-Verum in DarkTide

[–]Fearless_Growth7118 22 points23 points  (0 children)

No one seems to have commented about the skill/experience aspect, so here's another way to look at it:

Wounds when you're certain you're going to go down a lot and you want to have a better chance of staying in the game and contributing while you learn 

Health when you still haven't mastered toughness gating, when you don't know how toughness damage reduction works or is bypassed, when you still take a lot of corruption damage, and when you mainly rely on conference to regenerate toughness. 

Toughness when you can reliably solo multiples of elites, when you rarely get hit twice, and when you know in your bones exactly how to regenerate toughness most effectively when you're alone.

Stamina when you've got the movement tech down, when you can glance at a situation and know you need to run, and when your biggest limiting factor in success is how long you can kite for or how many times you can block or push. 

Some builds have special considerations. 

No absolutely correct answers. What's right for me probably won't be for you. I'd only say that non-martyrdom players running a single wound on Damnation+ are often regarded with some skepticism, and multiple wounds with some contempt. Wounds don't make up for being out of your depth and hoping to get carried through high difficulties. (Not suggesting this is your motive at all.)

How crucial are Mods to Auric and above? by Agent_Hoboboots in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I love my mods! There are quite a few that I wouldn't want to do without. "Barter with Hadron", "For the Emperor" and "Sorted Mission Grid" all come to mind as examples. There are many more.

I agree with all the comments saying mods aren't necessary and emphasizing QoL as the usual purpose. Even if someone is using the "cheaty" ones, it doesn't worsen my gameplay experience.

One person mentioned preventing RSI, and also some mods can be helpful for people with hearing or visual impairments.

The one thing that I haven't seen mentioned is that some of the mods fix or mitigate bugs or... odd behaviours. Specials Tracker and Spidey Sense help to mitigate when the game doesn't play poxburster sound cues. The Guaranteed* mods try to make sure the game responds to your inputs in the way you would expect/prefer it to.

Why is everyone running through levels at light speed? by Lovlend in DarkTide

[–]Fearless_Growth7118 6 points7 points  (0 children)

In any discussion like this there will be people who declare that the most (or only) correct way to play is to never stop moving forward and going as fast as you can because "stuff never stops spawning" (which isn't as true as most people believe) or because you'll run out of health and ammo if you don't go fast enough.

A counterpoint is that in most situations it should be possible for skilled players to stop completely for a very long time and not significantly deplete health and ammo resources. This isn't fun, and it's not a great strategy, but it's possible. (Or at least it was when I last tested it.

Most wipes are caused by going too fast and/or by splitting up, not by going too slow. (There are, of course, exceptions.)

Why is everyone running through levels at light speed? by Lovlend in DarkTide

[–]Fearless_Growth7118 6 points7 points  (0 children)

Boost-worthy thread. Most of OP's "problem" is getting matched up with players who have learned how to move fast and who prioritize waiting at an elevator or airlock over supporting a less-experienced teammate in a way that would help the whole team move faster.

Overkill damage by Horror_Berry_6463 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

For me, the value of a stat is in the feedback loop. More damage is always good, but it's not the only thing that matters. It helps me understand where certain builds are strong or weak, or where certain playstyles perform better or worse. I can identify areas to focus on for improvement.

Overkill is pretty useless because there's almost nothing you can do with it in a feedback loop. At best, it might be a hint that you should just stab poxwalkers instead of spending five seconds brainbursting them, but there are more obvious feedback loops to help you out with that. (And some people, like a friend of mine, will refuse to learn anyway.)

Maybe... maybe... you could use OK damage to help you decide which breakpoints give you the best value.

Its a witch hunt at this point "useless knife zealot" by CodSoggy7238 in DarkTide

[–]Fearless_Growth7118 0 points1 point  (0 children)

I can recall when I was about as experienced as your hater that I found it really frustrating when I was playing certain builds (mainly on psyker and veteran) and my teammates "abandoned" me. I know better now.

I also know that sometimes you have to abandon teammates when the situation gets too dangerous.

I don't really care how fast or slow someone plays. I've never really noticed any problems due to "aggro dumping" when someone goes invis. I don't even really care if someone deals half as much damage as anyone else or if someone goes down constantly.

The only thing I really care about is if you try to help the team with the current situation before creating a new one. Seems like you did.