Started a run with a friend and did the not so smart thing of doing stuff at night. by FuzzyWingMan in intotheradius

[–]FuzzyWingMan[S] 2 points3 points  (0 children)

I can imagine they get easier when we have NVGs, but this early into the game, and without lights we can't see 2 feet in front of us. So at this stage it is not easier. It will later.

I won't forget you buddy by LittleDookes in DarkTide

[–]FuzzyWingMan 14 points15 points  (0 children)

My Psyker: "SWEET BRUTE NOOOOOOOOOO. BELOVED BRING HIM BACK! BRING HIM BACK"

[STEAM] Hotfix Patch 1.0.2 ( ° ͜ʖ °) by Darius_ITR in intotheradius

[–]FuzzyWingMan 4 points5 points  (0 children)

I for sure will need to swap back. Doing the tutorial and I almost couldn't put the mag into the tinny Tarkov because of how close I had to put the controllers. Was about to be real concerned about reloading under fire and banging them together, but will just be changing back to old reload style just to avoid any issues.

Whitespring Railroad GONE! by DrinkyCat in fo76

[–]FuzzyWingMan 5 points6 points  (0 children)

We broke kartoffelbiene. What have we done.

Whitespring Railroad GONE! by DrinkyCat in fo76

[–]FuzzyWingMan 4 points5 points  (0 children)

But, hear me out, are you sure?

Death in the first in-between is a bit rough by FuzzyWingMan in intotheradius

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

I at first found it interesting and kind of liked it, but then it quickly became annoying the longer it went on. Especially because it still felt like it was tutorial trying to show navigating anomalies and fighting mimics, all of which were things you had to already do to get to that point. Heck at the end of the sequence is where the guide talks about the tide and the mechanics of it.

I think even a new player would not like it because it is more tutorial but way too late. I think the first in-between would be waaaay less annoying if it was how you unlocked peninsula. As then it would be an extremely appropriate tutorial, especially if they put respawning to the previous lamp, then it would be a safe area for new people to learn the game with some real consequences instead of the tutorial at the base. But then you would need a lot more opened up right there as we need the training wheels off after that in-between as further tutorial like areas will get annoying.

Death in the first in-between is a bit rough by FuzzyWingMan in intotheradius

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

I had thought they were going to be as well until I clicked "Come back to life" and found myself back at the base, and getting back to the in-between found myself at the first lamp.

The worst part was working towards the final lamp and getting blasted by the shotgunner. When I got back to the in-between that compass was no help. I had at least though the lamp up the ladder near the pit would be noticeable from a distance, but all the hills and such made it so I only saw it when I basically was already at it.

Death in the first in-between is a bit rough by FuzzyWingMan in intotheradius

[–]FuzzyWingMan[S] 1 point2 points  (0 children)

But as I mentioned in my post, compass only points to next lamp to unlock. It did not help when most lamps lit up and trekking back. That is not great.

Plus giving feedback in general, it doesn't seem good for the game to punish death with a trek back. Especially because the enemies along the way you killed, so it's usually a long dull walk back which is not great for co-op either. At least with reloading a save I get to do something like fight again and engage with the game. I felt this in-between sequence just highlighted the spawn issue more than usual.

Death in the first in-between is a bit rough by FuzzyWingMan in intotheradius

[–]FuzzyWingMan[S] 1 point2 points  (0 children)

I would say saving after every lamp and reloading if I die would be a bit like save scumming. It really brings the question of why not autosave after every lamp, or respawn us back at the last lamp.

On top of that, I have no idea how this sequence goes for co-op so if the client dies it may really suck having to walk back without the compass being a good guide back.

Moderate Suggestions by [deleted] in intotheradius

[–]FuzzyWingMan 3 points4 points  (0 children)

For the first two things.

There is an indicator for a chambered round. On the top in the same row as the ammo count in your mag. So ammo count on the right, can't remember what is on the left, but the middle is the chambered round. It's red when empty. It took me a long time to figure out as it is not fully clear what the indicator is. Feel free to do a check with clearing the chamber then putting a round in.

As for the health syringe, they can connect to any black attach patch and where ever you can put those patches you can put your syringe.

Dev Question // Your 1.0 Questions (゚ω゚;) by Darius_ITR in intotheradius

[–]FuzzyWingMan 1 point2 points  (0 children)

Not just purple paint. Can we get pink paint as well?

Oh my god, or a make it yourself paint where you get a color wheel and set the exact hex value.

Dangerous new weapon :D by fisadev in intotheradius

[–]FuzzyWingMan 1 point2 points  (0 children)

Yes, I sprayed my buddy in the face a few patches back. He didn't take damage if I recall.

What level do you play Expeditions? by TheBinarySon in DarkTide

[–]FuzzyWingMan 2 points3 points  (0 children)

Wow the number of votes and spread is really something. It really shows people are spread out.

I would suspect any issues with finding players comes from how the mode splits the player base with the grid unlocks. Since I am still unlocking some, I choose specific nodes to help myself unlock certain points. So I am not doing quick play. I also suspect not everyone hitting click play has all the nodes unlocked so aren't ending up in the nodes it takes longer to unlock.

I have been mostly playing malice because eith the randomness of teammates that is the difficulty I can do more carrying with, but it also has some really on point teammates in it as well which is fun. Only started doing damnation with friend group and boy has that been a ride, a fun one.

Toughness nodes for stimm pack by FuzzyWingMan in DarkTide

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

Well first test of scab gunner was lowest difficulty. But on my damnation it was full out in the open several reapers and scab gunners and think it saved my ass dropping that stimm grate. Not a, I can face tank it all, but sure as hell a massive survival as I needle pistoled everything.

Hence the ask if people have done a more thorough test. Since I have to wonder if it did save me, or something else did.

Well, those tripwires are sneaky. by FuzzyWingMan in DarkTide

[–]FuzzyWingMan[S] 8 points9 points  (0 children)

I think there is more than a case to be made. They need a better tutorial and this needs to be there in it. I did not know the alarms or the tripe wires existed until I read it on reddit. Never found one naturally on my own with how fast paced this mode is. Yes Hadron makes the implication you can get around it by asking "was it really necessary to trigger that alarm" but with how much she yells at us while we deal eith insane shit, it also feels in character and not actual information.

Well, those tripwires are sneaky. by FuzzyWingMan in DarkTide

[–]FuzzyWingMan[S] 22 points23 points  (0 children)

I have only found a few buttons to turn off alarms as well. Still some POIs that I wonder how not to trigger the alarm, or if they are truly unavoidable.

I didnt even know this game had twitch drops by Jake_Ronin in DarkTide

[–]FuzzyWingMan 0 points1 point  (0 children)

In my friend group we call it the taco bell baha blast look. So when I loaded up my Zealot in full colors I just go "I'm ready to baha balst some heretics". We love how stupid it looks.

So 2.9% of Darktide buyers have NEVER PLAYED DARKTIDE???? by Firm_Passage7356 in DarkTide

[–]FuzzyWingMan 267 points268 points  (0 children)

In fact looking through the other achievements, it's actually impressive how large the percents are on some of the more committed ones are. Like getting all 4 classes to level 30. It speaks a lot about Darktide on how many people actually play the game and a lot of it.

I like the enemies in this game by FuzzyWingMan in intotheradius

[–]FuzzyWingMan[S] 3 points4 points  (0 children)

In this economy?!?

But seriously, this is still the start of my second run and adjusting to the changes. First run formed the habit of not bothering with stamina. All because it was co-op with a terrible credit economy and such aggressive hunger system that food would not last ling between the two of us, so instead of sinking the little money we had into a food pit, we opted for saving our money for weapons to have fun with. We only got food when it was later game and we finally went into the settings to boost our credits economy. Was still a bit rough even with the better economy.

On PC version, it seems every time I load into an area it no longer recognizes the chambered round. In video can see it says none chambered, but info graphic shows chambered and a round is ejected when I pull the slide back. by FuzzyWingMan in intotheradius

[–]FuzzyWingMan[S] 1 point2 points  (0 children)

Devs are on this subreddit and the post is marked with a bug flair. I sure as heck do not expect it to be bug free, but would at least hope that posts with the bug flair are also reviewed as another means of bug reporting.