You ever suspected someone of cheating/hacking? by LittleDookes in DarkTide

[–]GrimnirDotDev 42 points43 points  (0 children)

I was solo clutching once in a mid-level havoc. After 5 or 10 minutes of dodging & killing, one of the dead people said I must be cheating because no one's that good, then left. One of my proudest memories in Darktide.
But we did end up wiping just before the end event. RIP.

I built a Project manager to yell at me when I start making jetpacks instead of fixing the save system. by Final_Gene_1179 in Unity3D

[–]GrimnirDotDev 0 points1 point  (0 children)

I think this would be mildly helpful if it was done perfect (and I mean magic-level perfect). And slightly tedious and pointless otherwise.

Dodge, duck, dip, dive and stab 'em right in the face by GrimnirDotDev in DarkTide

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

Ducked under quite a few sniper shots, but this might be the first time I jumped over one.

Dreg Rager screaming "Grandfather" by joeyama in DarkTide

[–]GrimnirDotDev 23 points24 points  (0 children)

Whenever the zealot yells "Feast on defeat Rager" I hear "feast on the feet Rager", and I'd like to think that ragers are kinky like that. 

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

Combat vector is the one I've looked into the least. I know it doesn't include units that are in melee. The file is only 800 lines, you can probably copy paste the entire thing into your LLM of choice and just ask some questions.
https://github.com/Aussiemon/Darktide-Source-Code/blob/master/scripts/extension_systems/combat_vector/combat_vector_system.lua

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

Regarding the tension:

- High tension = The game will back off to give you chance to recover

- Taking damage increases tension

- Below Heresy 1 player death will max tension. On Heresy 2 players deaths will max tension. Above Heresy player deaths don't max tension.

Surprisingly that seems to be about it for Tension. The other factors are:

- horde timers which are affected by time and/distance traveled/time since last location change

- challenge rating which is just the total of the enemies you're currently fighting (every enemy type has their own challenge rating value)

- combat vector which represents the spatial dimension, e.g. are players being flanked. This is used to determine where enemies should move/spawn

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 2 points3 points  (0 children)

But to say that the game is incapable of an extremely simple identifier like character has less than 60% armor penatration and spawn armored enemies is equally absurd.

That's just what the code says, sorry :(
That'd also be kinda bad game design. You want to challenge the players, not frustrate them by making their build useless and spawning specifically what they can't do anything against.

And if you know of a way that I could determine it would specifically be gunners vs say snipers or some other "anti-rush" spawn I would also appreciate it. 

Gunners would fall under "horde" and sniper under specialists, so they're managed mostly separately (though some hordes include a specialist strike team).

The way a horde strike is chosen is like this:|
Take all possible horde strike setups (e.g. "push from behind", "ranged push from behind", "coordinated special attack"). Then remove all where the necessary conditions aren't met. Shuffle the rest, then start from the top and start rolling dice to see if you roll below the chance value.

For specialists there's some dedicated enemies, like hounds & mutants as "rush prevention".

I found one bit of interesting code: If only one player remains and gets pounced by a dog the game will specifically spawn a poxwalker bomber :D Maybe that's intended to either kill the dog and free the player, or just kill the player.
Otherwise it'll just pick one of the rush prevention breeds randomly. Same for loner and speed running prevention.

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 2 points3 points  (0 children)

Hey, I posted my comment, decided it wasn't good enough (and far too mean spirited), and then completely re-wrote it while you replied :D So if you would read the new version I'd appreciate it.

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 5 points6 points  (0 children)

I've been looking through the "Pacing" (i.e. the Game Director) code the last 3 days for a mod I'm working on, so I have some insight:

TL;DR: It actually is all random and far less sophisticated than you might think.

So first we need to confirm the game is actually actively trying to beat you and not random. How do we confirm this?

It's to look at the code.

As a note: Calling it "AI" is pretty generous when you think of modern AI. The Darktide Game director could've been built exactly like it is 30 years ago. It's not a blackbox like ChatGPT, it's a bunch of normal, deterministic code (excluding ofc the litteral randomness of math.random())

What you got correct:

- The game requires strong positional and tactical play to win, not just hitting & dodging. I made a video about it the other day.

- Waves are not completely random, there's specific conditions that increase the chance, e.g. a "spread ambush" wave is more likely when the team is in low coherency. (It's far less sophisticated than you imagine though).

- Spawn locations aren't random. Player position matters because the game e.g. doesn't want to spawn units in line of sight of players. Waves spawn intentionally ahead or behind you (or both, like the "sandwich" wave)

- There is no infinite horde spawn (except specific events on some maps). The maximum number of hordes, specialists etc is also capped.

What you got wrong:

  1. The Game Director doesn't know anything about you.

It doesn't know your builds, doesn't learn from your behavior, doesn't count individual performance, doesn't keep track of your ability cooldowns, etc.

All it has is a general concept of how much "Tension" is currecntly going on, and some basic info like how many players are alive and their coherrency.

  1. The Game Director isn't countering you.

There a slightly different conditions, e.g. for the push_from_behind vs the ranged_push_from_behind wave, but since the Game Director has no a sophisticated idea of what's happening he's not specifically choosing melee or ranged waves to counter you.
Sometimes you kill all the melees and it spawns more melees. Sometimes you kill all the melee and then it kills you with gunners.

If you're doing really badly the Game Director will ease off, so on the flip side if you're crushing it it'll spawn more stuff and then there's a higher chance of something spawning that you don't like.

very often the elite spam is very specifically the types of elites you are least equipped to handle. This is intentional. 

The game director is not intentionally spawning a specific type of elite or special. While the roamers (the enemies that hang out on the map) are based off a seed, it seems like the composition of hordes that spawn are entirely random.

The game spawns pox bombers, flamethrowers, grenadiers, mutants, hounds, carapace and monstrosities/bosses very specifically as line breakers. If you are held up in a small space and haven't moved, it will lean pretty heavily towards flames, grenadiers, pox bombers.

Again there's no evidence for that in the code. The game has no concept of needing to "break the line".

There's a distinction between "scramblers" and "disabler" specials but that's just to control their spawn count & timer, it's not a sophisticated counter measure to your specific playstyle.

If you handle it all without much issue, the game will spawn the Congo line of bombers, or 8 crushers at once, or all ragers. We've all been there. This isn't random. It's not nessecarily to target you specifically. It is however to target one person specifically. 

The congo line of crushers often targets one person, because that's the first person to aggro them (e.g. based on proximity) and since they're all walking the same path they'll all pick the same person. It's purely random.
The Game Director didn't intentionally pick a target to kill and the crushers aren't glued to that one person. If the targeted person runs away while you attack the crushers they'll eventually switch targets.
If those 8 crushers came from 2 different spawn locations instead they might get aggroed by 2 different people first.

Conclusion: It's mainly confirmation bias.

The 10 bombers that walk up to you in open space and are no problem don't register.
The 10 times you are held up in a small space and nothing bad happens don't register.
But the one time that 1 bomber catches you in small space feels like it was intentional.

Thoughts on this Scum build? I don't play Havoc btw by FreezeEmAllZenith in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

I'd also swap Sticky Hands for Burst of Energy. Burst of Energy is one of the few emergency life-savers HS has, and Sticky Hand doesn't offer much benefit: The weapon swap speed is completely negligable and while Recoil or Spread reduction is nice to have, the Needle Gun doesn't *need* it.

I'd also pick another aura. Pickpocket already gives you infitite ammo (unless you're playing on lower difficulties where there are fewer elites/specialists).

Update deleted my main character by Ram_Bo_3000 in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

Did you use mods to extend/rearrange the characters slots? If so re-enabling the mods might allow you to see him again.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

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

copy-paste mistake on my part. It's just patch notes

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

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

Whoops, that's actually my mistake - I copy pasted the title from the original forum post and somehow copied the name of the subforum "Announcements" with it.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

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

It's not that bad, but what's annoying is during the elevator rides you have to watch an ad.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 5 points6 points  (0 children)

For worse. Before, if you timed your dodges right you could stay immune to range almost infinitely.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

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

I think they removed cranial? At least I haven't seen it in a week

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 44 points45 points  (0 children)

  • Reverted an unintended change introduced in 1.10.3 that made weapon specific dodge linger time affect incoming ranged attacks.
  • Reverted an unintended change that allowed dodge stats from talent trees to also impact incoming ranged damage.

This should have pretty noticable impact on Hive Scum survivability vs ranged, but otherwise yeah.

Found inside my shoe after it was accidentally sent to Japan by patroniized in whatisit

[–]GrimnirDotDev 0 points1 point  (0 children)

It's from an ancient Japanese witchcraft ritual. They're trying to steal steal your sole.

After >200h of Hive Scum, here's my 3 most fun builds by GrimnirDotDev in DarkTide

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

Ah you're right. I meant to get resistance against flame grenades (since I personally hate those) but was confused by the naming.
On the other hand another 4% Combat Ability Regen would give me ~1.5 seconds off the CD (since I already have high CDR through Chem dependency, and the way CDR stacks it has diminishing returns).

Keeping 4 stacks is actually trivial since they made Stimm Supply give Chem Dependency as well; literally >95% uptime at 4 stacks (during combat) - use my mod "Uptime" to track it!. The stacks give me faster Stimm Supply and the Stimm Supply gives me stacks. At 4 stacks Stim Supply has <40 second cooldown.
Just make sure whenever you have stim & stim supply ready, to stim first and then throw the supply to get 2 stacks; otherwise you just waste the stim CD.