A Treatise on Sacrificing Weapons

Finally, a good argument. If you had started with that one, we could have both saved a lot more time. I tested it out, and it took me about 4 minutes. Consider my Treatise rescinded.

Yes. It’s tedious.

For as good as FS is at making fun “combat” mechanics, when it comes to designing support systems, menus, progression elements, crafting, mission selection and game modes etc… they are just not good. We can chalk it up to greed, or laziness, or meddling C-suites, or incompetence, or Arrogance, or Tencent or whatever else. But fact remains they’ve always been bad with the design of supporting systems.

Core gameplay good. Everything else, much less good or bad.

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It’s a miracle. I mean, if this is how sloppy their UI stuff can get, I’d hate to see how clean their code is.

Yeah, I was honestly questioning today if sacrificing should be something that was only around for like a couple weeks then taken out of the game. It feels like they wanted you to actually run around with the lower tier weapons, but as it stands, I literally spent yesterday flipping through my characters buying all the greens and blues from brunt for ordo’s (cause I got so many of those, and forgot until just now it doesn’t cost diamantine until blue…woops), and op I’m now ‘a master’ at this weapon I’ve literally never even swung/shot once in my life XD.

Made sense when the system was implemented, but tbh now I’d be ok if they like, doubled the EXP per clear on all missions then just removed sacrificing entirely. Feels like a bandaid fix that just encourages tedium like this over actually enjoying the game.

That system was made as a huge compromise between old and new players. But in usual fat shark fashion misses a lot of common sense time saving click gates.

Empowering for the +10 or whatever rating dump until max makes sense for a player with like 1000 or less crafting materials in their inventory. Not the 10000 or more player, you can just send that stuff to 500 and take your giant stipend of grind.

Same with this mastery system, that’s why I was letting garbage accumulate in my inventory after hearing the announcement of new stuff. With how much Psyker I was playing I only had to buy a couple things to trash. But it makes no sense why you can’t just go ‘hey max this out’ and take all of my materials in one click. Especially if you had to make a bunch of greens to scrap, like why is that needed. We wanted to move away from having to do lots of pointless item shuffling, and a mandatory round tour of mass buy → upgrade → salvage is the same thing.

Fully agree, the entire sacrificing system is pointless tedium. I’m glad the RNG is gone, sure, but way to ensure people still have to menu for 10 minutes at a time by making the process run through 3-4 different menus for no reason.

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The process doesn’t take that long if you’re efficient about it, but boy, does it FEEEEEL long. At least to me, I ain’t got patience.

There is literally no reason for you to defend this but you’re doing it anyway, why?

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Yeah it’s dumb and adds unnecessary menu time but overall we won on crafting and it’s more than good enough for me to say I’m fine if they don’t make further adjustments for a long time.

If allowing direct funneling of resources into mastery level somehow takes zero resources from anything else in development, sure, go for it, otherwise hope they focus on things more broadly important to the community than saving some menu time you only do once for each weapon type.

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defend what

A needlessly complicated and time wasting system of clicking through menus

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I’m not defending it.

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