A way to improve the crafting system without destroying "Darktide's Design intend"

Let us reroll both perks of a weapon freely in two ways:

By paying Ordo Dockets you’ll get T2/T3 perks each refinement.
By paying (a hefty amount) of materials you’ll get T4/T5 perks each refinement.

Also let us rebless BOTH blessings. (The way you handle combine / earn blessings is fine and would justify the RNG shops existence)

Ah yes… when we get a decent 370+ base weapon. Let us choose which weapon stat (finesse, damage, penetration whatever) we can increase further.

By paying Ordo Dockets you’ll get 5-15% more on a stat of player choice.
By paying (a hefty amount) of materials you’ll get +20% mor on a stat of player choice.

This way we get 400 base weapons of our choice (realistically without grinding 500h and praying to RNG Jesus) without makin the stats itself useless and without making the rng store / material / ordo docket ressources obsolete.

Thank you for your time.

Please like and comment / push this thread if you think they should do something like this.

At this point we should question the design intent itself, as it is obviously trash, instead of doing their job of fixing it

5 Likes

While I do agree…

… question 1: What can they do ASAP. I dont want to wait 6 months for an overhaul.
… question 2: How much can they actually change? I dont know how immeasurably complex the code behind all this is, but it might be really hard to change entirely in its core. Also we dont know how much they are actually allowed to change. Will Tencent allow a less rng system that is not focused on cash generating slot machines entirely?

Just my thoughts ofc.

I’m confident that the “immeasurably complex” part isn’t about the code, at least not solely. Hedge was referring to progression siloing there, and his comment suggests that this feature is a foundation of the game’s “design intent”.

I believe the “complex” comment was saying that they cannot remove or radically change the decision to silo progress without also radically changing other features and systems, because doing so would be harmful to some or all of the game’s current design goals (ie, the “design intent”). Changing this would entail a huge amount of work for the company and would indeed be incredibly complex.

I’m also confident that the restrictions we see on gear modifications are also a part of this “design intent” and so I don’t think they’ll change them in any huge way.

2 Likes

Yeah true.

Which would be a shame because the gear restriction is what kills the game for me entirely. I can’t help but it’s true. I’m not willing to gamble for gear. I’m not willing to not be able to adjust gear to my liking in such a game.

Sad for me personally (and almost all friends apart from the really addicted ones xD), i’ll stop playing then.

1 Like

If you don’t mind the progression siloing it probably isn’t all that bad.

If you spend all your time on one character, you’ve got a lot more access to weapons for that character and thus more chance to get a weapon that you can perfect with the restricted set of weapon changes.

And then there’s the ‘boon vendor’ which was leaked in the code a week or so ago, which looks like it will sell buffs for things like weapon drop rates and the quality of weapon drops, further improving your chances of getting something you can work with. Assumedly these buffs will cost aquilas, but who knows. This is assuming this vendor is coming, but I’d say it’s a safe bet that it is.

Again, everything you say is correct. IF they stay in the direction they started.
And again, if that’s the case, the game’s dead to me either way.

It’s unfortunate. I can deal with most bugs and stuff (I will complain about them though) as those are definitely on the list for the devs to fix, but the core design of the game? That’s more or less set in stone, and when that comes with features like progression siloing, well, that’s just not good for my enthusiasm.

The design intent is to separate us from our dollary-doos. It’s 100% working as intended based on the number of folks buying cosmetics.

Considering almost no one is playing the game anymore I cannot imagine they are separating many people from their dollary-doos. :slight_smile:

1 Like

You are right.

Whenever there was a content drop or a bigger patch whatever, I bought 1-2 skins in Vermintide 2 to support, to tip, to pay. I enjoyed what they added and I enjoyed the game. Fair is fair!

There were couple of oportunities to do so over the last 2 years or so.

Exactly 0% left of those positive vibes in Darktide. With their current launch and “design intend” they (might) have a good short term profit. (I totally regret having bought “tHE iMpErIaL eDiTiOn” with its mediocre cosmetics and 2.5k “prEmiUm cUrReNcY”, but that’s totally on me - I was hyped)

In the long run it’s the worse option.

My fear is that they will go the same route as VT2. It took so long to get around to crafting that they eventually said that they wouldn’t change the main crafting system (only tune it) because of how long it had been in the game. That’s parphrased, but it was a statement based on how positive players were about the weave crafting/Athanor system and how they wanted it in the game.

I really do hope that they realize how much many of the systems in Darktide sucks and that they aren’t afraid of some pushback in case of some more major changes.


I mean, really, you could even use the current systems to great effect and remove pretty much all the problems.

  • RNG store with base weapons
    – one of each weapon (grey)
    – a chance of good blessing & perks pre-rolled
    – a way smaller (or no) span in regards to modifier score (all 380 or 360-380, when at lvl 30)
  • Grey, green, blue & purple tiers (when at lvl 30)
  • Perk crafting
    – You can choose perk after reaching free re-roll stage
    – You can re-roll all perks
    (Optional: unlock re-roll of second and third perk-slot)
    (Optional: sell blessings of tier 1-3, separately)
  • Blessing crafting
    – You can change both blessings
    – When you unlock a blessing you can re-use it multiple times
    – Blessings are character wide
    – You can retrieve 1 blessing by dismantling a weapon with that blessing (you get that blessing tier only)
    (Obvious QoL like replace tier 2 rending with tier 3 rending, when it’s unlocked, to avoid clutter)
    (Optional: unlock changing the second blessing-slot)
    (Optional: “Keep” option to upgrade lower tier blessings by combining them with other lower tier blessings)
    – You can purchase blessings (see next point)
  • Melk’s shop
    – Melk’s Weapons: only orange with a 380 modifier score + best tier blessings (random blessings/perks/modifier distribution)
    – Melk’s Blessings: Selling max tier blessings to add to your unlocked blessings
    (-- Weeklies that are more engaging)
    (-- Weeklies that are character wide)
    (-- If cosmetics in Melk’s, then sure, add that too)
  • Curios
    – Stay as is or sell curio template and let the player unlock per 2 & 3
  • Emperor’s gifts
    – More gifts and no weekly cap
    – Add rarity and quality based on e.g. tier / secondary objetive / modifier (/ possibly: performance e.g. no-one dying)

There is no “design intent” other than making the game grindy and realising that the intended weapon-modification-system was too much work.

We were told to kill the heretic, and if “Darktides Design Intent” is not heresy, then what is?

I would prefer to wait even more than 6 months to get a reasonable, mature and above all user-friendly system than continuing to suffer this casino feeling in a WH40K FPS. And let’s face it, if no new maps are added or the hub is reworked in parallel to ensure a less frustrating and more varied mission selection and the introduction of a rewarding lategame, the crafting system won’t change the disastrous state of the game and probably won’t contribute much to long-term motivation.

I can hardly imagine that such changes are “immeasurably complicated”, but rather a matter of will, time and money. The question is whether Fatshark has reached its financial goals with the previous revenues and whether the long-term revenues from the ingameshop are sufficient in the face of degenerating player numbers. For Tencent, investments are also primarily about earning money, and if concepts don’t pay off, then investors will certainly support a rethink.

… or pull the plug.

Well, if you invest a few million in a project, you’re probably looking to make a profit first and not bail out at the first available opportunity, probably at a loss. This is also just a guess, since I have neither a clue about business administration nor do I know the financial situation. But I think the fear that Tencent will “pull the plug” is rather unjustified.

You sure?

Darktide sold relatively well regardless. If FS is seen more as a burden than a long time profit, why not close the studio down or shrink it to nonexistence?

Tencent could easily afford a (for them) small loss in the process.