After the crafting Update, Good Enough?

oo i wonder what these polls will show? LOL

2 Likes

Iā€™m not ā€˜dissatisfiedā€™ with what we have, but I would prefer some system that let us iteratively improve our equipment. RNG is fine to me if I donā€™t like the RNG, I can scrap it and work towards building what I want.

Iā€™m content when its better than what we had previously, as was promised before the games launch.
I still can create maxed gear in vermintide2 way easier than I can in Darktide and Iā€™m not absolutely screwed if some balance change actually happens to change something with perks.

There is insane amount of potential ideas to get us there, good start would obviously be to just accept that locks are stupid. Attachment system has lots of potential for this type of game, etc.

2 Likes

Just let us pick and chose after we reach lvl 30, like we do with class skills. More anathor like system.

Grinding to make a build has no place in tide games.

5 Likes

I voted in the polls, but would like to add a little nuance:

I know most people would prefer a crafting system like that of Vermintide 2, but (and I realise this is an unpopular opinion) I personally think Darktideā€™s crafting system is more interesting, and, while I agree it is not ā€œperfectā€ yet, the updates to it since launch have allowed it to reach a state I personally think is ā€œgoodā€.

First, I like the fact that each weapon has stats roll. This makes finding new weapons interesting, even when you already have a great one. The Bruntā€™s Armoury also give a way to farm for a good roll for a specific weapon, and is amazing when you want to try out a new weapon, get a decent weapon to start out a new build. However, when you reach a very late stage of character progress and already have good weapons, farming for upgrades becomes tedious and not mechanically interesting (mindlessly buying a shipā€™s worth of weapons and selling them until one catches your eye), and becomes exponentially expensive (while I havenā€™t reached that stage yet, I have several friends who complain about spending multiple millions of dockets without getting a base rating above ~376).

As such, I think the Bruntā€™s Armoury is a very interesting, versatile, and interesting item acquisition method for early/mid character customization, but not for high-end weapon base acquisition, and I think adding a new item acquisition method aimed at this high-end stage would go a long way.

A reworked Melkā€™s shop would be a good candidate for such an item acquisition method, as it currently doesnā€™t serve a clear purpose (random items are far too expensive given the randomness layers behind which good weapons are gated - random weapon type, and random rating which is far too low on average for the cost) and could gate high-end weapon bases behind some interesting and compelling mechanics (like contracts).

I donā€™t claim to know what such a rework could look like exactly, but two mains things that I believe should come with it are base ratings with have a much higher average, and some way to avoid getting weapons that are filled with T3 perks and blessings, which, for high-end crafting, are sort of a dead weight.

The other thing I wanted to expand on is the idea of ā€œred itemsā€ with no ā€œlocksā€. I believe those items, if implemented, should be very rare; and while I think they should have a very high minimum base rating (maybe somewhere around 375/377?), I believe there should still be some randomness to their stats. Simply having a weapon that has perfect stats / stats that you can change at will, and perks and blessings that you can freely change at the same time, would remove any and all incentive to so much as look at other weapons of the same base.

I understand that the last point I made is very divisive - Fatshark, as well as myself and others, think that leaving room in late-character-progression crafting without making the acquisition of ā€œvery goodā€ items too hard is interesting, while many others say they would prefer VT2-style red items and just forget about item acquisition altogether past a certain progression point.

While I understand the people who say they would like a ā€œred item and be done with itā€, Iā€™ve been greatly enjoying looking at what weapons I get, what compromises to make with weapon stats (ā€œthis staff has amazing stats everywhere but on quell speedā€¦ Would it be possible to make a build that doesnā€™t actively quell much to make up for it?ā€, for instance).

In my humble opinion, as long as ā€œhigh-endā€ item acquisition and crafting makes little actual difference in player power (which is currently the case - going from a 370 base to a 375 one feels amazing and satisfying, but it wonā€™t make you suddenly destroy auric maelstrom mission), this ā€œmin-maxingā€ process can be very fun and satisfying without gating a significant amount of player power behind very long grinding.

/walloftext. ^^ Iā€™ve been thinking about all of this a lot and for quite some time, and I thought that if there was any occasion where writing a novel to give my thoughts and feelings on the matter, might as well be when BigFishā„¢ explicitly asks for feedback, right?

Looking forward to the class rework! #ogrynrockmain

3 Likes

A poll thread made by someone else. What heresy!

Anyway, good thread. :smiley:
I gave it my votes.

But the idea to separate Diamantine and Plasteel and use Diamantine for Lock Removal, stat upgrading, Tier upgrading and more is a grant idea. Definitely the best, because it solves two problems at once:

  1. Diamantine currently being superfluous.
  2. Crafting having issues.
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I am miffed that we donā€™t have a way to upgrade a weapon to ā€œmaxā€ and then the locking crap reducing the amount of customization you can do on a weapon.

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The minimum takeaway is that to 99.99% of people the crafting is a big MEH at best.

Which is a shame for a game that has S-tier and arguably best in genre gameplay. Gameplay that good deserves crafting that is better than a ā€œMeh at bestā€, it deserves actually good crafting that people have good things to say about.

The Fatshark that decided to go the extra mile with the classes/skilltrees just isnā€™t the Fatshark that wants to leave crafting in such a BLEH state imo. So I think itā€™s likely the crafting will be superseded or replaced with a new system at some point.

1 Like

kill locks kill random roll loot kill them all

Give me gun/curio and let me tinker with it like it were the winds of magic athanor but for maingame instead of horrible weaves

problem solved, oh as well kill the cost for changing perks and blessings thanks

Iā€™ll add this as well, even with the funny plasteel thing going on I STILL DONā€™T HAVE WHAT I WANT Iā€™ve wasted MILLION on brunts just for a chance to have something with the right stat distribution I want, only to have it be a brick that I just scrap anyways, this is horrible, I do not want to keep playing over and over to get back all my dockets just so I can gamble at brunts, I hate it, itā€™s not fun, its not engaging it makes me want to scream and smash something, it is beyond abhorrent that itā€™s been like this for almost an entire year, this entire retention system needs to be taken out back and shot.

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Locks need to go, the influx of X-Box players wonā€™t mean a thing if they see how abysmal this system is and leave as well.

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Me and the people I play with say the exact same thing, everyones gonna go wow at the new skilltree update and then leave after a day when they canā€™t craft the weapon they want because of locks

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For me I agree it will end up being me picking skills and talents to match the gear I have managed to acquire vs picking gear to match the skills I want.

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same applies with selecting maps/difficulties/modifiers too LOL

Nah, picking is a non-issue to the utterly overwhelming majority of people these days. The amount of complaints I see about picking compared to before Auric was added is like 0.001%

I actually mostly agree with Vatinas. I donā€™t try to fadm 380s. I just use 360+ and get good perks and blessings. Which is why i am mostly just upset about blessing acquisition itself.

1 Like

literally me and the people i play only mostly wanna do monsterous auric and thatā€™s a gamble, we have to wake up every day and hope we have good mission IDā€™s to use for mmt, we literally are at the mercy of having the game decide when weā€™re allowed to play monsterous

I donā€™t like only playing that mode quite that much, personally i like the other modes just as much. Monstrous is super fun though.

My answer is no. Itā€™s not good enough. Itā€™s not even good at all.
The Update to the crafting made it less tedious but itā€™s still tedious and unfun to engage with.
In my opinion the whole crafting system needs a rework but until this happens they should atleast just remove the locks entirely.

Good poll btw. Remarkable that you are still standing strong @brosgw

4 Likes

My answer is not present

Currently on every weapon there are clearly 2 useful blessings and 2 useful perks, everything else is just trash

Remove the locks all you want, people will still just make exactly the same weapons

So no, i am not satisfied with the crafting update (neither with your poll), because no matter how many times you try to reduce the grind, itā€™s still the same inane game of whack-a-mole

Itā€™s not crafting, itā€™s fancy gambling masquerading as crafting

If out of 8 blessings everyone only wants the same 2, then has to roll against 6 other useless blessings + 8x3 worse tiers, then itā€™s gambling and it needs to be called what it is

The locks are only the symptom of asinine foundations

Make every blessing interesting and offer real choices to customize your weapon, until then the crafting system will stay bad

2 Likes

Iā€™ll just say that one of my friends put down the game in January because of the crafting system and keeps abreast of whatā€™s going on but still refuses to pick it up. He feels like itā€™s still not in an acceptable state, and doesnā€™t really reward time spent in the game.

Honestly, I have to kinda agree with him. Iā€™m able to stomach this and itā€™s better than it was, but itā€™s not where it needs to be yet. Iā€™d be fine with having to do a lot of grinding towards a maxed out weapon if itā€™s guaranteed, I like playing the game. My friend enjoyed it as well. The problem is thereā€™s nowhere near any guarantees at the moment. Why should a player continue to invest their time into something that isnā€™t going to necessarily reward them for it? And the enjoyment canā€™t just be the good gameplay, because youā€™ve added a frustration point that weā€™re supposed to be engaging with extensively. Does spending 8 hours of gameplay grinding for money and materials to try and get a single good version of a weapon only to be left with something that still isnā€™t exactly what you want feel good? Not at all.

But as far as positive things go, Iā€™m happy that thereā€™s a common pool of resources. Iā€™m actually playing the other classes now, because I wasnā€™t before. There just wasnā€™t really a point to it when Iā€™d have to put in a truly ridiculous amount of time to get weapons that were close to where Iā€™d deem acceptable, especially based on where my expectations were from my main that Iā€™d put 300 hours of work into getting good gear for. It also incentivizes doing the weekly content for each of those classes. Thatā€™s a good thing.

I will say I do have a serious concern at the moment for the upcoming rework on the 4th. Weā€™ll have such a wide variety of builds available, which means weā€™ll want to have weapons built for those different builds. Hell, there will be a lot of weapons which will have previously been very good which will likely need to change for the rework, and for the balance passes which will undoubtedly go along afterwards. If we keep the locks the same through this rework, people are going to be left with a lot of weapons that a lot of time and effort that were spent finding and building but are no longer optimal. And with the wider number of builds available, weā€™re gonna have to build even more good weapons. Iā€™m unironically dreading the time involved in finding the new gear. Thatā€™s not a good feeling.