Again, if you have to argue against a straw man, maybe you should just admit you’re wrong and I’m right. Because nothing I’ve said has anything to do with the post you just wrote, so you’re just arguing against your own imagination (your own imaginary version of me saying imaginary things in your mind, instead of the real person talking to you right now).
Lol you know what if it makes you happy sure.
I’m very sorry I random rolled 2 curios that had % toughness on them and 1 where I actively looked for it.
Clearly I am a bad bad person who is terrible at the game for checks notes using what worked at the time.
Clearly this absolves the current system being bad and lacking flexibility and being a pain in the ass to work around in that pretty little head if yours despite evidence otherwise.
Clearly it adds a lot of dep- oh sorry can’t use that word around you ahem complexity that we need to constantly trash and re-roll items making it a 200 hour process which is maybe 50 in other games.
Congrats you won the debate, have a gold star.
Imagine implying toughness regen isn’t still a BiS perk without being bugged.
It took me like a few hours to throw together 3 passable curios with toughness regen on them after they fixed toughness regen to work in the first place. Have kept them since the values were fixed to intended levels.
I wouldn’t argue against the current system being bad. It’s clearly bad. However the absurd hyperbole being thrown around, including some people going so far as to describe getting a mediocre second blessing as “bricking” the weapon (limbsplitter is the only real example of this, even that arguably only if the first blessing was shred or decimator) just looks incredibly silly.
TL;DR There’s enough to criticise here without reaching so incredibly far.
It also opens up a can of worms in the sense of “What do you balance around?” Are you balancing around mediocre gear? Some of the best of the best? Perfect gear? Bad gear?
If it’s more feasible to obtain moderately good gear, and there’s less of a power gap between good blessings and bad/subpar ones it becomes a lot less of a mess. Not going to touch on blessing balance on the whole as that’s its own clustertruck.
@Axehilt : One thing to keep in mind with balance is the disparity of player expectations. Some people likely genuinely thought the toughness regen bug wasn’t overpowered (Somehow, I don’t get it but they exist) or at the least that it was ‘fine’ because it was fun for them. (Not disagreeing with you, just food for thought when discussing things in this topic, if you said something like this at some point sorry, I started skimming halfway through)
You know what fair enough.
No sarcasm or sass on reflection it is a bit of a reach but having to constantly deal with this system had ground down my patience and im tired.
Im tired of constantly dealing with the crap rng and I’m tired of any solution having to be prefaced with “they probably won’t do this” while at least 1 person vehemently argues that sticking content behind random chance is engaging while being able to use the content would “make everyone leave”.
- The thread we’re posting in is about (a) the locking system and how it relates to things which are overpowered then balanced, and also (b) Toughness Regeneration as a specific example of that.
- Your post is about Toughness %.
Do you understand that if you have no reason I’m wrong and all you can do is weirdly stray off topic, that you should just agree that I’m right and stop being weird? Why are you acting like this?
It’s always good to see dipshills defend to the death completely terrible systems and mechanics, and then wonder why nobody’s playing their game. Pathologically obsession with defending products you like is a hell of a drug.
Oh definitely. If I can get decent base stats weapons, I still wont tremendously enjoy the locks but I can work around it.
As for now, base stats range in armory for lvl 30 classes seems to be 280-380. That is why I want to wait and see if the rework in drop rates will be significant. If I can easily buy 350+ on the model I want, trying stuff is way easier.
Just we can’t have both incredibly small drop rates and lock part of the discovery.
I’ve been checking the store as often as I can since they announced the crafting changes.
From what I’ve seen so far, weapons in the Armoury rarely have T3 blessings much less T4. Most of the blessings are T1 with the occasional T2 sprinkled in. Weapons in Melk’s store, on the other hand, have mostly T2/T3 and the occasional T4 blessing.
To me, all this is actually fine… *** as long as none of the perks or blessings are locked ***
Just give me unlocked perks/blessing and more crafting materials and I’ll be happily playing missions all day long (yeah, I’m a big fan of the core gameplay). If anything, do something about the Curios! Locking 2 out of 3 perks is just pure evil!
On this I agree. Tbh, I just hunt curios with 2 wanted perks, one of the 2 has to be obtained by the consecrating, the other with the refining. The third perk is just a bonus if it is good…
About the perks / blessing unlocked, I believe this is intentional just to avoid that you do not have anyhthing to do at the endgame.
If they unlock blessings and perks, you need only 1 weapon, not more. Then, why giving resources, money etc.?
There is only a time cost, not an effort cost. An effort cost implies you are working toward something. In a random system, you don’t work towards anything; it just happens randomly, by its nature. Your work could be 10 minutes or ten months, by no real effort other than rolling dice. It fits within a gambler’s vision, but people can play gambling games if they want that experience. There is absolutely nothing you can do to produce a specific set of perks and blessings other than waiting for something to fall into your lap- which has been the number one gripe about itemization in this game since release.
there is both a time and effort cost, actually. i would broadly simplify the effort cost down to time, imo most people do, but in this game there is a direct correlation between running missions, running harder missions and getting items. this is super trivial to demonstrate - run a character to 30 and stop running missions, see how much longer you get to interact with the itemization system.
your problem here is the game very poorly communicates this relationship and utterly fails to make this tradeoff valuable, ie it’s economic. ordos are too abundant and as such worthless, crafting mats are respectively too abundant and too rare. milk challenges are easier when you run the easy missions, which is more accessible but totally backwards.
when i say “effort converts to time resource” i mean that generally in games like this the harder the effort the more time efficient the grind becomes. you see people do this conversion unconsciously/semiconscious all the time, when someone starts a value judgement with “so and so item would take 10 hours grinding malice and maybe 8 grinding damnation” this is what they are doing btw.
also here’s another fun example: is chess gambling, does the game of chess qualify as
the intuitive answer most would give you is an empathic no - chess is the ultimate RNG free experience, deterministic and outcomes exclusively determined by skill. the player has complete agency as does their opponent, right?
would you believe that in high level play, between matched AI players or other skilled participants white gets first mover advantage wins about 52-56% of the time? so the outcome of any given chess match, assuming perfect play, is hugely influenced by a random outcome (a coinflip is common, grabbing a random piece out of the bag, etc). now this is perfectly fair assuming fair RNG and is structured in tournaments to minimize ie alternating is popular but is this a fatal flaw of chess, does this make it gambling?
If a player has no control over the direction they may take other than the one given to them to roll the dice, then yes, it’s gambling. Giving people 50% control at the last step doesn’t make it any less of a complete gamble.
- It’s like any other gambling game at vegas designed to make you think you have some kind of control over the outcome, but in the end you lose more than you win by design. They’re designed to make you think you have control, but you don’t.
The chess analogy is a non-sequitur. A coin flip to determine white and black isn’t part of the design of how the game plays. The coin flips in this game, however, are in there every step of the way, just like in vegas gambling games.
incorrect, determining who goes first is quite critical to the game of chess, as i said it has a large determinant on outcomes. how on earth is it outside of the design?
lets have some more examples - is Candyland, the traditional board game for children, gambling? candyland is a wonderful example since it is (or was when i last interacted with people interested in game design theory) both purely RNG and purely determinant. there is zero skill in the game of candyland, the entire game is determined completely when you shuffle the deck. every game with a given randomization of candyland will be exactly the same.
is this a gambling game? you have zero control over the outcome - no one has any control over the outcome. are children gambling when they play candyland?
Because the design is that black is at a disadvantage- every time, no matter what, even without a coin toss. There always has to be a white and a black player. A coin toss doesn’t change anything about how the game plays. It’s very apples and oranges to compare the two things. Also, skill still plays a role. Skill plays zero role in this gambling system.
uh, you still need to pick who goes first randomly, you’re just pushing the problem back to “oh, that’s on purpose”. you need to decide who goes first, this is traditionally done via chance. how on earth is that outside of design?
would you generalize that statement? because my position is that skill plays a very strong role in most gambling systems, and if you think otherwise i would strongly recommend avoiding poker.
it plays a huge role in this game which again is very trivial to demonstrate. i am John Noskill Darktide, i can’t clear a mission to save my life. how many items will i get, and at what rate compared to a high skill player will i get them?
Chess isn’t designed to be played with a coin toss at every move, is it? You’re just giving away ad hocs like it was candyland here.