I mean, if you want me to go lower, I can but that just makes the numbers even more absurd… I’d expect that enough people can check a store at least twice a day… That’s not unreasonable. It’s literally checking it at xx.55/xx.05
RIP a real one
GOOD NEWS.
No it won’t. Well, again, not in a meaningful way. If we assume that all perk ratings have an equal chance when upgrading (because that is the only way to gain a perk which we already have access to) and we want that 1 perk exclusively and we want that specific weapon then our chances including improve to then also crafting 380 weapons to purple increase our chances to: 0,01168%
So, don’t hold your breath. Crafting ain’t going to fix a damn thing, because the issue lies in the store, the RNG on the store and the fact that perk ratings are not distributed equally. Even me assuming that crafting has a 1/3 chance to give you a 25 rating perk is cutting them some slack, because the store has an 11% chance to give you one of these, you’d be silly not to think it is similar for crafting.
These stats take into account that once you select a perk to reroll, the other perk gets locked in forever (% and all). Which is Fatshark’s current plan for implementing perk rerolling.
Not if you can not play because you get not the weapon you want.
(Which are needed to play, because so far there is no way to play as a pacifist or similar)
Therefore, tell me how I play with a plasma gun or a braced autogun, if I do not get one? Granted, the one with 150 or 200 works, albeit badly, but this can not be the envisioned way to play the game.
This is pure RNG and as the OP shows with bad numbers, too.
A bummer, but understandable.
Hope to see you again, when the game/FS comes around!
(Yeah, the hope dies last)
Also, I won’t mind to see you from time to time, even if the game stays on its track… Stay safe, here or otherwise
Yeah, my Preacher agrees somewhat after getting his first revolver after 100 hours.
But I and my Vet doesn’t! It is not about min-max, some of us do not even get weapons at all!
RNG is not only good you know, also far from being fun (it is some sort of spice, granted, but like salt it makes a dish inedible if used too much (this is what happens with Darktide right now)).
Thanks for doing the work of the Omnissiah and being so diligent!
Keep it up!
What annoys me, is that once you get a weapon and upgrade it, only the perks and blessings are added. Base weapon stats do not change.
Ye the consecration window is deceptive in that regard since it shows you the chance of the new numbers in modifiers.
-“So you’re telling me there is a chance? Yeah!”
But yea. Depending on what they settle for in regards of crafting it may just increase the furstration of never getting that perk or blessing and it becomes a double up curse.
The odds are even worse than you think. Support staff (of all things) confirmed today that different blessings (not just tier) are weighted differently. Better stuff has a much lower chance of appearing on the weapon. (For instance some BS that gives run speed on Revving Up will show up a lot more often than something that gives bleed, increases power or cleave etc). In other words the odds are dramatically worse even than the abysmal odds you have already demonstrated.
FatShark designing a system like this and time-gating it really shows how much they like their customers. Or how much they don’t understand basic math and RNG, depending on if one blames competency or malice.
The number range is because the new perk/blessing adds to the total point value of the weapon. Some are 25 points, some are 30, Highest I’ve seen is 50.
So if you have a weapons with a value of 150, it should show a new range of 175 to 200 and you’ll get either a 175, 180, or 200. The base number won’t increase.
I do recall part of the future crafting will allow us to improve the base numbers as well. I’m not sure on the specifics, but it sounded like RNG weapons cap at 80% but we can improve past that with crafting.
***EDIT: I looked and I cannot find anything about increasing the percent stats. It’s odd they stop at 80%.
I already suspected as much well before I began, but I would have had to track perks individual perks and blessings and the system is already grotesque enough for that to not be necessary. High rating perks are already a 1:10 chance and I suspect that the truly good ones have an added weight to them making them much less likely
I suspect it is similar with the crafting system that high value perks/blessings are weighted much… much lower.
What I want to show with this is just how deceitful they are being when they pride themselves on statements such as this.
We have learned a lot from our previous choices and gameplay surrounding crafting offered within the Vermintide series. For Darktide we wanted to take those lessons to expand and improve in such a way that crafting would become a central pillar of player progression, while giving more impact and agency to you, the player in your preferred playstyle.
The nature of randomization and repetitive actions sometimes seen within crafting is something that we are steering to avoid in the crafting system within Darktide. Meaningful choices will be made with strategy and goals behind them, as you set your eyes upon that perfect combination of melee and ranged weapons for your class.
Because this is off the scale worse than Vermintide 2… Heck it is worse than Warframe RNG and that is saying something.
Oh yes, I know there’s no way for you to track it without going insane (and without having literally thousands of data points to weed out statistical randomness.) Just figured it was worth pointing out that…
sigh
It’s bleedin’ worse.
Thank you ever so much for doing this work, by the way.
To the total rating of the weapon yes, but while you craft it also indicates that the modifiers will increase which wont happen and therefore misleading.
What? No. There’s been no mention of that whatsoever.
This is what we’re getting.
Uuuuuh. Yikes. Just getting a 380 weapon with the setup you’re looking for could take over a decade if you only play a few hours a day (or at least check the store a few times)?
And that’s assuming all blessings/perks are equally weighted?
If this was an intentional decision, that’s not great. If this is just incompetence…? Well, thats also not great.
This is pretty egregious and goes beyond a “live service” model or whatever other BS we’re being fed.
It wouldn’t be as much as an issue if you could play more/play better to get more/better loot, but everything is time gated, whether it’s the hourly or daily shop or the weekly limit for Emperor’s Gift.
I get your point, I didn’t get an equipment until level 12 or something with my first character, but I was still playing and having fun without the equipment. A few nights ago the shop had like 5 shovels… RNG needs to be Pseudo RNG. If they want ‘RNG’ it should generate items one by one by looking at the current state of the shop. So of there’s a shovel already, the likelihood of the next generated item being a shovel should be less than what it was when there were no shovels. Class specific weapons should be up-weighted too. Lots of room for improvement in how it works.
My point is you don’t need to have the perfect set of weapons and equipment to have fun. If you don’t have the equipment to do a tier 5, do tier 4’s, they’re plenty fun. You can either be frustrated that you can’t get the perfect set of equipment after 2 weeks of the game being out, or you can take what you have and play the difficulties that feel fun. Despite the deficiencies, a lot of us are playing and having fun.
It’s what we have now, they’re working on improving the shop. They’re working on improving a lot of things, cause a lot of things need it. Improvement isn’t going to happen over night.