Community Comm-Link 13th April

How so?
I would think the removal of locks would lead to more people playing around with different builds, testing out new stuff and experimenting with things since they would be able to just build out whatever kind of build they want to, without having to go through all the current layers of RNG that comes with the risk of being left with nothing more than a waste of materials and time.

You seem to have this notion that the removal of locks is argued for because people want some perceived god roll weapon, while its more about giving the players the ability to easily experiment with weapon builds, and letting them adjust to the different buffs and nerfs the developers push out without being put back into the RNG lottery grind again.

Heck, the current crafting system already feels like its a war of attrition and makes a lot of players just not bother with it.

In some sense there is something to this, but then again a game like VT2 has survived on the strength of its game play and modding community alone, while still letting players do whatever they wanted with their weapons.

And besides, forcing your players into a near directionless cycle of RNG is not what i would consider to be a good example of any kind of progression.
Stuff like the new penances and how they work compared to the old ones, the new earnable cosmetics, a story line, new content, those are things that i would consider to be better as a progression system, something to get players to engage with the game instead of relying on artificially inflated grind to make the playtime statistics of the game look pretty.

removing locks for some steep price (1000 or 2000 diamantine per lock) will maybe be good to keep progression going as it will take a while to grind diamantine to fix the broken weapon

i think this should be combined with ability of upgrading stats on items, steep price of 100 diamantine per 1% would do the trick as well.

A lot of people do. I argued a lot with people who advocate for the removal of the RNG and usually, it boils down to them wanting a 100-300h hour gear progression tops. The problem with experimentation is heavily (very heavily) exaggerated.

While I can understand the issue of extremely bad luck and a non-guaranty of gaining double blessings with double perks, those too are exaggerated.

VT2 progression was non-existent. I played it despite that, not for that. There wasn’t just no Gear progression, there was nothing to progress at all (apart from your skill).

I hope when FS finally decides what to do with this they don’t just go the VT2 route cos, that was terrible. There need to be some rewards, and not just some crappy reskins for either too easy or too convoluted penances.

Although I do think that resource siloing should be lifted (Resource and not Shared inventory) and better ways to get Curios should be implemented, I really hope that FS actually works on something instead of just cutting out the progression from the game due to the backlash.

Maybe a 200 diamantine for rerolling a blessing… and more to reroll it again.
Maybe that, could be acceptable.

I can’t imagine that they do something that permits you to remove the lock and put the blessing you want…
But, I would prefer that they fix Brunt’s Armoury that it gives us better weapons (with greater modifiers) and that we get more rewards from missions

that would be a good start.

So you dont want lock removals?

If that is the case, why?

I’m not really comfortable getting into another flame war on this topic, but…

I think that removing locks would largely reduce the need (or the usefulness) of collecting multiple weapons of the same kind. I like this mechanic and would like it even in a largely deterministic system. It feels like you have an actual armory.

To add a bit to this in the current system getting another weapon that you already have can be a really good sidegrade thanks to the locks. With lock removal, once you get the highest base rating you can get every weapon of the same type is just junk.

Even if it was 25,000 diamonds to remove 1 lock on 1 weapon that would still be an improvement. Not just in reducing grind, but also experience. No one (from what I have heard) likes the crafting experience (buying things in bulk selling, checking stores hourly, etc.)

This might just be me, but if there was no locks, i would still have multiple, lets say the IAG, because i would have them built out differently because i dont want to sit and reroll perks and reroll blessings all the time, but then again, i am a bit of a hoarder.

So even without locks i would continue to build on my own little armory and i dont consider that a short term project, especially if you consider that i have 4 characters that i play on and maintain, and new weapons will continue being added, as well as new blessings if the data miners are to be believed, which will extend the time line of my little armory project.

I also think with current RNG and locks most would settle for the highest “god roll” item and be done with it and move on to other things spending their crafting resources, time, and ordo at brunt’s for other items. I doubt they would spend it on multiple iterations of the SAME weapon especially if you’re hunting for niche builds. Remove the locks and make the grind reasonable, sure I will have multiple copies (some for bleed mobility, etc.)

With the locks I too am just settling for something vaguely usable. I can’t see myself trying to build multiple of the same item with how the crafting system is as it is now.

To be honest, if we could just reselect perks that wouldn’t be a problem. Collecting multiple weapons, in that case, would really be an absolutely minimal improvement and only for just ease of use.

I’m also kind of a hoarder although I do like hoarding stuff that I feel is at least somewhat useful.

Different preferences I guess… VT2 was like that btw, so I speak from experience that it’s pretty underwhelming. Also because when a new item is released in VT2 it takes around 2 minutes after logging in to get a best version of it.

Yeah, it’s definitely a difference inpreference, because I see that and go, What’s wrong with that? I’ve already put in the hours to have the resources ready. I’ve done my time in Warframe and I don’t want all games to have arbitary 3 day crafting timers.

The draw of a new weapon is using it, not building it over an arbitary period.

Your take and preference are fine.

I didn’t play Warframe btw, but hearing how grind-heavy that game is I’m sure when something new was released there were things to play for apart from the new content. In VT2 there wasn’t.

I prefer to have something with an actual potential or tangible reward even after the first few hundred hours. VT2 didn’t have anything like that.

On a similar note, so far I had no problem building out new weapons that were released and testing them in the current system. Removing siloing of resources would make it even easier, even for people who don’t play as much (or at as high difficulty) as I do.

Guys don’t you think you are a little exaggerating things?
Problem is more for casual players… I see here people that are every days on this forum… and I guess they play every days.

My collection of combat axes (only the zealot, not the 2 veterans)

Removed - Short: I have lot of good combat axes

Seriously, if there was no lock, why would I collect axes? One or two would be sufficient.
Also, this is the proof you can get decent weapons…

Of course you can get decent weapons, i never said you were unable to, most people who have put some time into the game has a decent amount of near god roll weapons spread across their account. But for most people that has been a long and tedious process depending on how lucky or unlucky they were.

Do you have the same amount of good rolls for the other weapon types or for the other characters you have?

Why would you collect axes? why not? if lock removal was implemented there is nothing stopping you from collecting gear besides your own personal hang ups.

Even in VT2 you would collect multiple item (especially accesories) of trait/property combinations you wanted, so locks being good to FORCE people to build multiples is a specious argument at best. I’m sure it’s worth the frustration of the entirety of the crafting system to get people to keep rolling for RNG jammed items and keeping them in the hopes of revealing their hidden potential.

List of weapons removed - Short: I’ve lot of good weapons

Cause this is my main weapon for zealot. If you check, none are similar. I have tested each of them, and I’ve my preferences. Tip: this is absolutely not the headtaker + BM.
I mainly use two of them. And actually I test one that could be my new favorite.

I won’t show the psyker and the Ogryn. They have good weapons, but I don’t play them seriously. My second vet has several good weapon, best one were offered to Omissiah to get the blessings.

I don’t get how removing crafting locks would prevent you from collecting a large number of differently blessed weapons.

It’s not that you would be prevented from doing so. It would just have no point doing so apart from QoL.