Crafting new gear is so anoying

Ah, so I should be exaggerating at every corner and keep saying how PAINFUL and ANNOYING and AWFUL it would be to play with perfect gear and no chance of an upgrade?

Okay.

1 Like

Nah, you could just clarify.

Even with good bases I frequently compromise on perks or blessings. I don’t think the solution would be better brunt’s and more resources. They could do it. But the experience is still pretty bad. It’s still repetitive and clunky. It’s still mass buying and selling and rolling over and over and spending a lot of time at the equivalent of slot machines. And I have so many compromised middling weapons. I keep them because maybe the blessing will get buffed, I don’t know. So now I have to wade through massive inventories of weapons I likely will never use because selling them ain’t worth it after upgrading them to orange. I would prefer something entirely different.

I also mentioned it but instead of melks complete random acquisition you could have him give guaranteed 380’s of specific weapons.

But I still think if you’re aiming for user satisfaction it is a bad design experience to have users feel like the rewards they earned are being wasted on nothing but luck, and literally having the experience of it being thrown straight down to the torrent.

Brunt’s and more resources won’t stop these issues and complaints. I really think we need a complete overhaul or reds.

3 Likes

as i said numerous times, so do I

Anything that can give us a good base weapon…
After that, I have 20% odds to get something excellent.

Bad design? absolutely.
This system generates just frustration where it is really uneeded. But, this is the system we have.
And as I say, I don’t think they will change it or they would have done it by now.
So, as I said numerous times, I don’t expect a total revamp of the crafting system, even if I would have loved it.
As I play the game every days, I point what are the biggest flaws of the current system and what impact us (at least me) a lot and that they could accept to fix.

This could fix the problem of players that have difficulties to find excellent weapons.
Sure, it won’t fix the problems of people that require a way to get a perfect weapon (550).
As I said, Red weapons could be a sort of solution for these players.

But if you just aim at a weapon with 2 wanted T4 blessing and 2 good perks (with at least 1 T4), odds are enough good. Problem is that, even with good odds, you still need several tries to be sure to get what you want. And this is here where the Brunt / material wall appears.
So, I really think it would solve the situation for a lot of people that don’t search for the perfect weapon, but just a weapon that is what they want to test but with an excellent weapon and not with the first less garbage weapon they could get.

I keep trying to get into DT, but after 1k and a bit hours in VT2 the grind in DT makes me want to pull my hair out and it consistently dampens things for me. Which is kind of incredible because the loot system in VT2 is already horrendously bad, but at least with the introduction of the chaos wastes you can get 4 emp chests per run, which speeds up the grind a lot more.

The saddest part is they already have the perfect system with Weaves in VT2. Just bloody let us choose the damn stats like we can with weaves, good lord please

2 Likes

Welcome back 424

The game’s entire itemization is built around Mobile style RNG-for-everything mechanics, RNG stats, RNG availability, RNG blessings, RNG perks, RNG variations of each blessing and perk’s power (4 tiers each) and RNG acquisition, all to generate FOMO and frustration are central to successful monetization and continued progression engagement, except we’ve got no monetization outlet for that frustration and XP exists for progression but just stops being of any value once you hit 30.

Darktide’s itemization and crafting are giant mismatches of game design philosophy resulting in huge drags that fundamentally undercut every positive change and addition Fatshark makes to the game.

4 Likes

Well summarized.

1 Like

A big reason Brunt’s was implemented was because users weren’t able to use any particular weapon, even newly implemented weapons couldn’t be tested out because even that was dependent on a successful hourly roll in the old shop. Now that we have a character build system, blessings effectively form the cornerstones that many builds are constructed around. Which means access to some builds, even using the new skill tree, will be locked behind successful rolls. It’s the same issue that Brunt’s was meant to solve but with character builds instead of weapon types.

Yesterday I decided to try out one of the builds from a content creator that FS had featured in their launcher. That build, like most, required blessings. I’m very lucky to have been able to roll one of the required blessings and I already had the other. I lucked out in a big way and was able to test the build. I could have just as easily not rolled well and it might have taken months or longer to get the required blessings. If it had taken me as long to to roll for blessings for that build as it did for my previous build, I’m sure the launcher would no longer even have it featured by the time I was ready to test.

2 Likes

My inventory is full of nearly almost over 9001 grey garbage weapons because I refuse to spend valuable game time deleting trash out of my inventory. I’d rather take up rows in a amazon cloud service table instead. I know where the good stuff is.

tfw i will never be featured

100%
I’ve said it a bunch of times. The crafting system has its negatives but its not literally the worst anymore. Its pretty doable to get a decent grade 350+ weapon with the right blessings and perks. IF you have those blessings in your bank already, no problem. But if you don’t? God help you. There NEEDS to be a deterministic and reliable way to farm blessings in Darktide. Why not tie it directly to completing in-mission side quests like vaults or something?

2 Likes

I like to think they saw Destiny 2 and DRG and wanted to slap the 2 systems together.
It explains a lot IMHO

Are you ok?
Your comment is unnecessarily hostile and your reasoning is lacking.

You do not care about crafting and want your gear right away?
Great.
But darktide has a crafting system and will keep it.
The problems with the current system that i mentioned, also negatively affect you, because a deterministic system would likely result in you getting what you want, faster.
If you really want to rush through progression and get the best version of your gear as fast as possible, you should be supporting what i said, instead of posting this filth.
But you seem too hostile, and not reasonable enough to see that.

2 Likes

I think the sheer number of “yeah this crafting system sucks” threads should be an indication that they should probably look into a long term plan for changing it.

For starters the way crafting mats are doled out make not a lick of sense compared to any system.

There is no scrap system so what should be the moat common and easy to get material (plassteel) turns into the rarest and most sought after one. We get credits for basically sneezing and on top of that diamantine is barely even used in the crafting process post update.

Next they have really done nothing when it comes to initial item acquisition being the defining factor of if a weapon will be good or not. As it stands you are basically hamstring yourself if you do purchase an orange or anything above a green since base states dictate overall weapon usability and there is no changing that.

There is also no way to wipe or reroll traits / blessings as a whole so if you do get an orange with ok stats but terrible blessings and modifiers then you can just put that emperors gift directly in the trash.

This really clashes with the gameplay since it practically is screaming for players to mix and match their kit, try new things, and bash things together only for the crafting to make that aspect unappealing.

While Sire Malk’s is better it’s definitely not fixed, it still requires a fair amount of play time for something that is usually just earn blessing fodder. Never mind classes like the Psyker getting particularly shafted (or should I say staffed) in that regard.

It’s just a system that at its are has problems that you could fix but will actually take time and effort to do so. Despite apparently being the finished crafting system it’s still missing a lot of things almost every other crafting system has.

See this is what I’m talking about right here. As it is the two sides of the game, combat and the mourning star, are clattering together dryly like two sides of an unlubricated joint. There’s no middle layer of gameplay that might inform how a good crafting/loot/gear acquisition system might work.

We stole special ammunition from the heretics at chasm logistratum, what does that mean for the campaign? We collected goo samples from the excise vault, does that give us an advantage? We killed one of their leaders at chasm station, are they in disarray now? What does any of it mean? There’s no cause and effect.

In VT2 the missions were arranged into series’ that formed a story. Darktide is just an interminable campaign against Nurgle’s agents, never winning, never losing, never fluctuating in any way. How can FS bring the sense of being in an active campaign to life? That will provide the bones for a blessing/gear loot system.

One incipient idea I had would be to keep a running tracker of the imperium’s control of tertium. Cleanly separate each area, throneside, the torrent, etc., out into their own areas on the map. Perhaps keep a player-specific completion tally for each map in the area where completing them all gives a certain category of blessing rewards. Keep an overall tracker of imperial/heretical control which could further adjust reward probability. They could even have hive-wide imperial control reach 100% initiating the end of a season of play, bringing a new set of blessings and a new meta in the next season. These are all half baked ideas that would need to be iterated on for any of them to be remotely feasible but you get what I’m driving at, there’s a layer missing.

2 Likes

Stupid, but objectively fantastic idea because it’s my idea (or, at least, I’m using it now)

The original idea, IIRC, was each perk/blessing slot could be upgraded in rarity OR type (so Thrust 3 → Thrust 4, or Thrust 3 → Slaughterer 3, but not Thrust 3 → Slaughterer 4)

Revised idea… weapon has X amounts of points to spend on crafting, but the cost is relative to the slot’s original value - 1 point for changing the type, 1 point for each level of rarity, so the above examples would cost 1/1/2 points respectively.

Let’s say a weapon has 5 points to spend - most crafted weapons at level 30, from my experience, have Tier 3 (with T4 being uncommon and T2 being rare), so you’d have the capacity to upgrade all slots/replace all slots and still have a point left over to play with, or just mix/match.

Achieving a “perfect” weapon still remains non-trivial (since the base weapon would need at least some optimal values), to align with FS’ thinking, while giving players much more control over outcomes.

1 Like

You can do what helldivers did with the war map (and will do in Helldivers 2). You have “wars” that begin and end over a period of time. If you win, you earn cosmetics. If you lose, you earn cosmetics. Then everything is reset and a new war begins.

One of the cool elements to this were hidden super boss battles where you had to get a certain amount of “influence” and contribution to the war effort to unlock it for a limited time window to make a massive boost towards the war effort.

There were also defense missions to prevent losing ground while trying to keep up the offensive.

I don’t know why I am bothering to explain it, just go here :stuck_out_tongue:

3 Likes

Yeah there’s something we could use!

1 Like

I despise running around opening boxes, it’s awful for the flow of gameplay. Just make all materials and ammo automatically gained on kills.

Remove all RNG from the crafting system and replace it with a fair price for exactly the stats, perks, and blessings a player wants on an item.

I haven’t been playing the game much because I have only about 3 viable builds for playing Auric Maelstrom 5s or other Aurics and I get burnt out playing with the same exact stuff over and over and I don’t want to drop in difficulty to farm materials; that’s boring and my friends who’ve been playing longer almost exclusively play Aurics with either high intensity, or some fun modifier or on Maelstrom.

They also despised the grind which has led to some burnout and so they’re not always playing when I feel like it, and I don’t like playing much with randos as opposed to people I know and can easily communicate with in Discord because the way the game is designed, you often encounter people who don’t want to pick up loot because they have enough while some lag behind to pickup everything; also same issue with Grimoires.

Just stop making game mechanics that divide players; again, make the materials and ammo automatically deposit in the teams inventory on kills, and get rid of Grimoires and replace them with something more fun like more mission modifiers similar to deeds and chaos wastes from Vermintide 2

2 Likes

Tell the truth I think adopting even a note from Inquisitor Martyr’s blueprint system wouldn’t be completely awful. Essentially after a period you can buy crafting blueprints to guarantee a certain quality of weapon and make it in your ship rather than having to buy it.

Maybe some blueprints that are more rare always come with at least 1 guaranteed level 4 trait or a minimum base score which in turn requires more diamantine rather than plasteel. Essentially you progressively get better blueprints for different weapons based on level completion or doing special missions.

2 Likes

Honestly a chest of trials chaos wastes as a replacement to grims would be cool.