We all know it, we’ve been asking for it since day one, locks in crafting need to go.
Just to brush on some of the points made in the past as to why they should go:
Less Frustration: Locks can be frustrating for players who want to engage with crafting immediately. Removing them can mitigate this frustration and keep players engaged.
Reduced Friction: Without locks, players don’t have to spend additional time or resources for crafting options, reducing friction in the crafting system.
Player Freedom: Removing locks provides players with the freedom to experiment with different crafting combinations from the beginning, allowing them to find their preferred playstyle.
Undermines Skill-Based Gameplay: In games that are designed to be skill-based, the introduction of gambling-like elements can undermine the importance of player skill, reducing the overall satisfaction for those who enjoy honing their abilities.
Lack of Control: Similar to gambling, systems with random outcomes in gaming often leave players with little to no control over the results. This lack of agency can be frustrating for players who prefer skill-based challenges.
Negative Impact on Player Experience: Random elements that mimic gambling can create negative emotions such as frustration, disappointment, or even a sense of unfairness. This can detract from the overall enjoyment of the game
Enhanced User Experience: A more intuitive crafting system, without unnecessary locks, contributes to an overall better user experience for both new and experienced players.
Increased Player Engagement: Players are more likely to engage with the crafting system if they can access a broader range of options without having to meet specific criteria.
Encourages Player Retention: An intuitive and accessible crafting system can contribute to player retention, as it provides a positive aspect of the gameplay experience.
Should we start doing a daily thread? I wonder if there’s any actual supporters of locks at fat shark or if they’re just as captured by a bad design(er) as the rest of us. If so that’s not very democratic of Sweden.
There are some guys in the forum that like to jump in into any crafting thread and make their last, righteous stand in the middle of the discussion. We’ll see if one shows up here.
The hive mind has also identified some manager at FS headquarters that is hellbent on dying on this hill, on top of the stacked RNG layers. This one is more of a conspiracy theory, but there is something to it.
Lately I’m actually struggling more with rolling decent base stats. I’ve bought more than 60 power swords and the best roll was 365. Chance to roll 370+ should be 12.5%!!! Then there is a stat distribution and rolling at least 2 good either perks or blessings.
It’s so frustrating. I just want to craft decent power sword and move to some other weapons I haven’t tried yet… on 4 classes. I don’t know why it needs to be so limiting. Any form of more determenistic way of crafting is welcomed change for me. I don’t care if it costs more or whatever. Lets give Diamantine some purpose.
1: post on the crafting memorial
2: make a new thread on crafting
3: make a poll on crafting
4: make a post on Reddit and link to forum
5: make a post on steam forums and link to forum
6:Do nothing.
I additionally want to exchange modifiers.
Lets say a weapon has two Modifiers of 80% but for modifiers you think are less important.
Stubber may have Collateral and Stabilty 80% but Damage, Range and Ammo ~70%.
We schould be able to exchange the 80% to Damage and Ammo for example and give Collateral and Stability the 70%.
^ this guy is beta-maxxing, truly emitting that nurgle zombie brain energy, full on savage.
The blessings & traits being useless/bugged are a completely different and separate problem…who said anything about them other than you.
The idea is to remove the locks in a constructive manner SO that it ties back into the over-all gameplay loop and compliments it instead of working against it.
And no, a RNG crafting mess(not a system) isn’t real gameplay content.
Let us sacrifice 20 orange weapons of the same name to re-blessing or whatever. I know we don’t need a perfect wep to run the hardest content but it feels nice to have and allows for more playstyles. If we want to re-blessing again, we have to sacrifice another 20 orange weps. Isn’t it fair FatShark?
I’d be okay with this, but especially if they brought back the concept of red tier weapons with this being a part of it. Create a special resource that can be found in Malice or higher missions, make it hyper rare, maybe call it STC-File. There’s a lot of ways to make the resource compatible with lore. For extra fun you could have it take up an inventory slot like one of the books. When you finish the mission with the resource, you can redeem it at the shrine of the omnissiah to upgrade an ascendant weapon into a red tier weapon. This gives a stat of your choice a 20% bonus, and unlocks all perks and blessings. You can redeem multiple STC-Files on the same red tier weapon to keep improving stats on it up to a cap of 100% each. That way you can have a “perfect” weapon. This gives both the player base, and the devs what they want in one fell swoop. We get the crafting system we want, they get to add a low effort game mechanic that increases our play time, and there is new content to strive for. Win-win.