Crafting WON’T be ready for launch

Posting here becasue early-beta forum will close in a day. Where all the development time went? A BASIC feature, the crafting that is CORE part of progression system that we got ONE function to work in early “beta” won’t be ready on release date?

Are you even serious? Over 1 year of delay and you can’t ship crafting at launch?

So you expect us to roll with RNG store in hub as our progression and just consecrate what is least garbage or had RNG god-roll?

Please kindly tell I am wrong becasue I want to be wrong but this is dissapointing to say the least. The only way keeping me from writing esseys how current progression sucks is becasue crafting mechanic was supposed to be here on release with properties rerolls, changing traits, upgrading traits, extracting traits, rerolling stats etc.

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And ?
I bought the game because of the long term support gave and still gives to Vermintide 2.

Why would that, of all things, be a big deal whatsoever ?
I certainly do not want to have my characters all max geared 2 weeks after launch.

This is so meaningless.

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Everyone judges the product they buy differently. Your right. Not big for you, big for some of us. I don’t like to pay for unfinished products.

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Then you misunderstand what you are buying is what I’m thinking.

It’s pretty obvious people are buying an unfinished product. Beyond the balancing and crashes there’s basic features and even weapons that aren’t in the game and probably aren’t guaranteed to be in on launch. Interestingly enough if people are unhappy they can still refund no matter how much time they’ve put in before the full launch happens. If you want to support a rushed release and reward a developer for what they’ve currently put forward then you’re part of the problem.

In all fairness the game has potential and through all the doom and gloom people wouldn’t be so upset if they didn’t really care about this game and supporting the people who made it. I want to give these dev’s money because the game they promised in the marketing seems amazing. What they delivered in the beta though falls short.

There will always be an imbecile who will gladly pay full price for a brand new car that only has two tires, provided it has the “right” emblem. The indifference you’re referring to, coupled with blatant greed, is why software dev is in a deplorable state.

As a person who works in the industry I can easily say that no launch is EVER perfect. As a consumer I can sympathize with the frustrations of not having a feature or aspect of the product that excites you ready. Its like ordering a cheese burger and getting a piece of toast. But having said that, interactive experiences these days have the advantage of getting constant attention and updates. No doubt FS is aware of what they are not hitting on launch, just be patient and know that your toast will be upgraded to a deluxe cheeseburger as fast as possible.

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That didnt work out so well for Halo Infinite.

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The problem is not that a feature is being delayed, but that without this feature players have little to no control over the weapons they’re using in game.

Without the ability to choose from the types of weapons you have unlocked, to craft them at a basic level, and then upgrade them over time with control over the stats, traits, and modifiers, players must instead rely on skinner box, maliciously designed RNG.

Already for casual players, not being able to find the weapon they just unlocked in the random weapon shop is frustrating enough. And as you max out your level, weapon progression becomes the next carrot on a stick.

There is no game design reason for all the randomization in this game outside of psychological tactics to try and maximize the amount of time players play and especially to make sure they don’t only play when their friends are on.

The weapon shop should have every type of weapon you have available for sale with randomized power levels, stats, modifiers and traits. This way, players are only waiting on rerolls.

But instead, it’s been set up maliciously, in an effort to deceptively retain players and keep them playing.

This becomes tiring. I was really bored of using the same weapons on my Psyker until finally I was able to purchase a Voidstrike staff, five or six levels after unlocking it.

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Especially with Emperor’s gift working as it is now. If we could receive a selection of items; like one out of 3-4 for EVERY completed missions, the issue might be mitigated a bit. Not to mention it might actually encourage ppl to try out new weapons, instead of hoarding dockets.

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This sounds pretty subjective. I would argue that the RNG is just fine as a placeholder until crafting is ironed out. I think labeling design choices as “malicious” is a bit of a stretch. I doubt any game designer is creating content for consumption “maliciously”, otherwise there would be no player base. Some players are masochists, some are just entitled. If you find joy in the core loop, play. If not shelve it for later or wait for the patch notes that pique your interest. Also note it’s a pre release beta, if the loop already makes you feel like its tricking you to keep playing, then they are doing something right…

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Tricking the player into playing is not “doing something right,” as many games are replayed endlessly without any cheap psychological tricks.

Just because we enjoy the core loop of the game doesn’t mean we can’t be critical of what’s bad outside of that core gameplay. Playing the actual missions is quite fun, though it feels more obviously repetitive due to the design of the out-of-mission progression.

I would say that the RNG features are inherently malicious in the sense that delaying the player’s access to base versions of the weapons they’ve unlocked - and are now informed of their unlocking during the appropriate level-ups - is unnecessary outside of an attempt to stretch out progression in pursuit of maximizing player retention, which is a metric that investors can use in their stuffy boardroom meetings.

It won’t be a pre-release beta tomorrow, it’ll be a launched game, fully released, not marked as early access or whatever.

I do get where you’re coming from because when I started the Preorder Beta I interpreted the RNG as a placeholder, that it’d be juxtaposed with the crafting which would offer players more control.

But I doubt that now, I don’t think any of the crafting features will allow you to select the type of weapon to build, build it at your level’s base power level, and then upgrade it through the other crafting features.

Even then, the system is just less desirable then a more typical weapon progression system, where upgrades and customization are the primary hook.

Right now, it’s all about finding the weapon with the right modifiers, traits, and almost full stat bars. This is just less interesting then upgrading a base weapon with even randomized upgrades or customizing it.

Considering the number of variants of some of the early weapons - lasguns, autoguns, etc. - it’s odd to not see some form of customization, especially with the first lasgun being the only one to a have something other then iron-sights.

The game definitely needs more content and will see more into the end of the year and throughout 2023. But I’m left wondering how many of the RNG systems were implemented not out of some grand design philosophy but instead to pad.

We did talk about this in our Crafting Dev Blog so it’s not a discord revelation :slight_smile:

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I can vibe with this post, but I don’t find it ‘malicious’. As with the weapon traits being bars rather than numbers it feels like these issues are just something the devs settled with, because of different reasons.

Atm, the average player has one item per game hour they can pray to the rng gods for, plus 1-2 items per week they can reliably say will be good (regular shop + weekly contract shop). The regular shop has several different layers: first, only the top item has the ‘highest’ item level and for perfectionists like me and many others, that’s pretty much the only item you look at. Secondly, the weapon type is rng. Thirdly, the traits of that weapon is rng. Fourth, the blessings and ability is also rng.

In the contract shop the itemlevel rng is mitigated, but rhe other rng points remain. This means progression is arbitrarily stimied by simple rng which I would say is… not optimal.

Sure, I probably don’t mind grinding the game for a while with whatever it is I got for a couple of weeks, couple of months even… but this system is going to get frustrating. I can’t say when it will for me, but for others it’s already happened.

I hope there will be some kind of rework.

People like you are why everygame comes out unfinished, it’s just nauseating.

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People like you pile on mass the repetition of a slogan without understanding it.
What’s your point ?

man… i have a ton a weapons with blessings and perks saved up that i was gonna use on my stuff. this is very sad news. not really sure how this can be considered a full release now. what about a scoreboard? when can we expect to see any sort of helpful information at the end of the game? will that also roll out in December or is that gonna be pushed back too? core features need to be out asap. the reconnect feature is amazing to have so id rather crash more often with features like crafting and scoreboard and just reconnect to the game then not have them at all.

100% that thing is in day 1 and working like a charm

the crafting ui is bugged and unusable, fix it please

This is an unnecessary reply. Doesn’t matter if it was a “discord revelation” or discussed in the crafting dev blog; either way, the launch on release day is no longer going to be a feature complete launch.

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