Darktides' criminally under-discussed pain point: The locks

There was a post from FS within that massive crafting lock thread saying they kept thread alive, even when it went off topic several times. It was on purpose they did so.

Then they said required more feedback to include (somehow) from those that don’t give feedback at all.

Followed by @brosgw 's separate thread 600+ poll response. Which would give a very good direction of where to start for change.

After the crafting Update, Good Enough? - Warhammer 40,000: Darktide / Gameplay Feedback - Fatshark Forums (fatsharkgames.com)

There wasn’t movement afterwards - This was about a month ago. So been silent since.

They wanted feedback from players that don’t give feedback. In order for more reinforcement for change when presented internally. Which there is easy solution by creating incentive.


Crafting has 2 parts. First is the grind. Is one T5 mission too little to be easily given enough materials to craft an ideal weapon, would 100 missions be too much. It is that fine tuning somewhere in between for dockets and materials to be “reasonable” in time.

2nd part of crafting - The process is dull. Run back and forth between Armory/Melk to crafting station like a police beep fitness test, mass buy and poor UI that only lets you sell one by one. Brick weapon, rinse, repeat and probably take an hour to get that one weapon given enough dockets/materials. The process itself feels like admin/busy work. Yup, there are mods to make this easier, but doesn’t mean it’s more entertaining. Non skill based, dice roll and time based.

With near 18 million dockets and half million plasteel…crafting matters less for me and stick to meta weapons. So even though I have plenty dockets/materials which I don’t mind wasting…It is that 2nd part above which is boring as a process I don’t want to engage with looking at menus for an hr or 2 doing repetitive admin tasks.

It hurts new players the most playing catch up of months facing a hefty time wall.

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