Darktides horrendous loot system by the numbers or Why we should demand some promises

Sounds like we have to wait a lot to fix the shop/reward system, but it’s totally understandable. I hope that the crafting will be implemented fully this month and the developers can look for ways to make the reward system better.

I also hope that the item balance changes can also wait until crafting is fully implemented and tried out by the players. Rarity and randomness of some key blessings/traits might bend our current understanding of weapon/class balance.

That’s actually really good to hear. Love the new itemization system in DT.

Thanks for the reply. Even if a bit late, we finally get some communication, and that’s always nice!

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No, that’s not good to hear in a game that is supposedly skill based and not like D2 or PoE. It goes fully against the type of game this here is.
This would only be ok if they mean it in relation to drops, so getting an already perfect piece of gear via mission rewards is like a lottery win. I wouldn’t mind that.

But crafting, a system to pump effort into your gear SHOULD lead to perfect gear as a final product and do so in a sensible timeframe for the normal player, so we have access to those tools in the highest difficulties. There should be no rng barrier with a potential to keep players eternally divided by gear scores in this type of game.

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First I dont know how often there are treats at Fatshark, but I hope its not that uncommon : )

Maybe I m just not the target audience, I m close to 40 have good job and a rather busy private life.
What I really love about Vermintide 2 is how easy it is to make different builds meta or not. I think I bought every DLC of VT2 just because this kind of easy-to-get-endgame-builds is VERY uncommon in games.

I just dont have time to play more than 4-6 hours a week. Granted for the release I took some time off to lvl all characters with my friends. But thats ok, I see it as a one time investment.

So what I would like to know is, if the following scenario is planned to be as easy in Darktide as it is in Vermintide 2. If not, its ok, as I said, maybe I m not the target audience even though I ll be sad.

Scenario:

  1. Watch a youtube video of Core, ChocoB doing solo stuff
  2. Think to yourself oh thats a great build I m gonna try this
  3. Go ingame and craft that build in ~15 minutes
  4. Enjoy a mission with the new build

^ thats what I totally love about VT2!

In VT2 you bascially can use the time already invested into the game to craft new stuff via crafting mats. And thats VERY IMPORTANT for a player with not so much time. In Darktide with the shop and all this RNG stuff this is not the case.

For example, if a balance patch comes out and your build just doesnt work anymore, what are you going to do?
VT2: craft a new build with the materials you already have and play.
Darktide: well lets hope the shop has the stuff that I need NOW.

Thats basically where I m coming from. : )

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Good thing I’m an Ogryn main then, huh? :smiley:

It isn’t the promised attachment system similar to the WoM crafting so let’s just roll with it. I rather have FS work with the system we have instead of cannibalizing it to make something equally unrewarding, just so people can have their min-maxed gear.

When we get full crafting in finally, and some fix to the horrendous time-gated store you will have your tools to make any build you want. Just stop fixating on the perfect piece all the time and you will be fine. -1% crit won’t break your build. As you said it’s a skill-based game so the 10 or so gear point difference won’t “divide” the player base, even now skill is far better at that.

PS: Current reward system is awful btw, so no disagreement on that.

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100% agree, its often enough to just have the stats to get a build going. Maxed stats or not is negligible, or at leats thats how it should be : )

If the stats don’t matter, allow the players who want them ready access to systems that give them the gear they desire. You wouldn’t be forced to use those systems if you enjoy non-minmaxed gear. Again, player agency is king.

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I don’t know if you heard it before, but most players will optimize the fun out of the game if they can.

If you are so adamant about having the min-maxed gear just ask for a modded realm, that’s what the top skill/solo players used to access any gear they want in VT2. Then you wouldn’t be forced to use the progression system intended by the developers (which is currently in a pretty horrendous state).

How will 1% more crit optimize the fun out of the game? Most of the stats just make a weapon feel better too. Sprint speed, dodge distance, push cost. Damage stats hardly ever increase performance.

I’d argue the game will be more fun the less you have to worry about gear, breakpoints and all that.

That was the case in VT2 in my experience.

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Why should I be forced to mod the game when my suggestion lets you play your way without the need for a mod. VT2 was fun, because the gameplay was fun, this “optimizing the fun out of it” argument holds no validity in games like this. The same argument would work against learning when to block or push, don’t over-optimze your own playstyle, that will remove the fun.
Sure, it is anecdotal, but I have no personal knowledge of any instance where your argument would be correct.

The progression system is bad, unfun AND unfitting for a Tide game. Gear shouldt after a certain point be perfect and no barrier to further improvement, a perfect tool for the player to rely on. Also, easier to balance around max weapons instead of rng heaps.

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My experience is the exact opposite. I love meeting breakpoints and making conscious choices on what compromises I’ll have to play with.
RNG takes all the fun out of that.

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I think that’s what he meant, gear being basically set statwise (maxxed) so breakpoints etc are not problematic. Pardon me if i misunderstood.

Optimizing out the fun isn’t about the 1% crit. With the current system with weapons having sliders that can’t be all maxed out you have to make meaningful choices. You might select one with better reload or better mobility. More penetration or more cleave ect.

While the current system is super flawed where game time/skill doesn’t translate to better rewards and rewards are fully random, if the sliders would be totally adjustable the “best set” will quickly come up and people would select that option instead of experimenting with what they have.

Or they could use and do what they want, which is a good thing imho. You are not forced to be a metaslave if you dont want. Why take that choice from other players?

Absolutely. Avoidable frustration.

We’re on the same page. Id like to see reds again so we can experience weapons at their full potential and not keep hunting for upgrades.

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They arent really all that meaningful. Basically you have a gimped weapon and the stats are sliders that make the weapon feel better.

The stats will hardly make a difference the majority of the time, in deciding the outcome of a game. That .1 sprint speed and .1 first target damage and cleave on an axe(omegalul) doesn’t mean much at all.

The blessings and perks on the other hand do mean something, especially some of the busted mandatory blessings.

Brutal momentum, savage sweep.

I could agree with you if we were playing Destiny 2, but this aint it chief

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Read any post where people write about how much more optimal (and boring) it is to run dif 1-2 games for grims and tomes. There is your over-optimizer mindset.

Yeah, and the crafting and progression were absolutely horrendous. I remember speedrunning low-tier maps for the bad chests with handmaiden to get green dust before the dust swap was implemented. Leveling classes took way too long (and still do). There was 0 meaningful gear progression apart from throwing dust and parts into the slot machine or pulling it with the boxes. At least there were better chests at higher dif I give you that.

In DT I can at least see what they were going for has some meaning even if it isn’t well implemented (or hasn’t been implemented like the rest of the crafting).

I don’t know what you are getting at, I can just switch that the other way around. I prefer seeing a variety of playstyles in a multiplayer game instead of running with 3 optimized meta-slaves as my teammates. It keeps the game fresh. Seeing all the knife-monkey zealots in every game is way too much as it is (and it isn’t even the best weapon with that build).

Nah, you can’t turn that around, as you are trying to force people to play a certain way for your satisfaction while I prefer them to have agency over their actions and choices.
I advocate for freedom of choice, including yours to NOT be a metaslave if you disklike that, obviously, while you try to put up barriers and restrictions for everyone for your preference. I find your point to be inherently and conceptually wrong, at the risk of sounding rude.

And yes, VT 2 didn’t start perfect, but it is workable now, zero reason to not copy that. And then improve from there.

Grims and low level runs etc are 100% game design flaws, has nothing to do with the players optimizing the fun out of anything, that’s just a dishonest claim.

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I agree with that design idea, but I don’t like that the “perfect weapon” is granted by RNG.
I’d like to be able to craft my own perfect weapon, from nothing to perfection, even if it requires grinding.
It gives me something to aim for and reason to play the game beyond just my enjoyment of it.

Remove the RNG from this process entirely.

@Fatshark_Hedge @Aqshy Thank you very much for actually taking the time to answer to threads and let us know you are not ignoring us. I get you can’t answer to much of the complaints, but it often feels like we’re being ignored. I appreciate seeing your posts.

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