Citation needed. I call BS.
More likely a majority complaining after 1000 hours.
That, my man, is called a âstrawmanâ - an intentional misrepresentation and/or over exaggeration of another personâs argument, made because you are unable and/or unwilling to address the actual argument being made.
I have yet to see a single person ask for âperfect weapons within a few hoursâ. What me and many others ask for is a crafting system that is not window-dressed gambling simulator with odds heavily stacked against the player. Just in case you were not aware of that already, which I doubt.
Funny that it can be brought up as an example of a job done⌠decently (at least in comparison with DT), but VT2 offers the player a much better crafting experience. You also have to grind for resources, yes, but the process is nowhere near time-consuming, and you can easily get a good, solid weapon with the trait and properties that you want. Not âperfectâ by any means, but perfectly serviceable (and you can also gradually grind for âperfectâ red items via Salvage mechanic).
Most importantly, at no point in the crafting process does the game arbitrarily tell you ânope, you cannot try to improve this piece of gear anymore, youâre now stuck with it as-isâ. Locks are the real nail in the coffin of DT crafting, and there are obviously enough players invested in this game to keep the topic afloat for months. And counting.
Weâve also been offering solutions for a year now and FS refuses to budge on the main thing killing their game.
lmfao what is this cope about blaming vt2 players that darktide noobies always come up with, not a single soul who played vt2 wanted the crafting to have more RNG and be worse overall, yet here we are.
Now itâs ad homeniums and non sequitors. Straw mans werenât enough for the fallacy special meal.
We need more threads about crafting, and the squeaky wheel gets the oil.
You know what, I made another thread about the glaringly significant but criminally under-discussed painpoint that afflicts this game: the locks.
Locks suck.
Someone brought up an interesting solution to locks in another post:
FS, in all their wisdom, have made it quite clear when they had the opportunity to remove them last time that they want locks to be a thing. So we let them be a thing. EVERYTHING starts off locked and you pay diamantine to unlock each slot getting progressively more costly (say, 100 intervals so 1000 diamantine to fully unlock).
The crafting system is so bad in this game it could be removed in its entirety, as in you buy a weapon, it has 80 in every category and you can put whatever you want on it, and that would be a massive improvement.
A crafting system should be at least somewhat fun to engage with. It should grant the player a feeling of progress. Darktideâs crafting system grants the player the feeling that after level 30, gear is entirely based on a stupid random number generator that has incredibly low odds of giving out anything close to ideal.
Itâs not only not fun, itâs antifun. Darktideâs crafting system could be used as a case study of what not to do for decades to come.
Donât know why you are saying this to me.
Oh, I thought that point would be obvious.
Itâs a part of the game that the vast majority of the playerbase doesnât like to varying degrees, and also the absolute easiest one to resolve from Fatsharkâs perspective.
This combination means that itâs basically always worth pointing out that the crafting system sucks ass and should either be replaced with something better, or if FS canât be bothered, removed outright.
Iâd be fine if 90% of the topics were solely about this until it gets addressed. Itâs next to impossible for there to be too much whining over the issue. Even if it doesnât get resolved in Darktide, you can bet your ass this crafting system wonât be copy-pasted into their next game.
For me, personally, the terrible netcode is a bigger concern, but itâs also an objectively more difficult problem for Fatshark to tackle. Crafting is easy.
We used to not have crafting. I would rather have this system than what we had before. Is this one good? No, not even close. But before we were 100% at the mercy of RNG. Unfortunately FS thinks RNG is good so that is unlikely to go away.
If it were easy, they would have done it already.
I would rather them just do what they promised which is give us an in-depth crafting system that is not just RNG (I donât know where it is but people have quoted something at me directly from a FS devblog from the early stages of the gameâs life). I mean they did, eventually, give us a more comprehensive build creator instead of a stripped down version of VT2âs feat system.
So no, I donât agree that just removing it is a good solution.
Removing it can work, but you then need to have supporting and acquisition systems that suit not having a crafting system. So crafting canât be removed in a vacuum, the whole itemisation system would have to be entirely overhauled.
The solution is simple:
1: Remove the locks. In their entirety.
2: Introduce red weapons with maximized modifier bars. Like Vermintideâs red dust, the cost to do so wouldnât be trivial but it would be reasonable even for a casual player to meet. A player could chart out their progress towards being able to afford the upgrade. No layers upon layers upon layers upon layers upon layers upon stacks upon layers of RNG.
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