Dev Blog: Deep Dive into the Shrine

Also notice how they didn’t mention the siloing of resources with a single word.

They are keeping the grind and the insane RNG, to pad out player time and ‘engagement’, because the longer people have to be in the game to TRY to get the items they want, the more likely they are to buy cosmetics.

Paid boosters are on the way, it’s the only reason to keep the RNG and the siloing.

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Like many others have said, please get rid of the locking perk/blessing mechanic, its a horrible feeling to see your weapon you spent many hours upgrading just get ruined because RNG screwed you over and picked a perk or blessing you didnt want. This just feels awful

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Most of this is excellent news but I will still ask for either a way to unlock the second perks/bless or a way to earn more plasteel and diamantine (is there a way to recycle item in exchange for scrap?)

Because upgrading a weapon from grey to orange only to end up with two bed bless and having wasted so many ressource for something that you well replace as soon as possible isn’t that great…

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it seems like they aren’t really changing anything from the way it was already to be if perks and blessings get locked

even changing the store like this its still rng

unless they lower the costs of everything, including the weapon itself and crafting material requirements idk

and no mention of shared character resources, which you would think would be brought up here, guess we’re not getting that

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Sorry, better, but just not good enough.

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Everything I was reading was perfect, until I saw the LOCKS AGAIN WHYYYY?! Increase plasteel yield, keep this new system that you talked about and remove the stupid fcking btch ass locks and it would be almost good and functional.

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The system where you can make whites of any mk doesn’t sound like it will be very effective due to perk and blessing locking.

People will spend a bunch of money crafting until they get a white with good stat bars. Then they’ll spend hours-worth of plasteel getting it up to purple or orange, only to find that it ends up with two bad perks or two bad blessings, one of which will be locked to the weapon forever.

At that point, I’d still rather just wait for a decent blue from the shop that I know comes with one good blessing or perk. Especially since they’re apparently increasing the average quality of them.

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I’m just glad all the items with terrible stats but good blessings I’ve accumulated will be of some use, finally.

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Agreed. I have about 150 hours on the game, the vast majority on Psyker. I have fun leveling up the classes to 30, but once you hit max level the lack of shared resources is really a problem because it completely discourages me to bounce between characters and keep myself trying out new things and NOT GETTING BORED.

For example, I’m all out of crafting materials on my Psyker (well Plasteel anyway). The only way to get more is to keep playing Psyker. I’d love to play my Vet or finish leveling up Zealot, and use playing them to get materials to do some expensive upgrades on my Psyker. But nope. Can’t share resources.

The result is that it makes me just not want to play at all. That Fatshark does’nt see how they are shooting themselves in their own foot is baffling.

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Yeah everything in the blog and the system is worded to make it seem like they have listened to complaints, but in reality they are keeping all the absurd RNG gating and the intense drain on crafting materials. It will still just be lottery tickets, you just might get better base rating lottery tickets more often now.

It’s utter trash.

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Yes. I have been waiting to see the news before wasting more of my time with DT, but this is really a cosmetic change to the design that is grindy and unfriendly.

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Fundamentally, this isn’t any different from their initial proposal except for (a) They are adding guaranteed grey basic items of teach type to the docket shop; (b) Making weeklies a little more rewarding; and (c) extracted blessings can be used over-and-over again instead one time use.

I want all these changes to happen and get rolled out ASAP, but you’re right that the core hasn’t really changed. If they eliminated the perk and blessing locks, and allowed shared resources, it would be a game changer.

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Heh yeah I’ve said this somewhere before, that it’s truly astonishing how they keep shooting themselves in the foot over and over - and they appear to be equally surprised by the pain every single time.

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I mean the other big thing I’m wondering is how much are all they systems going to cost and will there be an alternative way to get crafting material beyond “go find it, lamo, good luck.”

There is also no mention of shared resources so I’m going in with the assumption that it’s all going to be locked per character and any grind to improve a weapon will be PAINFULLY slow between finding the blessings you want and getting all the crafting materials required.

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This indicates you either fundamentally don’t understand how the gear system you have created actually functions in practice, or that you do understand that what you said isn’t true, and instead want players to keep pulling the lever until the hit the jackpot.
With stat bars, perks, and blessings, you haven’t created a system where items can be exciting and different. There is no variety or diversity for one same weapon with different attributes, because all of the different variables only result in a binary. When bars and perks matter, it’s always exclusively because you need to reach a breakpoint. There isn’t an infinite variety of grenade gauntlets I can find, only the ones that can one shot bombers and netters, and the ones that can’t. There isn’t an infinite variety of bolters, only the ones that can open bulwarks in one shot and kill shotgunners in one shot while in volley fire. The list goes on.

What’s worse is that the layers of abhorrent RNG that you put in place ensures that finding a usable weapon of a certain type isn’t just a matter of finding one with the right stats. It needs to have the right stats, have the correct perk, and in some cases (ogryn melee for instance) the necessary blessing. The fact that you only let us reroll one perk and one blessing means only one thing : you want us to keep gambling away resources until we get the thing we want. This isn’t creating player engagement, but destroying it. All the fixes coming are good, but they fail to properly address the loot lottery you’ve put in place.

Please, remove the perk and blessing locking. Let us reroll both.
The experience of upgrading and rerolling curios only to brick them by getting something useless while making them orange is a nightmare, as is bricking weapons that had otherwise perfect stats.
Also being able to reroll stat bars would be great, as that would at least give us a guaranteed good baseline to start the chain of gambling on.

I’ll end this by saying you guys made a huge, huge mistake by holding on to a loot system that failed to fit within your games for the third time in a row. This isn’t diablo, where pooping out gear with a zillion stats and attributes can potentially lead to interesting item acquisition.
You’ve created a tight, mechanically intense coop shooter where item functionality has always been, and will always be “this needs to achieve X, and if it doesn’t it goes in the trash”.
All you’ve done in darktide is remove control from players by not letting us roll perks and blessings as we want, completely stripping any potential for experimentation, since we’re now unable to reroll all of them. Meaning if I want to test out the great weapon variety you so proudly speak of, I would need to start the loot lottery all over again. Find a duplicate of the gun I like, with good bars, not brick it when upgrading it by getting the wrong perks, not brick it again by getting the wrong blessings, and then start comparing the two.
You’ve also added another layer to the needless RNG elements by making the very stats of a weapon random as well. If you think missing a breakpoint by a couple per cents is fun and engaging, you’re flat out wrong.

I know bringing up DRG is basically putting the fatshark version of Godwin’s law in effect, but in that game, where instead of looting random variations of one gun until I find one that works, I have a stable baseline that I am then free to customize on the fly whenever I want. This actually allows for the build variety and diversity of equipment you claim to have but fundamentally cannot have. Every gun in that game has at the very least 2 completely different viable builds, some up to 3 or 4. I can’t think of a single item in either V2 or DT that has more than one way to build it.
Even if the gear system you created allowed for that kind of flexibility and variety within a single weapon, the rng based loot and restrictive upgrade system would ensure that we would never get to experience it.

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Yeah. At a minimum the locks on perks on blessings need to go. That’s the bare minimum to have a system that isn’t fuelled purely by RNG and rage and tears.

What we ought to have in addition to that is a system for increasing stats, or some way of working towards a fully maxed bar weapon. Until we have that, there will still be a significant portion of RNG and luck, even with fully unlocked blessings and perks.

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I am perfectly fine if they instituted something like this.

Keep the locks on perks and blessings, but allow with a Large amount of Plasteel and Diamantium a switch of the lock. So the one you re-rolled now becomes locked and the other does not. This will still require grinding, but eventually you can have your weapons/curio’s exactly how you want them.

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Even whit be close to mostly negative in the global reviews of Steam, you are still trying to do your best to not fix the basic complainings.

I wanna be able to craft the weapons i want, be able to try different builds and stuff , not praise the gods to get once time a weapon close to about i want.

DEATH GAME

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Yea now just remove the locks and make ressources and gear shared across characters.
Welcomed acquisition changes but unless those two things happen as well, I can’t see myself coming back to the game.

The locking of perks and blessings when rerolling is incredibly dumb and works against the whole “trying out different builds” intention. The locks actively work against the players and it simply needs to be changed or it will always remain a major sour point with this game hindering its potential.

Bricking a weapon bc of a lock after putting time and effort in it is nothing but actively causing frustration. Very bad mechanic.

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FATSHARK NEEDS TO HEAR THIS LOUD AND CLEAR. THIS IS THE CRUX OF THE WHOLE THING. ITS SOOOOOOOOOOOO FREAKING AGGRAVATING. WHY? WHY DO THIS? THERE IS NO REASON TO DO THIS AT ALL!

Fatshark - please just take a moment to consider that if you remove these perk/blessing locks, it will still take a LONG FREAKING TIME to find blessings and good base stat items for all of the weapons in the game, let alone multiple copies of said weapons built with different blessings/perks. If you remove these locks you still have 1000+ hours of playtime to find good base items and collect all the blessings on all of the items. And for the players wanting to play 1000+ hours, believe me, grinding out random loot IS NOT the reason why they want to keep playing, and it is not a factor that will keep them playing. It will in fact do the opposite.

GET THIS THROUGH YOUR HEADS!!!

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