Dev Blog: Deep Dive into the Shrine

Do you understand what „overhauling“ means?
A common definition is „to completely change a system so that it works more effectively“.

And what the section means, that i specifically highlighted for you?
„The whole idea“ not „this specific implementation“.

Yes, you are misreading it. The whole idea refers to a concept of “number-embiggening and gear-grinding”, i.e. this kind of looter that we see in the DT.

According to the common definitions of the words he used, you are misreading it, not me.

If my understanding of the dude‘s statement really is incorrect, that is on the dude for writing something else than what he means.
I am not so condescending, that i would claim that the guy actually means something different than what he says.

Yes, the actual itemisation especially acquisition itself in V1 was riddled with issues (Ranald says hi) and weird quirks and omissions, but it wasn’t that much simpler than V2 and the actual crafting systems V1 had are still so much better than anything we got in V2 and DT.

V2 was for a time viewed as worse because 2 traits were swapped with boring stat% properties and the mixed reactions on how static the traits were (until people started finding out how broken some of them were). They combined property and variable reroll together in an amazing fail on how probabilities work. Accessories had locked sets of properties and traits too that wasn’t communicated in any way, but some of it was easier to intuit than in V1. But atleast that overall had tangible progression with the power rating and at the top end the variability of new item’s power ratings was at a small 1-2%.

In both V1 and V2 stats increased a little bit based on weapon rarity.

Cue DT, the “complexity” is random stats that and even more layers of RNG, the item acquistion was time locked with a 20x larger variability in base rating, and rerolling the bits you can reroll has arbitary locks in place that can permanently render a weapon subpar. Both perks and blessings have variables, massively expanding the pool of both, not to mention way too many joke perks and blessings that are either broken or do so little they are literal space fillers.

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I was referring to the items - since they were simpler and with less variety, the system was simpler because it didn’t have to deal with the elaborations like VT2. I agree with you, just wanted to remind of that (I played VT1 a bit recently, had to remember all the stuff I don’t have compared to VT2).

Yeah, I was playing some V1 a few months ago (April’ish) and the feel is completely different.

Although, in terms of the items themselves, I’m curious to see what makes you view them as more simple. The only mechanical thing I can think of is the lack of push-attack.

Is it the lack of stat crunching for break points because they don’t have +damage modifiers? Some of the traits in V1 did end up as properties in V2, like block cost and stamina, so that part of weapon modification was present in both. Was it that you had to roll potentially infinitely on properties in V2 to get both good properties and good values?

I will admit that the article has quite a lot of subtext that taken together seems like the article can be interpretted differently from what some parts of it say at face value, and it’s really easy to pick quotes out of context.

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I have always felt that VT1 items had very easy to understand functions that were less dependent on the complex synergies. But you wrote more or less how I feel about it all:

  1. VT2 reorganization meant 1 trait/2 props per item + specialized stuff for non-weapon slots, which is actually easier to manage for synergies, but there are more elements to take care of.

  2. DT increased the number of possible combinations dramatically and took away (almost) all the agency present in the VTs.

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I think ppl are too focused on the one perk/blessing re-roll thing. When we get more loot to sift through, you should be able to get weapons with at least one perk/blessing you wanted anyway and mess around with the second one.
How about we see how it goes with all of these system changes, casue taking singular thing out of the blog adn placing in situation we have today, is just plain inaccurate. Seems like we need to verify economy as whole, to criticise the crafting idea as FS presented it.
Still need that shared resources though !!! :wink:

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This is exactly the root issue. Fatshark has their logic messed up.

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What a sh-t show, this game will never improve.

Oh, I was censored because the developers will not tolerate criticism of the game? Let me say it again. The locking traits part of the crafting system shows an intentional malice towards players of the game. Fatshark must actually hate the players of their game. They don’t want you to get good weapons, they just want you to grind indefinitely.

repost

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How is that “the uniqueness”? One version has like 36 weapons. The other has what…hundreds of thousands of unique weapons? Pretty sure that’s a meaningful amount of distinct uniqueness. Though sure, we can trim those hundreds of thousand down to hundreds/thousands if we want to only talk about meaningfully unique weapons (ie weapons where a breakpoint of some kind is hit, including things like range-based one like one Ogryn’s kickback having enough of a Range stat to make a kill at a certain range and anothers falling just short).

Well what do you mean by that, because I completely agree that it’ll be a big step forward that you earn a weapon every mission whose attributes are based on the difficulty/second objectives, and that finally connects it to missions in a meaningful way.

…but at that point I could also see an argument that sold weapons should deconstruct into crafting materials (because those random weapons are still unlikely to be terribly great rolls), which would then help you get through the rest of the system a lot better than pure Ordos will (since Ordos only help with the very start of the system). So if you were arguing for that, I’d agree with that too!

At least Vermintide 2 had a functional crafting system, the developers are passionately determined to make Darktide a worse game in every way. Enjoy the mostly negative reviews.

I mean…this sounds fine and all…IF YOU GIVE US MORE CRAFTING RESOURCES.

Since everything is STILL ENTIRELY RNG, Giving us not even double or triple the plasteel when crafting costs exponentially more plasteel than diamantine, doesn’t fix the problem. I think its fun to upgrade items and see what you get, but not when I can only afford to upgrade 1 item per week (its like 1200+ plasteel for one weapon ffs). I have excess diamantine on all of my characters.

WHY CAN WE NOT AT LEAST SHARE CRAFTING MATERIALS BETWEEN CHARACTERS?

WHY do 50% of the blessings still seem to either be completely broken, or so insignificant, or worded so poorly that no one would in there right mind use them? Why would I take anything else over 75% power increase? How is a 10% reload speed after sliding even in the same ballpark? At least make the low tier blessings usable, not just a waste of a slot.

Sort of feels like the devs already had their plan for this, and are just faking that they are listening to feedback. Locked slots, no use for ordos post 30, no post leveling past 30 (why not just make emp gifts be given on post levels?). Why not allow a conversion of ordos to crafting materials, or from 1 material to the other? Will full 100% base modifiers finally be unlocked?

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They need to drown us in weapon drops and crafting materials while lowering the costs of upgrading if this system has a chance to work decently.
Because how it works now the algoritm is: buy gray weapon, does it have desired stats? yes upgrade, does it have desired perk? yes upgrade, does it have desired blessing at max level? yes keep ugrade. They need to geve me the resources go through this process evry succesful run if they want me to consider it being worth my time.
But with how much they messed up recently it’s hard to keep trusting them.

If you want 1 out of 2 perks/blessing it’s 0.013% to get assuming T4 perks/T5 blessings.
If you also want a specific stat distribution assuming a gracious only 40 different combinations (there’s way more btw) it’s 0.000325%
Assuming it’s from running a mission 0.00000878% and you want a specific weapon.
Assuming it’s from the weapon exchange 0.0000878%

And note that I’m not actually accounting for base rating here, this is just assuming it is an upgrade in terms of base rating… This for 1 specific stat distribution though… Let’s just for shits and giggles say that a quarter of all stat attributions would be an upgrade.
Runs: 0.0000878%
Store: 0.000878%

But this is using the old known rates of blessings and perks… It’ll be interesting to see if this “potential” they speak of increases the likelihood of a 360-380 getting better tiers, but it would more or less have to guarantee T3-T4 and T4-5 for it to matter in the slightest.

None the less, I have the spreadsheet ready to jut down data, yet again, to see if they actually fixed until then I am inclined to say it won’t fix anything. At all.

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I read the RPS article. While I don’t agree with completely removing the crafting system, I do think the article highlights some very foundational issues with the way gearing intersects with “playing this game together with friends.”

To be frank, some of the best times to be had in these types of games is playing with friends and being on voice chat. However, you can quickly run into issues where one segment of the group is geared up properly and taking on harder difficulties, and the other segment isn’t. It makes it hard to play together. Each segment is either bored or frustrated depending on whether they are able to play on a desired difficulty or not.

VT2 solved this nicely with the Chaos Wastes by the way, and it was great for bringing a lot of my friends back to the game.

Anyway, all of this makes a good argument for an athanor / weave forge crafting system that is entirely deterministic.

If the argument (which it has been) for keeping this RNG is to keep players engaged and prevent them from getting a perfect weapon, consider this. What if you used a deterministic crafting system but it took approximately 10 hours of playtime to collect enough resources to fully unlock a given item. There are 67 weapons (including sub-types) in the game. Minimum you’re talking 670 hours of work to unlock it all.

BUT - and here’s the kicker, you get to have fun doing it. You get to know that each minute you spend PLAYING THE GAME moves your closer towards your goal in a predictable manner. Better yet, in a relatively modest time frame, you can get a “good” set of gear and be able to play with anyone, limited only by your skill at that point.

They could further incentivize unlocking other weapons in various ways too. Imagine if they gave each weapon a special “completion” skin by using a fully upgraded weapon in X-number of mission.
This would further motivate players to try different weapons (as they did with many challenges in VT2) and keep the gameplay fresh.

In short, you can have a RNG-less crafting system yet still have it drive engagement, playtime and player retention, while simultaneously dealing with player frustrations, mismatched gear levels, and give players a greater sense of satisfaction and reward for their efforts.

EDIT: I should add that for the Darktide, if they remove the perk/blessing locks it will be pretty close to this. The only limiting factors would be (a) finding a good base stat item, which changes to the shop may address, and (b) finding good blessings to extract and add to the library, which may also be easier with the planned changes. But maintaining the item locks makes all of this infinitely more difficult in practice because of math.

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Even then it’s a pretty awful and time consuming process (just running around the ship and sifting through mountains of items). Which hopefully don’t get made obsolete by future patches.

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That’s true, how the crafting is right now it will always be bad, i have on perk that i rerolled for hundreds of time alredy and i can never get the desired tier of the desired type ( thoughness regeneration speed ) i got bored at some point and left the second best option.
would be nice a feature that makes the more you roll the higher the tier of the blessing at least.