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.