Invisible second blessing, lul.
There are other ways you could reward xp post level 30 without prestige levels. EG Emp Gifts, or chunks of currency. It makes reasonable sense to me that they might want to keep such options open and thus leave the ability to keep earning it at 30 as is for now despite no current use for it.
I wonder did they change locks color from red to green cause they think it will trigger players less? :DDDDDDD
That was just an example. Thereās plenty of other things they could do with it.
I understand why locks still exist, I think thereās a better way of implementing a system to encourage more gear hunting/mat farming that doesnāt feel like slamming into a brick wall a bit, but it is what it is for now, and itās at least a little bit more flexible. Iād not mind paying a big chunk of resource to unlock things though for example, or maybe the concept of reds might fix it, presuming reds are challenging to obtainā¦note I said challenging and not difficult.
Mission board changes seem fun looking forward to it.
In light of account wallets will Melk weeklies become account-wide too? I love the idea that I can fill a slot flexibly on a class my team needs at the time and continue to progress my account as a whole rather than that character. My bugbear now would be my hesitancy to change to fill a comp better because āI need X more ranged/melee kills on my Veteranā
If Melk quests became account wide with Objectives x 3-4 and rewards x 4 I think that might be more reasonable, and maybe make melee kills reward more coins? Itās a chore compared to ranged that takes much longer and Iād like an incentive to not have to spend so many dockets on getting ranged to make my quests completable with the time I have to play each week. That and feeling a bit pressured into having to play on my Veteran because I need to complete quests. Iād prefer to be actively choosing to take my Veteran into missions because the team is lacking a specific role of anti-range/anti-armour/anti-boss, etc. More satisfying than taking a sub-optimal choice for my own personal progression.
Iād like to log in an play and not be held back based on my preferences/choices on that particular day and incentivising me to be a team player seems far more satisfying.
Maybe add a melk quest around (Complete X missions with a team containing 4 different classes) would be a good addition to help encourage people to classes they play less.
Right, I forgot to mention that. I called it 2 months ago!
For the āAuricā missions, if you have to be level 30 to play them⦠what is the point of + 20% xp???
Probably a lack of any meaningful incentive or a lack of willingness to award any.
These Maelstrom missions should be approached with caution as some of them can be quite challenging! As a reward for completing these challenges, both XP and Ordo Dockets will have a higher payout than usual. They will be accessible through a unique slot on the mission board, which is available at all times so that they are easy to find and try out.
Experience, Ordo Dockets, Diamantine, and Plasteel will be bonuses upon receiving these rewards when a mission concludes (sidenote: quickplay bonuses numbers displayed in the screenshot could be subject to change by the time we deploy this patch).
Itās great that we get some currency for quickplay, but there should be a change to the experience gained for max level characters. Something like VT2, so instead of receiving more exp, why not more ordos or a higher chance of a rare weapon/curios .
So you can get more levels faster and flex with your prestige levels via mod even more.
Based & Savage
Ouch! Yaāll donāt wanna see that part!
#BreakTheLocks!
With this crafting system, I canāt try any combination of blessings and perks I want. and I canāt collect breakpoints with such a system.
Too much randomness, Iām not interested in this ā¦
For the grind, the current system with the processing of weapons for blessing \ perk and a slot machine in the form of buying weapons with random stats would be enough.
Remove the ability to reroll. and give the opportunity to choose any of the available ones, and at any time the opportunity to change both the perk and the blessing
Developers would be busy with the normal balancing of the blessing, and not create the appearance of work with such patches.
And for now, start fulfilling the promises about new classes. Or are you idle talkers who cannot answer for their words?
there is still such a feeling that the company recruited āeffectiveā managers from quotas, but forgot about the skills.
It looks like the developers have no vision of what darktide should be.
also the impossibility of choosing a map and a modifier upsets. . .
This is an improvement, though weād all prefer no locks.
THAT SAID⦠How about a āresetā button? It would revert all changes and the locks and return any spent resources so we can restart from scratch?
Might revert quality might not, but would remove the locks and reset the changes.
RESET BUTTON RESET BUTTON RESET BUTTON!
They are not. They are just a little bit less rng. Thatās not massive
Because more ordos = less grind ā bad statistics
n ur not cool harumph
Players will keep grinding for that perfect item. We just will. All game stats from all games say so.
And when we finish a build, we tend to quit unless weāre grinding money for other builds, (which is why per character inventory is dumb.) Or we quit when we finish the story, or we quit whenā¦
Players need a goal to keep them playing. It could be an achievement, it could be a rng item, it could be anything, but they NEED A GOAL.
And donāt say āWell, if the game is goodā because thatās not true. Statistic prove it. Weāll return to such a game, but how many of us finish second playthrough of a story single player game? A third? Some will, sure, but most is what matters.
Sadly, the laziest goal is to put the brass ring behind rng. Which we have here and players the world over are pretty tired of this trick and we know what it is.
I donāt blame fatshark for wanting to do things to retain players, but they need to see things from the playerās perspective, all the times this has been done to us, and come up with goals that retain us without irritating us.
Goals mean nothing if they arenāt worth the time of investment. You will have a player sooner quit when they canāt get an item than get the item. After getting an item, they move onto another, and so on and so forth. But if they canāt even gain the one item, what is there really to motivate them for the next?
We have that as a first hand example as the playerbase dies with the current systems, I first hand can account that I have barely any motivation to play when my choices of equipment get bricked and I have to start over a new weapon because of bad RNG as I swim in thousands of diamantes which would be a resource to sink into breaking locks for fine tuning.
Thereās a difference between grinding for a perfect item and grinding to roll a chance at a chance of a decent base of an item so you can then roll and spend more resources at a chance of it upgrading to something you want, etc.
If there was a way to target items or an extremely heavy grind to open a lock or some such (Or even just a moderate one time cost to break a lock once! Literally anything) that would be one thing, but right now you can just waste tons of times never getting what you want. As somebody with terrible luck in general a lot of times (I never got lacerate above tier 2 and I put a solid chunk of time into Darktide for example), the system is terrible.
Clearly people arenāt going to keep grinding for those perfect items in Darktide. Hell, I wasnāt even grinding for perfect, just for variety and even that wasnāt happening. All right then Darktide, I aināt got time to play your coy loot games. (Or mission RNG games. Or FOMO weeklies. Or RNG weeklies. Or poor balancing⦠Etc.)