I expected nothing at all from you when it came to crafting, and yet you manage to dissappoint.
This is incredibly and embarrasingly bad, FatShark.
I expected nothing at all from you when it came to crafting, and yet you manage to dissappoint.
This is incredibly and embarrasingly bad, FatShark.
For players below level 30, can these players play difficult mutation missions to gain experience?
If not, whatâs the point of having high experience rewards?
For players who have reached level 30, can experience be further upgraded? Or can experience be converted into gold coins? Or can experience be translated into forging materials?
If not, whatâs the point of having high experience rewards?
Not happy about locks, happy about missoin board and wallets. Okay FS, 8/10 plans. Thank you @FatsharkCatfish for the good news!
This is bollocks on top of being too little too late.
Thanks for nothing.
To be fair, Catfish, a big impact on item acquisition is exactly what all of us have been specifically requesting for the past seven months. We were hoping for a big impact on item acquisition, because thatâs specifically the biggest pain point this game has.
All of these other changes are great. Adding a whole second mission board for hardcore players is a brilliant idea. Shared currencies was, and has been, a no-brainer. Itâs good that you guys eliminated rerolls on perks because, as has been displayed over and over again, thatâs been an utterly ridiculous embarassment on Fatsharkâs end.
But the locks stay? Really?
As I said numerous times⌠I donât like the current system⌠however I adapt to it, mainly cause I participated to a game conception, as a beta tester, and from this experience I have learnt to love to test and also finding ways to adapt to a systemâŚ
But, removing locks would remove any interest in the resources, the shops, the blessing tiers etc. So a simple screen where you customize freely your equipment would be sufficient. I guess that, throwing in dustbin all this work is something that can be difficult for developers⌠especially if it is a large part of the universe of your game.
Again⌠I like the changes⌠however, on crafting I believe it wonât solve the player base problem. (see my post above)
Good changes overall.
New maelstrom missions look interesting. Auric missions sound good.
Account wide currency has been asked for since release and should have been implemented within weeks.
Removal of rng regarding perk changes should have been done within a week of release (or in the same update that brought the rebless function).
The change to crafting locks is just a bad joke.
(Although it makes curios very accessible, it effectively changes nothing for weapons.)
The game has been out for around 9 months now.
This change (and the reasoning for not removing locks entirely) would have been fine as a temporary solution for maybe a month after we got the ability to rebless.
At this point, this changes nothing for anyone who already has decent items (and changes little for those who do not).
You have more than 6 months of basically unanimous feedback regarding locks.
Numerous great solutions have been suggested by members of the community.
You have lost almost the entire playerbase by now.
The time for making baby steps regarding the crafting system has been over for a long time.
This all sounds great to me.
Biggest question: Auric level maps give bonus XP. But Auric level maps are restricted to lvl30.
So⌠is xp ever going to matter beyond 30? Iâm baffled there is no variation of a âprestigeâ level system.
Crafting & Item Lock Changes
There are some big questions about this. Basically what Iâm hearing is that youâll always have two things locked (two perks OR two blessings OR one of each).
Does this mean that all of our existing locks simply remain as they are with no ability to change them still? If so, this patch does VERY little in practice. Sure, it gives me flexibility for newly acquired weapons moving forward, but wonât change anything I currently have.
I really donât understand whatâs so hard about adding an option to spend 500-1000 diamantine to remove a lock. And then when you change something a new lock gets applied. Would that really be so hard? Why canât something like this be implemented already?!
Ultimately, the crafting situation is not fundamentally changed. Itâs still RNG casino, just slightly less layered âmoving forwardâ on new items.
Ugh.
Mission Board
The Auric mission board seems like a nice option to directly give players more higher intensity options. Thatâs nice, but I still wouldâve preferred some more direct ability to pick the mission and modifiers. Oh well.
The other changes to the mission selection screen seem somewhat bad. Reducing the âhigh intensityâ options at a given lower difficulty seems like youâre reducing the potential smoothness of difficulty progression. I guess it depends on whether (for example) High Intensity Difficulty 2 or easier or harder than Low Intensity Difficulty 3.
Shared Currencies
1: Almost all this patch is very good in my opinion, good job
it was the only âfixâ crafting needed in my opinion and you did it in the best way i could thing off since it the same way you craft blessing, you just choose it like a pokemon
Now for the âless good thingâ:
I thing it could have been worse, but why not. I prefer the previous lock system.
And for the âdudeâ who thing lock should disappear, try to ask yourself (if you did play vermintide 1&2) if you look at the loot you get and why.
having no lock for a item would make them less interesting, why ?
because you wouldnâtâ look at loot you drop since you could craft a grey weapon you buy at the chop and craft it to orange.
what make me say that ?
it was like that in vermintide 2, you open your loot box and recycle everything and just craft a new weapon and upgrade it to orange/red.
And just in case, weâre playing a âlooter shooterâ âhack&slashâ game (steam tag btw), loot need to be interesting or there be no purpose itself for having loot.
These are fantastic changes, the game really needed them. Wish locks get completely removed after youâve explored enough alternative options that wonât satisfy the playerbase as much.
The changes showcased here barely change how bad the RNG gauntlet is to actually get something you want, #BreakTheLocks
Hereâs hoping Auric missions canât roll dogs, vent purge, or power supply interruption.
Disappointing you didnât touch on how badly broken dogs and mutants are, especially after that one update you did that tremendously improved them (other than the fact we could dodge through mutants), and about the gameâs horrible hitreg and serverside tyranny in general.
That aside, this is the first bit of good news weâve gotten in a long while.
My thoughts exactly.
I do not even know where to start here.
My only guess is, that there is somebody, or a group of people hellbent on the premise that casino style progress is hooking the players into the game.
I firmly believe, that this individual has barely touched any good games including Darktide itself. You create addicting games by creating immersion, strong, varied core gameplay and rewarding progression. In Vermintide 2 you could spend dozens of hours in the game just honing your skills while playing difficult game modes and experimenting with different loadouts.
Cherry on top?
I cannot wait until the next balance patch shifts the meta and bricks half of my already rerolled weapons.
Maps, new modifiers, shared wallet? Kark yeah!
First time in a long while Iâm glad my carefully prepared meme is going to waste.
This is a one, small step for crafting but great leap for Rejectkind.
Iâm talking about curios. Offering 2 changes on either Blessings or Perks is barely an improvement.
Curio crafting is fixed, but weapon crafting is still horrible. Good to know I was correct in holding onto dozens of high rolled curios. Can we actually have a bruntâs option for those?
As usual like 60% eh.
You have done literally nothing about crafting locks. There are still four things one would want to change, and two of them are still locked. What the actual hell?
This doesnât even account for the five statbars one might want to change. You have done nothing about the RNG. Nothing at all. Seriously. Eight months after release, after endless feedback, after countless posts on forums, on reddit, on youtube, articles on gaming sites, after losing nearly ALL YOUR PLAYERSâŚ
The results of your internal discussions was to do NOTHING?
I am about 100% certain that the decision makers regarding the crafting/progression system are singlehandedly to blame for the concurrent playerbase being less than 10k.
A good crafting/progression system could make the game great.
Instead we have a garbage system that has not significantly changed since release (despite unanimous dislike and clear feedback from the community) and drives away even the most degenerate gamers like myself.
Or Melkâs coins, like you either choose to buy some weapon from his shop or remove locks. Cause at some point there will be nothing to spend on your coins.
You said very succinctly what I tried to say earlier.
Basically, very little has changed. Still 2 out of 4 things are locked, you just have a little more flexibility in what gets locked. Pretty disappointing really
I have mountains of item Iâm sitting on hoping for a way to remove the locks. Effectively nothing has changed for those items. Still no way to remove the locks on the hundreds of items I already have.
Removing the locks with a diamantine cost is the no-brainer solution in my mind. Youâll still have to be judicious with items and managing resources, and youâll still be on the hunt for duplicates for items so you donât have to spend resources to respec the items, but at least youâd be able to âbuildâ an item to desired specs (with perks & blessings at least) and thus share/exchange/test/discuss different builds. Even with the proposed changes, build sharing is still impossible and Fatshark is thus under-realizing a huge opportunity for player engagement.
Whole lot of Meh.
Been away from the game for so long that the harder difficulties are out of reach for at least a few weeks to get back to form.
Crafting changes are underwhelming at best.
Connections to other regions servers would have been great⌠When there was still the playing population to support it. As an APAC player, Iâm still playing with 3k other people when half the world is asleep.
Account based wallet should have been patched in early 2023. Itâs ridiculous that theyâve waited this long for it to be a priority and people that have hung in there have more than enough resources outside plasteel.
All and all, unless the next patch notes are several unpadded pages long with fixes and changes to classes, weapons, and other things, thereâs still nothing worth coming back to until they start their season content. If they even manage to do season content.
The game is still half baked and this is just so much flailing for relevancy with a playerbase that has largely moved on, either permanently or temporarily, and with good reason.
Why bother spending time ramming your head against that wall while convincing yourself itâs a good time in sunken cost fallacies?
I couldnât have said it better myself.
Too little, too late.
Unified currency is a good change, but it should have been a thing from the start. Not when the vast majority of people have moved on. Same goes for the bandaid of crafting changes.
Darktide is doomed to remain a wasted opportunity and it makes a grown pal weep.