Dev Blog: Into the Maelstrom

because they’re moving the ball (the mechanics of the system) around, but making us think it’s in a spot that it’s not. It’s not in a good spot. They just moved the locks around a bit. It’s not different in a good way, but rather in the same (and perhaps even worse) way. The cup is their reasoning (locks kept for the game economy), which is just deceptive. It’s not the real reason.

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youre implying that their change was merely a facade

like a literal facade

youre implying that they basically made no change if not a planck length of change

thats not only false, but thats actually disrespectful as hell, one working person to another

Ok, i see… you have no problem you can explain
Don’t be surprised that your (not-a)problem is not solved by devs.

lol. Yeah, if they removed the locks, the roof would fall in. They are like supporting walls, or the driveshaft on a car, just can’t program around them. :roll_eyes:

They wanted two locks, we wanted no locks, the new solution is two locks.

Yeah that’s in the middle.

…So, are you trying to make it obvious this is bait, or was that just by accident?

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i mean, well, yah. It’s nothingburger disguised as a big change. I don’t know why you’d try to rationalize it as some big solution.

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I think devs listen. And I think they are capable of deciding for themselves what’s best for the game.

If there is a power struggle within Fatshark, know that players will back whoever removes locks.

I wish that were true. If they did, this would have all been worked out last January.

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Too little, too late.

Maybe on your next game, choose not to implement mechanics going against the player on purpose.

Why were currencies not shared to begin with ? Who thought it was a good idea ? Those persons should not be in a position to make decision in the future eh.

Then you wouldn’t have to take 9 months to correct those decisions and could focus on actual content.
The way this game was released is … bah who cares, you are now a 2-3k players worldwide a day.

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reason why we dont have end game gear drops after a run is because we need to make it ourselves, since we need to make the end game gear ourselves unlike finding it, it will not be easy or fall into our lap, but like finding it, the aspects we value the most will be rare

Correction, they wanted 2 locks, peeps wanted no locks, the new solution is make it easier to get high tier perks and blessings into the weapon of choice

realizing the locks are integral (unless you want them to copy V2 lootbox system), yes this is the middle.

This guy gets it. I’m thrilled to see account wallet. Now where is my account inventory? I want to use my best lasgun on my vet and my zealot.

(Yeah, I know they don’t listen,)

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Okay. :+1:

someone should actually say something then, everyone hates Fatshark’s solutions right

for the record i did say to carbon copy v2 on their apology/community survey

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We needed to make the end game gear in V2 as well, it was just easier because there weren’t any locks and reds were a thing.

There is zero functional difference between RNG drops via lootboxes and RNG drops via emps gifts and RNG stores.

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its just complaints and issues on crafting mainly pertaining to the locks

except one where it interestingly suggested weapon levels, even though there are already 5

their locks consisted of restricting the ease of choosing which specific perks you could pair up together, but yes, V2 intelligently made it so that we could at one point upgrade to end game gear with the red dust

but like i said, i wouldnt be opposed to having V2 loot/crafting system in DT

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Sometimes it’s hard to admit you were wrong. You are not alone.

lmao ay, i aint the one needing another person to talk for me

my thoughts are just the crafting issues are a farce and we can all agree nothing came of it

I am actually tracking this.

I have 1007 out of 1082 blessings (93.1% complete). I have all lvl 1 blessings (got the last one earlier this week), all but 2 lvl 2 blessings (both on the sapper shovel, hate that thing, least common weapon in the game), all but 5 lvl 3 blessings, and the rest are lvl 4s. I have at least one level of every blessing except one, Inspiring Barrage on the flamer. I have 11 weapon categories maxed out and another 11 are only missing a single blessing out of the 41 categories there are.

I have 764 hours in the game but I’ve been playing since the POB and couldn’t collect blessings for a big chunk of that or was under the impression that we would be able to combine blessings or share across weapons so a lot of my pre-Patch 4 collection efforts were wasted.

It’s pretty clearly a slog. Things went pretty quickly up to about 75% completion. I’d get a handful each play session and would even have to pass some up just in the regular docket store because my dockets were exhausted. Now, some characters can go the full week without seeing anything in Melk’s and just save the Melk money for next week (or be like my veteran today with 5 unowned T4 blessings in the shop all at once that I can’t afford, crap). A bit after I started collecting it hit me that this would be an effective and in-flavor method for governing weapon property unlocks and I made a post to that effect a while back. Sadly, they didn’t bite.

For anyone interested in the out-of-game blessing tracker, you can find it here.

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They do listen. It’s why they’ve changed the locks at all.

I just don’t get why they’re so hung up on this idea that people are playing for the weapon grind, like we’ll all just quit if we’re able to more easily get endgame weapons.

FS, weapons aren’t the end game. They weren’t in V2 and they aren’t here. Systems like Auric and Maelstrom are the endgame, like Onslaught and Deathwish are in V2. That’s why people scream about getting more consistent access to challenging gamemodes.

Having easy access to a bunch of different gear and builds is what keeps that endgame fresh.

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