Dev Blog: Into the Maelstrom

Shills can distract and obfuscate and pretend no one has said what they want, and they can dance around the issue and get in the way, but they can’t make the game live again via those tactics.

They can’t make a happy base by those tactics. They might manage to confuse the issue enough that even more people leave and they get to sit on the server alone with the locks telling themselves they were right…while everyone else has left.

The shills white knighting this lousy system are going to end up killing it even faster if they are successful in confusing the issue by causing people to be even more frustrated and just leaving, like most of the community already has.

We do not want locks.
hearmenow

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But the problem is the feeling that people have about the crafting system, they find it unfun to engage with. When you have an item grind system in a game people are going to grind for items, but you don’t get enough resources and base weapons to match the current system in place and in combination with little communication about how Fatshark envision the item acqusition is supposed to look like when it’s finished you get frustrated people.

If people get frustrated enough that they no longer wish to engage with the game entirely because of the item mini-game, that’s when it becomes a problem. So why do people ask that the locks be removed? Some see it as the fast and easy way to get out of the item mini-game so that they can focus on the gameplay, or that it gives a clear goal to the item that you want. Weapons and certain blessings do alter how you play the game alot, depending on each weapons strengths and weaknesses which results in a gameplay style that they like so it’s no surprise that people wish to acquire a “perfect” version of said weapon.

The system in VT2 is also pretty bad, but at some point relatively early on (say by 300 hours) the combination of getting red items and the flow of crafting materials (from breaking down items) is such that you’re eventually getting resources at a faster rate than you’re spending them trying to roll and craft perfect sets of gear. Once you pass this threshold, you can mostly tinker to your hearts desire and don’t really need to worry about crafting (other than the annoyance of rerolling properties).

DT is the opposite. And if you’re aggressively trying to upgrade weapons to make a build you’ll burn through resources far faster than you earn them. And this is where the “feels bad” comes from. You’re throwing away entire stockpiles of resources and at the end of it are left broke and most often no closer to your goal than you before you started. You can flush 20 games worth of resources down the slot Machine and end up right where you started, no closer to your goal. That’s the issue.

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That’s not just a feeling… I don’t like it either.

Problem is that people are thinking the problem is described… but it is obviously not.
People say that we should know what they designate as a good weapon… but never want to define it.
We don’t know really what players think:

  • what is a good weapon, an excellent weapon or a perfect one? I defined these terms myself.
  • What do they ask for? a way to get a perfect weapon? good odds to get an excellent weapon? the process to obtain a good weapon will be easy with the update.
  • do they think the time needed to craft something is right? do they think the way to acquire a base weapon are good enough?
    There are surely other questions I forgot. But, seriously, 99% of the posts I have seen have no argument and keep repeating “remove the locks”.

Repeating remove the locks is not answering these questions. As I said, for sure they don’t want to throw their system. But there are plenty of things that can be done to correct the worst points of the current system. But, to know what to correct, players must explain their problem and they can, if they want, propose things. But, again, keep proposing the same thing that obviously won’t happen… is just a waste of time.

I can agree about this feeling. That’s what I point when I say that you need too much time to craft a weapon. Also, there is no good way to find a good base weapon other than checking stores… and this means that you cannot really craft whatever you want, unless you spend lot of time at doing missions to burn lot of money in Brunt’s.

Thanks for explaining what is the issue for you.

What people consider to be good or “perfect” weapons are going to vary from person to person, but any system that does not let you run the risk of wasting all the resources you have aquired and get nothing in return is, as far as I can tell, the goal of the suggestions about changes to the crafting system. Most of this comes from the time needed to acquire said resources.

People have been giving options that Fatshark could implement that would still either keep the lock system in place or give enough leeway that you can come close to the “perfect” version which ever item you want without needing to spend an enormous amount of time. But the time it has taken for Fatshark to respond on this topic has taken it’s toll on the community as a whole, and people have become frustrated with the system that most seems to not want a compromise with the current system and just want it gone all together.

@FatsharkCatfish
I’m sure you were going to see this video anyways but here it goes non the less:

As I am sure you and the team are aware, this video perfectly encompasses the feelings of the biggest part of the remaining community regarding this patch.

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And it was a good one, too! xD

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Good changes! Very exciting!!

I hope that curios that have already been refined will see locks removed to allow us to refine an other perk
@FatsharkCatfish A confirmation about this would be welcome.

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MY REACTION TO THAT INFORMATION

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CREDIT: Juras RodionovasPRO - Lead Character Artist @ Fatshark (Great work, simply amazing)

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mostly about the locks staying on weapons and fs saying it’s impossible for them to remove them due to the game economy, which is really just a load of bs.

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I really think this patch needs to roll out with a complete lock reset.

Seriously, devs, just take the f*king PR win, here, and reset the locks.

Y’all are gonna break the locks on curios anyway, there’s no way this happens without the 2000 or whatever players are left don’t stay angry about the state of locks.

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This really is a bit subjective. If I had at least a 1/10 of getting a great base at brunt and plasteel drops were doubled across the board I’m pretty positive I wouldn’t actually give a diddly sh!t about locks. At that point they really are only bothering you if you’re looking for something very close to perfection. As long as it’s not obnoxious to get a weapon with both blessings you want at at least T3 and 1 perk you want that’s honestly fine with me. This stuff only bothers me because even that much can be incredibly obnoxious if you get a little bad luck on rolls.

With all the other items in the game remaining locked if they’ve been refined, I doubt curios will have it any differently. My thoughts on this are above somewhere, no need to repeat myself.

But I am also curious, @FatsharkCatfish

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@FASAStampede

It’ll be nice if this was pinned somewhere on the forums too.

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Ah, here we are! Thank you!
This, at least, is something.

Damn, that’s incredibly cringe of Fatshark :pensive:

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Removing the locks wouldn’t suddenly fix everything and make the system great. For one, you’d still be dealing with the base weapon RNG, which is still pretty bad even if you do it through Brunt’s and ignore the ‘base weapon type’ part of the roll.

Once you’ve got the cash, it’d also make every gear source other than Brunt’s redundant, including the sole cash sink for the weekly currency. That’d make the weekly mission system redundant, so they’d need to rework or sideline that as well.

Then there’s the entire in-game economy - Upgrade costs, cosmetics, mission rewards, currency pickups in-mission - They’re all tuned for the current economy and would need to be rebalanced if such a huge part of it - The core of the the weapon progression system - was shaken up so sharply.

Changes like this affect other systems. That’s what they mean when they say that such a change would “have a big impact on item acquisition in Darktide”.

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Boo Fatshark. Booooooo!

I suppose you probably have to though. Unlocking them would probably just give us instant access to 4xT4 weapons, and I’m betting you can’t revert them back to drop state because you’re almost certainly not storing that information.

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That’s what i expected to be honest. Thanks for finding that.