well we have been here before with communities united around things and its proven to be disastrous , people that are so into the crafting that its preventing them playing right now , are they actually going to be interested in playing once the crafting is complete?
the game isnt motivating them crafting is if they open the locks its the same as removing the system there will no longer be anything to work towards you will just end up with an equal or greater group complaining they just removed the endgame and now theres nothing to work towards.
Thinking about it now, there have been ongoing discussions about how to fix crafting, by the community since january and even before that.
The linked post was made on march 31st.
Now it is 4 months later (which should have been enough time to fix absolutely everything regarding the crafting system) and all we got is âBasically, we changed nothing, but the locks can now apply in slightly different way.â
The thing that continues to bug me is that, well, this entire weapon system didnât need this RNG. It wouldâve been logistically simpler to just go âhereâs a weapons stats, hereâs the perks and blessings for said stats, modify it how you wantâ. The entire mess with RNG weapon stats, RNG perks, RNG blessingsâŚitâs pointless. It makes the game less fun. If youâre going to make something RNG, you need a constant stream of new weapons and constant upgrades and drops, a la borderlands, to make it so you donât despise the system.
Agreed. And Fatshark hasnât been able to actually get any content out on a regular enough schedule.
I think Fatshark made the classic GaaS mistake: not having the flexibility, numbers, or organizational acumen to make content quickly enough for a model which demands consistent regular input.
They could have RNG even, if only there was some quest system, like with Melkâs shop but for Hadron. Like find some relics on maps, scan them and bring info to Hadron, ~n relics data logs to remove lock.
aliens: Fireteam Elite ďź Use a skill to its maximum advantage through multiple passive skill combinations (cooldown, damage, duration, coverage, healing, summoningâŚ)
Deep_Rock_GalacticďźWeapon values can be changed through multiple weapon modules, and the values of the modules and weapons themselves are fixed, which makes it easy to adjust the balance of weapons, characters, and skills
The other crafting idea that couldâve made sense is that when you change something, the new thing is what gets locked. So you have total freedom to build a weapon to spec, but then itâs locked fully and if you want a different version you have to start with a new base item. That wouldâve been a way to encourage players to keep grinding and collecting and crafting, but would still let you make a distinct build if you want.
Ultimately, I donât think Fatshark understands and/or values the notion of theory-crafting and testing out different builds and thus they donât understand why playerâs would want that.
Iâve said it before, but Payday 2 has an entire sub-reddit dedicated to build crafting and sharing builds. The best darktide gets are people posting item pics. Thereâs very little actual âbuild discussionsâ happening because itâs effectively impossible to test out each otherâs ideas/suggestions.
This is a good patch all around. Thank you for taking steps towards the game experience we all want.
One wallet across all characters is huge and very welcomed. That makes me pretty rich, combined. Big kudos.
Mission selection will be much smoother and reward scaling needed to happen. Kudos.
Curios have been a pain in the ass, so choosing what you want, for at least two perks is also good. Axing the constant rerolling was so annoying. Thank god I kept so many trash rolls; they can be useful now. Kudos.
Two questions:
Q1:
Can you please elaborate on what you mean by, âbig impact on item acquisitionâŚâ?
Q2:
Whynot have a different reward (instead of XP) for lvl 30 players? Same question for Quickplay bonuses. XP is useless to lvl 30s. Unless youâre planning to add lvl 35 and reds later, then I suppose I can deal with it and wait.
Suggestion:
Why not allow blessings to be acquired across all other weps that share the same blessing? Why do I need to farm for a blessing I already own on another wep? Division 2 allowed this and it was very rewarding. I think this should change.
Well, itâs a baby step in the right direction. But the bottom line is and remains, RNG ruining your items isnât fun.
Take a look at Remnant 2, a game that doesnât use RNG on its items but instead uses RNG on what you encounter with each playthrough. Itâs infinitely more fun that way.
Translation from Management Approved Corporate Speech: it would make people have to grind less and Greg from Tencent says we canât have that because grind is what keeps people buying cosmetics
Apart from the account wide currencies, quick play incentive and perk selection being a big positives, albeit long due ones, the other changes like the mission board, locks and the rest are at best baby steps in the right directions or at worst fundamentally not changing anything.
Those other changes are detracting the excitement for the patch in the same way those systems are still detracting from the fun of the core mission gameplay.