Dev Blog: Into the Maelstrom

Well, yeah. It was implemented like a month or so later.

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On. The. Money!

Lol. I didn’t ask god for anything? If you’re talking about when I said, “Good god” That is just an expression in the English language for outrage, shock, horror etc.

If their plans are anything other than removing the possibility of bricking weapons with locks, then it’s a bad decision. In my opinion at least.

And you’re wrong. I don’t need a loot grind to play a game. But when a game is heavily built around that loot grind it does affect me. In darktide there are blessings that can completely change a build, and specific perks that can help reach breakpoints. So if you want to try out those builds, guess what you gotta do?

You have to interact to interact with crafting system, which means you have to grind. Unless you’re just incredibly lucky and get to skip all of that, because RNG decided to bless you.

When I want to try out a new build that means I have to grind. It’s not an option, it’s not something I’m like, “wow this is so much fun, i wish every game had massive grind for it’s progression”. It’s something the game mechanics are making me do to inflate my playtime.

If it were up to me we’d be able to infinitely change every aspect of a weapon, while picking the exact perks/blessings we want. No lock restrictions. And all blessings would be unlocked from the get go. I think I had 300 or so hours when I quit and still didn’t have all the blessings. That is ridiculous.

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Welcome to the fold #399.

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My argument was and will always be that the system in its entirety sucks, and removing the locks is a temporary yet still necessary solution to the biggest issue in the system. They need a new one. That doesn’t mean they can’t remove the locks so the pain point is lost until they make a new one. It might invalidate their current system to some degree, but it doesn’t matter because the system sucks anyways and removing the locks would only make it more enjoyable for most people.

I also gave two suggestions for a new one: one of my own months ago, and the simpler suggestion of just replacing the current system with something very similar to the athanor. Mine was more complicated. Athanor is simpler and already liked by many people.

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we shall never fold!

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I liken it to the Diablo 3 auction house situation.

Long story short, auction house + bots = massive currency inflation + everyone skipping the game because they could just buy all their gear. It was a pandora’s box situation, from which the game’s economy never recovered. Years later, that entire economy was effectively retired and all the gains from it were made redundant.

I think that removing locks without compensating elsewhere would probably have a similar effect here. Yes, it’d make people happy in the midterm, but in the process it would send the entire game economy way off the rails.

I’m sure most players would say “good, send it off the rails, it sucks anyway”, but as I’ve said before, the devs have goals around gear acquisition and, for better or worse, they’ve proven that they’re not going to dumpster the current goals without trying every other avenue first.

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I don’t know what you think you need to test a build…

however, what I know is that the odds presented, during the last days, are totally wrong. You can get without lot of work any good weapon you need to test a build.
Off course, if you need only a perfect weapon, it is close to impossible.
However, getting a weapon with the blessings you want to test will be possible now as you will be able to change 2 blessings.
Getting an excellent weapon is really not hard. Today I have got a new Bolter 380 with pinning fire T4 and I have rebless it with shattering impact T4. It has a 20% maniac and I will put a +25% unyielding. I have the same on my zealot, but only 374, with unyielding +20% and 25% carapace.
Problem is not getting an excellent weapon, especially when you have a method (I described mine). And, you just need to play to see it.
However, the problem is surely the time needed to craft weapons, as you need several tries. Also, you need to find a good base weapon, or you just waste your materials. I must say that getting a weapon close to 380 is really important to maximize the chances to get a T4 blessing.
I try to monitor a little the crafting I actually do. We already know that getting a T4 is possible when consecrating to blue (I have seen it), but you have more chances to get them at orange (I can confirm it). I can clearly see a link between the quality of a weapon and the odds to get a T4 blessing. Since I use the method I described, I have found lot of excellent weapons.

We can seriously test something with a weapon that is just good (for me = 2 blessings you wanted) and even with a just average weapon (1 blessing that is a game changer). I played a lot with weapon really bad to test things. Several blessings can be seen mandatory like BM on a combat axe or pinning fire on a SMG or PC for a power sword.
However, you can always rebless a slot with them. Now, you will be able to rebless both slots. This is a huge step for players that want to test things.
Merk’ shop can give you a lot of the blessings and off course you can learn more from the crafting.
Again, the problem is the time needed to achieve all of this. And the fact that Brunt’s armoury is a serious waste of money, so no real way other that checking shop is here to obtain good weapons.
And from this perspective, even contracts are a problem. Objectives are too long to complete and when you achieve them you have to wait the end of the week… not really good.
Same for shop. You have to wait 1 hour or 1 day to see it refreshing. Why not allowing us to refresh it with some ordos?
From my point of view, and I play yet the game and have seen the work done on it, I would say that DT needs too much time to achieve something valuable. You have to invest time. And a player wants to play. They do not want to have to farm to be able to just craft one thing that can be totally useless. I always hated games that force you to farm. And I know few people that like the farming sessions.
So, they should at least rework their system to reward better the time that their players spend in the game.
There are plenty of solutions for this problem.

Not even in the slightest. People always bring up the fact that they continue to play vt2 even though they have their max items. It’s a moot point. People still play horde shooters that have no item acquisition systems, at least not ancillary. It’s not an argument to make because it simply doesn’t fit this genre.

Also, if the game entirely revolves around item acquisition, then continued engagement needs to stem from adding more items, not making it more difficult to attain them. People don’t stop playing Skyrim the moment they have all the best gear. People don’t stop playing through a run in l4d2 when they reach the tier 2 weapon stack. People don’t stop playing microsoft flight sim after completing just one flight.

If the game is fun, people will play it. The game hasn’t been fun, so people have stopped playing it. The slog to get items has actually made people stop playing, so if anything, the opposite of your argument has proven true.

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Don’t mistake that for me saying that I think that people are here for the gear acquisition loop (at least, as it exists today). I’m certainly not saying that, nor am I playing for it. What I’m saying there is that the devs have goals around that.

You were making arguments about people not playing the game if they get to the end of the gear grind. I didn’t see anything about FS’s system design motifs. I’ll also reiterate that their current design motivations are entirely anti-player, and they need to erase their drawing board with lye.

No I wasn’t, I was making an argument that there’s goals in mind for the gear acquisition system, and that FS has proven (and openly stated) that they want to leave the door open to try other things if these changes don’t help enough.

this line, mostly

That’s what happened in D3, where half the game is the gear acquisition loop.

I was trying to illustrate that changes (or in D3’s case, unforeseen factors) like this affect a system’s ability to meet its basic goals, and that FS has goals they aren’t ready to throw out yet.

And I’m saying that it’s moot to consider those goals. They may as well not even exist. They can be ignored entirely.

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Thank you once more Lady CatFish!
These are mostly great news and I’m so happy we get some of that. We all need it. I know you want this game to Suceed and Thrive. So do I. Most everyone here still giving feedback and showing they care about the game even as some don’t even play it now but may want to come back, it makes me Happy and hopeful. But at the same time the game is, honestly, dying. Bleedign out. And it hurts me so to see it.

Here’s my humble feedback on your news, phrased more clearly than I did in-character last time, hoping it adds something to the already existing discussion:

Into the malestrom/Auric level - Win! This is the way! YES!!!
Players get to pick server - Win! I’ve seen other games have this and yes this is great!
Shared Wallet - Big Win here!!!
Getting work done on Xbox release - Win!
Most I see posting think it’s not optimal but I think it’ll boost everything and get new blood into the system of the game. I think. I hope.
A PS4/5 release would be cool too, I know it’s not planned and a big endeavor to add at this stage but it could add more true hardcore gamers to the ranks. Anyway, a bit late for that, IDK what it would take to port it and then have crossplay for that too. Maybe it’s not doable…

Item locks changed but not removed -Loss!!
A partial loss perhaps, with the change it is better yes, the Curios especially is probably all fine like this. But we need more.
Sadly, in my humble opinion, this system with too much rng in layers is a losing strategy for player retention as it has the opposite effect.
It’s the missions, the fps game experience that keep players playing, not gacha style rng weapon building per se. Play to the games strengths here to win, not the weakness that is the crafting system. That’s my advice.
Nobody really collects weapons for their own sake, they just need them for the missions.
The idea that it makes people stick to the game is simply wrong and it’s harmful to the game.
You’d still have rng and grinding from item base stats, that’s fine. It’s just the multi layer rng bricking and ruining equipment we put resources into building that irks people.
However, I’m a big fan who only wants what’s best for the game and Fat Shark as a company. If you do have a really good reason for retaining the locks then now is the time to reveal this big secret instead of hinting at things like experimenting more further down the line. Because It breaks my heart but we ARE further down the line. Extreme measures are needed now or the PC fan base may whither before the XBOX can even be released.
Allright? I know it’s hard to hear but it’s where we’re at.

Everyone, well most at least, that still have interest in the game want the locks removed.
I have an idea here that doesn’t remove the grind but gives player agency. Let us use a really big amount of resources to unlock a lock once, just once. You can even add a funny skit with bribing Hadron somehow to do this off the books.
It won’t skewer the system just unlocking once at great cost, it’ll generate a lot of goodwill in the player base and give us a way to unbrick that one god roll dream gun that got bricked at the last moment that took us weeks or months even or more to grind.

Now then, other things to do to save this game is to get out more player classes, I have some great suggestions for them if you want it. Like a Tech Priest/ Combat Servitor class.
Maybe if you got some weapons ready to go add those too. How about a bolt Pistol? Same function as the boltgun with just somewhat reduced damage and range? Or a Heavy Bolter even just with a larger clip and slower reload?

Another thing is to add the ability to have more real training sessions with enemies fighting back like some of the mods allow. But in the actual game. Like a part of a real map or an approximation as a training ground map with elements from real missions. It wouldn’t give rewards or XP but just to train certain situations.
Like a Poxwalker Horde rushing you or a number of Crushers backing you into a corner. Or fighting a 1vs1 against a Monstrosity.

Your Humble Servant Poul

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Maybe so. The point was that you and I aren’t the people who make that decision.

The goals are obviously important enough that they can’t/won’t budge on them. Hopefully they’ll find a better way of meeting them before it’s too late.

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Indeed, I want more power outage missions - for sure.

Or they have no plan, no idea what they’re doing, and they’re holding onto the locks because it’s the only thing that prevents people from achieving what they desire, and they’re terrified that the rest of the playerbase will leave after they get what they want.

These idle talkers should have already released at least 2-3 classes, made a normal balance of weapons + perks + blessings. This is the minimum that needs to be done in 9 months. . .

But we have a situation where there are a couple of ultimate weapons with a couple of blessings.

They could not balance and made a crutch in the form of locks. Or not being able to balance properly, I don’t know what their problem is. probably the intellect

There is also a class balance problem!

The top 1 class in terms of effectiveness is the shooter with holy Bolter. He can do everything and in all positions. further Zealot A little less effective and more demanding on the skill, but in general, too. Ogryn and psyker are not independent compared to the shooter and zealot. in a team, they may not be useless, but the question remains, why take a psyker when you can take another shooter? the same goes for the Ogryn.

As the goal of the game, I consider only passing on the maximum difficulty. it’s T5 + high intensity + shock troops.

If there is such a mode in this game , then all characters must be balanced to play on this mode.

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