Dev Blog: Into the Maelstrom

Of course they could. But sadly don’t seem to be planning to do that.

Overall? Some good changes finally. Once again the crafting is pretty disappointing; whoever is insisting on keeping that RNG system just needs to stop. I was kinda hoping for a blessing/perk overhaul/rebalance considering how terrible and useless most are. Some good QoL stuff here, but disappointed there isn’t more ‘gameplay’ changes/content to tempt players back in.

@FatsharkCatfish Can we get some hint about these ‘other changes’? Should we expect to see these in this patch?

Mission board changes: :+1: . The changes are a step in the right direction, we will see how it plays out in practice, but a positive change overall. A shame we still can’t choose our missions/modifiers, but…

Crafting ‘adjustments’: :confused: . This is kinda meh. It’s certainly a step up from the current system, and will hopefully result in far less bricked builds. But at this point, why even have the locks at all? I’m failing to see the point of them other than causing friction with the community.

Pooled resources :+1: :+1:. Sounds like exactly what the community was asking for. Thank you! I might finally feel encouraged to try other classes without needing to grind as much.

I know this was never mentioned, but weapon attachments? Please… :pleading_face:

2 Likes

There will be no “down the line” if people are not playing the game anymore.
These crafting changes are a joke and as said by others, they change nothing for someone who already has weapons with decent blessings, and very little to someone who doesn’t. This doesn’t really add any experimentation value neither, since most of the blessings are useless or straight bad compared the the few good ones there is.

Great! The game already has awful hit registration problems and now I can’t wait to have lag on top of that when switching to another server to try and find a match. The problem is that people are not playing your game because of your anti player mechanics and the lack of content.

4 Likes

This is my worry.

4 Likes

(Just pasting modified line items)

Action items Description Mod Mitigation Status
Crafting locks Remove the crafting locks, or at least allow the players to have some functionality to remove them or swap them for a cost. This can be seen as an amelioration while a rework is done. None directly.
* Blessings of the Omnissiah mod improves inventory indicators of which blessings are in your library.
* Shop Checker Browser Plug-in makes it easier to check shops remotely and keep an eye out for high rated itehms and/or desired blessings.
Dev Blog: Into the Maelstrom

Updated but still remains an issue. Now it’s two locks shared between 2 perks and blessings. For curios it’s much easier with 2 perks swappable vs one. This still creates an annoying system to use apps to look for gear in brunts and to constantly check the store and swap between characters.
Siloed resources Allow Ordos, Melks, Plastic, and diamonds to be account wide instead of character specific.
Additional note: Curios could be account wide as well, like in VT2.
None directly.
* Character Wallets Mod allows you to view your resources from the character select screen.
* Psych Ward mod allows you to access shops and inventories from character select screen.
The mods above make it a little easier to manage things, but doesn’t directly change resource silo’ing.
RESOLVED!

Dev Blog: Into the Maelstrom

Map selection Players cannot select maps, difficulties, and modifiers they want. Some changes need to happen here.
Proposal: Allow a VT2 style where all maps and difficulties can be selected at any time (with no modifiers or secondaries).
The current mission terminal is repurposed to have maps ONLY with modifiers and secondaries, the difficutly is selectable.
Quickplay gives +25% more resources to encourage team play

Additionally, since some penances require completing specific mission types, always have one map per mission type on the board.
None directly.
* One More Try / Many More Try Mod allows you to replay a mission and extend the access window for a desired level (e.g. Hi-Intensity Shock Troop). Can be used with strike team to launch mission no longer available on the mission board if you use the mod to save it’s code.
* Solo Play mod allows you to specify all desired mission parameters, with the caveat that it only works in solo-mode and doesn’t provide any progression.
This doesn’t give players total freedom but will assist with players getting higher tier missions. Will see how the community feedback is and potentially resolve this item. Picking @Reginald (AKA Reginald) to spear head this initative.

I am honestly not sure how to feel about the crafting changes. The probabilities will be better for curios significantly (doesn’t help there are options that are not very useful late game like more XP).

The permutations and combinations are better for sure, but it’s still very annoying to own heaps of the same weapon. It’s also painful to use the web browser plugin to see what weapons are in store and sign in and out to buy weapons that may be good. And the odds of brunts.

I still think some work will need to be done here, I don’t think we can resurrect this system at this point.

@FatsharkQuickpaw or @FatsharkCatfish since resources will be shared now, can you purchase weapons from brunts or melks for other characters? Or see what’s available for your other characters? Would really help when between missions you want to check the stores but don’t want to go through all the loading screens of swapping characters around. Otherwise it still promotes the use of a web browser plugin to use alongside the game as almost mandatory which feels pretty awkward.

9 Likes

@FatsharkCatfish

Providing feedback from the top down, and trying to keep it to “how these changes make me feel” because you’re the developers of this game that you want me to play. It isn’t my job to tell you how the fix it, but it is your job to incentivize me to play it.

Maelstrom Missions

  • This sounds awesome. A rotating selection of “challenge mode” type encounters sounds fun.

Auric-level Operations

  • Again, this sounds really cool for players seeking a set of very high difficulty missions with challenging modifiers.

Quickplay Bonuses

Matchmaking & Server Selection

  • Cool! Increased bonuses for doing random matches and more control over what region I’m playing with are incredibly welcome changes.

Changes to the dynamic system of the Mission Board

  • The title of this made me very excited, but then upon reading my shoulders slumped.
  • I was expecting to see something about player choice and agency here. Sometimes, I’ve wanted to play a particular tile set or mission objective, but it isn’t available on the difficulty I want to play right now.
  • Why are difficulty and map selection linked? What value does that add for me?
  • It really feels like you refuse to listen to players on this pain point, and that doesn’t give me hope that there will be enough people to matchmake with, or make it easy to convince my friends to play

Ability to select the exact Perk when refining an item

  • Oh! Cool! This is awesome and gives me more agency over what goes on my weapons.

Two Modifications for items

Change to Curios

  • Oh. You’re persisting with the need to keep locks on gear. This is disappointing.
  • While this is a net increase in player agency, it fundamentally misses the mark for me. Locks feel bad.
  • (1) Getting a weapon pattern that I want, (2) that is a high enough rating, (3) and also has good rolls for modifiers, (4) and also has 2/4 perks or blessings good enough is already way too much RNG for my tastes.

We are aware that the changes mentioned above do not give unrestricted freedom to all aspects of an item. To do so would have a big impact on item acquisition in Darktide, and we want to explore different paths further down the line.

  • You’re aware that this doesn’t address the feedback players have given.
  • Impact on item acquisition? I don’t see any changes here that do anything to item acquisition, which frankly, just feels bad.
  • Overall, this section just really disappoints me - you haven’t listened to feedback players are giving, you’re persisting with a system that is just unfun for me and my friends, and it’s taken almost 10 months to get to here. This section alone eroded any positive feelings I had about the mission board changes above and convinced me that Darktide just needs more time in the oven… this is half-baked.

Migration of currencies

  • Oh, hey this is cool and welcome.

OVERALL THOUGHTS:

  • I’ve been following DT news passively while waiting to see what you did about what my friends and I consider to be fundamental roadblocks to player fun – lack of direct control over mission selection and too many layers of RNG surrounding gear acquisition and improvement – this patch doesn’t sound like it’s doing anything about those.
  • This doesn’t do anything to make me want to play your game long term. These changes are steps in the right direction, but the distance between what would make this fun and where you are is too great for me. I don’t feel like you respect my time.

I’ll be checking back in 6-12 months to see if you’re ready to respect my time yet.

Cheers!

9 Likes

i like how people dont realize that removing the locks removes the whole gotcha gambling system entirely, which will never happen

edit: at this rate, we will never receive actual add ons to the game, just keep tinkering over one aspect of the game, be that one tony stark that stayed in the cave

(Crafting updates aren’t as big as I would have liked them to be, but still better).

Let me know how you want to engage in this discourse :smiley:

3 Likes

Oh look, guys.
Yet an other fool no happy about a game that not for them.

if you don’t like checking the loot you get
if you don’t like getting bad weapon and get getting better weapon some game later
if you don’t like to “thinks” about you weapon, if you need to upgrade it or scrap it
if you’re not exited about the loot you get
i don’t thinks looter game is for you and it not a bad thing, we can’t like every genre of game.

People do realize, that’s why they want it. They don’t want this gotcha gambling system regardless of wether or not Fatshark/Tencent wants it
it might be an unrealistic demand but the demand is real

2 Likes

I think you could have an absurd amount of resources to remove locks or turn an orange into a VT equivalent “RED” weapon that never gets locked. Even if it’s something 25,000 diamonds for one weapon/curio.

Otherwise, yes, probably need to gut the entire crafting system and try again.

Or, give us a modded realm.

2 Likes

Why would there be a potentially reachable cap for what is essentially a number? You can store a 20-digit number to a 64-bit integer. That is 8 bytes so 8 megabytes per million accounts.

1 Like

then people gotta jus be straight up, none of this oh we aint got time to farm, or oh its too difficult to gamble

yall shouldve just said “we dont like the crafting system, please change it”

Certain countries have laws that don’t let companies have unfettered access to your data. In either case, your perspective betrays a lack of principle.

Welcome #393

1 Like

I agree. While I feel changes are needed to refine and smooth out the process (since most players find it unfun and aggravating), I also feel tweaking it in the extreme opposite direction would not be beneficial.

yeah if people just said that they hated the crafting system and none of the lock bs, then something wouldve actually been done instead of FS trying to find a work around the locks

everyone in the forum shouldve just said, “we dont like the crafting gotcha system, please change it”

This isn’t a looter shooter. It’s a co-op horde game with unnecessary RNG itemisation and craft tacked on the side.

If it is a looter shooter, it’s failing by not consistently giving interesting/usable/fun loot, and as a horde shooter it’s failing by locking your tools behind a horrid RNG system.

9 Likes

You are one of about 3 people who enjoy the system as it is.
Basically everyone else dislikes the system as it is.
About 98% of the playerbase is gone, with the crafting system being a big reson for people leaving.

So who is the game for?
Apparently not for those 98% who would like to like the game.

It is pretty obvious that you are out of touch and that you want the game to be something, that drives away almost everyone else.

4 Likes

everyone rly gotta set the record straight and say they arent satisfied with the current crafting system as a whole instead of going on about the locks looking like they want an easier game