They don’t call it intel inside for nothing.
The people are unhappy with the game because they bought something on a promise that was never delivered in a general sense. And it’s not just one person, there are multitudes, e.g. The 45,000 or so people that used to play but don’t anymore.
80k+
So noted. I appreciate your faith in my abilities.
The term for games where you RNG pull for items/characters is called a ‘gacha’, not ‘gotcha’. It’s a loan word from the Japanese ‘gachapon’ or capsule machines.
This isn’t a looter game. This is a horde game. If it was a looter game, you’d get weapons far more and through just playing the game rather than going to a shop.
What’s the reasoning for rewarding extra XP for a level 30 only activity?
What use does XP have at level 30?
People have been saying they, further than don’t like, loathe the crafting system since November 2022. So the record stands. You don’t perceive reality.
The Auric/maelstrom missions are a step in the right direction regarding missions/difficulty. But i do hope the auric missions ‘ignore’ the weekend modifiers. I don’t mind having missions with those modifiers just dont force them upon us and block off the other modifiers.
Crafting:
Able to choose your perk is good. I don’t think anyone would argue against that.
Able to choose which 2 things you change on your weapon is an ‘improvement’ but honestly still think you just need to allow us to modify the perks/blessings of our weapons freely. Let us spend our resources to break the locks if necissary, there’s no need to give this to us for free. I’m just not convinced of the given argument of “having a big impact on item acquisition” should block us off in allowing to modify our perks/blessings on a weapon freely. We still got to deal with the RNG of the stats of weapons afterall.
Able to change 2 perks on curio’s is a great change. Atleast one crafting change that takes a step in the right direction.
Merging currencies: great change, only wished this was at the initial release but better late then never.
Overal better then expected changes coming. Crafting changes could have been better but i’ll take the mission changes for sure.
Hopefully it’s one of the alluded to but unmentioned changes, otherwise someone might need to reread their design docs again if they exist.
People have been offering tones of alternatives. I for one even offered to keep the locks, but you only ever lock the perk/blessing you choose. So if you want to try something new, a balance patch changes something, you get a new weapon.
Others have offered high amounts of resources to up perk and blessing quality. Or that if the locks stay at least allow us to upgrade the perks and blessings to tier 4 without being able to change the type.
Or a way to change the modifier values like a scale. You can’t go above 380, 400, whatever base modifier value, and each value can’t go above 80%, but let us move the bars with resources.
like i said, they should have just set the record straight about loathing the crafting system, instead of going on about the locks looking like they want an easier game
Like I said in a previous post, they have done literally NOTHING. For future items the RNG needle has been moved so slightly as to make virtually no difference whatsoever, and for existing items the difference is literally zero. It’s nigh impossible to try to imagine the brainrot that must be infesting FatShark at every level of their organization.
Slow clap… Well that was a lot of pointless text.
I like how you’re taking credit for the things we have been saying since release while also justifying crafting locks, once again, great marketing.
Yes, unlocking your horrible crafting would fundamentally change your game. For the better!
How do you not get that!?
This isn’t a loot shooter where weapons have so many variations that rng created vastly different guns… No, this is an rng where there is one gun… A single variation worth your time, and than tons of nerfed bloat. Your deceptive stats and “non progression” is still enough to keep players blissfully unaware of how bad their gear is… You don’t need to treat them like dirt and keep the carrot behind lock and key as well.
But like always it still boils down to, you haven’t spent enough money in the paid store to unlock humanized crafting. Keep at it…
Your game practice really is just a big middle finger to your customers.
Do you think someone would come back to McDonalds if the cashier called them names, abused them and kept their paid for hamburgers at arms length until they were fed up and left…
Seems like you do, since you keep doing it and justifying it and it is exactly what is happening… Everyone is leaving.
I feel like whoever is in charge over there needs therapy and deal with his childhood trauma/bullying and not take it out on us.
To follow my analogy above, stop trying to make that one single disgusting burger last as long as possible… And just make more and different ones…
Why was warframe successful? Because of grinding? No. Because of a constant stream of new weapons, new frames, new things to Work towards… Not rng hope for. Work towards. Their mission structure of procedural design also helped a lot… Static missions is soul draining design… Horrible design choice there.
Still, no one really cares about mission modifiers or crafting locks. We are forced to care because you make no content. We are forced to care because you give us no new toys.
Stop it. Make new things, more things, different things. Add story and progression. Add a sense of adventure and purpose.
Stop making toxic crafting the only thing the entire game revolves around…
Please make something… Stop polishing a turd and call it pretty…
But how will these changes affect Viktor Saltzpyre’s legacy?
I would literally die if we got Chaos Wastes in Darktide. Give me chaos wastes or give me death!
. . . and yours a lack of reading comprehension, that was descriptive statement, not prescriptive. I’m as happy about the current state of data privacy as the guy that I responded to.
Constructive outrage, this is what the forum needs.
dont worry overlord, he has a literacy problem or internal error iykwim
I’m back because I heard a little birdie that the major pain points were being addressed.
I feel like this patch is a diagonal step forward. Some forward movement, but some side stepping as well that doesn’t really resolve some of the issues.
I’m thrilled to see character specific siloing gone. This is by far the best change and I’m very, very pleased that this feedback has been listened to. This is amazing and big for increasing playtime diversity as now you don’t feel punished for switching characters.
Crafting is a little disappointing to hear that locks are still present. I feel at the very least that this is much more manageable. I feel it’s so much more reasonable for the RNG to only be base stats, and perks as then I can just have 2 blessings in the bank to make certain weapons worthwhile. I do wish that a better solution was in place, having the ability to “buy” a lock break makes so much sense that it’s a bit frustrating that something like that wasn’t implemented. This feels more like a side step that’s not as bad, but could be better. Considering this was the #1 piece of feedback for the last…8 months? I expected a more concrete, better solution. I just hope this doesn’t get flagged as “dealt with” and then ignored.
I’m mostly disappointed about the mission select still. I think it’s great to have a “cataclysm” equivalent, a difficult mode always present for people who want the challenge. Additionally, quickplay providing a bonus is very good, I can’t help but feel that that’s something that should have been there in the first place. But oh well. This is great. What I’m disappointed at is still not being able to pick difficulties & conditions. I can deal with not being able to pick the maps, but I find very often during a game session, the available missions is a small pool which means things get stale very quickly. Being able to pick my conditions & difficulty helps make it so if I have to play the same 2-3 maps over and over, at least I could add different modifiers to diversity the experience. I really wish that if “private mode” is selected, that then I could have more freedom in playing what I want. If I have a few friends playing, we should be able to play what we want since there won’t be random people joining in.
Edit: or, for the purposes of let’s say I really do not like a modifier. Like I hate the hounds modifier. When I still played, if I saw hounds, I didn’t play. I love lights out. Some people hate lights out and won’t play if that’s on. I really do think that these modifiers can be handled better. Especially since it seems like they’re toggled by devs. I have friends who have several hundred hours of playtime, and they’ve only played lights out ONCE. They want to play it more, but just cannot. Entire weekend of one mode? This current system is clearly not ideal and can be cleaned up so much more.
@FatsharkCatfish I know it probably won’t happen, but at some point I would love some transparency as to why there’s such a resistance to giving player agency with map selection. Payday 2 had a similar system to what DT has now, but people hated it so they changed it to let people have some player agency. Is it a back-end thing? Is it a design intent thing? Some explanation as to why we still can’t at least pick difficulty/modifiers would be greatly appreciated.
Overall I feel this is a good patch, which does…kinda address what people have been actually asking for. If some of my friends are still interested then I might install it again to play a few rounds. But I feel that still not being able to pick mission, difficulty, and condition means that ultimately we’ll get bored quickly again and lose steam pretty quick after a couple sessions.
I do want to say a big thank you for finally listening about the resource siloing. That’s a huge positive in my books. Being able to play whatever character I want, whenever I want without feeing punished/limited is very important and was one of my personal biggest pain points.