Do we need weapon stats at this point?

I looked through forum post history to see if this topic has been covered before, and the most recent post I could find was from June of last year, but it’s locked so I can’t necro it even if I wanted to, which means a fresh post for everyone.

To cut to the chase, I don’t think that the numerical stat distributions we have on weapons (and curios, to a lesser extent) serves a purpose beyond a random chance to waste resources buying an unsatisfactory weapon. I’ve been collecting weapons for so long on my Zealot that it’s hardly a problem if I want to try out a different one now and again because I’ve probably got a “proper” version of it, but if I want to play Psyker or Veteran who I have much less time on, then I have to sink quite a lot of time and resources into producing a weapon I’m happy with. And what for? What has this added to my gameplay experience?

I’d like to hear what you, the reader, thinks about the stats. Do you ever meaningfully engage with the system by considering one build that wants 60% Defense and another build that wants 60% Finesse on the same weapon? Even for force staves where grass-averse Psykers will seek out 0% Warp Resistance, I don’t think that makes the gear system any more engaging, just an obstacle to build crafting.

I only see upside for a(n admittedly monumental) rework that removes stat variation within a weapon. There’s plenty of variation to be had in a system where every MkIII Combat Blade has the same stats as every other MkIII Combat Blade. You don’t even need to show the bars; think of the potential use for all that screen real estate you’d get back.

  • Weapon balance and breakpoint calculations. If the fantasy of swinging a combat axe at the head of a heretic involves taking two hits to kill, then the fantasy is broken if the weapon does less damage than designed, especially if that less damage doesn’t come with a meaningful upside. The difference between 60% and 80% in Damage means a lot more than the difference between 60% and 80% Defense, so you aren’t trading a little damage for something else; you just have an inferior weapon, and that’s assuming it’s fully empowered. The Damage for Attack Speed trade comes from different marks of the same weapon, or even in the case of axes if you choose a combat axe or tactical axe (or chain axe or two-handed Plasma Halberd make it happen), so the gameplay system of different weapon stats already takes a backseat to different weapons entirely. You can streamline the weapons and balance considerations if you just embrace the fact that players already swap marks or weapon families rather than stat distributions when they want different gear.
  • Shake off the last vestiges of a much-maligned failure of an RNG player retention system. It wasn’t all that long ago that I was regularly logging in just to check the shop to see if I get to use the MkI Bully Club yet, though Hadron could also say no. Dark times for Darktide, and I’m sure we’re all happy to mostly have that behind us. But the frustration of hunting for a functional weapon remains in stat distribution, and each time it rears its ugly head it reminds me of Darktide’s immeasurably complex history of failures. Getting rid of random stats will finally rid us of that (part of the) grim past.
  • Opportunity for something new. Since the game’s release, players have been wonder about 100% and red weapons and what’s out there for end-game rejects. If you don’t want to answer the question, what better way than to make it invalid? “You want 100% stats? What stats?” Ah, it’s even better than avoiding the question, because they can’t just ask it again. With that out of the way, you can consider how other games handle difficulty tiers and weapon balance. Emperor forgive my disloyalty, but I’ve been playing Helldivers 2 quite a bit more lately, and if you missed the discussions on this forum when it first came out, then let me necro all that discussion too. In HD2, a given enemy has a fixed amount of health regardless of the difficulty you’re playing on. On higher difficulties, you see larger numbers of stronger enemies, but still see swarms of the little guys from lower difficulties. Your weapons perform predictably (bugs and odd angle of deflection aside) against every enemy. Your starter pistol is just as good at taking out the weakest bugs on 1 as it is on 10, but you better have an answer for the bigger enemies too. Darktide almost has this. There are the groaners which are weaker than poxwalkers which are weaker than bruisers which are weaker than infected Moebian 21st, but all are horde mobs. Shotgunners and Ragers could be the scariest things you fight in difficulties 1 and 2, with a Crusher or Reaper for really intense events. As you move up, you see more armored ragers and maulers and groups of crushers, but also the hordes change from mostly groaners to mostly Moebian 21st. Feel free to imagine this in whatever way best supports my argument; I’m not being super specific here. Players already think about equipment in terms of horde-clear and anti-armor and boss-killing, so why not build the difficulties around this progression? Sedition to Damnation sees a rise in armored hordes and roamers, Auric adds harder modifiers and increases spawn intensity, Havoc allows way more bosses to spawn, and each of these builds on top of the previous. You could make Auric a difficulty 6 and 7 and Havoc 8, 9, and 10 and do away with all the different mission boards.
    Ooh! And you could give us each our own ship and we fight on multiple planets and we kill bugs and robots and aliens and it’s a third-person shooter and we get capes and we’re called Helldivers! That would make Darkdivers I mean Helltide I mean Darktide 2 way better.

Jokes aside, my gameplay feedback is that Darktide probably doesn’t need weapon crafting. Unlocking new weapons and marks creates progression and increases build complexity over time as players learn the game, but converting time and resources into less-than-ideal weapons only takes away from a good experience. My ideal version of Darktide sees players unlocking new weapons that better answer the different challenges presented in higher difficulties and then players can experiment with different combinations of primary, secondary, blitz, ability, keystone, whatever to either round-out their abilities or focus on one or two tasks, such as becoming a dedicated boss eliminator or variety crowd-control and counter-sniper kind of build, and the difficulties prompt such decisions rather than everyone being able to do everything. Raises the question of what to do if you and your three random all want to be boss killers, but I say that’s not my problem. Writing forum posts is so easy, I should consider a career in game design.

Perks and Blessings aren’t in a great spot either, but that’s territory for a different post. In brief, too few perks and blessings matter. The quick solution is to get rid of useless perks. Blessings need a complete redesign and a focused shifted away from directly increasing weapon power because killing stuff faster is always the goal and the best two blessings for that will always be the only two blessings worth taking. But don’t argue about it here. Make a new post, if you’re so inclined.

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The stats are part of the progression system, and they are meaningful along the journey to 30 and beyond. And with the new crafting system, that progression journey is tangible for every new weapon family.

If you’re not into it, it’s easy to bypass as a long-time player with sufficient materials.

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I think they’re meaningful only as “not as good by X degree”, and the weapon’s color could be used as a proxy with no significant loss.

Rather than a dump stat, we might chose an “exceptional” stat - I think that’d be a lot more fun and interesting. Basically, another sort of perk.

There may be players who enjoy every 51 vs 62 or 47 vs 40 in the profound journey that is the Grind To 30, but I’ve never heard the least hint of a peep of a breath of a rumor of one.

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No, of course no one “enjoys” a minuscule stat difference. The granularity you point out isn’t really as important as the fact that you start out with zero mastery and garbage weapons and those both scale over time. And yes, that is a good and meaningful progression system.

At this point, where it’s trivial for long-time players to get ideal spreads on practically any weapon, the individual stat variations aren’t as impactful in the endgame system as they were when everything was RNG and you were stuck with what you got. And that’s a very good thing. But even if it feels (to long-time players) like mostly just a hold over from the old system, it does make item acquisition at lower levels more interesting (where the initial spreads can be wild), and it is of course still narratively consistent (because all our gear is salvaged).

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by now i wager its too late to change fundamental stuff like reworking blessings and perks into something like calibre, bore, mag size, recoil decrease muzzle breaks etc.

“this aint cod”, yeah ok.

i get from a design choice you got enemy stats and magic effects to counter em, making n exclusive choice for two over the others and so on and so forth.

carapace, flak, maniac etc.

should they have been hard countered by perks & blessings from the getgo?
would weapon types have had more “integrity” or character, therefor making a choice more relevant or creating a larger pool of “viable” weapons higher on?

maybe :man_shrugging: aint no game designer.

you see, in a competitive pvp environment you got designated roles that need to be fullfilled no questions asked lest the group fails and everyones aware of that.

this here is a coop pve, no one gives a damn what you bring (havoc excluded) or what class you play.
you replace a bot, the match starts, you either do well or poorly but if one is adept in his loadout and character there is a chance to carry and clutch that thing to fruition.

now, in my early days, engrained into my game-dna, EVERY weapon was an equal result tool to a means/ends kinda perspective.

could clear quake 1 with either the starter shotgun or grenade launcher start to finish, if you wished so and played accordingly.
some engagements were less favorable than say lightning gun or rocket launcher, but you could do it after getting well… good at the game.

fatshark sadly moved past a point where certain weapons endgame arent as viable by their very concept.

deadend so to speak until the whole system gets redone, what i dont see coming at this point.

maybe if all characters gets an “ogryn-revamp” treatment, that got more viable weapons back into his pool, we’d see other weapon types become more popular again.

time will tell.

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I think weapon progression is answered with consecration/rarity and unlocking new weapons and marks as your level and mastery increase. The random chance for your weapon to be good or not isn’t really adding to that system any more than seeing your level number get bigger. Yeah, over time and with empowering you’ll see your damage go from 30% to 80%, but you’ll also see your level go from 5 to 30. We can lose the weapon stats without getting rid of all the mechanical progression.

As players level up they unlock more talent points, access to harder mission difficulties, eventually the Auric mission board, and Havoc campaigns. They gain a wider pool of weapons to choose from, and being able to acquire one and use it immediately encourages experimentation. A zealot player is so excited to finally unlock the Heavy Eviscerator and then as they master it they can try out the other mark of it, and that experience is dampened by bad stats because if they don’t have the resources to pump it up, then they’re going to use a weapon they’re less excited about or a difficulty they find less engaging until they can upgrade it.

You (Fatshark/other developers) can improve weapon progression in a way that also satisfies long-time players by adding more content in the form of weapons and marks and blessings. Let those systems be how a player defines their loadout, not a handful of statistics you have no control over. Even if the attack pattern of one mark is “objectively optimal” players are still going to have preferences and seek variety. There is no variety in weapon stats.

That isn’t to imply that I think the existence of weapon stats is somehow reducing the number of weapons we have, but if the objective of the design is to add personalization and variety in player equipment, then stats are a bad design. More options achieves that objective, and options means content. I know it’s not easy to implement, and would be another rework to the itemization system on top of adding content, but that’s my gameplay feedback a few years too late. Should have just made the game good, I don’t know why they didn’t think of that.

I agree that consecration and empowering work well for progression. But at low levels (I was recently leveling up an alt-account, which has refreshed my memory), the weapon stats are still thematically relevant and impactful/interesting. When you have to make decisions about how to spend your small amount of resources, sometimes it makes sense to stick with a weapon that will be good with investment. And it’s impactful/interesting to get an emperor’s gift or finish off the last contract on your list to be able to afford a version of your favorite weapon with a better spread.

Perhaps! But that’s progression. I think it’s worthwhile to have, especially because there are so many shortcuts for long-time or high-skilled players.

Personalization and variety isn’t the design goal. A sense of progression is. With U&L and being able to upgrade any weapon to 500, a sense of personal attachment to a weapon may be possible (I’m holding onto my starting weapons, but don’t feel too terribly attached to them…wish I could name them in vanilla!), but it’s not the primary goal of the system as I see it.

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I appreciate your perspective. I thought I remembered seeing something about personalization being a goal with Darktide’s weapons, but I don’t have a great memory and it may not have been from an official source. The closest I could find on short notice was this:

Which is pretty old at this point, and from a less popular spokesperson than we have now. It does emphasize progression more than “agency” and “preferred playstyle” suggest personalization.

Agree to disagree and all that. For what it’s worth Darktide is still improving, and much better than it was at pretty much any time before now. For all the grand sweeping revisions we might like to see come to Darktide, at least what we have is good and what’s coming is likely better.

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