Fatshark please rethink the weapon lock change

This isn’t going to fix the fundamental problem with locking out two options. With the change, we still need 2 perfect perks or 2 perfect blessings. Being able to choose just two doesn’t change anything. We still would have to toss a weapon once we see 2/3 of the stats being bad when upgrading. Are the stats on the bars not enough RNG?

At the very least at least limit the weapon locks to a single lock instead of two locks. At least that way if we keep upgrading and see 3/4 blessings and perks are bad we can still save the weapon If the stat bars are good. As it stands we will still get rid of a weapon if 2 upgrades give us something unwanted.

Or just let us pay a very large amount of materials to remove a lock. There are so many better ways to do this. Why are you so stubborn?

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make us pay 1000 diamantine to remove one lock

Shut-Up-And-Take-My-Money-Fry

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Even if it’s just temporarily. (Added your thread)

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Imo I think the commlink makes it clear that they are genuinely trying to address community complaints. The resource siloing and mission board issues are effectively fixed and there will be very little complaining about them now.

From that and this:

“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.”

I think it’s possible to conclude that they know item acquisition is bleh and needs fixing, but A. they think that they can’t just turn off locks as it will break the loot loop, and B. they looked into just paying diamantine to unlock a lock and they decided it probably wasn’t the right kind of fix.

“To do so would have a big impact on item acquisition in Darktide, and we want to explore different paths further down the line.”

The way that commlink reads just screams intense debate about how to answer community complaints in a ‘perfect’ manner (probably why these fixes have taken an eon). I can see the debate leading to the concluson that the best way to deal with item acquisition is just to straight up supersede the current one with another one layered on top.

We have the Armoury, Brunt’s armoury, Sire Melks, and Emperor’s gifts. I think that their conclusion was that when they add red tier rarity weapons they will add a fifth way of getting weapons with better feeling RNG and more player agency over what that weapon is like, perhaps a more ‘true’ crafting system.

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As others have mentioned, seems like we need to wait for red weapons with 400 base and 100% values in the bars.

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It’s simple really.

They hired a new design lead for this game. His resume: “exclusive mobile game - design lead experience / specializes in hooking whales (which means more money our dear investors/tencent overlords)”

Having to remove the locks would have to be proceeded by the firing of said design lead and god knows that FS real costumers don’t want that!

It’s my head cannon anyways… just don’t actually look up how accurate this is, it’s a depressing find

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The thing about this is anything new could take months if not years for them to implement. Red weapons would require much more content than what is currently in the game. Something like this would be great, sure but then it should be released alongside this lock change. Instead of being so vague with their future plans they should speak plainly. “We want two locks because in the future there will be easier ways to acquire the strongest weapons.” What we have here is not even a band-aid fix. The number of times I have gotten two 25% perks I can count on one hand. Then even if they are 25% perks are they the correct damage types? All these locks do is severely limit build choice.

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Let’s hope it is 500, not 400.
Otherwise it would just be an other rng shitfest that improves nothing.

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But why tho ? Many players in forum states that the current hardest difficult can be beaten by grey weapon… And locks are in da way for the fun by cockblocking player agenda over the play style…

So challenge standpoint we dont need red cuz in theory grey are sufficient and for fun standpoint breaking the lock will be more effective…

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I would be ok with imperfect bars if we could modify them as build choice for break throughs. Or having them all max so they don’t matter.

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Division 2 PvE coop game. If the weapon are not max stats, you can use materials to bring it up to max.

Don’t make people brick their weapons. Let them have the path of progression, not 1 step forward and 2 steps backward. Bricking a weapon is not considered a fun mechanic.

A game can be fun to lose a mission, because it is considered a challenge. If you’re winning 100%, you will get bored, that’s why everyone calls for harder missions.

Bricking a weapon is not challenge, it is rolling a dice you cannot control.

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Get rid of the locks. COMPLETELY. What is this weird shell game that fatshark is playing with the lock system? What message are they sending to the community with this? “WE HEAR YOU. We know exactly what your problem is. However instead of fixing it, we’ll taunt you instead!”

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So here’s where I’m at in processing this:

What I hoped for: Fully removing the locks.

I’m of the mind that there is already enough RNG and grind in the pursuit of good base rating items and farming for blessings. There’s 1,000+ hours just to get all the tier 4 blessings. The locks add nothing of value and just restrict the ability to share and tinker with builds.

What I cautiously expected: Some way to temporarily break or change the locks

Honesty I expected them to do something that would let us unlock the locks with Diamantine or changing things up so that the blessing/perk you apply is the one that is locked. Something like this that would still let you build weapons to spec, would not cause you to brick weapons during crafting, BUT still encourage you to grind for good base items and require grinding for resources.

What we actually got: The most minimal adjustment to locks conceivable.

I’m rather impressed by how cleverly Fatshark managed to make a change that is still enough of a shift to be called a “change” and yet manages to accomplish almost nothing. It’s even more audacious when you realize that for weapons that currently have locks on them, these changes mean nothing and you’re still stuck with the locks you have.

So overall, the proposed change do not (A) eliminate the possibility for bricking weapons during the crafting process and (B) do not support players’ desire to share and tinker with builds in a tangible way. In short, this change is a “change” that doesn’t actually address the core problems we had with crafting.

It’s total insanity to me. Does Fatshark think this is going to bring people back? Or prompt people to change their negative steam reviews? It’s so tone deaf.

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Yes - this is what it feels like. Incredible.

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Are you that surprised though?

From day dot they’ve been doing this. This is their whole communications MO. Deliver the bare minimum you can get away with and gaslight the end user that you’re delivering big and meaningful changes/content.

BG3 is out now though and it looks pretty rad. There’s plenty of other games more worthy of our collective time.

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I dunno those mission changes definitely don’t look like the bare minimum to me. When FS released chaos wastes for free for VT2 I’d struggle to imagine a perspective where that was the “bare minimum”.

The change to weapon locks was a bad call and they needed to do more, at the very least pair it with considerably faster plasteel gains by some means.

That doesn’t mean we need to extrapolate to broad trends that don’t exist. The pattern here isn’t doing the bare minimum in general it’s that they’re stubborn on this particular issue and seem convinced removing too much grind with kill the long term viability of the game. Obviously you and I disagree with that sentiment but the mission changes clearly show that when they’re on board that something needs significant changes they will put in work to improve it.

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It truly is an insult to our intelligence. They all sat there for months thinking how can they change the locks without actually changing the locks? Oh yeah let’s just let them choose two locks.

If they really wanted to change the locks they would have reduced it by one lock or let us remove all the locks with materials as you said. There are many many ways they can make removing the locks engaging and keep people playing. Instead they make a complete non-change just to be spiteful it seems. I honestly think this company really hates the players.

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We’re not talking VT2, although if we’re going to talk VT2, it was in a very similar place around the same time after release as we’re finding ourselves with Darktide.

Except there was more content and an actual coherent story to follow.

It’s all sunken cost at this stage. Everyone’s either given/giving up, or accepting the scraps of what FS is offering and convincing themselves that it’s meaningful change.

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Which is why this whole ordeal is so damn infuriating. They have all that experience from doing the same crap with VT2 only to then repeat it (in an even worse fashion imho) with DT?

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Dude, You are better off moving on to other games where the developer doesn’t gaslight/tease you like this. Its just not going to happen in any meaningful capacity until either a year or two pass, or the player base drops to 3 digits territory.

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