This is what we started with, now we have percentages that barely make sense anyway only due to player pushback.
Don’t trust FS to do a good job on their own, because the guy who thought the above was a good idea still works there, and from what we can tell, he’s really mad at players for ruining his genius idea of keeping them in the dark so they can’t tell if the games mechanics work properly.
Make no mistake, crafting changes aren’t due to any brainstorming or data from people beta testing their “released” game.
They simply got caught and are doing damage control, and any faith or praise you give them will only encourage them to go back to straight out lying or obfuscating the truth from players whilst acting like they’re making informed decisions.
Only there’s a lot less stats, most important stat is power level and all weapons stats are modified by perks and character skills, not 5-6 percentage bars per weapon, with one stat existing in one weapon and not existing in another.
You need a weapon based on power level and blessings/perks, you don’t have to wonder if this 2H hammer has less penetration than that other 2H hammer if they’re the same power level, and when you got something like +20% power increase you could see the actual impact. Yes, most of the mechanics you need to learn outside the game, from mined data, but it is a LOT less complicated still.
To be honest the weapon stat breakdown they implemented based on feedback is one of the best I’ve seen in a game. For all their faults this is one thing that is extremely hard to criticize.
Did you also consider that most games have stat breakdowns like that as default, because there’s no need to reinvent them? The only change they made was changing bars into more precise percentage based ones - How is three on ten bars (30%) an actual change from a long bar with 30-35%, other than visuals and a bit more precision?
If you select a weapon and press [v] (inspect) you can see the breakdown of the weapon stats, what they do, attack pattern, etc. If you press [tab] you can even see the breakdown of each individual attack and their damage to different armor types, including crit and weak spot hits.
This system was introduced due to feedback from the players cos no one had the faintest idea what the modifiers do. The system they implemented (the one I described and you can see in-game) is one of the best I’ve seen. It contains almost all the information needed and is also totally readable and neat looking. The only thing that’s still missing from it is the ability to mouse over blessings like rending to see what they exactly do.
This is exactly what players wanted, and everyone was mind-blown about how good it was when implemented during the beta.
NGL, forgot about that, because I learned the patterns like I did in VT2. That IS one good addition. Funny though, how they removed weapon flavor text in order to implement it.