Why is it so hard? Just turn them off. Let us change everything on the weapon. Let us play what we want and how we want. Why is this so difficult? I am playing Diablo 4 right now and you can choose exactly how you want to play with aspects. Sure you grind a bit but in the end you can put what you need on your gear.
Sounds a lot like āI canāt believe this apple isnāt a banana.ā
This game is an apple: a game designed with weapon progression. Non-cosmetic loot drops, tiered weapon power/stats/perks/blessing and weapon shops are aspects of this that were in from the beginning. And it was clearly marketed as such.
Yet some people demand this game to be a banana: a game with free customization. Which is mostly incompatible with being an apple. Some even behave like a right to this change. Personally, I find this attitude silly, audacious and disrespectful to the creators.
Mate, itās the number one thing people say when they say āwhatās got to change in Darktideā. Itās something we know they can change since they implemented them in the first place. I wonāt make comments on how easy or hard itād be, but itās doable. And I say this as someone whoād rather have more free cosmetics.
I think they may not want to do this because of these reasons:
Make game easier to complete (tho itās unprobable due to Vermintide existance)
At this point, will agitate those that god rolled (review bomb them if it makes sense, but for me it doesnāt)
Not enough of the community speaked out (vocal minority does not represent the community kind of stuff)
It doesnāt fit with their vision (they are just stubborn)
Someone there REALLY thinks that people play this game in order to god roll and if they will accomplish this, they will immediately leave
So, in conclusion the only real reason not to remove locks, is that it will make the game easier in general, which is true, but in my opinion itāll be much more fun to play around with builds and weapons
The system is designed around having locks.
Fixing it and bringing it into a state that feels good to use, is not as simple as ājust turning them offā.
Yes they should definitely remove the locks, or change the system in a way that the locks wonāt matter. But it is not as simple as just removing them and calling it a day.
There is no weapon progression.
There is only hoping for āgood rngā again and again. Most of the time, what ever you upgrade, turns into a brick.
When ever you actually get something better than what you had before, it is not āprogressionā but a random jump in power.
Letās see what it was actually marketed as (feel free to show a citation of where it is marketed as you claim it was).
Whoopsie.
there is no player progression
there is almost no player agency regarding the outcome of a crafting session
almost everyting is entirely random
the system is riddled with pointlessly repetitive actions
no meaningful choices can be made
no strategy involved in the current system
no real way to work towards a specific goal
Looks like you are completely wrong. The game is not at all what you claim it was marketed as.
It might actually be your attitude that is silly, audacious and disrespectful of the community.
is true and is the main issue why they canāt just change the system. They are actually discussing this, so maybe weāll have something changed around end of the summer, but I may be wrong, I am probably more wrong than I feel like
Oh sure, theyāre ādiscussing it internallyā.
That discussion looks like this:
āHey, our players are getting pissed off by these locks and thereās even a publication or two saying we should rip out our weapon crafting system entirely. Can we remove these locks?ā
Claiming something doesnāt make it true.
Can you get more powerful weapons over time? Yes. There you go.
If you donāt think that games like Borderlands, Torchlight, Pathfinder, Divinity or Valheim have weapons progression, so be it. But then a discussion becomes pointless.
And sorry, your reading comprehension of that Dev Blog is ā¦ not good. Put in some effort and not just make up some bulletpoints. In which you got apparently every single one wrong.
But check out the communicated plans from June 2022:
Vermintide 2 has a nice range of weapon archetypes, but thereās really no difference between one sword and another. In Darktide, every weapon rolls with random values to all of its stats, like damage, range, and speed. The more rare a weapon is, the more stat lines have the potential to high roll. Magnuson says this, along with traits, will make different weapons of the same archetype feel unique, as well as give players something valuable to pursue. Youāre not just looking for high-level equipment for the sake of pushing higher difficulties in Darktide.
_
While I wasnāt able to see any of the character sheets, skill trees, or hub vendors during my play session, Magnuson described some big changes to the way you obtain new gear. Chests are making a return, but there will also be several deterministic ways to earn gear to. Magnuson says there will be a shop with a rotating inventory where you can buy gear with earned currency, but thereās also a system that involves completing a quest objective to unlock specific gear. He also described an extract/imbue system that will let you take traits off of one piece of gear and put it onto another one.
Q: Regarding the loot system. Is it the same as Vermintide? Will we be spending time to re-roll our stats again?
_
Darktide features a similar but re-designed loot system from Vermintide you will still be getting new weapons in the way of loot drops however we have changed the delivery mechanisms a bit from Vermintide.
_
The biggest difference from Vermintide is the addition of some shop mechanics which will allow players that due randomness will be able to purchase a weapon they really want for credits that they acquire by completing missions. In this way players that are unlucky and do not get that weapon they most desire from the loot system can simply save up some credits and purchase it from the weapon store.
_
There is also a crafting system that will allow players to finetune the stats and traits attached to their weapons to be able to create the weapon of their dreams. The crafting system will allow players to move a trait from one weapon to another and in that way even further customize the weapon they want.
Another day, another spam topic about crafting locks.
I frankly canāt see why is it such a gargantuan thorn in so many backsides.
There definitely are be players with 500+ hours clocked, they get frustrated and eventually burnt out by not getting the exact roll they want for their build of choice.
There are those around 300 hours who just didnāt get yet what weapon they want and canāt figure out how to get one that works.
And there are probably those who just getting into the thick of the game and think the reason they fail on heresy is because they canāt get that weapon with chosen perks and blessings.
How convenient that you skipped over everything i said right after that.
Here is the meaning of the word āprogressionā for you: the process of developing or moving gradually towards a more advanced state.
As i said, there is no progression. Only random jumps in power.
Soā¦ You are wrong.
And i am right.
You should take your own advice.
I quoted a part of the devblog, that talks about the supposed goals of the crafting system (i even highlighted the most relevant parts for you).
I followed up with a list of bullet points, describing what we actually got, showing that it is basically the polar opposite of what it was supposed to be.
Where is the lack of reading comprehension on my part?
Point it out.
Could it be your own reading comprehension that is lacking, leading you to believe that my bullet points were meant to summarize what was said in the devblog?
Ok. Letās look at the specific things that you just quoted and see if these citations support the position that you hold.
Wellā¦ that didnāt go too well for you.
Feel free to pull some kind of reasoning out of your behind, in order to explain to me how this is actually what we got.
You attempted to prove me wrong by providing citations, but instead you provided citations, which show that i was right and you were not.
Iām conjecturing, but it seems to me that the reason why they claim to have ongoing discussions about this, yet nothing changes, is because locks were the idea of someone high up in the game design hierarchy. And that person is very stubborn.
Itās easy to see who that might be by reading the game credits. And then ask yourself what other things they didā¦
So they remove the locksā¦then what? You play low intensity damnation with god rolled gear? Yea have fun with that. God rolled gear is actually pointless in the current version of the game
And if they do not remove the locks, people play low int damnation with ok ish gear that is not what they actually want to use.
How is that better?
In any game where skill is the most important factor for player performance, god rolled gear is always technically pointless, when only looking at it from the perspective that you take (necessity).
It is not about it being necessary. It is about having the ability to try out differet things as well as something to work towards and something nice to own.
its pretty much no win for FS those people who need the extrinsic grind and are complaining about the locks (and they do kinda suck) are going to be the ones shouting theres nothing left to do because they maxed out the gear and have nothing left to do if they do remove the locks , so its just going to change what people are mad about.
FS-- you guys suck at doing extrinsic systems you either need to hire someone into a position of actual authority to take over doing them or just play to your strengths , ditch the locks, give everyone complete blessing library and make it completely determinstic with set costs. make the progression the tiers with logarithmic price increases while rebalancing the spread to be much narrower and call it a day then move onto playing to your strengths.
lets see some proper pacing and ending to the intrisic rewards of the end of mission , again i hold l4d2 no mercy up as still being the gold standard for a well paced crescendo into a good outro.
get back to making classās workign on flow etc.
This is only a problem if āremoving the locksā is the only change being made.
Why would they give everyone a complete blessing library (effectively deleting every blessing that anyone has unlocked so far and making most of the current system completely obsolete), when they could instead add a deterministic way to unlock specific blessings, which would improve the system and add player agency?
It is very easy for FS to win.
add an option to remove locks
perks should be selected from a list (like blessings) for a fixed price for each tier
add an option to upgrade item modifiers incrementally
add an option to buy specific blessings
make the application of T4 Perks and Blessing much more expensive than T3
Problem solved.
All sources of items, and other systems, that are currently in the game, are still relevant.
The time and effort that players have already spent, is still relevant.
Want to experiment?
Get your blessings via rng, or use the deterministic unlocking system to get exactly what you want.
Want a long term goal?
Upgrade the modifiers of your items to max, and slap T4 perks and blessings on them.
Maybe unlock every single blessing that the game has to offer.
Yea, this car is designed to be with square wheels, look, it works. You can drive it just fine. What? You think round wheels will be better? It is clearly nonsense, our car is just fine, and there is even people that ready to buy car of our design, it is obvious sign of our success!