I can't belive the wont remove the locks

I think you are right. But keep in mind that the devs and community manager most certainly are pointing out these problems at their internal meetings and maybe want to have it changed as well. But like in most companies the buisness guys have more power and dictate how the game should force the player to invest as much time as possible. The buisness guys often dont care about what makes fun and what is annoying they only care about numbers the average playtime and average of spent money.

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which is the change being called for yet only one out of the five i suggested. yes if you take 20% of a solution and apply only that it often wont work

because RNG is what a lot of people are complaining about. and if you read the whole post i do explain the rest of the system it allows people to get a functioning weapon of whatever build they require quickly and easily but still leaves a progression path at reducing returns to allow people that treadmill of progressiont hey seem to love.

Your option invalidates all time and effort that players have already spend towards blessing unlocks, and removes a part of the system that could be used for progression.

My option keeps already unlocked blessings relevant and uses blessing unlocks for deterministic progression.

Both options solve the problem with rng regarding blessings.
So you can not use rng as the explanation for your preference of one over the other.

Neither this post nor your other post that i originally replied to (and which i did read in its entirety) answers my question as to why you would just unlock all blessings for everyone instead of adding an option for players to unlock them (free of rng) and having blessings as part of the progression system.

Then the community will have fun again and after that give feedback/complain about other parts of the game, such as not being able to choose what map to play, the gambling-fueled blessing system, the hit registration or lack of accessibility options just to name a few.

Darktide has a lot of other issues that we want to see improved, the locks being the most common point as it’s the most obviously visible mechanism that restricts potential fun and player freedoms.

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I think by far the majority of people calling for removing the locks are familiar with other games, i.e. L4D, DRG, VT1/2, Payday 2, etc. to know that no locks means you can more freely experiment with builds and that becomes a launching point for more engagement.

The people claiming that others will get bored and stop playing if locks are removed are projecting, IMHO, and this will not be the case for many players.

Honestly, at this point I’d settle for any one of the following:

  1. Remove locks entirely across the board (personal preference)
  2. Pay materials (i.e. diamantine) to remove locks, with a lock getting reapplied after you re-bless again
  3. Pay diamantine to switch the the lock to the other slot (similar net effect as #2)
  4. Lock the blessing that gets ADDED to a weapon, with both blessing slots getting locked after you add two blessings to it.

If Fatshark wants to maintain a “grind” and keep people always hunting for new weapons, the cost of diamantine for options #2 and #3 could be fairly steep so you wouldn’t be able to just instantly unlock your entire arsenals, but would still need to work for it.

Option #4 would be away to allow you to build a weapon you want, but once you build it becomes fully locked and can’t change. If you want to try another build for the weapon, you’d need to find a new base to work from. I actually wouldn’t mind this as a decent compromise.

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This is why we need more challenging game modes. So we have something to work towards. I think the locks on crafting and the locks on difficulty need to be removed at the same time. Removing crafting locks only is pointless with no maps to play. I dont even have tier 4 blessings on my weapons and im bored out of my mind playing anything other then high int stg and even those are not that hard to beat with just 1 other good player on my team. If i had god rolled gear it would be even more boring.

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Many players enjoy the process of improving their gear bit by bit, and working towards the perfect item.
Those players do not need more challenging game modes and probably do not care about them (although i am sure that they would not be opposed to having the option).

Again, you are only looking at the issue from your own perspective.

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This is one of the worst reasons. People shouldn’t be so unempathetic that they just want others to suffer in order to validate their grind and suffering. Or to gate post content behind try hards or even being lucky.

Or worse to just want to brag, show off, and have an objective edge over other players.

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@Geadly and @TheyMikeBeGiants catfish did post they have priorities to “fix progression” on the forums. What that means though… who knows.

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Oh I’ll believe it when I see it. Tbh I won’t believe it until I see specifics, because we’ve watched them weasel out of stuff like this before based on semantics.

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I agree. They could come up with something that surface level looks like it fixes it but doesn’t actually change the material results in the amount of hours needed to gain the results.

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I’m fine with needing to put in hours to get something. I just want it to be remotely predictable. Right now, you can spend 10 hours playing missions to get materials to try and craft something and the end of it all end up exactly zero closer to your goal. I’d like to know that when I play I’m earning resources that I can make some amount of deterministic progress towards a chosen goal, instead of literally throwing the money away into a slot machine.

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I agree. I would even prefer more time. 600 hours of grinding at RNG to get what you want is a worse experience than incrementally playing 800 hours to see it finally come together.

Warframe was especially punitive with that. The RNG was easy to get some health and shield mods that are pretty much a necessity… but upgrading those things to rank 10? hundreds of hours easily to get the cores to get them to a rank 10 mod. But once you had it… you had it and could swap it around with ease to test whatever you wanted.

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Getting unlucky with that one mod you want?
Just sell a bunch of other rare mods that you randomly got.
Then buy the one that you want but were not lucky enough to get by chance.

When it comes to upgrading mods:
You get the upgrade currency as a random drop from pretty much all the content.
If you want to earn it at a faster pace, you can farm for it by doing specific activities (like sedna arena).
If you do not want to do that, you can just sell stuff that you do not need and then use the currency to pay other players to upgrade your mod for you (or to sell an upgraded mod to you).

There is a lot of RNG in the game, but pretty much all of it can be circumvented in a way that makes the RNG an absolute non issue.

I think most people have no issue with some RNG as long as it can be circumvented by doing specific things.
Darktide has a lot of RNG with absolutely no way to circumvent most of it.

A bunch of people say that the entire system needs to be ripped out, but i think that a few added functions to allow players to circumvent the RNG would make for an easier and better solution.

There were some mods that were very rare to farm, and that was ok… sometimes felt repetitive. I remember farming for the infected warframe and it took forever on a map I didn’t particularly like with a game mode I also didn’t like.

Sedna arena… isn’t familiar. They may have added that after I abandoned the game (shortly after they introduced operators, played for a bit did the new open world area, didn’t really like it).

I just remember spending a lot of time on upgrading the ranks on the mods.

So how does removing locks hurt us again?

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Apparently the core gameplay almost everyone praises would become boring and we would all stop playing, concurrent sessions would drop even more, and darktide would die without corpse feed on a stick for us to chase.

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Said it before and I’ll say it again. L4D had none of these fancy gear upgrade skill features and it stood the test of time. A quality game. Something I believe FS is fully capable of giving.

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L4D has more concurrent players than Darktide still.

And yeah, no carrots on stick, no RNG or grind or loot progression AT ALL.

Really dismisses the whole argument that impossible loot grind is NECESSARY for player retention.

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When talking about trying to improve the world…

“I can’t believe this war is no longer a war”

“I can’t believe this unpaid intern isn’t a paid worker”

“I can’t believe this r@pe wasn’t consensual”

“I can’t believe these fossil fuels aren’t replaced with Nuclear”

“I can’t believe this dictatorship wasn’t a democracy”

“I can’t believe this predatory gaming practice was actually fair”

“I can’t believe this marketing material was a lie”.

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