As he said: it’s not in bad faith. I cannot understand how so many people hold onto the idea that “because damnation is too easy”, “the crafting/ progression being sh*t/non-existant is fine”. These are two seperate issues and one does not excuse/mitigate the other! That’s a logical fallacy as @brosgw has pointed out.

so on any given day, say you play three matches, not one do you see one good perk for one of the hundred viable weapons? considering further that weapons of different marks can share relevant blessings.
There is a ton wrong with this: Yes after just playing 3 matches I do, infact, not get a single good item from either shops or the emp. gifts. Now what? Where do you wanna go from here? The funny thing is that even if I said that I can get something good after just 3 matches; IT’S STILL NOT UP TO ME (and yes my inventory is filled with useless items because selling them is not worth it; waiting for the update theat lets us turn them into crafting mats copium)

what Im trying to do is articulate the complaint for you, k? like out of Melk’s store, and Emps gifts, you never fined a good blessing on any of the three variations on any given “good weapon” like you literally have a inventory full of devilclaw’s and revolvers? (it be hard and off topic to name any other “bad” weapon)
Yeah no I get that much and that’s all fair and good.
Melk has given me a few good blessing I was chasing but not nearly enough to make me appreciate his existance, the Emp gifts might’ve been the first to give me PC4 but just a few hours after getting it from them, I got it again from crafting my 115th (yes I counted and no this doesn’t include all the PS’ I passed by un/knowingly) PS and then the following day from Melk. All this happens maybe once every 50 to 100h of playing which is absolutely not as frequently as it should, in a system over which you have nearly 0 control over.

its a matter of luck in the same way: not dying to a car that flew though your wall and hit you, is a matter of luck.
I find this a very fitting comparison since me getting what I want out of DTs crafting is about as likely as getting hit by said car because I live on the 3rd floor…
It also perfectly highlights what’s the issue here: a 100% reliance on luck with no agency at. all.

and the alternative, the reason this discussion matters: are you demanding that there be NO reward for playing a match, you don’t want drops, or currency, presumably you want to hit lvl 30 and pick the best weapon? thrilling, how engaging, don’t most ppl say the game has “no content” and demand that we are further not given anything true game play?
This is also very very far from the truth: Never have I, or anyone else sharing my view, even come close to claiming that we want any of the things you said here.

The locks actually gate MORE content than create more. Why the hell would I bother crafting a chainsword seriously when they under perform and I am still spending all my resources and time hunting for the force sword I want? If I got the force sword I want I would engage with more classes and weapon types.
This puts it very nicely so I’ll only add this: We simply want (and righfully expected) the crafting and progression to be closer to how it was in VT2. Some luck based elements that are not predatory and nice to get the stuff out of that you desired but are not entirely luck dependant.
What kept me playing VT2 to this day is the fact that experementing is as easy as “picking what I want” I didn’t have to chase the precice flamesword I wanted, I could just make it, maybe reroll it a few times untill it had the different properties I desired and then I was done in a matter of SECONDS, not months of potentially still not having what I want like it is in DT.

the content is in part about earning the content.
That is true, no argument there. The thing that seems to be misunderstood; how big a roll that that journey to your desired gear should play.
I’m personally asking for something closer to VT2s importance of gear: Doesn’t matter at all untill you get to max gear score and then very easely pick what you want and go enjoy what actually matters in a tide game: getting better and challenging yourself to more difficult things.
In DTs case however we got the exact opposite: Gear is (nearly) all that matters and there is not enough skill to chase. We are only chasing gear and the chase is simply not in our favour. This stiffles any and all desire to branch out and experiment.

unfortunately now I have a good example of every weapon for gardman and pyker.
You simply have the opposite philosophy to that of the older VT2 enjoyers. It’s not supposed to take you forever to get the items you want to then challenge yourself. Getting the gear isn’t supposed to be the challenge, that’s alll “we” have been asking for since the start!

Like thos games have a hook its jsut mods, not dev content. by that logic, L4D has far less weapons and a few less maps then DT currently has, and yet ppl say DT “has no content”
This also ignores entirely that you can PvP in L4D2 which adds infinte replayability since it was balanced so incredibly well. Also: what’s wrong with modders making new content and that keeping the game alive? I’d much prefer that over modders being relegated to the “QOL-department” for DT. Could you imagine what modders could create if given the same freedom as in L4D2?
“DT has no content” this is a byproduct of what we are chasing… since we are chasing gear through gathering mats in missions, we get tired of having to do that when we play. If we were chasing “self improvement” instead, the lower count of maps wouldn’t be as badly felt. I mean I’m still discovering new things about VT2s maps I’ve played on for 1500h and I’m not bored of them. Then again that might also be due to my prefference for the fantasy setting and the fact that not every map is metal or sand but that’s a problem I knew DT was going to have from it’s inception.