I'd like an explanation behind the crafting system, please

ocd players, achievement hunters, completionists and alike are just one customer and target group of some others like the casual, the ambitioned gamer, the hardcore gamer, the content creator.

every studio nowadays need to try to please everyone and this will allways fail for some.

fully agree on this

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the " they don’t respect my time" claim is allways a personal problem with whatever.
everyone values this individual

thats completely a conspiracy theory.
6hey could have mafe the game with a fix set of weapons and / or even classes and skills easily, but then you dont offer something for people who like to min max.
They get this option, but with a rng system to make it more likely to fail to get what you want.
its psychology and it works.

thw truth is this games would be all better without any progression, crafting or alike but just a class with fix skills, fix weapons.
balanced and about the core gameplay and thats it.

I need to mention Sea of Thieves again.
No classes, no values for char, 4 weapons, one of it melee, without any values or crit chances and zhats it.
playerskill and player knowledge game, nothing else.

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So? Conspiracies are common, but most of them are extremely boring so no one cares because no aliens or anything. Just stealing or covering up a mistake.

Hell, I was involved in a conspiracy to not look stupid in college when my partner booked too much equipment and I helped him cover it up.

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the " they don’t respect my time" claim is allways a personal problem with whatever.
everyone values this individual

Yeah and many people making the personal choice to not play a game that doesn’t respect their time means?

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Was thinking just now, need a picture of a creepy guy selling oranges out of a bag on an off ramp next to a super market, with “Selling to people passing through” vs “Selling to a healthy community.”

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Counterpoint - people are quitting because the crafting system is so bad in that they have no path to get the things that they want.

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People leave cause… well we don’t know cause we don’t have all the inputs.

Let’s say, they could have left cause of frustration that implies the RNG wall.
But, if there was, let say something not serious, 8000 plasteels per missions and you could get a 380 base weapon easily… people would not care of what is crafting system.

Problem is:

  • Finding a good base = lot of money => Brunt (failure), shops (less RNG/time consuming, no guarentees)
  • Finding enough materials = 1450 plasteels + 425 diamantine + refine/rebless costs if you keep it => means lot of missions for a new player / casual etc.
  • repeat the process enough time to get what you are looking for = 1 to 4 times (let’s say 5 if you’re really unlucky)
  • repeat all of this for each variation of a weapon you want to test or play with = too much to even estimate as things can change with any patch or just cause you want to test something

All this, means lot of time for players (especially casual)… but, again, this is not really the crafting system… I don’t say it is a good system (I said numerous times I would have gone for something without any rng), but this is the combination of all these points that create this wall of frustration.

Below an idea of the odds to get what you want on a weapon (done with a sample of 138 weapons-I stopped after that as the numbers were firmly established).

Odds to get a perfect or excellent weapon

For weapons with 375+ modifiers.

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Farshark: "we’ve added a weapon customization so if you find a weapon you like you can tweak it a bit to fit your playstyle without making improving your gear a core part of the gameplay!

The community: “here’s chart on how making my weapons perfect is a scam to ruin my enjoyment of the game because fatshark wants me to grind 400 hours a week!”

TBF we do know a ton have left over the crafting because of how many came here to say they were leaving over the crafting which can be extrapolated to many many more who didn’t bother to come here and say.

Now, I don’t recall what the usual number to calculate is on how many hundred people’s feelings are represented by each person who actually takes the time to say something, but I think it was about 500.

Now, if I remember right, that was what congress assumed would vote according to each letter they got when I was a kid. As such, if we guess the 512 in the memorial represent about 256,000 people’s feelings over crafting… we aren’t going to be far wrong.

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Uh huh. Can you please provide where they have said crafting is not part of the core experience, because when I go looking I found these instead:

Sounds pretty core to me.

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The problem is that this frustration isn’t born out of simply trying to get a perfect weapon, substantial numbers of weapons don’t just see minor improvements from certain sets of blessings/perks/talents they make or break them flat out.

Trying to get something with most of the things you’re looking for, that will determine whether the object has any value or not, is intensely frustrating, absurdly time consuming, and painfully inconsistent.

More to the point, in no game in the history of ever has a selling point of “slightly improve things in random ways” been something that’s excited customers and users. No other game advertises its arsenal of lovingly recreated weapons and its crafting system as “randomly upgrade scrap in unpredictable and often plainly non-useful ways that may not be fixable!”. People are deeply driven by improvement and the chase of perfection, that’s what fundamentally and inherently drives RPG itemization and crafting systems like the one we have in this game, with those gray/green/blue/purple/orange/red (sometimes)/etc levels. If we take your version of Fatshark’s assertion at face value, then Fatshark is deeply misunderstanding fundamental game design 101 facets and put a lot of effort into doing so.

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it means your expectations arent met and you feel disapppinted coming from a investment in fun idea.
i dont believe in investing something to have fun or be happy.
its something that happpens more spontaneous when in flow aka you are just in that moment doing sonething and forget about yourself.
The moment you expected sonething, Invest to get rewarded is not that moment.
Personal Problem of disapppinted expectations.

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You go and get the references and he’s like:

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Christ… I knew the numbers were bad… I just never bothered to calculate them out on my own… Wow.

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I have a sneaking suspicion we aren’t going to get either of those things…

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odds are not bad…
But the walls I explained above make these odds as a big frustration.

1 time / 4 you get something excellent, and this with considering you only want two blessings (and actually, lot of blessings can be interesting).
However, making 4 tries means 1450 x 4 = 5 800 plasteel
For a casual player it means (considering he won’t go to damnation and if yes, he will stay with the team and let 50% of materials behind him):
5 800 / 400 = 14,5 ≈ 15 missions

15 missions mean: 15 x 35 minutes = 8,75 hours… let’s say 9 hours
9 hours is too much for a casual gamer that has a wife and a family. End of story, the game finishes with an uninstall.
Less players, means less money for FS that increase prices and should have less resources to develop new features… and this also means a restricted playerbase.

But, odds are not bad… at contrary of the time to get something you want to play with…that is insane

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In my time playing fat shark games I’ve never seen the like …

I don’t think anybody involved in that fustercluck of a development knows how they got to where we are now.

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