So this idea may possibly be in the works already, but in case it isn’t:
Breaking a lock should cost the amount of Plasteel/Diamantine it takes to upgrade an item to Transcendant. ( ie. 678/287)
Once a Lock is broken, a Lock is placed on all other perks, meaning you have to sacrifice the same amount of resources again if you wish unlock those. Only one perk can be unlocked at a time.
For Curios, breaking a lock additionally comes with a reset on all the Resources it takes to Reroll. Meaning if you had a previously unlocked perk with unlimited free rerolls, having it locked in trade for an unlocking of another perk would forfeit the resources you originally spent on it. That means unlocking it again would take another 600+ Plasteel in addition to the resources it takes for rerolls.
This would put a control on making God Tier items, and still create the replay value it takes to attain them, as was intended. Some of you may not like this, and just want unlimited unlocks, but that’s just not a wise decision from a business standpoint. This seems like a fair compromise.
It’s rather arbitrary to lock everything else once you spend to unlock the other thing. You’re just spending resources to lock your item in a different way. It doesn’t solve the issues that the locks are currently giving people.
Also, we don’t need control on making “god tier” items. That’s not even an issue needing to be solved. People want to get those items, and don’t need to be constantly slapped around trying to get there. There are farrrr better ways of creating pathways to endgame progression than just nickel-and-diming people the entire way there.
The materials/dockets required to unlock should be reasonable.
You only need around 1x T5 mission worth of dockets/materials to unlock on perk or blessing. Too little.
You need to run around 100x T5 missions worth of dockets/materials to unlock on perk or blessing. Too much.
So it has to sit in between above to be reasonable cost of dockets/materials. But don’t make players grind for weeks to unlock one blessing when the road of effort makes the distance seem so far.
Although as I have said before when it comes to “God tier” items, there should be no such thing. All weapons, and all blessings should be properly balanced. And the difficulty of the game should be balanced around “God tier” items.
You don’t want the hardest difficulty being too easy with gear that’s possible for someone to acquire and so it needs to be balanced around that eventuality, meaning that other players need to get the same gear level within a reasonable amount of time.
Your gear load out should be more about choices and what you’re trying to accomplish (mobs, elite killing, monsters/bosses, burst, crits, etc.) And looking at breakpoints.
A few different compromises have been offered. I even suggested something more radical which would be keep the frakken locks, but ONLY lock what you actually change out on weapons and curios. That way, you can get what you want, but you can’t change it ever again, requiring you to go hunt for a new base.
But sometimes you do and it compels you to tell other posters the system is fine with thrilling pointers like ‘try not to want it TOO hard’. I have dozens of winners at this point. The item system is unbearable still. There’s even some 30+ variants in the works I don’t even want to see period because a) they’d dilute the pools of weapons I’m still trying to acquire and b) they would have to be acquired at a trickle rate over the course of several months shop camping.
Not ‘I wonder what these variants will add to the game, how will they work, what will be different about them’? Just ‘I hate the idea that I have to wait ages to interact with any of this new content, without accepting huge downgrades’.
Imagine being proud of any of this, lol. What’s worse is that since launch the only thing we get about it is ‘we know it sucks, stay tuned’. Why not just triple the current material rates until you figure something out. Dockets I would literally increase by 10x.
Oh and they still have a plan to give us access to modifiers after 380 total, so why we are waiting until the xbox launch to rip that band aid off is anyone’s guess. ‘Here’s new content and a new level cap to grind for, returning players please rope’.
Except it’s not. It would devalue the rarity of items and curios and make the game far too easy, meaning less playability. You ever play a shooter on God-Mode? After a while, it completely saps the fun/challenge out of the game. Of course, casual players want the easiest route to getting great gear, but great gear should be given to those who have worked hard for it, much like every other game. You have to find a middle-ground between developers and players, and this system would be the best. You get to break a lock, but still keep the system in place.
That’s exactly the point I’m making. Too many casual players want the locks completely gone, and that would make the game boring if you could just get whatever you want, when you want it. There has to be a compromise, and something simple enough that the devs wouldn’t have to scrap the entire system. At least for starters.
I think there needs to be a grind and loot progression, for sure… but there needs to be reward for your time and there needs to be a reasonable/obtainable goal to actually get what you want without it being SO random. The main complaints I hear are more people wanting to experiment and try different combos.
I only have 298 hours in, and I’ve owned the game since November. Its literally the only game I play, but having 600+ hours in Vermintide, I know what to expect. The tide games have an incredible amount of depth that you only begin to scratch the surface after a couple hundred hours. The devs know this, which is why they ignore complaints from people with under 100 hours (casuals).
I have more than twice your hours in both games. Crafting in its current state is so terrible I drop maybe a couple hours into Darktide a month at this point, Vermintide 2 is significantly more approachable and fun to experiment with.
Why would anyone bother with somebody like you? Are you even aware of how pathetic you make yourself look? Seriously, get a grip. You talk about their view of casuals being negative, when the casuals themselves are negative (YOU.)
I don’t want compromise. No locks, red gear, full stats. RNG belongs in things like what composition of foes that the director throws at us and has no business within gear.