I appreciate the bug fixes but why do you INSIST on keeping locks despite the overwhelming community feedback? Never once have I seen anyone talk about the locks in a positive light.
If Fatshark slowed down on content to fix bugs as per community demand, then why do Locks still exist?
I need to say that locks had just one positive side for me.
They saved me from spending some real money, that I would otherwise pump into virtual bling.
Cause they didn’t slow down, they are literally slow. Dumb and greedy to for that matter. They refuse to learn from their own mistakes nor to even consider feedback. They assumed that because their game had “40k” next to it that we would automatically kiss their asses and praise them for blessing us with whatever they excreted and shower them in money that they so rightfully deserve.
Locks have nothing to do with the cash shop.
It has do with the crafting locks that prevent people from modifying both sets of perks and blessings. It’s bad on weapons but completely atrocious on curios considering the amount of RNG involved. The so called “crafting system” is a terrible massive pile of ogryn because its so RNG based. Even Melk’s shop is ogryn because the items it generally populates with are so RNG based they are usually ogryn as well. In fact, you’re better off using the regular shop to find/buy weapons that have a high enough base item level to be worth rolling in something that you might be able to use.
Because the locks aren’t a bug, they’re a crappy but intentional design decision
At least ogryns get it a little easier because Melk can only stock their stuff. The other 3 classes have to deal with shared weapons so trying to get a class weapon for blessings is like pulling teeth. Once every 24 hours.
^ and the game difficulty is balanced for them, that’s another reason why it’s easy for a small number of players.
A decent roll, a decent perk, a decent blessing and you’re good to go; anything past that and it’s gravy. Oh anD a brain, a functioning brain helps.
The blessing re-roll took entirely too long to make it into the game but whaddyagonnado.
The ironyhelm once again is that even if they were trying to be greedy they failed when they removed cosmetics. They don’t understand their own business model at all. My wife proposed an analogy. Its like a restaurant. I show up, i want some food. Thats the content. But the restaurant really makes its money on the drinks (cosmetics).
But fatshark stopped selling drinks and won’t let me eat the hamburger unless i hand grind 50,000 grains of wheat over a three day period and then consume 4 bowls of rice. I don’t want rice. I want the hamburger i was promised on the sign at the entrance.
Give me my fing burger so i can buy a drink to go with it.
LOL “The ironyhelm” IDK if that was a typo but I had a good laugh at that
But yeah I would say that’s a good analogy
It a classic catch 22 situation.
Can’t sell cosmetics cause not enough players/players unhappy due to bad content
Can’t make money if they don’t sell cosmetics.
They put themselves in a bad situation cause of dumb decisions and now can’t seem to find a way to dig them selves to a better place
The fact that they’ve never mentioned the locks isn’t an accident. They have no intention of changing them and they know that talking about them without addressing that would just be fanning the flames.
Locks = more playtime = more likely to buy things at the cash shop.
That’s how it’s supposed to work, anyway. In reality the locks just make people angry.
Because it was a mistake. But in the world of corpo office work, mistakes are a funny thing - everyone knows they’re there, but it cannot be publicly or even internally admitted freely, for fear of upsetting office policy and managerial standings. Even content partners on yt, people who are usually trying to be positive about DTs development are making videos to showcase the silliness of the locks: Darktide - The Real Reason Players Hate Nerfs is RNG & Locked Builds - Viewer COMMENTS NEEDED! - YouTube
You’re clueless OP. You have no idea what game development entails if you think the locks are bad. I thought Outriders had an incredible loot system and Darktide seems to have been inspired by it. I think it’s great. I have no idea why you want to trivialize game elements to make them easier because you are bad at gaming.
How is someone wanting a progression system that respects time in any way relevant to their supposed lack of gameplay skill?
Alright, I can see a lot of personal opinion - defend your views: how have the locks improved your experience, as opposed to harm it? How large is your pile of bricked weapons and curios? Across how many characters and in how many hours?
I suppose most importantly - how would removing the locks result in a more trivial experience?
I hold precisely the opposite views: removing the locks will result in more sheer gameplay, not less. Coupled with the ability to collect blessings, I think the majority of players would like to try out different builds for their favorite guns and shanks. And they’ll need lots of mats to do so, which will place the focus of the game on playing, instead of RNG and gacha.
Obligatory: #breakthelocks, #resourcesilo, #every3months
Good question. Doesn’t make sense does it. They will listen to everything else except what people actually want.
The modifiers are still capped way too low, so I assume any rework to the weapon system would ride along with their ‘hey you can now craft 380+ weapons’ update. Assuming they’re doing anything at all, lol.
Not the person that you originally asked the question to, but I do have an answer that I’ve seen knocking around in other games that applies.
There’s the belief that the chasing of items is the more important part of the game, instead of playing with said items. There are more then a fair few examples of MMO players, who finally got their last Best in Slot item on a character, never touch that character until the next expansion.
There is also the idea that a game is balanced around ‘good enough’ instead of ‘perfect’, and anything that is above just makes the game easier. I mean, just look at the in game effects between a 400 and 500 power weapon. Now throw in random perks/blessings on that 400 and BiS perks/blessings on the 500.
There are plenty of examples where people never get the items they want and leave the game. The “chase” will chase off at least as many people as it keeps if it isn’t tuned properly, which I’d argue Darktide is not.
I’m very much one of those who if the chase is too much of a pita, I’ll go find something else to do, but I know I’m in the minority with how low my threshold is for grind.