Introduction to the Itemization Rework - Dev Blog

Hello Devoted Rejects,

It’s time to talk more about itemization (a.k.a. crafting) and what players can expect.

We’ve been reading your comments, your posts, your threads and your topics.

One of the challenges for tackling Itemization was to propose a new experience to the players which felt authentic and natural within the actual live system. We did not want to rush this, as it was important to consider all the progress and time put in by current players of the game, too.

Our goal is to improve player agency. We are putting the focus on giving players a clear path to get the weapons and gameplay they want.

Part of this agency will be achieved by removing the locks on Blessings and Perks.

The rest of the player agency will be achieved through the introduction of two new major systems for itemization: Mastery and Expertise (final names pending). These systems will make the players journey in the game more rewarding and customizable.

Mastery

This is the core progression system that is tied to the weapon type / weapon family itself. As players use a specific weapon, they’ll gain more experience. This unlocks new blessings, perks, marks and a special weapon cosmetic along the way via the reward tracks. As players progress, the potential quality and stats of the weapon also increase.

This system will merge all weapon types/families, meaning players will be able to freely switch between different marks of the same weapon type. For example, once you own an Infantry Lasgun, you have the potential to unlock all the possible marks for this weapon and switch from one mark to another.

When viewing any weapon, it will show the weapon’s maximum potential stats. These stats will be randomly determined. It’s up to the players to decide if the weapon profile is interesting enough for them to commit and increase the stats until reaching this potential (which are then applied to the weapon through the Expertise system).


Expertise

While the Mastery system is where a player unlocks the potential for a weapon, the Expertise system is where the players apply those changes via crafting. This is when the players create an actual relationship with the weapon. Players will be able to configure the weapon, change the Blessings or Perks, and increase the stats. Players will no longer be locked after making two changes on Perks or Blessings.

This is also when the player uses resources to make these changes happen.

What About Resources?

While we were planning this itemization rework, there were a lot of discussions around this topic. Creating an entirely new resource is a bit easier for balancing, but we don’t want to start a new grind for players. We wanted to have a system which respects players’ time. As such, we decided to keep plasteel and diamantine steel as the resources for changing weapons, but we worked on balancing.

We wanted to give a new life to diamantine. As diamantine is a resource introduced at a higher level of game play, it is also the required resource for achieving higher levels of Expertise on a weapon.

What Happens to My Existing Inventory?

When designing itemization, we wanted to commit to ensuring fairness for all players, new and old. As such, we’re implementing a migration system to convert players’ current weapons and blessings into the new system.

Here’s how it works: The blessing library of the weapon family will be converted into mastery progression. This means players will start the new systems with a head start in mastery, giving them the chance to unlock previously owned blessings (as well as the chance to unlock some blessings players never had before the update).

Our aim is to preserve players hard-earned progress and make this shift as smooth as possible.

What about Curios? Curios will have their locks removed but they will remain unaffected beyond this change.

We are continuing to optimize this system in the coming weeks and we look forward to reading your feedback on the process outlined. We’ll collect any questions below so that we can release further communications on the topic as we make progress.

Thank you!

90 Likes

Drops everything

YO! This is good, like really really good.

Mastery? GOOD!

Okay, so unless I’m mistaken, this is heading back to the weaves crafting from VT2? I’m actually okay with this.

I’ll need to hear what others think, incase I’m missing something. But so far, so good!

Dang, if this had been in the Secrets of the Machine God update, wow, I’d have been glowing with happiness.

24 Likes

10 million diamantine in screen cap, baller

9 Likes

jesus christ crafting rework before gta 6, praise the lord

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Sounds like y’all covered all of the bases…deterministic, no locks, migration for players with existing weapons/blessings. Digesting all of this still, but first blush has me feeling very positive!

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thank you for the open communication the past few weeks, very excited to try this once ready!

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from the leak I thought you guy were gonna tie reward like frames, poses, banners to the system, I was worried thank you for not doing that

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I’m still going to wait and see. But you at least have my attention rather than my outright dismissal, which is more than I can say you’ve had for the last year.

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Praise the Omnissiah!

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is there going to be any “slot machine” mechanic anymore? like in vermintide 2 if you unbox red weapon you get cool skin but if you upgrade it from legendary you’ll get the stats but no skin, don’t get me wrong this looks awesome and i’m supporting slot machine free darktide 100% but some cosmetic rng related stuff could be fun so after getting all the blessings and stuff there would be still grinding to do. Also thank you for communicating with us!

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I wouldn’t mind a few frames, weapon skins or victory poses (holding MY weapon) for maxing out a weapon family.

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I’ve had to read through it a couple time, and while the new system is … interesting, on paper, the core issue of the randomized stats has NOT been addressed.

Per the proposed system, if I want a rock hard 80/80/80/80/60 stat spread in all the right categories, I still have to find that base, randomly.

Doesn’t sound much different from what we have now.

If you are unwilling to let go of the randomization and decide to build upon that atrocious foundation, it will never be good.

Please, heed our feedback for real, you are so close to getting it.

42 Likes

we have insignias for specific weapons so itl be nice if those will finally be used

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My last reply to one of your posts was asking for this, incredible. I must use these powers for good.

Oh StrawHat of the Fatshark, what are the next winning lottery numbers? :pray:

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I am…mostly pleased.

Out of randomized stuff, the stats were ultimately the least objectionable.

This gives me everything I want, and crucially, justifies why it took so long for Fatshark to make. A system to port EVERYTHING from every player in the game is hard.

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Fantastic update!!! Very happy.

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I know is says WIP, but is the new cap still in place to ensure that you need to weigh if you want pure stats or higher ranks in perks and blessings to be a combined total of the new cap?

Nice, and a good way to reduce clutter.

Better slow down there buddy, I just met that pickaxe.

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What there is to say, it’s an absolute win! Looking to the Update! Good job Sharkies! :star_struck:

8 Likes

Triple checking is if it’s real or am I hallucinating. So far Real wins 5:0.
Thank you, Fatshark!

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I surely hope that orange (maybe red even), won’t be hindered by this. Please just drop all of this randomness.

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