Introduction to the Itemization Rework - Dev Blog

Don’t count your eggs before they hatch…

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Im just happy that we have chicken at all for the first time ever lmao

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You can. Salvage reds that you don’t use into a new red that you want to use. Spend minutes rerolling the properties. Spend seconds rerolling the trait. Boom. Done. Now you can go play. Or, even better, you can play Chaos Wastes and completely bypass the crafting.

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Another

question: how would loadouts work with this?

Do i just have 1 lasgun that i have to switch between marks?
What if i want to use two different lasguns in 2 loadouts?

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That’s something FS still fails to understand. The reason why Vermintide 2 was so successful, is because the combat loop & gameplay was addicting. It also made it very easy for players to switch up flavors.

Give us more flavors (weapons, classes) and keep the balance fresh and people will keep playing, and keep buying skins in the process as they spend time. Simple as.

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Well considering reds exist, and have existed for almost 6 years now (since October 2018), I would say complaints about having to re-roll percents on properties and such are pretty pointless. There would still be a grind, but that’s just a grind for materials. The new darktide system would be grinding both materials and individual weapons. I would happily take a copypaste of VT2’s system over that.

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Did you read the rest of my comment at all? And I’m not arguing that VT2’s system is worse than our current, but why the hell are we arguing for a stopgap measure instead of arguing for an actually good system?

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This looks really positive.

I for one don’t mind abit of a grind for the weapons as it comes with actually playing the game rather than playing slots. Much rather the story elements with the weapons developing as you do.

I am assuming that you still have multiple weapons of each type to develop? aka multiple versions of the bolt pistol with different max potentials? @FatsharkStrawHat

The system looks like it will be a lot of fun to work through, and the migration of existing players is certainly appreciated.

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This genuinely looks great. Huge improvement over the existing system. The communications this week overall have been outstanding and I’m looking forward to seeing more.

Between changes to Recon Lasguns and the previews here for itemization, I’m more excited for Darktide than I have been all year.

Much appreciated!

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This looks good overall, now let’s see what is happening to the way we get weapons.

Guess there really is no hope for this game. They’re keeping the RNG and then slapping a horrific grind on top. Maybe it’s time to just walk away from the burning pile of trash. Christ, this is bad. They did the worst possible thing there, actively screwing us over, making doubly sure to make a system that won’t respect our time whatsoever.

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You can, I have 41 red dust rn, takes about 30 seconds to roll up a perfect weapon

I may see your point though, you mean you can’t just buy it like with real money, well you don’t have to because you have all the resources you need to craft one from white to red perfect really fast

I also wanted to add that making it so we only need 1 of each family in our inv is going to cut down their backend requirements for their servers I would guess.

Having to level up new weapons when they come out is a hard pass

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Because it would be leagues better than what’s currently in darktide. And also, if it was a stopgap measure, it would be, you know, temporary, until they implemented a better system.

(Although my stopgap measure would’ve been to just get rid of the locks and add some means to increase the stats on weapons, even to the arbitrary 80% cap. But fatshark didn’t want to do that at any point in the last year and 4 months because…)

That’s a great question I had too. I presume since it costs resources to change things around you would need two different weapons.

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I hope for the mastery points you just copy the weaves system instead. It’ll be so much easier and better than this system where you want us to grind for each individual weapon family just to try out a loadout - it’d suck if a new weapon comes out and we’ll need to grind it out. In the weaves system you get an amulet that allows you get gain a universal resource that can be spent on any weapon, talent, or trait/properties.

So for Darktide make the mastery/expertise system universal to ALL weapons. Also let our 30 or whatever levels give us some of that resource too. Let players convert their current plasteel or whatever resource into that universal mastery resource - basically using that idea from Vermintide 2 where we can convert dust.

People have already spent years of their life on your awful, downright sadistic, casino system; no one wants to spend even more time on another grind.

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We both know that’s not what Fatshark would do. They would implement VT2 crafting and leave it at that. Hell, people have been asking for the Athanor crafting in the main game for years and its never happened.

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More like i was talking about that you need to grind for the reds first anyway, to salvage them and upgrade oranges, it’s not just scrap or ingame silver currency. And i missed that moment if you’ve grind a lot already and sitting on the pile of red dust.

If no, then they just copied athanor (wich is a great system) and threw away shards that were a universal currency.

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That’s good for the system and rewards me for actually playing with a weapon, I love it.
Now I just wish there were OTHER new ways to modify a weapon.
Trade in two blessings for one OP perk? New blessings to unlock further down a mastery?
Curses…?? (huge buff to something, but a downside somewhere else).
Change the movesets? Attachments? Consummables to imprint on a weapon (some temporary benefit?)

My point is these changes are good, but there is SO much more that could be done to make it more interesting!

Keep up the good work! :smiley:

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This sounds fantastic. Way way better than the current system in every way. Not that that is particularly hard mind you, but it being a pure time to payoff system is exactly what people wanted anyways. You spend more time playing the game, you get more Blessings and can fix up your favorite weapons more. There being a system in place to retroactively grant you points for having Blessings already earned is a relief too.

Emperor knows how impossible it is to get even a decent weapon going with the current system, I had to pour basically all of my earned resources from the past few months to make largely passable versions of the new weapons that still aren’t fully what I was going for. I would’ve gladly just played a couple of High Intensity games with them instead of HISTG to get them into the same sort of state I have them at now and then worked up further from there, which is what this system seems to be about.

With these changes it seems like the main source of RNG left is really just the total weapon stat potential which isn’t a huge deal, Blessings and Perks are what really makes weapons work so long as stats are above like, 60%.

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(Emphasis my own)

Overall looks really promising, though I’m curious about item acquisition and if that will still be RNG-based.

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