Introduction to the Itemization Rework - Dev Blog

I think this will hinge on the stats. These all seems fine for perks and blessings. A little annoying I have to deal with rotating stores still for good bases but not so bad.

I think the issue/question is what happens if you get a “god rolled” 380 weapon with 2 tier 4 blessings you want? Can I save my mod points on blessings and just bump all my “stats” to 80%? It seems like they share the same resource (mod points) and if a blessing costs up to 40 to change that’s a big investment out of your 100 (Max?) points.

I have no issue with the “mastery” system. That seems like a good way to unlock blessings. No issues there.

The “expertise” system… I am not sure on. I am ok with it if perks/blessings have a flat cost and aren’t based on CHANGING a blessing. I.E. if I find a weapon that already has a tier 4 blessing I want do I never change it to save myself 40 mod points? Otherwise I feel I would be back to hunting for weapons that have as close to what I want with perks, blessings, and modifiers.

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I’m very concerned about this, by the way. Can we at least continue to peel and apply blessings and perks with new weapons?

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They did mention current progress would somehow translate to this new system, but I agree that having to do any kind of grinding to find out if weapons that release after this update are interesting is not a good approach and you should at least have some other way of working through that. Maybe make the Psykanium have access to literally everything so you can know what to aim for at least?

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The way I read the system, you ONLY get blessings through mastery. All weapons you get will be gray. You need to grind to unlock blessings, and blessing tiers. It’s part of what makes the system horrific.

It’s why they need to convert the blessings library and current weapons into masteries. Because mastery is the ONLY way to get blessings now.

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I like the idea of weapon mastery unlocking skins and weapon related cosmetics. But this should be it as far as the relation of grinding kills/missions with a weapon go. At most give me a pity system where I can use weapon mastery points to unlock specific blessings I am missing (looking at you flechette & manhunter)

I’d much rather have the crafting system be deterministic. You want your RNG? Fine keep brunt’s random rolls. But allow me to spend an ungodly amount of plasteel and diamantine to:

  • Redistribute stats
  • Increase specific stats to a set maximum (Not tied to another RNG value like upgrade potential)
  • spend resources to remove locks.
  • Change blessings and perks at will with escalating cost (double the cost with each level until a cap is reached in order to balance material economy)

Once a weapon has reached max potential in all regards allow me to undertake a quest to have it blessed by the omnissiah aka turning it into a red:

Have it be random objectives like melk or the current event system but tied to the weapon. Like X amount of demonhost damage, X gunner backstab kills, etc. etc.

Give me that and I will buy your trashy sweatshop skins each rotation.

I’ll add one further:
Sell exclusive skins that can only be applied to weapons blessed by the omnissiah aka reds. This way you give high lvl players something to chase after. Your MTX will then have some meaning. Like a glowing thunder hammer skin that can be only applied if the player has finished the daemonhost blessing (killing x daemonhosts with +50% damage at damnation and above) etc.

There is SO MUCH creative stuff you could do with crafting that could be a win for players AND tied into MTX. Come on guys.

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Tbf, I do think fatsharks systems of “leveling”/“grinding” aren’t really noticible. At least not in an mmo sort of way. You literally just play the game, and that’s what the “grinding/leveling” is for this game. Other games your mindlessly doing chores/gameplay things that are far from what’s the desired content of the game. So I think the being mad at the “grinding/leveling” in a fatshark game is like being mad at the gameplay loop/game itself. Again, you’re literally just playing the game. That being said, “grinding/leveling” is understandably irritating/unfun for a lot of people. I also agree that retention tactics(like the fatshark ones) are sort of gross/poor attempt at keeping a game “relevant”(coming from someone who loves fatshark/their games).

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This looks GOOD!! I still wish I’d have known this a few weeks ago, before I lost my entire 100k plasteel trying to unlock IV blessings for only 3 weapons (and failed… Sigh).

Do we really have to wait until after summer though? Even just the locks? I think I’d have preferred not knowing than having to wait after seeing this good stuff. Going to be a long summer :sob: :sweat_smile:

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I mean…

This system could kinda work if we always had a base weapon with maxed out stats.
But still being dependend on brunts lottery won’t do it for me.

Also the mastery points/perks/blessings should be interchangable without any costs, when you’re done “mastering” the weapon itself, so you can still use the same weapon with a different build and setup of perks & blessings.

I personally don’t really look forward to grinding out weapons I might not even use in the end because the build I wanted to try doesn’t work like I thought it would → so I wasted alot of time :sweat_smile:
I think there need to be changes to brunt and base weapons in general in order to get a system like that working if you guys are already set on a system like that.

This being said I’m with @CommanderJ .

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Okay, so unless I’m misunderstanding, this doesn’t alleviate the randomization which has been the bane of existence since the start. Indeed, this seemingly just adds a level of grind on the top of it.

If that is so, then how does this even remotely improve what we currently have?

The cynic in me thinks that there won’t be ANY alterations and they’re only paying lip-service to the idea of feedback.

@FatsharkStrawHat, you’ve recently said that our input is important. Here’s a good opening to prove it, because this is concerning. I’d hope that you’ll either clarify and explain how this doesn’t actually just exacerbate the problems of the current system or else implement revisions to address them. Adding more busy-work to the the randomization doesn’t fix anything.

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I spent about 1 million dockets getting a Power Maul on my Zealot. I’m not playing with a sub 60% pen or damage roll, and that’s before Hadron throws it into the trash.

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Yeah that’s my first question. If it’s not tied to a specific weapon but a family it’s not so bad. Like if I upgrade my “kick back” mastery I am assuming that progress bar is abstracted and distinct from all specific kick backs and any kick back I use upgrades that mastery bar.

If it’s tied to individual weapons and you lose your mastery progress when you sell/change weapons within the same family… yeah that’s not fun.

If it IS specific to a weapon the grind has got to be pretty quick.

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Whatever happens I think we should be allowed to use any weapon with any blessing in the meat grinder. Even if we don’t own them. We should be allowed to test them.

What happens in the meat grinder stays in the meat grinder :grimacing:

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Which one is true? Because I see a dichotomy coming.
I’ve hundreds of hours with a knife. But I’ve got my best weapons as things like a chain sword.

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I find the rng stat-finding to be fun and engaging. The itemization rework that is coming will make finding great weapons much easier already. Removing RNG altogether in this would do more harm than good imo, but thats just me.

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It’s per family, but that’s bad enough. Just in this last patch, you’d have to grind three different weapon families up from zero. And I do mean zero. T1 perks, T1 blessings.

The game has a lot of weapon families. Every single Psyker staff is it’s own thing, for a start.

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So while in general I would agree with you, let’s say theorhetically one Damnation game (not even Auric, which would give you more) would be enough to unlock the perks and t3 blessings you want. And if you don’t like that build after another game, you would get enough points and mats to try another build.

Is that still a problem? Personally I think it would be fine, although base weapon rolls and potential rolls throw a wrench into it if you have to go through this process multiple times on the exact same weapon (2 different Mk 1a power mauls for example).

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Okay. After reading the full blog this looks interesting.

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The only randomisation we’ll be left with will be the stat score, which is a certain chosen number within a specific “range” depending on the total sum of score all your currently equipped items have. That score also is spread out into the weapon’s or curio’s stats. Isnt this a part of what makes the system engaging? Feels like the upcoming removal of locks will already make it much more fun.

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The darktide team apparently finds it necessary to try to continuously re-invent the wheel.

Unrelated to your post, but I found this funny:

“We wanted to have a system which respects players’ time.”

Yeah, in a system that will still have annoying RNG, and where you’ll have to spend who knows how long grinding to bring up any and every weapon you want up to snuff. I think the darktide team has a different definition of “respecting players’ time” than me.

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I’m still wondering what’s going to happen with the weapons we currently have. I’ve built up a fairly extensive trove of gear across my 4 characters and while I’m not seeing any confirmation that this rework is gonna be a hard reset on the crap we currently have, I’m not seeing any confirmation that our crap we currently use isn’t going to have that happen either - Lord knows that if this comes out and I find that what god-roll gear I nabbed is gone, that’d probably make me want to drop Darktide for good.

Speaking of progress concerns, just how much of a headstart is our blessing progress gonna give us? Because if anyone has already unlocked the highest tier of a blessing for a certain weapon, they damn well better have that unlocked with the new system again.

I don’t know man, I think I would preferred that we keep the current system but implement the breaking of locks while re-writing whatever algorithms dictate weapon stats in the shops so that not only base stats have better chance to be 360 or higher while unique/high tier blessings that you haven’t unlocked yet are given greater prioity of showing up whenever you craft something.

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