Yes I noticed it to. after the patch it feels like the amount of plasteel I’m getting has quartered but I’m picking up as much as I ever do - I scour for it.
You’re absolutely correct with your assessment.
Total Plasteel spawned remains unchanged, but I notice an ever increasing part of the player population not caring or understanding the value of Plasteel.
Just people not caring / not knowing about plasteel. Vet players probably have way more than they need to craft something usable whenever they want, so they start to focus more on smacking enemies than hunting for plasteel. ( or just stop playing)
Newbie players probably don’t understand the value yet so are not actively looking at every corner. Then again this game is barely growing so this group is already a large minority.
At any rate after certain point plasteel just becomes relatively useless. Rng makes sure that you never get what you really want so why bother wasting any extra time on it. And when you don’t feel the need to interact with the crafting system, you also lose the reason to look out for plasteel.
it isnt uncommon for me to pick up most of the plasteel in a regular damnation game
lets just put it that way
I still regularly get over 600 but only because I check every single spot within reason myself. Plasteel farming in general sucks and it’s intentionally designed that way so people stay with the game longer imo. Should be 25 minimum value on smalls and 50 max on larges instead of the atrocity it is right now. You have to play like a wee mouse scurrying about the whole match to guarantee good plasteel flow and even then your team can lose the game while you’re off farming. Pubs cannot be expected to understand this in any way.
If they stick with the current max value of something above 800 in damnation, increasing the value of resource loot would reduce the number of pickups, which would lead to a much higher fluctuation in payout than right now.
Increasing the payout of Steel to double, or triple the amount, which might be the other solution you propose, would just increase the amount of time you have to spend crafting and inventory managing. Just dumping more resources into the system will not fix it, or make it not be a Sisyphus gaming simulator.
I still think that a system that would allow you to gradually progress a weapon would drive player retention up way higher than a sleazy rng gotcha. There are way more completionists out there than gambling addicts. Even if you are not some sort of “gonna catch them all” type that needs every weapon at max, some people just want to experiment or screw around with different weapons.
I don’t think it was the idea… the idea would be an increase of materials we get from a mission (so even the max limit). That’s something I have been always in favor.
But you literally get zero from missions. Mission completion simply awards the full amount of picked-up materials.
If you pick up 0 Plasteel and win Damnation+, you still get 0 Plasteel.
Many of those at Damnation have what they need so don’t bother.
of course when new weapons are released these same people will be moaning about the lack of crafting resources when they could have been banking them, or complaining about selfish players not stopping to search, but people are by nature short-term thinkers.
Its all so tiresome. 500 hours in and I still dont have functional builds of some staves if I have plasteel im just going to waste it bricking an item and then feel bad that i bricked an item. i wish they reduced the cost of everything or just removed it
To me it’s plainly obvious Fatshark is never going to make crafting much better than what it is currently, I have no fantasies about this unlike many, many people I’ve read in this overall forum. I would prefer more valuable drops per plasteel item but what I said is part of a bigger thing I’ve never posted about here, this wasn’t meant to be some deep and serious suggestion. An actual reply suggesting an actual rework to resource collection would be a huge wall of text that I’m not writing in someone else’s thread. It’s easy to say “Oh, they can just fix crafting!” but it’s much harder to work under the realism that at best the system of resource gathering might just get a few QoL tweaks over its lifetime and if anyone in the community is going to suggest those tweaks it’s going to have to be a true banger of a post to get positive traction.
i just want an assured path
This really is not that difficult. There are so many crafting systems to choose from and examples to follow it is mind numbing. FFS Battlefield 3 “crafting” here would do the trick well enough.
The biggest issue is the RNG and key spamming. Just kill it.
The crafting is the way it is because they wanted to minmax the amount of time people would spend around the game in the hopes of increasing the probability that people would pay in. Is it sound logic? I don’t really think so. But it’s the best explanation for how bad it is and anything that gets suggested has to work under that paradigm. They’re in it for the money. Like I said before, easier to say how they can fix crafting than to try and suggest something they’d actually consider doing under the assumption they don’t want to fix the current system very much.
Lack of ambition and laziness. Nothing else here. They could be making a killing. They are not, because they choose to settle for a tiny playerbase that is buying skins that probably keeps the lights on in their studio. For now. They have done exactly this with 2 previous titles. Anyways we have deteriorated from the topic of the thread badly:)
I want to add to this question.
Doubtful that there is less materials.
A lot more likely people (including myself) have no reason picking it up. And the smaller the player count on the server the chances of having a group that feels this way or has their coffers already full increases.
I’ve got thousands of both plasteel and diamantine but I still like collecting. Never know when you might need some. I like tinkering with weapons upgrades though.
its wild how some people dont understand that plasteel doesnt just fall out of the emperors ass
you eventually end up where u want to be so it rly isnt like Sisyphus
believe it or not, there is a right and wrong way to craft, partly called using judgment
nah, im willing to bet that the people with at least one main build has at minimum 5k plasteel/15k diamantine saved at all times, if not way way way way more ; otherwise just dumb to not have some saved
bro doesnt know what inflation is (there isnt inflation in DT per se but its never a positive effect ie people dont learn the loot spots)
A few weeks ago, I was playing with 2 friends and 1 pub and I see this guy open a 3-chest and leave 2 big plasteels just sitting there. I chimed in on voice that he should pick the stuff up especially if it’s right in front of his face. He types back that it isn’t worth it to pick stuff up in the map compared to what you get for completing the match.
I wanted to kick him but my buddies insisted on explaining it to him. He was genuinely surprised. Some Twitch streamer he had watched back last summer had said that and he’d believed it ever since.
Sisyphus never stops pushing and trying, ignoring the absurdity of his task. He does not stop, because he thinks tricking the gods is possible, just like you think you can trick RNG into giving you what you want.
Let’s for a moment pretend you somehow got what you wanted. Not something close to it, or usable. You managed to push the bolder to the top where it stays on top of the hill.
With DTs current crafting system, all you need is one balance patch for it to roll down the other end again. Happened not once, but twice already.
So. What part of the crafting system is not a Sisyphean task?