Is the RNG gone? Or enough of it?

RNG was the biggest sore this game had since release, period.

A good game lets players do what they want and doesn’t tell them how to play. Ive kept playing this game only because I like it, despite this shortcoming.

RNG is now present only when buying your base weapon, and can be mitigated easily by buying until rating, enough mastery provided. Which makes me wonder why FS still feels they need to shoehorn some RNG into the game. Whatever, it might be changed with some future patch, and I’m sitting on a pile of 375+ stuff anyway.

The more annoying part about the update was that a lot of builds were gone and had to be manually reconstructed, especially for Psyker, and building your mastery by clicking hundreds of times into boxes is such a time sink.

Heh, it’s so weird seeing screenshots from people without true level, numeric UI or outlines.

I think it’s a dream compared to what we had before. Has it been meaningfully mitigated? Yes I think so but not fully. Only mostly.

Would I like to see the remaining base roll rng removed and all stats on a base weapon modifiable? Yes.

But very happy with the new system for now!

I would have voted also rng was never an issue but you limited to 1 choice…

I guess the idea would have been there was nothing to mitigate if you didn’t feel it was an issue. Maybe you mean it’s mitigated for casual players or people at large but for yourself personally it was never an issue?

I don’t disagree with that per se, but if we’re talking theoretically, that is my stance. If it is in the game as a mechanic, it should be able to validate its existence as a mechanic in a not overly convoluted manner and I don’t think it can in its current form.

It’s good enough. Darktide still isn’t a looter shooter so any RNG still makes no sense, but it’s good enough.

This is basically how I feel.

With the current crafting system, they could just give us a base weapon template to grind, treated the new Crafting system like Talents just let us grind it out and put whatever we want on it.

The remaining RNG doesn’t really serve any purpose that I can fathom, and nobody, literally nobody at Fatshark will talk about why it’s being retained at all, and have never addressed what value or purpose the Developers feel that such RNG adds to the game. Despite many repeated attempts to get some idea from pretty much every Community Manager and Dev that posts here, those particular questions go notably…unanswered.

I have to imagine it’s also a huge data overhead with Fatshark having to generate and store records for tons of marginally different weapons between Melk, Brunt, the Armory, and players inventories.

once you have mastery, it’s just like VT2 basically, you can change it any way you want and put any cosmetic on it

I could see having 2 or 3 of some items with different set-ups to not be bothered (or have to pay every time) to change things

It’s a huge improvement

The PsychWard mod is AMAZING! I’ve gone months without having to load into the Mourningstar ever. It makes it so much easier to manage stuff across your characters. Literally life changing.

I’m sad because the only thing that doesn’t work is that trying to open the “Sacrifice” menu through the PsychWard mod crashes. I’m sure it’ll get updated to work.

Honestly that’s partly why I am not trying the new system yet in darktide. Vanilla darktide is still… painful. Trying to get through the HD2 and Remnant 2 updates, and by that time hoping the nigh altruistic modders have painstakingly updated their gifts to the community.

Get to the bot front, I wanna see that clan/guild system that comes with the new space station!

Bro is allergic to being happy.

Or committed to peak happiness.

I guess stay disappointed. :joy: Bro looking for it in the wrong place/s.

there is good RNG, like the one for enemy spawns, which makes every game different from another time we played the same map.
then there is bad RNG, which only comes into play when building a weapon, and does nothing for the game.

FOMO is a business practice decided by the upper management, and seeing how RNG consistently gets the same silence treatment, i guess that someone higher up really considers RNG to be essential for the gaming experience, so it’s kind of non-negotiable - unfortunately for both kinds of RNG.

Criticising a part of the system and design philosophy doesn’t mean I’m unhappy with the entire system. At least I don’t downplay other people’s concerns with black-and-white dichotomic flippancy.

At this point I think the game is in pretty good shape. The critical things to rework generally have been now. Crafting was a dead albatross around the games neck and needed to be improved. Rollout frustrations aside, this crafting rework is for the best long term.

Moving forward - I’d love to see the functionality of quality of life mods incorporated into the main game alongside other content releases.

Eventually adding new “features” (not reworks per se) to item customization (like the weapon customization mod and For the Drip mod) would be great.

More content in terms of mission secondary objectives, mutators, new penances and cosmetics, more ernable stuff, levels of course, and weapons will all be welcome.

I’d love to see a bigger content “expansion” that adds a new faction and class. Mechanics Adept class and a Genestealer Cult enemy faction would be amazing.

I’d still like them to have a look at the mission select. The new map introductory period only exacerbates how little map choice you actually have despite there being 20ish maps now.

I think there’s still a little RNG for determining base states and upgrade potential. Nothing is cookie cutter as far as I can tell but at least you won’t have to sell God Rolled bricks anymore.