It would be awesome to hear FS talk about their design choices regarding the progression systems

Well yes… a Goal. a goal is always better than a rng casino roll.
There is already a perfectly useful progression system in the game that is completely ignored once you get to lv30.
That is experience points and leveling up.

You start the game, you immediately know you should be gaining levels, you gain incentive with each missions to get more exp, higher ranks gain more experience points. you’re always rewarded and always pushed forward. There are minor goals, gaining a new feat or a new weapon type unlocked, it is the perfect system, and that’s why it’s used in every game these days.

A good question is why they felt it was a good idea to simply remove it once we hit lv30 and turn it into RNG grinding.
The cynical answer is that it probably sells more Cosmetics, since shopping is actually one of the highest types of addiction and we often fall prey to that kind of thinking when we are sad/down, and not getting the RNG you were hoping for will keep making you feel down/sad… so… new outfit! weee

The more likely answer is that RNG prolongs game time, and when the game is unfinished, lacking content and variety, they have to increase it as best they can, and RNG is probably the easiest and cheapest way of doing it. Sucks for those playing the game, but not time consuming for devs.

The Issue in Darktide however isn’t that RNG is good or bad, but rather how they’re using it is really bad.
Everyone kind of likes the thrill of rolling a dice and hoping for a number. This is why a casino is so insanely successful, even though it’s a mathematical loss just walking in the door. You are not suppose to be winning in a casino, you’re suppose to lose over a long period of time. So short term victory/hook, long time loss.

Successfully using RNG in a game means making short term gain while also rewarding long time gain, this means dungeon runs with a 1/6 for the item you actually want, while also rewarding experience points for a long term gain, like getting a new level or getting towards max level.
This means you might get lucky and get the item you wanted after one run, or two, or really unlucky and get it after 8, but you’ll always be making headway towards that long term goal and you’ll soon get a new minor/short term goal.
This is a successful use of RNG.

You should be able to plan a goal and see it realized withing a reasonable time, otherwise the RNG becomes predatory and detrimental to health, like a casino. Which is the path Darktide has taken and why they are getting flak for their choices.

Darktide has compounded their RNG into layers,
since you’ve first got the Stat rolling RNG of gaining 80% Stats.
Then you have to get the Perks you want.
Then you have to get the Blessings you want.
With each layer they are making it more and more difficult to actually get the thing you want and this drags the game length and turns the idea of RNG into a predatory system, since the idea of short term gain is used to promote long time loss, instead of rewarding short term gains.

So their system now spoon-feeds us the idea of progression by showing a close to 80% rolled item in the armoury.
We buy it, rush to the crafting to roll the RNG, hoping we’ll get a good blessing.
No it sucked… ok wait for the next roll armoury roll…

This is not a fun and engaging design, since you cannot plan or create goals around it. Your only goal is looking at the armoury shop every hour. which is the same thing as using a Slot machine over and over hoping you’ll get that elusive jackpot.
you might get lucky and get something close to it, and than slightly modify it using their crafting, but you’ll still be left without the roll you wanted… forcing you to keep rolling.

I’m not sure if you’ve seen or witnessed Slot machine people?
I worked in an establishment that had 4 of them and I paid out whenever someone got a jackpot or wanted to stop playing. I remember all of their faces, because they all looked the same… they looked ruined and they all said the same thing. After a certain amount of time they were simply forced to keep playing because they had to break even and after awhile they had to keep going because they had to mitigate the loss.
The sad thing is that they all knew the math of the machines, they knew a jackpot was 1 / 40.000~. so they were counting, eventually they knew they were in the 30.000s, so they had to camp out the machine so they got the jackpot and NO one else. they would camp outside the store and rush in as I opened the doors in the morning, so no one took their machine, and once a jackpot was gained no one touched that machine for weeks.

Sry for rambling on, but this is the mentality that this kind of RNG system encourages and the reason why people are upset and giving Fatshark flak for their design choice. This is NOT a healthy gameplay loop or design choice, since you cannot build any sort of meaningful choice or goal from their progression system. Only a monotone updating of the armoury shop.

The closest thing they have is testing weapons and getting lucky every day by getting a new combination of perks/blessings/stats that might make a minuscule difference in how you play, but it might make you feel like you’re discovering something.

Personally I think that is a bad choice.
A better one would be making grindable goals of gaining weapons with maybe 60-70% rolls and rank 2-3s of the perks and weapons people actually want. This way you can work towards these items you want, while also having the RNG chance of getting a better weapon all the time.
This is a very short term adjustment that would mitigate some of the RNG. It’s not a good system, but it shouldn’t take long to add something like that.
I believe they’ve attempted to do this with their changes to Crafting, but it isn’t there yet, as it is still very disrespectful of Player time, especially since every single player is a paying customer.

The best choice would be simply remove the pointless crafting system and instead make an experience point level system where you’re working towards a certain weapon with a certain combination of perks/builds.
Open the armoury, see the weapon you wanna use. Pick it and all experience points is used to unlock that weapon. Then you start using and experimenting with that weapon, while you’ve picked the next weapon you wanna pick and you gain experience towards THAT weapon while experimenting with the one you just got.
This is a continued short term/long term reward and a straightforward goal every time you login.

This would also promote their idea of gameplay, as they want people to focus on completing each mission, but now they’ve all of a sudden made it more important to focus on collecting crafting resources and side objectives, which breaks up the party and makes the game mechanics work against us. Very strange choice.

what I’m suggesting is also similar to how Warframe functions. With their level up weapons/frames, coupled with loot drops and mods etc, Guild Wars 2 actually has a similar system as well.
This means you’re playing and experimenting, while passively grinding towards the next gameplay change/adjustment that you actually want. It’s continued incentive over and over again and always gives you something too look forward to.

The funny thing here is that they’ve already laid the foundation for this mechanic with the new armoury addition of… brute? forgot his name. That can very well be turned into what I’m suggesting.

p.s sry for the wall of text. :slight_smile:

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OK, sure! How so? If you bought them then they are going to have trouble NOT marking that as a success in their mind.

I’ll admit I’m on a budget (as are we all) so I’ve saved my aquilas till I have a better picture of the offerings.

Edit: Apologies I misread.

But I bought nothing in DT. Which I would have done without too much thinking if I had liked the game half as much as I did the VTs.

Talking only about my habits and forms of support.

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Yeah definitely, very true.

RE other methods of changing things IDK, I’m no game designer. Looks like you got some intense replies otherwise though.

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Ah yeah, gotcha, my bad for misreading. What’s making you not want to then? If you care to say-- we might be going off topic really.

I’d wager it’s their “design intent” for the entire game, which is to make it as unfun as possible, to have everything be RNG with zero actual progression. They’ve actually made RNG worse, since the armoury now vomits out 99% useless items. Even if it sometimes rolls high 370s items, they almost always have T2 perks and blessings. Before the ‘crafting patch’ I actually got a few 380 items from the armoury. Zero since. Certainly none from Brunt - and again, the vast majority of 360-370s in the armoury come pre-bricked. They’ve doubled down on the RNG in a really, really bad way.

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There was an interview some time back where Fatshark stated that V2 was designed for about 100 or so hours of play, and they were surprised that a core group of people played it way beyond that, into the multiple hundreds to thousands of hours. (edit: found it)

There was a survey in 2021 for V2 that apparently a lot of people who answered wanted an itemisation system that would last longer.

Those two points combined makes me think they are going for an itemisation system that you still have to interact with… forever. But tuning an itemisation system to do that meant tuning it so that getting something “perfect” was mathematically insignificant. If they want 1000 hour players to still get something after 1000 hours, it means not giving them that thing for 1000 hours +/-1000 hours because they are relying so much on RNG.

Also they give the perception that either they didn’t know how bad it was (different people doing different parts and not communicating, failed stats/probability, didn’t listen to the staff statistician, if they had one, whatever) or it was ignored deliberately:

They didn’t even crunch the numbers until a while after release.

Like individually each layer seems ok on paper. Base rating, stat distribution, 2 perks with 4 tiers, 2 blessings with 4 tiers. But then the acquisition was stuck behind timers, mitigation had it’s own RNG and hard locks to permanently ruin items. Stick them all together and we have this hellhole of a system.

Despite the quote, I don’t think they’ve truly done anything to rein in the lottery feeling. You’re still playing to get currency and mats to buy more lotto tickets. Armoury was full RNG lotto vendor ON A TIMER with weapon type, stat distribution, blessings and perk RNG (don’t forget blessing appearance was nerfed fairly recently), Brunt’s removed the RNG of weapon type but shifted the RNG to blind boxing the base rating and stat distribution (at least armoury lets you see the stats first) and the locks are almost universally reviled as bricking an item because of RNG meant you had to start over the RNG treadmill fresh, actively wasting time and “effort”.

Someone at Fatshark honestly thinks RNG can replace game and system design and user experience without the knowledge or skill to know when to moderate it or put in checks or more deterministic systems to lessen the swings of pure, unmitigated RNG.

If they wanted to make a looter shooter, they failed to make itemisation interesting, and if they wanted a horde shooter they made the itemisation too punishing and lacking in player actionable progression.

Even gacha games have better odds and systems to get what you want. Darktide isn’t a gacha game, but then why does trying to get what you want feel worse than one?

So far with everything they’ve done since release till now, they very clearly still don’t really know why people keep playing their games. It certainly wasn’t for any of their itemisation systems.

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This is only fatsharks fifth time at trying to reinvent the progression wheel. They did well with the athanor and the chaos wastes. Two steps forward, five steps back though I guess.

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Not the only reason, but the lack of hub hotkeys and the cash shop being in the way of the item shop that refreshes hourly are the big factors in my opinion leaning towards the Mourningstar being a deliberate designed mall to try to sell cash shop cosmetics. Those two are deliberate choices in the design of the hub where previous functionality was removed or impaired in the hope that running past the cash shop would net a few more impulse purchases. If it didn’t affect you, that’s great, you weren’t the target for this sort of thing. But it was still a design decision that affected everyone who played.

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He’s wrong, DRG next door counters every part of his dumb rng shilling.

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I don’t recall survey ever requiring anyone to own the game to participate.

And the way for it to last longer is to just add glowy-bits to pre-existing weapon models and turn them into more red gear. (plenty of weapons have multiple unique models yet only 1 red version, like Rapier+pistol; which is extra bad as it’s glowy-bits added to blacksmith model, and worse - the pistol didn’t have glowy bits, it being the exact same model as ugly/shoddy blacksmith version, until I had to make a post to tell fatshark about it, then it got replaced with the less-goodlooking pistol model with glowy-bits)

Easy solution, low cost. Not gate everyone’s progression behind ridiculous rng.

The eventually did add some orange glowy-bits for event reward, which is a missed opportunity(especially after they dumbed down halloween event difficulty, pre-nerf Nurgloth was a real fun event that was pretty only beatable with skull intact by good, experienced players).

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It’s not ridiculous, you can see it from the placement of real money cosmetic shop(right between where you go to get weapons and where you start in the hub, and between where you get weapon and where you go to upgrade weapon if you got a decent one, admittedly that was extremely rare) and that intentional long walk to get to mission terminal. Had they placed real money shop where Chirurgeon currently is, that would have been a lot less intrusive. You know, where it belongs - as something not directly gameplay-related.

That, and no menu button to directly access mission/shop…etc. (mods fixed that, but it’s not official, obviously)

We have hand/noweapon model, there’s no reason to add a different perspective(3rd person is also less immersive, ironically there’s no more 3rd person inspect in-mission unlike VT2) + different movement…etc. for a hub.
If they want us to be immersed in a world where we’re part of “something big” then they would have made hub connect to a bar and connect to hangar where we pick loadouts and embark on missions. Remember when you first got into the ship, where you’re told Sefoni doesn’t like being stared at? You can stare at her all you want without any reaction(I purposefully tried keeping camera looking at her for like 5 min), so much for immersion eh?

But 3rd person makes it less immersive, obviously, and the only logical reason for that is either ripoff of destiny 2(“muh creative types” at it again, ripping off from other games without considering if it fits well or not; for the most obvious part: Destiny 2 had waaaaaaaaaaaaay more stuff to do in the tower, with lots of npcs to talk to or just listen to, and you can jump! It has a hangar…etc. all connected areas you can explore, with Xur sometimes being in hangar selling exotics, Darktide barely has a few guard npcs telling you that you’re garbage until you’re lv30 when they start kissing your a**) or just to show cosmetics.

You may assume malice or incompetence, both are bad. I’m willing to forgive a lot of technical issues; but design choices that bad just shouldn’t have happened after VT1 and VT2.

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I dislike so many elements of the game that I don’t want to support it beyond the imperial edition pre-order and that is why I hang out here way too much for what is good for me.
The fact that I like other elements of the game a lot is what keeps me playing it a bit and hanging out here way too much for what is good for me. As I have said, I wish I just didn’t like so much the parts that I do, because I would simply not have engaged at all, neither by playing nor by posting.

I mean, if you want details of what I dislike or dislike, sure, although I doubt it would be anything you haven’t read already but I am taking your question is “why don’t you want to buy cosmetics”.

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And other stuff, but yes, the item system has taken the top position in the meantime. The dev blog post that followed the open letter helped a lot to push it to that position.

My sentiments exactly!

The downside to them being static and available all the time was that they became mandatory for the community. The only time they didn’t was when Cata was introduced, and that was only because it gave exactly the same rewards as Legend. If you were running for loot, you ran on Legend. If you were running for the challenge, you ran on Cata. There was no ‘managing difficulty’ for anything that had books, you ran full book runs because that’s the expectation.

If Cata gave better rewards then Legend, I would bet my bottom dollar it would’ve became mandatory to do full book runs by the community.

That all being said, I like running the CW in VT2 more then anything else, because it is much more about managing risk/reward then any maps with books.

Heck, their solution in VT1 I enjoyed better then the base VT2. The Athanor was great because we could get exactly what we wanted, when we wanted it but it was gutted by only being available in Winds, and Chaos Wastes basically ignore account progression when it comes to itemization, which ironically has me going back to play that more then any other part of the game because I’m already ‘maxed’ when it comes to that game mode, so I’m only playing it for the enjoyment of the gameplay.

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It would be awesome to hear FS talk about the reasoning for really any of their design decisions, because it seems like they’re still very beholden to the mysterious “design intent” that’s been resulting in weird and counterintuitive features.

Like why are so many penances actively hostile to teamwork, why all the RNG, why refuse to add weapon attachments when it’s more or less a standard feature that most people like in FPS games now, why all the timegating in the early months that people had to riot about to get changed?

Most sensible theory of course is that the “design intent” isn’t for the game to be fun or good, its to milk the player base for every cent they can before the live service trend is no longer sustainable.

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yah that’s the general consensus whenever people tell me why they want to play chaos wastes but not the normal maps

a good way to make that the weapons progression system is more personal would be a better weapon customization system and the addition of a weapon attachment system.

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