Thank you very much for the information! I am really glad to see this kind of communication. My native language is not English so I have a little trouble understanding the whole article. Please allow me to apologize in advance if the answer was already given in the article and I failed to comprehend. It would be great if you can help me clarify this question below:
In the new crafting system, you mentioned we can unlock blessing that we want using the Mastery experience. If I want to unlock a Tier 4 blessing of a Lasgun, letâs say Ghost, do I have to unlock ALL Tier 1 to Tier 3 blessing of Lasgun to access the Tier 4 blessing page? Or I can simply unlock Tier 1 to 3 of Ghost and access Tier 4 Ghost without unlock other blessings?
My understanding is each weapon have like 4 pages of blessings, Page 1 refers to Tier 1 and Page 4 refers to Tier 4. If we can only access Page 4 by unlocking all Page 1 to 3, it feels we need to grind a lot for each weapon.
Psyker will get combat shotguns again, which is good because they never got anything past Lawbringer before they disappeared. This was one of my private personal grudge items.
it seems like the penance system is re used, but the milestones are tier quality of perks and mastery points? which are in turn used on whichever blessings you want. so tiny bit of both actually.
From what I take of it, this itemization rework is meant to help have the pre-existing for all the beginners/novice to experienced â then these additional features for us experienced players. Much like it seems the Commissary for cosmetics is made to be for those who want âcool cosmeticsâ based on their Ordo Dockets grind until they decide to unlock Penance Cosmetics (experienced players invested into the game do it ofc), and if they are wanting to go as far as spending money they can buy those Commodores Vestures. So for us who have built up so much arsenal and experience with our weapons, along with a few bricks we kept that need fixing, that seems to be the addition to come.
First off, thank you for the transparency and communication as of late, itâs been wonderful!
In regard to the statements made about the upcoming itemization update, I have one major concern, which is as follows:
I am concerned with the initial statement that âWhen viewing any weapon, it will show the weaponâs maximum potential stats. These stats will be randomly determined.â One of the most frustrating parts of the existing system is randomly rolling stats. I agree that players should have to grind for good weapons, but after a reasonable amount of time you should let us have the weapon of our dreams. I would advise letting us allocate the stats at some point, even if it is for a substantial amount of in game currency that can be obtained through playtime.
I understand that perks and blessings will be unlocked and that the maximum stats will be shown for a given weapon; however, I am concerned about the randomness of the weapon stats. Am I correct in my assumptions that I will still have to purchase multiple versions of the same weapon until I obtain one that I view to have a reasonable stat allocation?
It seems FS were originally going to implement this system (or hopefully still plan to) and it looks like they still could; from what weâve seen from showcased mods on YouTube etc.
You could flag the paint colours and weapon parts that someone has already purchased with Aquila currency as usable in this customisation system and lock the rest behind a paywall, achievements, commissary and so on.
Giving us the ability to tailor our character fantasy or just achieve a sweet aesthetic is a huge motivator for folks like me to put more time/money into the game. This needs to be applied to outfits as well, but with more granulation - i.e. Helmet, goggles, lower face mask, not just the whole head as one piece.
I really hope you guys pull the trigger on this, thereâs so much room for players to get the customisation they want and the devs to make money and keep the game alive.
Iâm sitting on 600+ hours, I love the gameplay but Iâve done it all, I need a reason to get on and churn up more hours. Playing the same content with new background mechanics has no draw for me. Giving me the ability to play dress up and mod my weapons will make my character mine, will make me want to play out the fantasy of whatever cool outfit/weapon combo Iâve cooked up. (And again, buy or grind to get what I need to achieve my look! )
For the most part Iâm onboard. Having to fish for the perfect base is still something i wish would just be removed but whatever. At least every weapon now is 380 base so the gold sink wonât be some insane black hole that never delivers.
I still wish for some resource/system/or whatever to shift bars maybe 10-20% in the directions i want so not getting 79% damage stat would not be one of those âfeels bad momentsâ.
I still want attachments later down the road. I want blessings/attachments choices that gives positives/negatives. There is some good core building up here so donât leave it at the middle and call it âfine enoughâ.
But fatshark please stop force funnelling people into the top tiers just to farm stuff. Make the XP gains the same at least in heresy/damnation, preferably just make every run regardless of difficulty give the same mastery XP.
The last thing i want is for auric maelstromâs to be the âoptimalâ grinding environment for mastery. I understand we donât want a scenario where everyone is speed running recruit to fill up their mastery bar but there has to be some more thought put into this than just â higher equals more xp.
Translation: Those RNG weapons you get as emperorâs gifts or from Melk or whatever that have garbage stats and terrible blessing/perk combos that, at best, only serve as blessing donors? You can totally use those to grind with! See? You donât have to grind with crappy weapons, guise!
You (FS, not you personally) totally dodged the point on this one. The point being that itâs going to suck to have to grind up a weapon family to the point where you can be satisfied with it.
Itâs almost worse than the current system in the âyou donât get to play the way you want until you do a bunch of grindingâ aspect. At least with the current system, you can use a totally unrelated, but decent weapon to grind up the resources you need to roll the dice on upgrading the weapon you want to use. With the new system you must use bad weapons to grind, because letâs face it, the chance of one of the RNG reward/store weapons being good is basically zero.
I apologise if this comes across as hostile, but again, the response to the question did not address the actual concern.
I said similar in my own post further up about this concern, but I think it makes sense for mastery xp to scale with difficulty insofar as it covers for the increased time likely spent in higher difficulties. Like Iâm ok with Auric giving a little more than regular damnation but at a point where itâs only actually more efficient if you win most of your games and donât take unreasonably long completing them. I donât want people being funneled into top difficulty either but I also donât want difficulty enjoyers to have to worry their time would be spent more efficiently dropping down difficulties.
Thatâs probably not the easiest balancing act but damnation giving like 10-15% more than heresy and Auric giving like 10-15% more than base damnation sounds like a decent spit ball estimate to me? And frankly diffs 1-3 can all be identical to Heresy rewards I think that would be fine.
Honestly I do think this is a good middle point between full RNG and no RNG at all. Having a bit of RNG deciding how the 380 stats can be distributed between each weapon of the same type when you first acquire each of these weapons helps adding an element of unique individuality between each weapon of the same type, differentiating them and also give you an element of fun from a looter game. If this kind of RNG is completely removed and all weapon can get all their stats increased to 80% then the number of actually meaningfully differentiated weapons in this game will drastically decrease.
While at the same time, from what Iâve seen in all the announcement so far, anything after the RNG determined stat distribution you get when you first acquire the weapon, can be deterministically acquired with Expertise, Blessings/Perks unlock, and Mastery, so we finally have actual agency and control in how we progress with each weapon.
I actually think weâll see the opposite. I think weâll see high-tier players in the lower tiers just so they donât have to try and force what equates to grey/green weapons at their normal difficulties.
Gameplay for lower tier players is going to be hurt by this.
So after everything Iâve seen in this thread the biggest concern besides the rng stats is how established players will be affected
For newer players this is objectively an upgrade in terms of perks and blessings as Iâd assume youâd be levelling up from a low level and as such bound to get to a decent point with a few weapons by the time you reach level 30
Itâs long term players that spent a good amount of time amassing a library that needs to know their efforts arenât wasted or at the very least helps them better off in the new system and those who donât want to spend forever just to get all their weapons upgraded. If these concerns are addressed (along with upgrading and changing out prices, please just make everything cheaper) I can see this system working pretty great especially for those who likes using all the weapons but until then Iâm not holding my breath
Seems to be on alot of peoples mind for sure. People have put forward solutions for this.
Having a use for the amassed resources youâve gathered up. Being able to sacrifice weapons at Hadron for âmastery dustâ, that gives experience instead of just getting it from play in the selected weapon group.
Making the 10% experience curio perk also affect mastery experience gain.
The grind being short in the first place. Most likely way shorter then what Fatshark wishes it to be.
The added mastery from completed blessing libraries being a 1:1 ratio. So that you only need to grind the experience gap if they add new or letting old blessings being added as available blessings to a weapon.
I would expect most high level players to have at least 1 okish weapon per family to grind whatever mastery remains after conversion. Like sure at start we will probably see players dropping the difficulty a notch to make sure runs are closer to 100% completion rate.
But at worst once things âstabilizeâ a bit i see this only being an issue whenever a new type of weapon is introduced that does not fall into existing family of weapons.
i donât think youâve actually played the game recently. most high level players wouldnât play lower difficulties for any reason, which ironically has been where a lot of the complaints about âgrindingâ come from, and they insist on trying to force things out at maximum difficulties.
lower tier players are unlikely to see any issues, and as someone that likes to go slumming at low difficulties i can tell you a lot of them would love to have a high tier player preventing them from wiping while they fail to figure out how to find ammo.
idk those players who are high enough to not give a crap if they use white weapon or fully kitted one will keep smashing monstrous specialist and completing it and those who keep wiping 24/7 well those you just cannot help anyways.