Itemization Rework Q&A Part 1 - Dev Blog

You mean the same CM that insulted the playerbase and said we cant have crafting since this is not CoD?
Yeah, weak point mate

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You mean like in the trailer that is linked in the comment? Where they show the SAME Lasgun, with and without a sight? So they either scrapped the one without sight despite it already being shown, or the option to remove it?

It clear that you didnt even read my linked comment properly, so I will cease discussion here, as you seem incapable of doing it properly

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FS when they can false advertise

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Mauler should not have carapace helmets :skull:

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This sounds a bit like the Mastery system, which I think is a great idea that will extend the life of the game (at least for me!) and will feel like more, constant progression, even after level 30. New weapons will mean a small new goal to work towards, like new missions in the penance system. That’s a win in my book, especially when contrast with the RNG nonsense we have now.

But weapon points being tied to character level though? Eh…what if I want to spin up a new character (like when a new class comes out) and not use doodoo weapons for 30 hours? In the new system, I’ll have options: I can RNG gamble for a good base with some T4 blessings I want or get to work on Mastery to unlock full control over my weapon. Or, if I’m using a weapon I’ve already mastered, I’ll just level one up to 380.

If youre playing a new class you cant gamble your way into a godroll either, since you still have to level it. And if youre talking about mastery, they said that its shared across marks. So a new class with shotgun X will have the same mastery as the one you just played.

You will have to spend 30 hours with “doodoo” weapons anyways, since the base roll will not be the max with new chars.

Also what I meant by allocating the points is choosing which bar gets how many points. Me being able to craft a weapon with the exact stat allocation that I want. I just get more points the more I level up. So for instance with lvl20 I have 200 total rating to spend and with lvl30 I have 380 rating to spend however I want, and not just pump 100 expertise into the weapon and have all bars increase

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In the current system, you can gamble your way to a godroll, even on a new character. It’s just a real PITA because of the levels, and the punishing nature, of the RNG. You have to 1) get a good base and then 2) get 2/4 ideal perks and blessings. So that’s 3/5 good rolls. And of course, you have to either roll 2 ideal blessings or have played the RNG game to unlock the ones you want previously. (EDIT: TOTAL brain fart! You can’t do this on a new character!)

In the new system, you can take your first level 87 weapon you RNG roll at Brunt and, assuming you’ve already mastered the weapon (per your example), spend mats to level it up to 380 right out the gate. Will it be a godroll? Maybe not, since there are 5 stats on each weapon and your first RNG weapon might not have the right dump stat (which will be 60 minimum once leveled), but it’ll have exactly the perks and blessings you want on it.

And if it’s a weapon you haven’t mastered – and therefore don’t have all the blessings unlocked for it yet – you can still opt to RNG gamble for a high-level one with the blessings you want.

EDIT: and we don’t know what the Mastery grind will look like, so the ability to RNG roll weapons may be quite impactful.

I’m not arguing anything? I just think that Cactus was being cheeky, referencing a particular post from Hedge. Maybe that wasn’t intended, idk.
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Thats straight up wrong. Show me one example of a new character being able to roll anything above 300 base rating in the current system

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Oh you’re right! Total brain fart! Another point for the new system!

My bad then, sorry

We will see about that once the system is actually live. As it stands now I dont trust anything that FS says until I can see it ingame with my own two eyes. Too often have I been lied to

Yea, to be fair, this is my interpretation of the expertise system based on the information we have so far, especially:

So I suppose it’s POSSIBLE that character level could affect the amount of expertise you can invest in a weapon.

I will note - I still despise the RNG in the proposed system.

I’m just resigned to it since clearly whichever manchild at the office thinks it’s a requirement to keep playing the game will not be budged on its inclusion.

It would’ve been better to sink the dev time into providing the weapon customization they advertised, but clearly I know nothing since I’m merely the person who gave them money and the geniuses behind ‘we think random systems are bad so our system is entirely random’ are so much smarter than me.

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If we cannot completely circumvent the stat bar RNG, even if it’s with a grind and absurd amount of Diamantine, then it is not good enough. The fact we can still get a bolt pistol with stats just low enough to miss the magic 78% breakpoint in this system described in the Q/A, with no chance of recovery if it rolled low enough to begin with, then it’s unacceptable.

We should only ever have to buy a weapon once to turn it into the exact thing we want. Full stop. I’m hoping the video will alleviate my concerns.

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I don’t need to see the video to tell you they’re not going to completely remove stat RNG, but they’re going to mitigate it quite a bit. Assuming they stick to what they’ve told us so far:
-Any weapon of a type with multiple marks can be freely changed between marks. This can double or triple your odds for getting what you want, straight from the armory
-Stats can be raised, so weapons where the dump stat is TOO dumped (e.g. damage stats high but mobility below 50) can be made into perfect 80/80/80/80/60 rolls
-Further to to last point, any weapon where the dump stat is at least 20 points below the next lowest stat can be made into perfect rolls regardless of the rest of the distribution
I just checked my shops and saw 3 weapons that, in the coming system, could be made perfect with some resource investment. Give some wiggle room for stats that don’t need to be maxed like collateral or range and there’s even more. If you’re willing to spend resources, you’ll get what you want much quicker than you can now.

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I will go ahead and level expectations - this is a trailer video, this is not a full explanation video on Itemization.

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Will there be a dev blog/Comm Link accompanying it ? And if so will this explain more ?

also wonder if the stream will only be about the Itemisation or also the other things happening alongside it.

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I will be releasing the next Q&A for Itemization on Friday (sooner if I am able to get it finished in time but it’s another 6 pages). The longer form of an Itemization dev blog is still being worked on. We want to get that right and there is a lot of detail to cover.

This video is a trailer, not a stream announcement. However we have a stream planned for Itemization and possibly a longer video to discuss.

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Hopefully it’s not like the skulls day announcement. I really hope you made some progress (read: address community feedback) since the last time you presented crafting/itemization ideas.

Worst case scenario this is another 2 minute long pat on the back for a job oh so so well done, with little to no actualy substance, like in the past.

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well i got 4 weeks unpaid off and enjoy that “atoma beach” :wink:

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