# I've played DarkTide for about 1500 hours. Here's my wishlist

**URL:** <https://forums.fatsharkgames.com/t/ive-played-darktide-for-about-1500-hours-heres-my-wishlist/87918>\
**Category:** General Discussion\
**Created:** [November 25, 2023, 1:05am UTC](https://forums.fatsharkgames.com/t/ive-played-darktide-for-about-1500-hours-heres-my-wishlist/87918 "2023-11-25T01:05:34Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![zaygr](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/zaygr/32/71131_2.png) [@zaygr](https://forums.fatsharkgames.com/u/zaygr)\
**Post date:** [November 25, 2023, 4:26am UTC](https://forums.fatsharkgames.com/t/ive-played-darktide-for-about-1500-hours-heres-my-wishlist/87918/5 "2023-11-25T04:26:18Z")

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> [@Molonious](#):
>
> deliberate effort, thought, and infrastructure

I disagree.

> [@Darktides horrendous loot system by the numbers or Why we should demand some promises](https://forums.fatsharkgames.com/t/darktides-horrendous-loot-system-by-the-numbers-or-why-we-should-demand-some-promises/68478/2):
>
> The designers are aware that finding specific items with a specific perk is a lottery. They had done the math too and when I suggested it was like a lottery I was told I was understating it.

> [@Darktides horrendous loot system by the numbers or Why we should demand some promises](https://forums.fatsharkgames.com/t/darktides-horrendous-loot-system-by-the-numbers-or-why-we-should-demand-some-promises/68478/2):
>
> What I do know is that the aim is for the perfect weapon to be an absolute treat, and far from the norm. Where we all can agree though is that right now its close to impossible.

This was around 2 weeks after release. And for me, is one of the points, as well as the delayed and staggered release of the features of the crafting, the incompleteness of said features on release as well as the difference between what was said and what was done that leads me to believe that most of the crafting system is a placeholder or at best, rushed in design and implementation, cobbled together from disparate parts from teams that don’t talk to each other, untested and band-aided together.

That being said, I do agree that there was an element of design to have the Arcade/Mobile Gacha games style item system, but they overshot the obtuseness and user hostility of the system drastically.

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