My minimum expectations for new crafting devs are working on

Easiest way to do a fix for crafting and make it a grind for good gear opposed to rng which is the issue. As there is nothing wrong with a grind but rng is just a fake grind that doesnt feel rewarding.

To start with remove the locks so we can roll all 4 properties of an item having it cost more the more you roll going up by ALOT per roll so you have a material grind to get a 4/4 then allow items to have the stat %s added to them (up to the 380 max) for more materials and dockets increasing by a F**k ton have the last few % cost a ridiculous amount as the stats arnt necessary to do good but for a dedicated player they will be rewarded with the very best stats.

You could even allow reallocating of %s so move % from mobility to damage for even more materials. It doesnt matter how obsurd the cost is (to a degree) as that would be a real grind to get a perfect weapon not a luck based thing making it feel more rewarding when you have a beasty weapon.

Items turing red when you have a 380% modifier rating would be cool or reds have 3x perks and 2x blessings. idk would be nice to see reds tho.

Im just rambling. We shall see what they do im interested.

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I’m lucky enough to be a big iron sight enjoyer. I’d like to see the option to change scopes. It doesn’t make sense that the helbore has such awful sights.

Also I’d like to see an option to modifying stats somehow.

A lot of guns have 2x stats that are required to reach the 1 hit kill breakpoint, and without being able to modify those it’s still a bit problematic.

The biggest challenge for FS is giving people a path while trying to avoid the dust scenario of VT2 where players are drowning in every dust type except for red.

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Minimum expectation: removal of locks.

Best? Honestly something like Call of Duty/Battlefield used to do. Using the weapons unlocks certain things for it. Maybe, say, killing 100 Infested enemies gets you +Damage to Infested level 1, another 100 unlocks level 2 and so on. Adjust for rarer enemies obviously. Doing anything with a weapon gets you XP to unlock new talents. This should NOT be a long grind, but something that actually encourages engagement.

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I really don’t have any specific outcome expectations or mechanics in mind. The locks definitely need to go, but are more a symptom than the core problem in and of themselves.

Personally I’d love if they just dumped the RNG stats and acquisition. There’s a ton of work and infrastructure that’s gone into this for really no good reason other than some C-suite’s Gacha-fetish, none of it serves a real game design or business case purpose with the way Tide games are designed, it benefits neither the player nor the developer. Setting defined starting parameters for each weapon, and letting you upgrade stats and blessings and perks from there over time would be my ideal, something along the lines of DRG’s weaponry, but I’m not holding my breath.

However, all that said, I just don’t want to feel like I’m pulling a slot machine, especially for some weapons where specific stats and combos are so necessary to make them work that odds of getting that are so low as to make the weapons pointless (looking at you Recon lasguns). If we end up with a system where I can fully upgrade a dozen Plasma Guns from Grey to Gold and get Volatile III on every single one again, not a single new Blessing, and no upgrades over existing weapons I’ve wielded for months and basically end up with a dozen wasted Plasma Guns, Fatshark will have failed.

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A way to disable the locks or just remove them entirely.

Anything else would be a bonus, but off the top of my head a better vendor system/lowering the roll range on vendors, less currency grind so people can actually experiment a little would fall under “fairly easy to do something about”.

Above and beyond expectations would be something like enabling weapon customization even if it’s just for cosmetic purposes, and enabling sight modification on weapons.
(you know, so we don’t have to update a mod constantly to use ingame assets)

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Jakal, if you’re going to make an assertion and argument, back it up or back the kark off kindly.

You’re the guy who complains about community toxicity, and as the first responder to the first thread on the forum by a new player asking for genuine play advice the forum gets in ages, you immediately go toxic and trash them over having posted their gameplay feedback footage to YouTube.

You’re the guy who complains about how Fatshark’s crafting system is just fine, how Fatshark never intended for players to grind gear hard, and that players should just stop when they get something “good enough”, despite Fatshark having openly stating on the game’s main site blog that they consider crafting and gear to be a central pillar of progression.

You’re the guy who says Fatshark should never say anything about anything because everyone is just so mean and hostile and the only responses are negative nonsense, and yet when we see actual posts about news and feedback they’re by far the most well received and welcomed posts on these boards.

Your takes are bad, and you should genuinely feel bad.

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i can dismiss your argument without proof because it has no proof. you just WANT to minmax your build to a silly unintended degree that’s functionally useless unless you’re trying to “true solo” by mathing out everything from spawn locations to horde timing.

getting mad at me because you’ve sunk so many hours into trying to build something that isn’t really useful in a group doesn’t make your weird obsession with minmaxing good.

Thats a cool idea having weapon levels

Honestly I used to try to engage with Jackal, but they’re the kind of person who either a) demands aggression against themselves or b) actually believes the wacky takes they have. Either way I usually just read what they have to say, get a laugh from it, and then carry on to other things that actually matter. Moments when Jackal does have something enlightening to say is genuinely rare.

Quite a few people have them blocked but I don’t, I want to see whatever rambling nonsense they spew from time to time.

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For me however my minimum expectation is for the casino aspects to be removed, it’s been a pain point the entire time. So long as we get a method to actually work towards anything, I will return to the game. Even if I have to sink 50 hours to get a perfect weapon I’ll be fine with that. Just so long as I can get something usable for the build I want to play. That’s all I need, getting something I can actually use and not something I have to redo my skill tree to work with.

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Use the Weapon Customization Mod. It’s all just stuff that’s already in Darktide, but wasn’t enabled because “this isn’t CoD”. It’s a big help to be able to change the irons for something less horrible on most guns.

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I do, it should be baseline.

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I’d be pretty happy with red and no locks. And by reds, I mean 400 base rating. As one stats is always a dump stats. Though, I’ve also considered the ability to reallocate stats from less desirable. But, at this point, I’d rather it go to 400.

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Something that stuck with me when they first discussed crafting, and something I have discussed on another thread before, is that they wanted weapons to have some sort of “hidden potential.” However the current system advocates “hidden downsides” as upgrading might get you a bricked weapon.

I understand the intention was to have players experiment more, but on that end blessings would need to be better and more unique. I’m never going to be excited about getting Surge on a Trauma staff.

So how would there be a way for weapons to have “hidden potential,” and make say 2 weapons with the same stats and blessings at least slightly different, without making something the absolute ideal thus bricking other weapons?

I think the minimum, and what Fatshark failed on, is that it cannot make the weapon worse. It feels awful finding out a weapon you spent time and resources is bad.

Personally something I thought would be fun is weapon “quircks,” basically a half blessing or something a weapon unlocks at max rank. Can’t hurt the weapon, but can’t be good enough that weapons without specific quircks feel bad. Stuff like “this weapon attacks X% faster” “this weapon deals X% more headshot damage” maybe for a chain weapon other than Evisc “special attack can cleave through 1-3 chaff enemies.” Just examples, and would probably exacerbate the players already being super strong, but something to get excited for instead of dreading is the intention.

Not sure the best way to go about it or if they are even intending to follow this design philosophy anymore, but I think it’s a fun concept I would like to see incorporated.

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Absolute minimum expectation: Adding a way to undo blessing/perk changes so locks can be reassigned.

Absolute dream: An Athanor-type system + gear sharing between classes.

Realistically I don’t have my hopes super high for this one. They’ve practically had to lose their entire playerbase to this garbage system that we have before they were convinced to even say they’re looking at it. I’m expecting something pretty similar to what we have now, maybe with a bit more favourable rng. Anything more will be a nice surprise.

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You lost this
:palm_up_hand: :crown: :clown_face:

Btw here is my funny itemization rework speculation

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I think it’s just really hard to do something like these quirks. I mean - if it makes you hit specific valuable breakpoints then it’s optimal. If it does not then it has no value.

I think the closest is, honestly, the random modifiers on weapons.

That, and perks should ALWAYS have been major game-changing things for a gun, so that you’re not just picking what gets you the most DPS or whatever, but picking it based on how you want to play. Like switching your Lasgun to take more ammo per shot but create a tiny explosion on hit, giving it more damage and stopping power against armor at the expense of ammo and versatility (only an example). Or letting it be full-auto or burst-fire. Or on the Plasma Rifle make it shoot a gob of Plasma that explodes after a few seconds. Frankly, kind of like the Weapon Overclocks in DRG.

Some enhance the existing weapons, others modify it into something else entirely.

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Your take is basically where I am at too.

At a minimum I expect a way to mitigate, temporarily, or permanently remove locks.

A full deterministic rework that lets you spend resources to level up the “points” on a weapon which you can then distribute between stats, perks, and blessings like the Athanor system would be amazing. Spend resources to unlock and level up blessings/perks on an item, etc. Can make respec’ing items cost resources if you want to still require some “grind” - but it would all be deterministic.

I doubt the above will happen, because it also requires rethinking the entire purpose of Brunt and Melk.

I’m hopeful we land somewhere between these two. Locks go away, and you have expanded options to modify weapon stats (maybe only when you upgrade an item to “red”) while maintaining the same total base rating (for instance). Add the ability to unlock blessings directly, maybe in addition to the current blessing extraction.

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Break points. Nuff said.

One of these times you’ll get in touch with reality Jake.

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My expectations: VT2s systems but better / more QoL which DT added.

Anything less won’t do, they had god knows how long and so man good ideas, there’s no way I’d accept anything less.

I swear, if I see the goddamn :lock: symbol anywhere again, this game’s dead to me.

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