I love the gameplay of this game but the crafting system is so unsatisfying that it makes it hard to want to play much past level 30. I want progression, not a chance to spin the roulette wheel that gives garbage 99.9% of the time. It feels awful and is definitely a significant part of any retention problems the game has. It is not exciting to see an orange gift, because it is so likely to be irredeemably bad due to its base stats. I want to either be able to grind towards something I want intentionally or to just see random weapon stats done away with. I’ve played plenty of coop shooters with no weapon progression and I still feel myself getting better at the game through skill. I want a system where I feel like I am making progress towards gear each match, or a game where I do not have to engage with any gear system beyond selecting a weapon.
We’ve been telling them this for nearly a yearly now. There’s even a big 'ol megathread about it. They haven’t budged at all on it. For all we know they might be cooking up something different like with the talent trees, but I won’t get your hopes up.
@brosgw, another for the wall
Many thanks for keeping me in the loop.
@TheDuster13 welcome as number 421. We will keep pressing them in the hopes they will make this game the best it can be instead of getting in its own way.
They did say they aren’t done with crafting changes… But what that means no one knows. Could be small or big.
Use the browser app to assist with making the grind not nearly that bad.
Well, they have budged a little by doing things like changing how the locks function, adding brunt’s and de-siloing currencies. They seem dead-set on keeping the locks though, and that’s easily the #1 complaint.
Welcome to the club, buddy, have a seat.
It’s pretty shocking because once I hit level 30 and figured out the crafting, it felt like I was suddenly confronted by a sheer cliff after an entertaining climb. When you start burning tons of ordos and don’t even get a weapon worth upgrading it feels even worse.
It’s even worse when you get one that is worth upgrading, but it upgrades into a bunch of bad perks and blessings and you have to choose between deciding which of them is the least bad or going back to brunt’s and starting again.
The game is much more fun when you completely ignore that whole part of it.
I can’t believe anyone was left playing the game without the skill trees and ability to alter the weapons. Couldn’t do anything to progress other than hope and try to play smarter. Right now you have a weapon that is decent, get a better weapon with decent stats, and just cross your fingers hoping that it rolls ok because you have to sacrifice the other weapon just to get the blessing.
Swapping to the ogryn after leveling and getting weapons for the other three is even worse because you have to start from square one with the blessings. If it wasn’t for my love of optimizing the skill trees and testing out builds, I’d also be long gone.
The gameplay really is that good, that they could maintain what population they did despite the quality of the other systems.
Ogryn has a little bit of a better experience because their weapon and blessings pool are smaller. The true warp is trying to do the other classes’ unique weapons since the armoury and Melk’s will always be inundated by shared weapons.
This however will be also problem for any new archetypes and any new weapon families, so I hope a crafting and itemisation overhaul comes out sooner rather than later.
Welcome to the club. We got pretzels and room temp coke zero.
I think stale cinnamon doughnuts is something disappointing that I’ll still eat because I like cinnamon doughnuts that much.
I really don’t consider that a change. It didn’t change the nature of gambling for your items, and didn’t improve the ability for anybody to focus on crafting specific builds. It’s an absolute nothing-burger change.
adding brunt just put yet another slot machine within the rube goldberg slot machine system.
de-siloing currency was great, but again, it didn’t change the way the crafting system functions; it only alleviated one of the pain points of their grind design.
They haven’t done anything to change the way it functions into something determinstic.
At best, Brunt’s shifted the RNG and information because now you’re making blind purchases without seeing the stats in exchange for guaranteeing the item type, but the range is so ludicrously large it barely alleviates the RNG, which means it’s bad mitigation.
All of the crafting’s RNG mitigation relies on RNG, so I would say it actually has no RNG mitigation, neither in the RNG itself or the central premise of its design.
it dropped below 3k peak players before the update. Seems to have gone to 15-20k within a month of the patch. I’m never starting a new character, though. The grind would be far too aggravating.
It’s been neat experimenting with the talents and what to build around them, but it’s lasted about a month. I’m at a point where I’ve got nothing left to try out (I’ve got plenty of blessings and other bs to unlock, but there’s no way to go about getting them other than gambling), and I’ll likely stop playing unless I’m invited.
I have to admit that I’m strongly considering stepping off until they do major patching, add a biome, change the vet tree, or change the crafting. All my characters are at 30, but the game needs more cosmetics, skins, penances, something, anything to increase variety. I know they will bring it too, but it might take a year and a half.
There are so many games to play now that developers have to bring their A game or people just disappear. This used to be what you did with games. It’s pretty amazing they managed to pivot and re-release this game because it was obviously DOA.
Edit to add: Deep Rock actually has a pretty great system to keep things interesting. After they introduce a season of cosmetics, they go into a pool. That pool is accessed by a few different events that spawn randomly per level. When you find the backpack or complete that event, you get a random cosmetic from the pool.
It would be as if you found where a mostrosity burst through the wall, you get a free cosmetic. In this case, there aren’t enough cosmetics to really do this, but some dockets or premium currency would add to the replayability. Right now, if you quick match into the same mission 3 times in a row, it feels like a punishment.
going to make some t-shirts with #breakthelocks on them
send a few of them to Sweden
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