Personally I just like variation. having some weapons be stronger in certain areas is interesting.
Maybe red weapons could just remove all the locks?
well the thing is its not (Circular reasoning)
if the cost right now is maybe 1,000,000 dockets, 20,000 or more Plasteel, and 5,000 Diamantine,
and what im suggesting would have a total cost of 4,350 Plasteel, and 1,275 Diamantine,
then im advocating for a cost reduction not increased Plasteel costs.
in the end using this system of Red Weapons would allow players to build better weapons,
weapons that they could have an easier time modifying as only 1 attribute would be locked.
and as its more likely to roll a weapon with a lv4-5 perk, most players would have a perk locked.
this means players could choose to change 1 perk and 2 blessings at will on a weapon.
so if a weapon has (Flak Armor +25%) it could be easily upgraded into perfect weapon.
so i think you didnt understand what i was advocating in my OP,
as increasing costs of upgrading and RNG wasnt part of it.
i could support this as well,
Please let it be soon that FS incorporate red veteran items in some capacity. I would really like to clean out my inventories.
I would add that with the introduction of the Ascension Riser 21 map we have been retrieving the āredā prismatic crystals back to the Mourning Star, surely they will play a role in this.
dito
this would also be cool
I fear their plans for reds are making them excruciatingly rare or give them preset blessings or things like that. The bars go to 100% and unless they redesign things around it, there are two considerations to make:
-
Upgrading does not actually increase bars so they would have to come up with a system to attain stats above 80%. Most likely this means reds will be exclusive from a not yet implemented vendor/contract system. Voice files in the game files suggest the same.
-
The game is balanced around 80% bars. They would have to either introduce new difficulty options along with it, or rebalance the game around the 80% weps, or make them so hard to get that the powercreep is justified, the latter explanation would align with point 1.
All in all, prepare to be disappointed. Unless a complete crafting overhaul comes along with reds, this will not change RNG issues.
agreed
Increasing the range of values will increase peopleās frustration with Bruntās gambleatorium. Unless they create bottoms at 20%, adding another 20% to the top will increase the pool of potential values and decrease the odds of a good roll. Brosgw would be adding even more names to the crafting memorial. Maybe he could get paid for full time work for fatshark? Mandatory vacation from the forum?
At this point, Iām resisting the urge to wet blanket every thread I read by simply asking āhow about they fix the bugs with chorus and button binding first?ā
In all the previous titles of the Tide series, red weapons have been a consistent feature, with the exception of Darktide. This deviation feels somewhat unusual, as red weapons have become an integral part of the gaming experience. While the crafting system in Vermintide 2 may be flawed, the silver lining is that obtaining a red weapon ensures all its stats are maximized. Despite this, acquiring the desired properties and traits can be a frustrating and time-consuming process, albeit without any restrictive locks.
Darktide has the potential to boast the most refined crafting system among all titles if red weapons were introduced and the concept of locks eliminated. An effective approach could involve exempting red weapons and curios from these locks, thereby enhancing their inherent value. A strategic enhancement could involve incorporating red weapons into Melkās store inventory, creating a compelling reason for players to explore and patronize his shop. This alteration would not only address the absence of red weapons in Darktide but also contribute to an overall improvement in the crafting system, enriching the player experience.
i think its an expected sentiment at this point
agreed, it would be a good addition to Darktide.
although im not sure if it being in just the last 2 games would make it a Tide Defining feature.
just look at soul caliber, many games had side things some that after 2 iterations left and havent returned
but i do agree, Darktide needs Red weapons,
Brother donāt want to let this post die
pure cope thread.
hopes get posted here?
What it really comes down to isnāt this plan or that plan but FIX THE WORST CRAFTING IN THE HISTORY OF GAMING!
Weāve a million ideas on how, but Fat Shark is being Fat Headed about it.
I suspect that if they did plan to introduce them, it was probably going to be part of a story-driven event in line with their supposed GaaS-model. But now I wonder if the multiple successive re-works of the internal systems havenāt completely de-railed all the downstream plans in domino fashion and they have to re-design, re-code, re-test, and re-balance everything each time only to throw it out once the new plan hits the table.
After all, they had to completely re-do the balance of the game after the class overhaul and itās still easier than before the overhaul. Or rather difficulty is handled somewhat artificially by overall higher but periodically insane elite and special density. If they introduce weapons with stats locked to 100% it would throw balance off even more. Iād be just fine with reds locking all stats to 80% so as not to wreck balance but they definitely CANNOT have locks.
what is a Gaas-Model?
Games as a Service