The design of this game demonstrates that it has been built around metrics unrelated to player fun and satisfaction.
Aforementioned contacts to get that specific weapon you wanted - nowhere to be found.
Ability to try out all the weapons available to your class from the start - nowhere to be found.
Lively social hub to interact with other players? - Mourning Star silent ghostships with pointless running around (mostly to check the item shop for updates…).
Ability to acquire/modify your weapons to fit your playstyle? - Get f**cked Rejects. All weapons and perks/blessings are locked behind several layers of RNG.
*sigh*
The engaging and visceral experience of the actual gameplay is scuppered by almost every system that surrounds it.
Tomes and grims? - Why bother when the risk/reward is so out of whack? In V2 there are tangible benefits to adding books to your run, not so much in DT.
Why bother with weekly quests other than an opportunity for another (very random) role of the dice? Pick up 25 scriptures (individually?!?) No thank you.
The only strategy necessary for the weeklies is to acquire 3000 of the currency and then just twiddle your thumbs until a better than mediocre weapon that you want pops up. Will it have the configuration you want? - probably not. Can you craft your mediocre weapon into something you want? - probably not.
The current solution - make due with what you have and ignore all of the anti-player systems Fatshark has intentionally put in place to increase ‘player retention’.
Still having fun with the game, but jeepers, can we please condense the 2 year+ fixing cycle that was necessary in V2 to make it a cohesive player friendly product?