It would be better yeah (if they were just removed), I just wouldn’t hold my breath as much since it’s more technical uplift on fatsharks side. Existing weapons may remain as they are, and new weapons would follow new rules. The way bugs are reintroduced I just feel like you have more to worry about with gear being corrupted/deleted from your character if they try to edit the variables on all players retroactively. But I don’t know how they handle their databases.
I would assume that it can be solved pretty easily with a band aid.
Remove the icon for the old lock (or make it 100% transparent), so that the locks disappear visually.
Alter the perk/blessing swap conditions to allow “locked” perks/blessings to be swapped, to make them functionally disappear.
Fingers crossed my man You would think but who knows with FS?
Hey Catfish, do you know if the developers are more amenable to swapping locks or locking the blessing perk you choose to change (instead of the opposite one) instead of complete removal of locks as an option? Not sure what strategies for progression are on the table (I believe you mentioned they are looking to “fix progression”).
So new list of asks for crafting changes
- modifier upgrades for diamantine (max all 5 modifiers)
- perk selection from list
- unlocking of a blessing of choice via melk bucks or diamantine (maybe limit it to 1 per week or something)
- remove all existing locks and change the “locking system” to lock the perk/blessing that is customized instead, allowing one change of each perk and blessing on weapons and curios
- allow to upgrade the tier of a customized perk/blessing
Also, remove any visual representation of “locks” and instead make the “customized” perks and blessings (which are now locked) glow golden in order to add a positive look to it.
So the resulting weapons would have:
maxed modifiers
2 locked t4 perks (which glow golden)
2 locked t4 blessings (which glow golden)
Resulting curios would have:
Maxed Blessing (which glows golden)
3 locked T4 perks (which glow golden)
100% player agency, but players would have a reason to own multiple copies of the same weapon and multiple sets of curios, which increases the overall amount of reasonable grind (when compared with the alternative of removing the locks entirely and therefore having all options on the same item).
Out of courtesy, it would be nice if we also had the ability to “de-consecrate” or “desecrate” an upgraded item to reduce it’s rarity step by step (or to just slap it back to grey rarity) while keeping the modifier upgrades intact.
This would allow to “re-consecrate” the item again, and then customize it with new perks and blessings, to adjust our gear in case of nerfs/buffs to certain perks or blessings, without having to spend lots of diamantine on modifier upgrades for an entirely new item again.
But since this system would allow 100% customization and let players farm the exact items that they want, without any annoying rng involved, i guess it would not be too bad to get an item bricked by a nerf.
We are totally ok with undermining the system.
The system is bad, the locks take it from bad to worse.
Removing the locks makes it so it’s not an infinite gamble grind, sure that is true. It will also make many people not quit the game. I’m changing my positive review to a negative review until the locks are removed.
While we’re spitballing dreams:
-increase materials on missions. Have the ceilings for materials on Damnation doubled, and other difficulties tripled. This makes Heresy the farming difficulty like Legend was so Damnation could properly be made difficult again. Have 150 of each of those materials rewarded for mission success.
-add the ability to upgrade any current perk or blessing to T4 instead of rerolling it, in addition to breaking locks. Use diamantine so I pick it up again besides to keep me above 8000 or so.
-introduce the combine blessing feature they talked about
-introduce a ‘Brunt’s Oddities’ store function where you can buy curios
Also have Melk use Dockets instead of Ignots, and use those for cosmetics instead. Then allow us to reroll Melk’s store inventory like we can with contracts.
I agree. Hardest difficulty shouldn’t be used for farming, but for going in with max gear against difficult odds.
Imo Damnation and Heresy could have the same amount of crafting ressources.
This would mean that players are not incentivised to play a lower difficulty than what they enjoy playing.
Damnation runs are still usually slower than heresy runs, so players who care about farming fast, could still farm faster by playing on heresy.
Having the same amount of ressources on Heresy and Damnation could actually improve the lobbies on both difficulties.
Some players who are good enough for damnation, would still play heresy for a slightly faster and more reliable ressource farm.
Players who are not good enough for damnation, would no longer be incentivised to play on damnation difficulty to farm faster.
Those who still play damnation, would likely play well enough to farm damnation efficiently, or just be interested in playing on a high difficulty.
If the overall amount we get, should be increased, is a different question.
If the crafting system was to be changed, the entire economy might or might not change.
When all RNG can be circumvented, a lot of ressources can be saved. At the same time, swapping perks and blessings would likely get much more expensive (at least for higher tiers) since it is much more meaningful now.
This was a bad feature that would not really have solved anything.
Some blessings only exist on T3 or T4. These would be completely unaffected by this.
The blessings that do exist on multiple tiers, would become available through this feature, but having a blessing on T4 vs T3 does not really change the way you play the game.
You missed the point.
Fatshark, the company behind this game, is definitively not OK with undermining the system they very deliberately put in place as part of their design intent™.
They are not going to just #breakthelocks because, as I explained, it’s integral to the system.
They might consider changing/replacing the system, but that’s not going to happen as a quickfix before any summer break.
Their design intent™ is absurdly stupid, though I don’t actually think you’re trying to argue that it isn’t.
You’re right of course, that it would take someone at FatShark to actually be capable of admitting they have designed every single system in the game in quite possibly the stupidest way possible, and that the only way to save the game is to implement features that nullify their incredibly greedy and stupid design intent™.
The odds of any person in management at FatShark being capable of such insight is pretty low, going on every single thing the company has done and said so far.
I made a more elaborate post based on applying the locks to the Perk/Blessing that the player picked, instead of to the one that the player has not touched.
I hope you do not mind me using your suggestion.
T4 only are Sunder, Inspiring Barrage, Surge and Bloodthirsty, none of which are worth getting. T3s meanwhile are seen often and can sometimes even be found at armory exchange. Melk almost always has T3s which you’d be able to buy with dockets with my change, and if you don’t see anything good reroll his inventory instead of checking again tomorrow.
When I reopened my power sword press when they added T3 power cycler I proceeded to get it on like 8 swords, if there was a combine blessing feature I would have had it X swords in instead of having to make another 30 until I did get it T4. Also in many cases T4 is like having an extra stack of the T3 version. For Thrust you have almost as much power on 2 stacks with T4 as you do at the full 3 stacks on T3, so you can have a lot of breakpoints that don’t involve full charge. Slaughterer gets like 3 headtaker stacks worth of extra boosts too.
I would pay real money to remove the locks.
That counts, you’re in.
Bloodthirsty can be good, and is one of the only ways to make the Eviscerator all right on Damnation. It can also be super strong on the Illisi, and can be useful on the other Force Swords.
Average Imperial Recruiter
I had old bloodthirsty Eviscerator. You used to be able to rush shooter patrols before they scattered with his ult, use a regular activated L1 to quickly shred up a trash shooter and then go ham on the rest killing them all in like 10 swings.
Illisi is pretty privileged in general and has this on top of its other perks, agreed. But force sword also has amazing blessings in general.
Community is so desperate for any change whatsoever, we keep bargaining ourselves into oblivion even though they’re not even responding to demands. Just stay firm on the flat removal of locks; that’s the actual bare minimum, the lowest bar to hurdle.
As someone who saw quite a lot of T1 and 2 thrust blessings while spending months looking for a T3 or 4 version I have to say I think you’re very off base there. Would have made a very noticeable difference to me hunting that blessing, and quite a number of others as well. I have absolutely no idea how you could conclude that feature wouldn’t help.