Poll: Do you like the crafting system?

Citation?

This is the only game with this system. I really don’t see where this, i don’t know what to call it, this social-engineering-style angle for justifying locks comes from.

Why do you say it’s there to prevent players from doing x when it really, honestly just looks like padding the grind time?

Different weapons already do different things

FatShark did say that and in this dumbass reality there’s a non-zero chance people actually believe it

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So you’re saying that by limiting the possibility to experiment they are in fact encouraging experimentation. That doesn’t sound right…

If they took it one step further and erased your weaoon after five games you’d be partially right. It still wouldn’t encourage experimentation but it would defibitely force you to try new things. Cobtrary to your argument it’s easy to see how one would experiment less with the current system simply because one can’t reliably try a build out (locks, rng).

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Don‘t feed the troll :wink:

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Even trolls have to eat. Food for all!

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image

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You’re given a set of constraints, from which you can experiment to try and make something of it. If you’ve ever seen any of those competitive cooking shows where contestants have to make a dish with an unknown set of ingredients, it makes sense (IMO).

Unfortunately for Darktide, getting double Impact blessings doesn’t lend itself to getting an effective weapon. Maybe there’s some meme weapons for sending dudes to the moon, but does anyone want that? IDK.

If everything was unlocked, you can still do the same thing. I’d question how many people would (despite their claims) - when you’ve got a selection of damage blessings and some unusual blessings, are you gonna say “I’ll take 2 unusual blessings, please” :smile:

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People play off-meta. Their existence doesn’t need to be proven or validated

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I’m not saying they need to be proven or validated. I have just seen plenty of “I want to experiment” posts and have to wonder how many of those will just take the build someone else recommended and call it a day - they’re perfectly entitled to do so, it has no impact on me, it’s really just a matter of curiosity, nothing more :slightly_smiling_face:

Cool, cuz letting people choose to put double impact blessings on their devil claws or shovels without having to spend a week at the slot machines is a super cool and superior position to take👍

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The double Impact blessing was just used as an example of a weapon that I think most players would consider bricked

I kinda wanna try double Impact on Crusher/Hammer now, gotta get the Atoma Space Program up and running!

Please refrain from thinking that there is only people that think like you… and refrain from wanting to speak for everybody.
What I have said lot of time is that I don’t like RNG and would have preferred a system without any RNG, but with strengh and weakness to weapons.
But, I don’t think that FS will remove the locks.

If they do it, I advice them to remove the crafting entirely… it will make things easier. A simple 2D interface where you choose freely everything.
Anyways, the removal of locks will give everybody perfect weapons, so no need to let diamantine and plasteels in game, no need to reroll perk, no need to rebless etc.
In fact, the best should be to remove perks, blessings and modifiers. So, making all weapons standards (sort of Starship trooper interface, esay and efficient… no need to have an inventory). It would be easier to balance things, also.
Or, give us what I would have liked… a system where you get points that you can affect like you want to change modifiers, add perk(s) and blessing(s). The number of points you have would be dependant of the consecration level. (I know it won’t happen… or I would have a pure collection of OP weapons in comparison cause I have lot of 375+ with T4 blessings)

also, we clearly see how biaised was this poll and how lot of guys have chosen to make the sum of the 3 of the 4 options to say that 97% of the players are agree with the lock removal idea.
At first, I would say that this idea is a non sense, as it removes the purpose everythings outside missions (no need to collect weapons, materials… no need to have an inventory… only cosmetics would be important… no need to keep the Morningstar for that)… as a complement, I would say that the answers are various…
I voted “I dislike certain parts of it but I like it overall”, so the third negative option of the 4 proposed (reason why this poll is heavily biaised) and I don’t think removing locks is a good idea.

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To @debito20091993’s concerns, albeit from a slightly different stance (if I’m misinterpreting your thoughts, please correct me)

With the current difficulties available, if perfect weapons* are abundant, will games just become a steamroll? If you’re the odd player out without this gear, are you effectively forced into being carried whether you like it or not? To make a WoW comparison, you join a dungeon group, meet the minimum gear requirements, put in some research to understand your class and dungeon mechanics. If you’re grouped with overgeared players, you’re going to get carried, plain and simple. I’m not sure if that’s strictly applicable in DT - I’ve had my share of games where I’ve been involuntarily carried, but I cannot say how much of that was down to the team’s loadout vs the team’s skill

*I despise the concept of perfect/godroll items. There’s no getting away from it because most of the numbers can be tweaked towards an optimal result, I just hate the terms although that’s a separate rant

I mentioned it before, but that’s not an issue with crafting. It’s an issue with balancing difficulty and balancing gear combos and weapons against one another.

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Ofc, I just wanted to tack onto the point debito was making (since I think it was a similar train of thought) - unlike some others, I don’t think “Is lock removal opening the floodgates to this” is an unreasonable concern, for the game in its current state

thank you for contacting product team. unfortunately due to summer holidays and already planned work we are unable to consider your feedback. we hope you have been informed, you reject.

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He said that the locks encouraged experimentation. Trying to make a build despite constraints doesn’t sound like something that would encourage experimentation.

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Dud blessings are a greater source of discouragement to experiment than the locks themselves IMO.

If I give you a useful blessing like Shred and (blank) , you can try different blessings to see what synergises best with Shred. Experimentation. If I give you something like Thunderous (20% Impact on staggered enemy), would you even bother?

I’m not saying that locks enable greater experimentation, but unless the game gives you exactly what you want, you have to experiment (or follow someone else’s suggestion from their experimentation)

Yes, I still would. Personally the locks stop me from experimenting… technically they stop me from even reinstalling the game.

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I don’t think that everyone shares my opinion, don’t worry ^^

But it is undeyable that the way I worded the highlighted statement wasn’t ideal.
I should’ve said something along the lines of: The overwhealming majority of both the remaining players and the ones that quit, list crafting/ progression as one of, if not, the biggest painpoints and want it addressed.

To the rest you point out…

I do not agree with most of it.

The quick and undifferentiated asnwer is simply that imho, locks need to go and if you see how the system falls appart if they were to go, doesn’t that show that the system is just f*cked and needs a full rework?

Removing locks is the simplest thing they can do that would eliviate a ton of the RNG and frustraition (but doesn’t get rid of all of it like you make it sound it would)

Regarding how biased the poll is: there are a few ways to look at it.

  1. Why was it created?
  2. Who are the people giving the feedback?
  3. Is this group representative of the general views/opinions surrounding the subject?
  4. And I guess you could also ask yourself: “With which intent were the questions worded/ were they worded in such a fashion that heavely favour one answer to the degree that said answer will be more representative that the actual opinions the poll tries to gather”?

You can answer these in whichever way you like. For me personally, I feel that there is nothing majorly wrong with the poll and the options that it provides.

This is a good thing to point out in spirit. Due to the nature of opinions being individual with all the nuance you can think of, a poll will never and cannot provide enough answers to ever fully gather an accurate picture of all the opinions out there. But the idea of a poll is not to gather opinions, it’s to get a picture of the overall sentiment surrounding a subject. This poll achieves that very nicely.

There’s obviously a bigger discussion to be had regarding the legitimacy/ accuracy of any poll but let’s be real here for a sec: how much do you actually think the results would change if this poll could be perfectly representative of all the opinions? (Ignoring the fact that such a poll is impossible, ofc)

I’d be very surprised if anyone would want to claim that the general sentiment would change into: “Nah guys the crafting and progression is fine, keep it the way it is”

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I won’t answer on the poll… I think the poll is pointless, as they won’t remove them… however you will see later a sort of red weapons. That’s the normal development of a game…

About what I quoted… I said it several times, I don’t like this RNG system, in fact I always hated RNG. Even when I was playing paper and dice roleplaying games I wanted rules with the less RNG possible. To say it, I created my own rules cause I was thinking the other games had too much RNG.,

I really think that the system would have been better if you could never get a perfect weapon and that you had to choose (as I have given a description before).

But we won’t get that… mainly cause FS created a game type. The “Tide” games. They won’t remove the RNG. But they won’t also remove the locks cause it would force them to change entirely the system…

That’s why I push for changes that would permit casual gamers to play the game. We need such players, especially cause someone that try a game can become a player that stay on this game.
I hated VT2. I tested DT cause I have gamepass… I loved…
But, the current crafting system takes too much time to craft something. This can lead a normal player thinking that it takes too much time and so they switch to an other game…
This is what FS needs to correct. They need to balance, aka reduce, the time needed to craft something. At least, that’s my opinion.

But removing locks is removing any interest in the current crafting system. I really doubt they want to, again, come back on this when we see what the game needs… more content.
I know perfectly all maps (the 2 last, less than others, ok), I have lot of weapons excellents… I am about to test Catachan swords (aka chasing for specific T4 blessings on a catachan sword), see how I am waiting for new content… I played all classes and made close to all penances (except private one of Ogryn)…
So, I hope they won’t rework entirely the crafting system…