I’ve been trying to bump that idea in a lot of my comments about how to revamp the system. Everybody liked the athanor, but hated the weaves. They could port that system over so easily, but as others pointed out, FS seems to believe that their business model relies on copying failed schemes in other games.
But isn’t it the common detractors mostly writing outrageous stuff?
Although I will say these forums are sort of higher quality compared to the usual Reddit / 4chan / Steam “discussions”.
I think it’s more because they feel sore their opinion is the minority. So they look for excuses to invalidate it instead of accepting reality gracefully that they are the minority.
Maybe think about it for a bit. If you can’t think of something why someone might like something and not the other it’s your failing. It’s a good exercise to try reasoning the other position in your mind to better understand others.
As you don’t need perfect items.
For each their own I guess. They are good ones for me.
Shortsighted rallying calls don’t mean much. You and many others want to remove locks so they can get closer to “no progression” or “200 hour progression max”. Again this actually has nothing to do with the concept of locks.
But everyone WANTS perfect items as the end goal. No one WANTS locked weapons as the end goal.
Actually, I would love something related to skill progression as an end goal, something like in Division 2 where you upgrade Watch with stats by ~0.2% 100 times to get a permanent ~20% damage/speed/crit/etc. boost in the end.
Experience is not useless there, can effectively grind to thousands of player levels.
I am not familiar enough with it to know how it works or the details to really say anything meaningful on the Division 2 system. From how you describe it I would still wonder what the caps are and expected hours, etc.
Once your reach maximum stats (which takes a while), you can transfer new points into resources.
Yeah I mean this looks fine to me, Reminds me of more complex ratchet and clank. Makes sense. You pick what you’re trying to aim for, shared resources on your account. Ties the progression into the gameplay.
there was game by gas powered games that had logic that weapons and gems (eq of blessings, perks and feats in dt) level up when used.
this way progression of items was dependent on their use. if you were lucky you could find good item or good gems and then just be using them, but if you play longer with bad item eventually it evens out.
imho that was great system. i wish i could remember the rpg game name
//edit: remembered: dungeon siedge
this one? damn it’s old
Takes me back.
actually i never played first part, it was ds2 having that progression system, great game, you should try it very innovative game mechanics. back then black and white, populous were made as well, game studios were just tying new things…
not like now, melk, milk, repeat
I’m OK with the system, I can work with it because I’m not obsessed with the search for the perfect item. I’d be equally OK with a different system. There are three things I would like though:
- A better balance of plasteel to diamantine.
- Blessings to be more self-explanatory, or at least have further details available, so I don’t have to trawl the internet to find out how they actually work.
- Pointless Blessings to be re-evaluated.
To be honest though the last two points apply to VT2 as well, so I’m not that hopeful.
Alright then, lots of commenting - let’s see the numbers for day 2:
We’ve nearly doubled the total votes, from just over 80 yesterday to 156 as of this comment.
(I tried propagating the thread over Discord, but only the ogryn chat responded well. If anyone feels comfortable in going to that Reddit place or Steam, be my guest.)
Of the above number, we have drumroll - 42% disliking everything about the crafting system and wanting it redone.
32% dislike most of it.
20% dislike some parts of it.
And 6% like it and think it should stay as is.
This is a friendly request and genuine pitch to anyone who thinks those verbal forum a**holes with the #s are just the shouting minority - please, vote. Share this thread. Ask around. Do your part (sorry, wrong franchise…). By all means.
I wonder what tomorrow will look like. Honestly, this is better than the NBA finals.
They aren’t perfect items, they can’t even get above 380 score, which means at best 1 stat is 60. The internal discussions of the devs and their cryptic update history kinda confirms that these aren’t supposed to be ‘end game’ weapons anyway. Blessings max at purple item quality. Tiers above 4 weren’t ‘ruled out’. Some update notes mention impossible things like the Flamethrower’s actual 40 round magazine or the Zarona Revolver Ammo stat which is I’m assuming used by an as of yet not in the game variant. Why would they have bars valued at 100%, use them as the basis for their internal balance and not have them in the game ever?
So having followed the logic that they are clearly waiting for a spot of good will before breaking the bad news that item ceilings would raise, why not improve the meantime? We do not have perfect weapons, they are far from that currently. In fact if people could reasonably get ‘orange’ items like VT2 there wouldn’t be any whining.
I think this is the best design decision ever. I would be pretty baffled if potential red items would be able to have “all maxed stats”, I think they will be more special than that.
But they aren’t, max would be 500 rating before perks or blessings. The max tier of blessings doesn’t match the max item quality. Their own update notes mention those max damage and ammo rolls.
I doubt they’ll go any more interesting than like VT1 style reds with maxed stats 3 blessings but you can’t even change one of those.
3 traits in combinations that you usually can’t get on oranges, 2 sets of traits you can swap between, with variables that can be higher than the stock traits.
This is actually a really key point. Humans are optimizers and we will absolutely optimize the fun out of an otherwise fun experience. This is why i intentionally changed my optimization strategy to be “find fun offmeta weapons and maximize their potential”. But most people aren’t going to naturally do this, its unnatural. That means the system needs to not chaffe against the real psychology of the playerbase at large.
I dunno how to solve this problem but breaking the locked is probably a good stop gap. There’s a ton of RNG layers without the locks as it is.