Poll: Do you like the crafting system?

“Stockholm syndrome is rare; according to one FBI study, the condition occurs in about 8 percent of hostage victims.”

That shows, that we still need 2% more happy customers to break even. Game is in great state

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Either 8 or 9, but I think it’s 8. Just in case I’m wrong I’ll add both.

8! 8 people, who like being spanked! Ah, Ah, Ah!

Or

“Nine for Mortal Men Doomed to Die.”
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At least perhaps introduce soft locks. Locks that be unlocked using materials. I’ve got over 150K Plasteel and 5 million dockets with nothing to spend it on.

I mean people will be annoyed it took so long to allow unlocking but will be glad it did.

Now imagine if they introduced weapons that reached near max stats above 80% like 90%+. Many would be upset that they spent so much time investing in their current near 380 weapons only for it to be redundant. Unless they somehow take this into account and raise weapons stats in people’s inventory in line with new weapon % caps.

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soft locks would be great middle ground. imagine being able to remove locks while upgrading your weapon, on each upgrade step.

it would mean true crafting then, as going from gray weapon you could customise your weapon freely.

once lengendary is achieved, then we would only be able to customise as per locks system now.

what that would mean that:

  • getting BIS grey weapon would still require 1mln dockletd as brunt odds are bad
  • you would still need to grind for blessings
  • you would be able to make one good weapon with one set of blessings and perks withour rng (except the brunts part)
  • grind would have upgrade wise measurable breakpoints, X games gives you one weapon.
  • easy adjustable, as only shop odds of getting good items would be used to measure how much grind is needed
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That would be a bad decision on their part. Not being able to max weapon stats is one of the best new ideas that came with Darktide itemization-wise. Guess we will see.

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Yes, a completely new idea, powerbudget has never before been used in gacha looters, and has certainly never caused problems or required companies to completely rework their crafting because the RNG turned out to be 1 in several million.

Yup. Best idea ever, and also totally new.

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Actually, this has nothing to do with RNG.

Then I’m afraid you have a very poor understanding of RNG.

The exact powerbudget of an item is completely random. That distribution of that budget is completely random. It enormously multiplies the following perk and blessings RNG.
If you could buy 380s and select stat distribution instead of spending 500K-1000K on Brunt to have enough items to roll the slot machine on, it would reduce the RNG. The thing is, power budget would never exist in a system without loot, where you could simply buy a ‘maxed’ item. Its entire purpose is to increase RNG and grind.

Power budget design is all about RNG and extending playtime by making things impossible to get. There’s no argument to be made against that, it’s a fact.

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This is quite funny, but I let it slide.

I’d really like that on your quest to make the game more deterministic you and the other wouldn’t throw out the baby with the bath water.

Just as my argumentation for why I like locks, you can read above the capped full “power budget” is actually a great choice to give options even within the item groups.

If just for a second you think about a system where you can finetune items you would see that limiting the max combined value does in fact open up more possibilities and “Player Agency”.

Again this I think is one of the best new itemization ideas that wasn’t present in FS’s previous Tide games.

We can call it a happy little accident if you want, we can’t prove it one way or the other, but how about we (as a community) don’t just destroy and belittle actually good ideas on the crusade to change crafting?

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Funny how there seems to be no games ever that have used power budget to ‘give choice’, or used power budget when you can outright buy a max item. Again, it’s entire purpose is to increase RNG and grind. It’s the whole reason it exists.

What you seem to suggest is that if the RNG was taken out of it, it would give players choice in how to build the weapons. In which case power budget is poorly fit for the task, because it’s not designed to do that. At all. If you want more player agency and player choice, you achieve that by having more perk/blessing/whatever slots, and have actually interesting and impactful perks/blessings/whatevers.

Achieving ‘player choice’ by having stat bars which cannot be maxed is the absolute worst way to go about it. That way lies excel spreadsheet madness in terms of trying to figure out if the 2 extra damage helps a breakpoint, or if the +1,05% faster swingspeed is better. It’s a godawful system, because it was designed only with RNG and grind in mind, it was in no way designed to give useful player agency and player choice. Nevermind that some items have no obvious dump stats, while other items have several, making them much easier to ‘max out’.

The system isn’t meant for it, and is incredibly bad at providing actual and meaningful itemization. It’s designed to do the exact opposite.

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I think your judgment is clouded by your hatred for the current system.

It does. Several weapons can be purpose fitted for different needs. Mobility for example which I didn’t think was that impactful is a pretty valuable stat for several weapons.

It is the same as perks or blessings with a lesser impact working as an added layer of customization to the items.

While arguing against it you basically described how much freedom this system gives in finetuning the weapon in theory. It’s fun to see you argue against less customization tho.

I think FS would make a big mistake if they would just break with the system of capped power level. Even if by accident they absolutely found gold.

You mean they accidentally found gold in a system that is no way new, and is demonstrably hated by a majority of players, and has only ever been used in the exact way it is used in Darktide, to increase RNG by multitudes and extend the grind to pretend to be actual content?

Sure, gold.

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Yes, so let’s not throw away the good part. :wink:

You can pretend all you want about how it gives “options” of finetuning “in theory”.

The system isn’t made for that, and if you wanted to give players those options, it is the worst possible system for it. You have yet to demonstrate how this system is in any way, shape or form better than a comprehensive perk/blessings/diamond slots/whatever system that has been actually thoughtfully designed to specifically give meaningful choice.

If this is your golden standard of a system, I am afraid I have to tell you that you are in an extremely tiny niche of people.

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I’m not pretending. I think it’s a wonderful system for options and for finetuning.

Does it have to? It is an additional layer working as a multiplier. It works with the perk/blessing system.

Did you mean the power budget system as it is now or one that is deterministic?

The system we have right now can be considered power budgeted, but in the most user unfriendly way possible because there is no way to influence or change it, it’s completely random with no recourse whatsover. You don’t build towards it, you can literally only hope to get lucky.

And even though it’s mostly psychological, who actually likes to be given 80% of something? It’s also about the presentation and to be frank Fatshark drops the ball on user experience drastically.

There’s also a few questions about a power budget system.
How will it be implemented if it is different to what it is now?

  • Random rating still, but you can choose the stat distribution?
  • Random rating and initial distribution but you have the option to shift the stat distribution later?
  • Does rating improve as you consecrate the weapon?
  • Can you dump resources into improving the budget?
  • Does the weapon level up as you use it - can you assign the stats or is it random?
  • Can you target a stat and as you use the weapon the points shift towards that stat?
  • How optional is it when you want to hit specific damage or attack speed breakpoints? No one is going to go, “Ah yes, I want to not one-shot a poxwalker in exchange for being able to dodge 10% further”.

Right now it’s a slot machine cluster trying to get a weapon with the right stats, and because there’s 5 stats the odds on that is still pretty nuts.

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current system is just generate 6 numbers between 0 and 0.8 and assign them into 6 consequtive stats.

perks and blessings are pretty much similar, there is just extra level of randomness to chose type of perk or blessing.

i dont have enough data to know distribution function per each random number, but that for sure is designed in a way so its fair to customer :wink: probably some normal distribution with a if else twist here and there

i am not sure where you got the power budget idea from… its just random numbers with some messy distributions that noone, inlc. authors of the code understand

Yeah, I mean, personally I was trying to collect one “good” weapon of every type, on every character. To experiment with and in case future buffs and nerfs made me want to change things out. But the game being so stingy and resources so siloed once I got all the classes to level 30 I only played Psyker mostly, sometimes on veteran. It caused more burn out, and trying to save on dockets and ordo to ensure I had enough for rolls hunting for a good force sword made me myopic, all other classes and weapons weren’t a priority (I still didn’t have deflector plus slaughter or whatever I was looking for, I wanted to try a few blessing combinations). Once they announced blessings would be locked I uninstalled and never came back.

But for most players if they get a 370 with decent stats maybe T3’s of blessings they want, one perk isn’t what they want, they settle. Let’s say that’s their favourite. Well, the next “goal” is still to get it “perfect”. Even if they have a similar weapon on all types and on all characters/classes. You’re pretty much going to be having non-existent progress and just get frustrated at having stagnated and choosing to compromise for other things and never get to know whether even the thing you wanted to chase is even what you wanted!

I could have wasted countless hours and resources thinking (This blessing combo at T4 would be GREAT) and then I get it, try it out and go “Oh, this doesn’t have the interaction I thought it would, or hit the break points I thought it would… what an absolute tragedy and waste of time. Especially if I threw out weapons that had the new combo I now want, but I threw them out to get the ordos to try my luck more at the lottery for the old weapon I no longer want!”

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I can’t see it being much more than 5%.

Even if we double it that’s still only 5.6% compared to the number of people at the memorial.

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The distribution must favor 80 because the actual god roll (76x5) is impossibly rare. Figures something like Plasma Gun with zero burner stats wants something that may as well not exist. And then Hadron would ruin at least 20 fitting that description before you get another one.

Most everything else is ‘low mobility’ which is no real deep and customizable system either. People hope for like 1 bar lay out, beyond a couple outlayers that would prefer a balanced one. They hope for 3 perks besides specific breakpoints and like 2 blessings. Such deep choice wow. Maybe if the game was balanced better it would be less irritating, that I could agree with.

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