Agayek, this isn’t just a bad take; it’s a complete fundamental misunderstanding of basic progression design in modern gaming.
Let’s dismantle this piece by piece, because every single point you just made actively argues for making the UI worse and stripping away player incentives.
1. ‘The colors don’t mean anything because penance tuning is inconsistent’
Your argument is literally: ‘Because Fatshark miscalibrated the difficulty of a few penances, we should burn down the entire visual hierarchy.’
That is operational absurdity. If a road has a few potholes, you repair the tarmac—you don’t tear up the entire highway system and demand everyone walk on mud. Badly tuned penances are an indexing problem, not a visual tiering problem. The fix is rebalancing the penance requirements, not deleting the visual indicator that tells players they accomplished something rare.
2. ‘The colors only exist in the cosmetics menu, so they’re useless’
Tell me you’ve never played a looter, RPG, or live-service game without telling me.
Visual feedback loops inside inventory systems exist for player agency and collection status. When a player opens their loadout, tier colors immediately signal rarity, effort, and milestones at a single glance. Stripping that away under the guise of ‘menu convenience’ replaces standard cognitive design with a gray, lifeless wall of slop where a cosmetic unlocked in 5 minutes looks identical on paper to one that took a 50-hour grind.
If visual badges don’t matter because ‘only you see them in the menu,’ why have achievement systems, titles, or collection logs at all?
3. ‘Removing them loses nothing and makes sorting sensible’
It loses clarity, contrast, and prestige.
A flat, un-tiered menu is an information hierarchy nightmare. Color coding is the fastest visual shorthand human brains use to organize data. Removing color coding doesn’t ‘improve sorting’—it destroys visual grouping and forces players to manually read text labels to figure out what tier an item belongs to. You aren’t advocating for cleaner UI; you’re advocating for feature regression.
4. ‘Fatshark just decided purple was the right vibe for Skitarii’
Excusing lazy parity as a ‘thoughtful design choice’ is impressive mental gymnastics.
If the Arbitrator gets a Transcendent (Gold) skin track for their pet and the Skitarii gets capped at Purple for their Servo-skull, that isn’t deep design intent—it’s an oversight in reward parity. Demanding equal reward tiers across classes isn’t ‘snowflake complaining,’ it’s asking Fatshark to hold their new content pathways to the exact same reward standards they built for previous archetypes.
Why Removing Rarity Tiers Destroys Progression (The Reality)
In game design, rarity colors serve three non-negotiable functions:
Immediate Cognitive Feedback: Your brain processes color instantly. Tiered borders give immediate satisfaction when hovering over hard-earned gear.
The Dopamine Loop of Progression: Visual contrast between ‘Common’ and ‘Transcendent’ builds a psychological sense of growth. Flattening everything into uniform icons creates a gray wash where accomplishments feel meaningless.
Collection Value: Players like filling out high-tier slots. Removing tiering removes the target goal for completionists.
You are a waste of breath. Come with better FEEDBACK next time. Absolutely -1000 banans for you.