Suggestion for crafting and resetting weapons to "white rarity"

Dude… Get a grip.
Stop this bs and try to say something reasonable, if you really have to post at all.

If you still do not get it after i explained it multiple times to you, i have no hopes of you understanding it with more explanation added.
So please just stop.

Try to figure it out by yourself.
And stop lying about what i said.

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Are you sure? You literally just told me they don’t matter if you roll things worse or equal to having nothing at all. How is that at all different than a base weapon?

So are you confirming that yes, by using up these tickets you are in fact doing the exact same thing you’re advocating against? Except with locks? Please reconnect with reality soon.

Gonna have to stop you here. You came in here insisting that the OP’s suggestion was worse than the current system and have literally boiled it down to ‘but you can change 2 things in the current system’.

A 2 impact blessing slab shield with poxwalker damage and stamina is no different than stock in performance. Making it worse that you can’t do anything to improve it beyond fixing 50% of that. And why arguing from the perspective of where you actually began, is beyond logic and hope. Hence you then insulting posters. Your inferiority complex must be massive. No wonder I had you on ignore until a few months ago.

This is also why I said its insulting, because its ignorant of everyone’s complaints and just hand waves them to get high on your own farts missing the point like always. And then changing the argument to fit your failings in logic. Back to not getting a rise out of me you go clown.

Instead of repeatedly putting words in my mouth, how about you actually provide a citation showing me saying any of it.

Since you repeatedly claimed that i did, iit should be very easy for you to show me saying it.

Point it out.
Where did i say it?

I am asking you, but i know you can’t do it.
Because i did not actually say anything like that.

Lol.


Edit:
2 days later: grills chirping
Yeah… Didn’t think so.

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Hard disagree.

If you’re rerolling a weapon it’s because you don’t care about it in its current guise. No one in their right mind would take a weapon they are using and scour it.

I reroll a brick, I don’t care if it’s worse. I’ll just scour and try again.

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No it doesnt mean that at all.
It just means that it could be better.

Like i said. If people can ruin their items in such a way, some will.
And they will get mad about it.

There is simply no reason for the system being as OP suggested over of the way i suggested.

There are lots of different ideas being floated, given that FS have done a total “no” on anything so far.

I don’t think it makes this idea a bad one. It might not be the full 100% unlock solution that many are chasing, but as a part solution it isn’t bad. Yeah, it’s painful on resources, but it does mean many of us can reuse orange bricks and eventually get something good.

Why are you being so emotional and keep making personal attacks, instead of even trying to engage in a proper discussion?
Seems like you are projecting a lot.
Try being reasonable for once.

I simply asked you to actually provide citations to prove any of the bs that you claimed.
Then i pointed out 2 days later, that you still didn’t do so (as expected, since you can’t).

Within the same hour of me making that edit, you showed up to come and insult me again, yet somehow, you think that i must be fuming about it…

I am not fuming about you not responding.
I am laughing at you for talking bs and then running away when asked to provide citations.
And nowyou outed yourself again as an unreasonable and emotional person with no self control.

Well, it has glaring issues and would cause some people to quit the game.
Some of them could easily be solved with the change to OP’s idea, that i suggested.

Btw i am not sure, why you cited my reasoning for why people would reroll their items (with OP’s system) in your reply, when your reply had nothing to do with that.

I’d suggested this scouring approach before. It keeps an aspect of the grind that fs seem to buy in to, but lets those of us with a large pile of bricked oranges reuse them.

It’s a step up from what we have now.

Honestly, you came in and stomped all over this idea saying it’d cause people to quit (I think you’re putting words in their mouths to quote yourself, because you don’t know). But also - who’s left to quit?

Positively though, anyone who has spare oranges will see this as a potential win. Anyone who wants to gamble their best weapon can take that on the chin.

You then quoted your own idea of merging weapons. I think that’s a good idea actually. But… It’s not better. It’s just different. Different. Not better.

It works for people with loads of weapons. But those with fewer might prefer the scour idea.

This idea having “glaring issues” - I don’t think anyone is under the illusion it’s the perfect answer. That’s kinda deliberately inflammatory.
You can of course post your own thread idea separately btw, and see how people respond to it.

Also. Do you realize you sound like Peter Griffin?

image

My system would require you to get a new base weapon for every attempt at getting good perks and blessings, that is true. If you have interacted with the crafting system that is in the game right now, you probably know, that this would be absolutely no issue, since you would still run out of plasteel, before dockets become an issue.
If you think this through, you will notice that OP’s system would actually cost much more than mine, in regard to all ressources involved.

The most important thing to consider is:
OP’s system requires equal or better stats in modifiers, perks and blessings, for a new item to be useful.
My system requires better stats in EITHER modifiers OR perks and blessings, for a new item to be useful.

Before you have a good item with great modifiers, OP’s suggestion would require you to buy at least a second reasonably good base weapon to roll (unless you want to gamble your only good weapon).
My suggestion would require you to acquire 1 weapon of that type (with any stats) per roll, but that costs almost nothing. As i said above, the bottleneck would be plasteel, not dockets.

But once you have a good item with great modifiers, you run into a bad situation with OP’s system.
Either you use a worse item, while trying to further improve your best one, or you use your best one and do not try to further improve it at all.
If your weapon already has nearly perfect modifiers, it costs millions of dockets to get a second weapon with equal or better modifiers. This is what you would have to spend if you want to progress further (unless you want to use a worse item until your better item is rolled to perfection, which might never happen).
If you want to get better gear, once you have something good, you still have to start from 0 every time. Buy a new weapon with better modifiers, then reroll it repeatedly, until it is at least as good as what you already have. Again, millions of dockets, once your weapon already has good base stats. And thousands of plasteel and diamantine to roll your new weapon.

On top of all that:
If you get a bad modifier weapon with good perks/blessings in OP’s system, it would essentially be worthless. With my system, you could simply fuse it with your best modifier weapon and have something great.
If you get a weapon with perfect modifiers in OP’s system, it is not an upgrade to your current weapon, unless you spend an ungodly amount of ressources to reroll that new item, too. None of your previous progression matters anymore.
With my system, you could fuse your old weapon into it, and make use of the weapon with better modifiers right away.

With my suggestion, you could always use your best weapon and you would never have to worry about rolling it into a bad state, or ending a crafting session with something worse than what you started with.
Getting a weapon with better perks/blessings, or with better modifiers, would be directly useful to you (even if the other aspect of it, is garbage).

Unless you like to waste all of your ressources and start from 0 over and over again, my version of that system is simply better than OP’s
Not just different. Better.

When the most direct approach to interacting with the suggested system can easily result in you ruining your best items, that would be a glaring issue in my book.
Of course, you are free to disagree.

I probably wouldn’t sound like that to you, if the people i talk to, came in with reasonable arguments, instead of that one guy just repeatedly throwing verbal excrement at me and then assuming/hoping that i am mad about it.

I think the main problem is that you get nothing good 99% of the time, so even if you get a giant surplus of materials before you quit playing there’s just nothing to spend it on. Even before I was continually playing during the plasteel surplus refund bug I had so much I didn’t bother using. It was just irritating to watch good items disappear, so I elected instead to just collect more and try to brute force it.

This idea, imperfect though it may be, at least puts an avenue into discharging those. At this point I don’t even bother pity grabbing stuff for the other people in the lobby, it takes away from the gameplay. Give me some reason to do something with the items besides periodically scrapping a bunch because my inventory is stupidly bloated and mass deleting isn’t a thing like VT2.

And most of my friends are of the opinion that it’s way more annoying to see an item go poof, than plasteel number go down. I think that if we polled that one question everyone would rather have the ability to continuously refine and at least put a freakin flag on the horizon for their pointless grinding beyond the simple love of killing.

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I’d like anything at this point. Just re-work the crafting system.

They’re going to have to make some degree of concession if they want Darktide to endure. It really is that simple. Whether they begrudgingly concede to that reality or instead opt to see the game whither on the vine until it dies out of sheer spite and hubris (not unlike Disney’s current box office strategy) is uncertain.

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Sorry but UX designers, market- and gameplay psychologists have determined that you actually get the optimal amount of dopamine from rolling a weapon when you get barely any materials and you have very low odds of actually getting anything near what you want. You can’t be telling management those people are hired for no reason and nobody actually likes it, can you? That would mean they were wasting money by paying them for their positive influence on the product. Management doesn’t waste money does it? That’s right

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There is no possible way right now, to actually downgrade anything that you already own (unless you deliberately swap out your perks/blessings for something worse, however that is always reversible).

It is not only possible, but embarrassingly common, to end up with a legendary that falls short of the expected value of a good white rarity weapon. Just basic probability theory. The value of any piece of gear includes the expected value of all future rolls at that specific node within it’s upgrade tree. That’s why gear gets bricked. The actual roll has significantly less value than the expected value of the roll.

Well if you go by probability, you should always expect to not get any of the two perks and blessings that you want.
Because no weapon has access to less than 4 perks and blessings.

If you want to look at the current crafting system and call the actually expected outcome of not getting what you want a „downgrade“…
I guess by the same logic, going from being homeless to living in your own house is also a downgrade, as long as you did not move into the best house possible.


Edit:
I do not get why any sane person would even argue against what i said about this, since it should be completely clear what i was talking about.
I already explained it before, but i will do it again, just to make it absolutely and undoubtably clear:
I was talking about downgrading the REAL AND EFFECTIVE performance of the weapon. Actual in mission performance, that is worse after the interaction, than it was before.
Not the theoretical potential, that the weapon could potentially have had, if you had gotten very lucky with your rng.

Please stop these strawman attacks, based on semantics.

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Thanks for the morning chuckle

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There’s a lot wrong with your house analogy.

Being homeless doesn’t actually change the value of your next home. It does however impact your utility, which is derived from the value of said house and other idiosyncratic factors. Regardless of whether it’s a homeless person or a multi-billionaire, the intrinsic value of the house doesn’t actually change. Which is the only value we’re concerned about, since the value of darktide gear is also entirely intrinsic.

Let alone the fact that you can’t apply probability theory to a variable that’s not inherently probabilistic. You pay money, sign some paperwork, and receive y house. There’s no way random variable here: the expected value of your next house is just the actual value (ceteris paribus). Again, this is intrinsic value, not to be conflated with utility.

I am gonna let you in on a secret.
When people say that something is „like taking a popsicle from a toddler“, you do not refute their point by saying „but that person is not a toddler and you did not actually take away their candy“.

Even if there was a point to your criticism of my analogy, it would be completely irrelevant to the point i made, and to the discussion as a whole.

Again, an argument that is not addressing the message of what i actually said, even after i specified multiple times, what exactly i meant.