The Crafting Memorial; lest we forget

That is a good video.

lol @brosgw add video into your first post


Going back to this very old reddit post of someone data mining:

Looks like there’s a “Boon” system coming. : r/DarkTide (reddit.com)

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I can see a different tactic compared to straight up real money paid boosters here. They know it wouldn’t be well received if they added it.

Here is how it is at the moment:

  • Inflate playtime, not skill based to open up accessibility to more players. So not gating good weapons behind lower tier missions. Just play more that’s it. Bad or Good player doesn’t matter you’ll get there.
  • Forces unfun engagement but people will go through it because of the attractive end goal
  • The more they play the more cosmetic store exposure they will get. Increased chance of spending money.

It is indirect method because a direct method of paying for increase weapon rarity would definitely cause backlash. “Pay to save time” and saving time is win to me.

That’s probably why they avoided this system. They’re just going about it a different way.

Different method, same goal.

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I am looking forward to it considering how much I’ve enjoyed the first one.
If the first is any indication, this will be amazing.

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Why ever came back before the crafting update will always be a mystery to me!

As crafting still makes me want to skin a cat and wear it.

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Image of Prime did it, he turned the tide.

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That VT2 PvP mode I’ll definitely give that a go.

Best moments of Left 4 Dead 2 PvP was controlling “The Jockey” creature, grab a player’s head and you had limited bit of steering to lead them away to quietly suffer away from their team mates or waiting til someone opens a door, you hide behind the door as it opens and fire off charger rush attack.

A game mode that was hilarious, no sweats and all fun.

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I know we get bogged down a lot talking about the aspects of crafting/progression we hate but figured i would mention a few crafting / progression systems i really enjoy and why.

Nightmare Reaper - Randomized weapon stats married to Rise of the Triad

Nightmare reaper is a retro fps with rogue like elements and progression done right. Generally you get new weapons from boxes, killing enemies, and completing with random stats and bonuses. The random stats however are extremely creative and reward you for experimentation. The base weapon will usually preform the same, an ak-47 will work like an ak-47. The ak-47 however may get different talents and perks depending on the weapon: regular bullets can be replaced with rockets or even gore chunks, it may take your health to use instead of ammo, it might heal you when you hit enemies, and more.

Part of what makes the system work is that you are absolutely showed with weapons on a given run. When exiting the level you often have far more weapons than you can take with you, you can save 1-2 weapons per level to take to the next zone and only up to a certain rarity cap (1, 2, and eventually you can save a level 3 weapons but it’s a late game upgrade). This allows you not only to experiment with a weapon to see how it preforms but also make decisions like replacing 1 weapon stat with another, upgrading a stat and selling the weapon if you please.

There is a ton of progression that takes a long time but also a lot of experimentation and sometimes hard choices. Sure you can take super powerful level 3 weapons but those weapons usually eat ammo and aren’t great in tighter more conventional fights. I think what generally endears me to this is that you don’t need to spend a lot of time tweaking and modifying the weapons but instead you get them and can use them instantly. The longer form progression systems usually are confined to the menus and minigames which give smaller bonuses that stack up over a longer period.

AMC Squad - You got X-Com in my Build Engine FPS!

AMC Squad is a really fantastic project made by pretty much the best of the best mappers, modders, and artists from the Duke Nukem 3D Modding community. Without getting bogged down in explaining story elements you essentially play as one of a dozen agents who go around the world, solar system, and beyond to complete missions.

It’s a really fun game and if you have time and an interest in build engine games such as Duke 3D, Shadow Warrior, and Blood i highly recommend checking it out. As for progression all your missions are launched from a central base where you can select equipment for your agent, research upgrades, interact with the various npcs, and read up on the Bestiary and unlocked lore segments. While on mission you can encounter collectible temporary weapons, research documents, scannable posters with research information on them, and artifacts to help you.
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In addition you need to use a special gun to scan enemies to unlock various research elements specific to that enemy. Maybe that enemy has a weapon with a special function on it, maybe it has a shield which can improve your own projects based around shielding, maybe it is mystic in nature which gives you an understanding of other paranormal artifacts.

After research papers, artifacts, enemy scans or environmental scans are done you can pay a sum to unlock the research that improves either your characters passive abilities, unlocks new weapons to take with you, or improves existing equipment / weapons.

This can then be equipped on agents as well as other things found in the field such as special gear or gear gained through research to improve your chances during a mission.

I find this system really compelling because it gives a reason to revisit levels you may have previously missed to search for secretes, research, and equipment you may have passed over. In addition it gives a big of a more involved progression loop as you may have the research unlocked but not the require scan or prerequisite research to complete the next assignment. In addition going back can unlock hidden weapons that have alternative strengths such as having better attacks vs robotic enemies or have alternative secondary fire modes. Having many of them be side grades brings a lot of experimentation to the table while most missions being fairly quick (20-30 min if you are really secret hunting or don’t know where to go, 5-15 min if you know what you are doing) lets you play around a lot with different setups.

Abiotic Factor - SHE BLINDED ME WITH SCIENCE!

Abiotic factor is a game that asks a fairly simple question; What if you were in the resonance cascade incident but instead of being Gordon freeman with a fairly powerful HEV suit you were just a random scientist with your tie, your wits, and a go get it attitude?

Abiotic factor starts you out as your first day on the job when this happens and you are left having to make due with what you can find. Advanced armor? No no no, you are nowhere near an unlocked security area, best put something together because you need that NOW. Firearms, stun sticks? Look, you aren’t a trained killer. Set up the bench, tape a knife to a standing lamp, and use that spear to keep the aliens back.

The crafting itself is a fairly involved system that rewards experimentation. Sure nothing is stopping you from just using a basic knife or a table leg but crafting it into an actual weapon can give you advantages like more reach, more damage, a better attack speed and more.

Abiotic’s crafting also has a fun (optional) mini-game where you sometimes need to get an idea in order to craft something, this can come from interacting with objects in the world, signs, picking up certain materials or seeing them in a crate or through story beats. Abiotic also understands the concept of giving you multiple ways to get resources.

Basic materials like screws can be crafted from metal scrap and you can also break down more complex materials into basic ones. Additional comments would be counted as spoilers but lets just say they have a fun in universe explanation for resource replenishment.

The biggest takeaway is that the devs understood players would be crafting a LOT so as a result they included plenty of sorting tools to compensate: Filters, search bars, pins, nameable crafting crates, sorting options and as you progress more sorting tools. Rather than just assuming people would be fine with a clunky system they instead invested into into overcoming the clunkyness of the early storage and crafting system part of the reward and the overall progression.


Conclusion

The general through-line with all these systems is that it feels like they are rewarding experimentation and branching out rather than punishing it whether it be doing more damage to some enemies, having new and interesting toys to play with, or making you feel smart for overcoming previous obstacles.

“Rocker did you do this to talk about games you enjoy?”

That depends, are you are cop? In all seriousness i think bringing up other systems and explaining the why for my enjoyment of them helps to explain why i think Darktide’s systems are lacking in certain places. Darktide has part of the formula for a really fun crafting and item system that encourages experimentation but how it’s played out now feels like it punishes you for getting experimental.

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Personally I don’t see how Abiotic factor’s, or AMC Squad from your description of it progression system can really match up to Darktide because they are far more linear and predetermined than in DT or Nightmare Reaper. You can make general statements about how they fit the game better, or are less of a nuisance to the players but I don’t think a direct comparison works.

I think NR is a good example because you have weapons that actually play different in interesting and unique ways, and there are actually choices to be made, and you have a lot of options to choose from. As well as the random nature suiting the game far more than it does in Darktide.

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I mostly picked Abiotic for the factor that it has a lot of tools for sorting and organizing various things as well as ways to easily get resources needed or break down items that long since passed their usefulness.

You can’t really compare it directly but both give rewards after sticking with it long term while making that climb actually rewarding in the process, something i feel Darktide’s is lacking. The goal was less to pick system that are perfectly compatible and more the whys and hows of the systems that i tend to enjoy and discuss how maybe there could be bits taken from them to integrate into Darktide’s in even a small way that could improve what we got.

As an example i think even having a Malks reward to just, unlock a blessing for a flat coin cost would be something comparable to AMC’s system. It’s not disruptive to the current system and gives a resource sink to do something with the many thousands of coins people have piled up.

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This is true, I hate DT’s inventory system so much even after getting mods to alleviate it.

Tbf I never thought of a progression path that is sort of upgrading your capability as a whole, rather than just trying to upgrade a couple of different weapons at a time. It will be interesting to see what route they choose to go for. Perhaps a more linear progression would have fit DT a lot more than the one we have now.

I went into Manor Lords discord recently:

Dev has a discord channel within purely for voting.

Anything he wants opinion about he creates a list of suggested changes and waits for people to choose A,B, C etc. i.e game mechanic or development focus area.

He has let the community steer direction

Generally gets over 20,000 responses every time he puts up a poll.

It is shame FS do not setup their own such poll on various mechanics. Would be alot easier to get feedback.

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FS apparently prefers to hand pick people from their discord and streamers. No one knows how large the group is and what they give as feedback.

Except for the few “trust me bro, we tell them what you guys want as well” posts from the voluntary discord mods here, we have no way of knowing what kind of feedback fatshark directly gets.

And even that can’t exactly be trusted as there is no way to confirm.

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Progression systems I have liked (as well as how they handle drip content, cosmetics, DLC, and, microtransactions):

DRG
HD1 and 2
Remnant 1 and 2
Roboquest
Void Crew
Satisfactory
Factorio
Gunfire Reborn
Killing Floor 2
Necropolis
VT2

(Not really the same genre)
BG3
Batman Arkham Games
Shadow of War/Mordor
Control
Cult of the Lamb
Dark Messiah: Might and Magic
Disco Elysium
HardSpace: Shipbreaker
Horizon Zero Dawn
Legacy of Kain series
Mad Max
Mass effect series
Mindustry
Miasma Chronicles
Overlord 1 and 2

Thinking about it for games similar to Darktide and taking into account premium cosmetics and content I feel like DRG is probably my favourite of co-op shooters. Even though DRG isn’t my favourite by any stretch. It’s fun.

If I could have DRG’s itemization, cosmetic, and season content and how they handle DLC married with Darktides graphics, combat, and talent tree… that would be the best. Overclocks for melee and ranged weapons would be so much more interesting than blessings.

It really doesn’t take much to have a mediocre system. Don’t have to break the mold, there’s a reason so many of the ones I listed are pretty similar and why they’re so common.

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They are not alone. A lot of games I am interested in have some sort of polls that they run on their discord discussing ideas or gathering community opinions.

Even Arrowhead hosts polls on their discord.

As much as I have stated my hatred for Discord in the past, as there are more people on there it seems like a much better way to gather data rather than on independent forums or that horrible poll FS released early into DT.

Including paid weapons?

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That was the beauty of killing floor 2. There was so much weapons you didn’t feel the need to buy any. No paid map DLC, 40 maps over years and 20 of those maps within 2 years release for base game purchase only. Yea, small maps but each one was distinctive. Hope they don’t change that for Killing Floor 3, free maps all the way.

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Killing Floor 2. Ever since their £1 sale (good value) - Big jump in player count, so decided to re-install after so many years stopped playing it. Still hilarious as ever, an hour in then - “Seriously who the F welded doors to trader”. Still holds up well in fun factor.

Payday 3 - Where they thought it was a good idea to gate XP behind challenges (Payday 3 later changed this). Get 1000 headshots with this weapon, now 1000 more, then 1000 with another weapon. Really 100,000 headshots for weapon inventory. Now repeat by getting 1000 kills whilst sliding, then do it for this weapon. Zero skill, all time inflation.

I’ve seen some lazy progression systems where it’s like 5% extra this or 10% that. Good progression is when it adds new mechanic/feature to introduce alternative tactics, new ways to play and try, diversity in approach. You look forward to each milestone that way compared to oh I’ve got extra 5% damage ok.

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We’ve talked about this before, and I agree with you, I just wanted to hear @brosgw 's opinion on it

:slightly_smiling_face:

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Honestly I totally forgot about this. At the time I wasn’t too happy. But I forget how they were priced. I hate micro transactions and buying currency (I have never done it). DLC weapon packs I am fine with. I enjoyed the “forgotten relics” DLC for VT2. Even the career DLC. I never play sister of thorns anymore but love the Javelins.

For Killing floor 2 I didn’t buy the weapons and ultimately stopped playing but that was more server issues. The login/load times were SO long and I couldn’t pick what missions I wanted multiplayer I had to find servers to host it and it was very hit or miss. Single player was fine.

Eventually I got so tired of it I turned my gaming PC into a KF2 server as well, router port forwarding and everything. And that was fun with friends for awhile, hosting Sponge bob bikini bottom maps. But then I moved and the server needed updates and work on the router again and I got a new computer and I just lost steam, and then they announced paid weapons so I shelved it really. Didn’t help my friends all moved on. I think VT2 also just made me realize how much more I prefer feeling like I have skill and more of a say in how much damage I take.

I have KF3 wishlisted though :stuck_out_tongue:

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I believe on launch they were horribly priced. Like $8-$10 for a single weapon if I remember correctly.

However going back to look at it now it appears they have made some bundles with much, much better value.

An armory pass gives you 18 weapons for $30, making each weapon cost a little under $2.

2022 pass gives 6 weapons for $20, meaning that they cost $3.33 each.

You can’t buy them separately (at least that I can see, maybe you still can in game), and each weapon comes with 5 different skins. I’m fine with this but it sucks that the initial pricing model was so bad.

Additionally, it seems like after the recent sale and FTP weekend for KF2 they are having some major issues server side for issuing out dlc items and cosmetics people have purchased. Apparently it may have been fixed now but just a quick heads up.

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Discord shouldn’t even be used for feedback anyways. It should only be for fans to hang out, chill, and talk. It’s too casual of a platform for serious discussion. Developer communications should be focused on channels in which paying customers will actually be in: such as steam as well as developer official forums. Reddit isn’t a good place either since the whole updoot system is an antithesis to discourse. The entire concept of upboating is silly.

'Sides Discord is not even a good representation of actual paying customers since the type who infest that place tend to be of the terminally online quirk who are allergic to grammar and reading - attributes that are necessary for serious discussion.

Anyways, Elden Ring DLC looks nice. Anyone else going to be playing it?

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