The Crafting Memorial; lest we forget

exactly like they went through the list point by point.

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If something does not happen within the next two patches Iā€™m gone. I know it does not mean a lot to Fatshark. But I just bought 134 bolters, just to try and roll for a specific blessing never to get it. not even a low-level one.

This Currency sink is . I cannot see the point. RNG might be okay somewhere, but limit the range roll based on your current true level the higher you get the closer the rolls get to 380. rolling a 310-rated bolter for running Maelstrom is asinine.

Anyway two more patches with this Sā€¦ and Iā€™m also out.

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Well, you may want to hold on since mass weapon and blessing changes are coming with the class overhaul. May change what youā€™re looking for.

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Sounds more like what heā€™s looking for is the removal of the gacha experience and letā€™s be real here: that is not going to happen any time soon.

Why else are the CMs not allowed to respond to the topic even in the slightest?

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  • Weapon customisation. Announced, they made a post then silently deleted.

  • Being able to earn premium currency in game. Post then silently deleted.

  • Being stuck no bland base skins in order to to build fomo and push towards paid skin cosmetics.

Iā€™ve been playing Payday 3. Which I do not recommend buying since the combat in DT is still better.

But lets look at their Payday 3ā€™s Day 1 of their Dev intentions and what they delivered.

  • Lots of weapons, lots of attachments
  • Lots of cosmetics for weapons, skins, suits, gloves. mask. Even a colour/pattern painter.
  • Earned by natural progression. Simply playing over time to unlock.
  • Serious amount of skills, some of them can be in synergy to boost eachother
  • Skills and weapon attachments then lets you instantly create builds. No penalties, no cost and no RNG
  • Crossplay with Xbox and PS Players working from day 1
  • 8 maps. which are actually unique looking and much more planned Year 1
  • Oh and premium currency can be earned in game. No doubt $$$ mtx will come later but you are not locked away if you donā€™t pay, but no affect on gameplay.

DTā€™s combat is better, DTā€™s maps are graphically better, funny enough DT is actually more optimised in performance when Payday 3 looks like counter strike graphics.

But at least Payday 3, they gave it all Day 1. Donā€™t compare the game, compare the Dev intentions.

See the differenceā€¦

Why I donā€™t recommend Payday 3 yet. The mechanics of ā€œsomeā€ of the missions are not straight forward enough to rely on random match making team mates. There is more process that requires specific tasks and coordinated. However as people are still learning mechanics this may change.

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Stick around long enough and you WILL come to loathe 505 Studios.
Ye all the goodies are in the game now. They donā€™t earn their bucks from a microtransaction store, they earn it from DLC-gating creep.
Join a Starbreeze game 2 years into the cycle and you can go and buy 30 different DLC.

Itā€™s the CA way of doing business. Only one who beats both, Creative Assembly AND Starbreeze / 505 Studios is Paradox Entertainment. Holy ducking poo, they have +1000$ worth of DLCs available for their games, more than the Dead or Alive devs have bikini outfit packs.

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Yeah I really, really wanted to Heist again but after reading that they shipped the wrong version of the playstation build, I donā€™t have a lot of faith. Also as much as people talk up road maps I get really annoyed seeing a bunch of drip fed content ā€˜coming soonā€™ when it only ships with 5 Heists! They basically talked me out of it, which is a shame.

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I never played a payday game, and was looking at getting it but as soon as I read you only get progress through challenges and needing to wait in lobbies for solo and such, and grindy mechanics it kinda put me off. Interestingly similar to darktide. A lot of people on steam reviews said core game play is good, surrounding systems suck. Reminds me of Darktide.

The cynic in me also wonders if they coordinated this class rebalance with the launch of payday 3.

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For DLC, which is a separate thing. The root cause is truly the players themselves on this. Keeping buying it, they keep making it.

Paradox/CA never promised their future DLC to be inclusive in base game purchase. DT promised certain things in just base game like weapon attachments, earning premium currency in game and live service regular campaign. If they didnā€™t mention that, thatā€™s fine then get what is stated from beginning fair enough.

Not comparing games, but dev intentions. Saying something, then not doing it.

The challenges are just cosmetic rewards like weapon charms/masks. But not for weapons, attachments, skills those kind of gameplay affecting items

As I suspected. Many of the missions out of the 8 heists require more involved team coordination, something you wonā€™t get with random match making and it only takes one person to sabotage.

Thatā€™s why I donā€™t recommend it. But it was my little distraction 20 bucks steam key, wouldnā€™t bought it otherwise. Like many games, I buy them even theyā€™re not good games, just wanted to try something different for minimal cost.

Hold out for Space Marine 2 and perhaps Killing Floor 3 in 2024. Killing Floor 2 was all fun and no grind.

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This was a discord comment that was misswritten by one of the CMs before being corrected a few hours later, there was never a promise or intent made with premium currency. That misswrite was made on discord over a year before DTā€™s launch btw.

Not gonna lie, itā€™s kind of a lame asf move for the community to hold a snapped screenshot of a temporary misswrite by a CM made on discord over a year before the games release against the developers.

afaik the only reference we have to weapon customisation was an interview in the summer before release where a dev talked about ā€œattachmentsā€. I donā€™t believe there was ever a fatshark blog post made about weapon customisation. That interview still exists and was not deleted.

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From what I see Payday 3 has less maps than Darktide at release, worse performance, worse graphics, worse music, worse gunplay, worse melee, worse slide, worse sound design, worse anti-cooperation challenges, worse grind, worse skills, FAR slimier monetisation, weapons have bars and no stats, canā€™t sell weapons, UI designed for controller, more tedious minigamesā€¦

It also currently has a worse rating on steam than DT did at launch and currently does and is on the verge of hitting negative xD.

There are coop games to compare to DT, but PD3 ainā€™t it.

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I know that CA and Paradox never promised content included. itā€™s not about them. My point was comparing them both to Payday to give a good mental picture how high the DLC gated ceiling in Payday 2 already is (and subsequently will be in Payday 3). Namely, very high. Well above industry norms.

Darktide gives you all the content and makes you only pay for shiny cosmetics.
Payday has a track record of making you pay for gameplay, maps, items and shiny cosmetics, then forces you to unlock them anyway. It even ties achievements to DLC.
And if that wasnā€™t enough, it also added the microtransaction store on top in Payday 2. They will try the same in 3.

And this is just talking their price policy.
They are terrible when it comes to gameplay meta, too. Througout Payday 2ā€™s entire lifecycle the game was ā€œone to two current meta buildsā€, which were shifting around constantly. Same for map releases and how they played. This leads to a loose and undefined, unfocussed game design concept.
Depending on when you joined and when you played, you will have a totally different picture of what Payday is.

Summary

Early adopters remember it as a meme-y tactical team shooter with planning, short heists and assault rifles.
Post-launch adopters remember it as the drill repair simulator with SMGs and endlessly replaying Fire Starters. ā€œHector that crazy bastardā€¦ā€
Mid adopters remember it as the sprint dodge invulnerability shooter with pistols and suit only loadout, breaking out Hoxton and running through that endlessly long street. Oh and grinding Infamy eternally.
Late adopters remember it as the heavy armor space marine operator with railguns under siege.
Very late adopters remember it as 4 Regenerados from RE4 adventure through long story missions on crack.

Might have skipped over several stages. Payday 2 had way too many identities to be one game. Many pointless mechanics, much trend chasing. The single identity that taped the gameplay and story mess together was guys (and later girls) in clown mask do an illegal thing and a standing police army thatā€™d mog NATO and Russia combined in terms of manpower opposes them.

This is all excluding stealth, which was at first Splinter Cell eliminate the guards. Then ECM Rush in 4 mins following multiple nerfs to guard disposal and stealth skilltrees. That was then followed yet later again by long ardous sneaking sessions ā€œSplinter Cell / Deus Ex pacifict run styleā€, when the missions became way too long to ECM rush and had too many guards to do anything about them.


Iā€™m not saying itā€™s a bad thing when a game is diversified in itā€™s gameplay variety. But it is bad when it has a single identity that changes every other year. All of these elements would have been great if they were in at the same time. But instead the meta shifted because a thing X or Y was heavily nerfed or outperforming the rest and so Payday 2 went through several identity crisis stages, just like a horny teenager on adderall.

Oh yeah and the community clue hunting that. That was also a thing. What a weird unfocussed project. Fun in bursts, but very upsetting if you had one style of gameplay you liked. It would constantly be undermined every few months. Oh and never take a break and return later. Youā€™ll have re-entry costs valued at a new game purchase thanks to the DLC-creep. It put me off and made me play way less because of that.

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Iā€™ll reel this topic back to crafting for DT, lest it be closed. As was not about comparing which is better game or DLC practices, when good or bad I was comparing features at launch.

Back to topic it is quite clear where community stands on crafting. Numerous requests in changes, but 2 locks before and 2 locks after or simply compromise of soft lock needing materials. A non skill based mechanic of dice roll without challenge being involved.

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Still my favorite quote regarding our crafting system with random modifiers, random perks, random blessings and locks, that has us

  • click the ā€œbuy grey weaponā€ button thousands of times
  • then upgrade hundreds of items
  • then deleting thousands of items because almost all of them had bad modifiers to begin with, or turned to crap after upgrading

And results in an experience with

  • no meaningful progression
  • no meaningful choices
  • minimal player agency
  • no perfect items
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I donā€™t even understand why itā€™s so important to keep the locks, because at least for me crafting might as well not exist at all.

What Iā€™m saying is that I personally would prefer crafting to not exist outside of Blessings.

Stat percent on weapons are uninteresting, perks are uninteresting since most weapons always go for maniac and flak + damage so the only interesting part of weapons are the Blessings.

So then why stats and perks need to be based on RNG since they are forgettable outside of chasing a higher tier/stat percent?

Just make every weapon have locked/flat stats that never changes. Remove or rework perks so they are interesting to deal with.

This would mean we only have to worry about the blessings.

Also for the love of the emperor, merge the weapons or make the MKā€™s mean something/differ from each other.

I would love to get more new weapons, such as a Hot-Shot Lasgun, but first a cleansing of the current weapon bloat is needed.

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So, curious question real quick for OP.

Hi, brother. Outta curiosity, how many more entries to the memorial have you made since the class overhaul devblog came out? It seems like a lot of sentiment there is ā€œWell gee, it sure seems like crafting really stinks compared to this, any plans for that?ā€ and I wanna know if the list has gotten longer because of it.

Honestly it would be really helpful for me if the memorial was split between before and after the last update to crafting e.g August 8th. I have overview data from programs we use, but its less personal than a list of names.

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Respectfully, the last update to crafting was not meaningful enough to change my opinion about crafting.

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If you donā€™t mind my asking, is this data or information that folks at the company actually listen to or care about? I donā€™t wanna sound rude, but so frequently it feels like thereā€™s a gag order on discussing crafting on these forums, given the overwhelmingly negative perception of Darktideā€™s crafting system everywhere you look: here, on Reddit, and even in publications like Rock Paper Shotgun where the perception is that Darktideā€™s crafting system is so bad that Fatshark would benefit from ripping it out entirely instead of tweaking it. Iā€™m honestly surprised - pleasantly, of course, but surprised - that thereā€™s a Fatshark employee even in here.

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Donā€™t need before and after statistics.

It would be obvious even if a poll was made on complete crafting unlock. It really is quick win here.

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