My fingers are crossed they don’t go back to making us breakdown and reroll hundreds of trash items because some people want a better illusion of choice, but that’s me.
As the shop stands now, crafting is still required to class up toward the higher difficulties. So having more consistent nice drops just from playing would alleviate this player engagement you’d like to move away from.
I’m not even saying that the shop needs to go. It would be quite nice as a supplemental source of gear. But my main issue with it as my primary (read only) source of weapons is that I have this dread that while I’m at work or having dinner or gardening, or doing anything besides playing Darktide, I’m missing out on that Force Sword with deflector, which over the course of leveling two psykers to 30 I’ve still never seen sold in the shop.
“Dread,” is a strong word, I don’t really stress over games, but it would be nice to know that I’m not missing out on the “drop” I’ve been waiting for because I was at work. It’s a dishonest way to keep players interested in the game. I just think it would be nice for character progression to be more closely tied to the missions you’re running rather than how often you check the 3rd party browser widget.
Yeah, it’s really unfortunate what effect the automatic rotation has on some people. It might be better if it resets once each day, and then additionally resets after each mission played to remove the FOMO effect.
I also think Deflector only shows up as a T3 blessing (maybe T4 as well) which means it is very unlikely to show up on the regular shop, which usually has T1 or T2 blessings. I got my first from an Emperor’s Gift and have seen two or three more show up on Melk’s daily rotations.
To be fair, we could just remove loot altogether if you really don’t want to bother with it.
I’m fine with getting infrequent high quality loot dropped on me, but I wouldn’t want to go back to getting 3 trash items dropped on me per mission reward chest with a chance for an improvement.
There’s nothing wrong with the RNG store itself. Rotating RNG-based gear stores have been a a staple of RPG games since forever.
The issue is that the role the RNG store plays in the current gear progression design is such a massive part of it. Other games give players FAR more opportunities to get usable weapons, as well as more fleshed out crafting systems that both make the trash weapons useful and provide ways to make decent weapons into good ones. Those are both entirely absent here.
Whoever made the decision not to use WoM’s system should probably get a pay cut though.
Tomato Tomato I guess. I’d much rather receive more consistent decent quality items than refresh a shop with trash items I’ll never buy. I only had one Emperor’s gift on my way to 30, that’s not “infrequent” that’s near nonexistent.
And on top of that it was a poorly rolled orange gun and on a psyker to boot.
I get them all the time, I don’t know why some people only see so few.
Depends how much you play I think. If you only run one or two missions a day, the drop rate for them is pretty abysmal.
Why would anyone expect much progression if that’s all they’re playing. I don’t understand that logic, but noted.
It’s not even that people need to play more missions per day, but if people look at is as “I played two missions and didn’t get an Emperor’s Gift” well yeah, go a few more and you’ll see more.
Conversely, why would someone play more if they don’t feel like they’re progressing?
I completely second this.
Say you never get that big huge emperor’s gift you’ve been hoping for - at least with dedication you can accumulate bits and pieces to build up to that piece through crafting with mats and greens or blues. Most good looter shooters rely on RNG but almost always have a way to bypass that overtime for folks who are not so lucky.
I don’t understand why people feel that getting mostly trash as a guaranteed reward would be considered progression.
That’s 40 minutes to an hour. I value my time enough that I think it should produce some sort of result. Reward casuals, and dedicated players like yourself who have much more time for video games will still be ahead of the them if that’s your fear, since you’ll be benefiting too.
I don’t understand why people feel that getting mostly trash as a guaranteed reward would be considered progression.
Who is suggesting we get mostly trash? Could you point out where anybody suggested that?
Chances are you wouldn’t have gotten a notable upgrade in a game like VT2 which gave you guaranteed loot per mission in that time either.
In DT you still have the infrequent chance for a good drop AND you can build up two forms of currency to be exchanged at your leisure at rotating shops. One has low to average quality gear with a chance for higher quality stats and blessings, the other has higher quality gear. Both shops guarantee your play is rewarded at the pace you choose.
The point is that in other games, even the trash has value as a resource for creating more opportunities for getting non-trash items or turning trash items into useful ones.
Here, the trash has literally zero value. Maybe it will have some when the crafting system is complete, but we’re not playing that game right now.
That would almost certainly be the compromise from Fatshark. Trash drops for guaranteed loot with quality items being just as rare as they are now.
Here, the trash has literally zero value. Maybe it will have some when the crafting system is complete, but we’re not playing that game right now.
This is why I largely withhold my opinion on the state of crafting beyond “it’s not finished” we don’t know how it’s going to work out. (Although it’s fair to assume it will be underwhelming lol)
Agreed, but it all plays into the current perception that gear progression sucks beyond 30.