Would you like a front loaded RNG system?

I’m not a game designer, but I do know that there are games that have RNG rolling as great as Darktide’s, except in these games cases people are fine with the RNG and like the overall experience, even loving the dopamine rush of getting a cool drop.

So, uh, why?

Both these systems have RNG up the ass, so as best I can tell the difference is the ‘feel’ of it.

In Darktide for most people it seems to not particularly ‘feel’ good to sit in a shop rolling a dice, navigating menus, churning through hundreds of weapons that feel impersonal, getting bricked weapons, and having limited control over outcomes. There is no ‘fanfare’ or sense of accomplishment like getting a sick loot drop from a difficult boss in other games because this is an isolated experience staring at menus.

This is backloaded RNG as your plasteel and diamantine and docket income you have near complete control over and has little RNG to it. The actual acquisition RNG happens outside of the games core gameplay loop, after the excitement of playing, and as like a separate minigame.

There is one exception to this which is emperor’s gifts which frontloads the RNG and should feel like a reward for beating a challenge. But that is undermined by because for some strange reason you don’t get shown the weapons stats in the post mission screen, just its rarity, which means you don’t immediately know if it’s worth feeling elated over. Which leaves you looking through menus in the hub trying to spot the new weapon amongst tens or hundreds of others, and 99% of the time that emperor’s gift is pretty meh or is a weapon you don’t use. I rarely bother looking at the gift after a mission as it is a hassle.

It’s kind of strange that a game with a core game loop based around ‘challenge’ as the primary driver to keep playing doesn’t take advantage of the rush of beating a challenging mission or boss by throwing rare RNG rewards at the player in dopamine inducing fireworks and explosions.


…There’s an argument to be made that all RNG should be removed completely, but Fatshark doesn’t seem to want to do this, and to be fair, there are games that do rewarding RNG well and that people love, so it is possible for DT to have RNG and be loved.

People also love control over how their weapon is, and being able to craft different builds and experimentation.

So, uh, what system could DT add that would frontload the RNG and give control?

Personally I would go for crafting materials that drop rarely from bosses/missions kinda like monster hunter: “Oh I got this thrice blessed hallowed glowing gold wax purity seal in a big sparkly drop that makes my dopamine go fizz!” make it popup on screen immediately as well, not wait until post screen to capitalise on the feel of the win, and also show it again in the post screen.

I would tier the seals to blessings and perks, so one or several gold purity seals is good for changing one blessing or perk to any t4 blessing or perk and then it gets used up. One or several silver purity seals is good for changing to one t3 perk/blessing etc. make the change cost diamantine/plasteel as well as the seals so that resource is still getting churned through.

The seals would be rare and dependant on mission difficulty and getting one would feel good as you know that you can customise the weapon in whatever way you want removing the back end RNG.

Add red rarity weapons with 3 perks and 3 blessings and that is a good amount of gameplay to get the weapon how you want it while still allowing flexibility to experiment. Stamp collection blessings to pick from could also acquired through beating missions/bosses to keep frontloading instead of backloading.

Keep building on this and make sights/scopes and flashlights be frontloaded drops that you can collect and add to weapons and then imo we are cooking with gas.


Well, I’m not a game designer, this is just my impression of a good approach from comparing DT to other games that successfully use RNG in a liked way.

TLDR: Would crafting materials as RNG loot drops that allow near complete control over the weapon you choose to make in the hub be something that you would like?

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Crafting materials as ‘RNG’ is essentially the same gameplay loop as most RPG games and people love that. If you let people pick maps and tied certain types of rewards to certain enemies you’d have a solid game system that would make people happy because even if you weren’t guaranteed xyz component you would still have a decent chance and if you really wanted it would just have to keep playing, which is what people want to do anyway. Half the reason the current system is so hated is that the RNG doesn’t feel like part of the game or like something you can control - it’s very obviously a slot machine and people hate those.

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@FatsharkCatfish Could you ask/show the devs about this post? It does feel to me like a frontloaded RNG rare material system that dopamine rewards beating challenge in a challenge based game like Darktide, while also allowing for control and experimentation over weapons/builds in the hub by using the rare materials, is a match made in heaven for Darktide’s gameplay loop.

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although people play for different reasons and im sure beating all challnges is a motivation for some , i dont think that accounts for why so many of sink hundreds of hours into running the same missions over and over again , this game and i love it for it is one of the few remaining modern games where the real point the real motivation is the intrinsic rewards of actually playing the game… its just fun to play.

when i load it up and leap into a game its because i just felt like playing a mission or two.

it has been done , it didnt go well although i think it would do better here

myself i agree in large parts with you i think , id like the main source of loot be rewards from finishing the game it offers you X choices you can make Y picks and skip rewards for currency that can be used to buy specifics at a high cost so you have some progression even when ranalds giving you the middle finger.

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i’ll be sure to pass on your idea!

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I like this idea. I feel like both crowds – those who want crafting completely unlocked, and those who want to keep restrictions – have valid takes on the system, but it depends a lot on personal playstyle; I think incorporating ‘exotic’ crafting materials for the purpose of focusing down RNG a bit would complement the upcoming crafting lock rework, AND provide a happy medium for both sides of the crafting fence

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It’s the increase in agency that would be more appreciated. Having your choices in what missions to play or in-game performance/decisions actively and visibly affecting your loot type/amount/quality is in my opinion one of the big things that make a loot or itemisation interesting/engaging.

Current Darktide abstracts and separates that too much currently by relying on RNG at all levels (including mission selection) making the itemisation and crafting feel disjointed and unsatisfying.

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I totally lose my emps gifts most of the time. I go scrolling through my 100+ item list, looking for that ‘new item’ dot. I’m usually scrolling fast enough that it goes past and I have to backtrack (because who’s got time to look at them all individually?), at which point the dot has disappeared and I have no idea which item it was on.

I dunno, people seem to love Athanor.

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It sounds a little over complicated but I like the direction.

What if there was a crafting resource (or 3, more on that later) that we could:

  1. Find on missions
  2. Get rewarded after missions
  3. Break down unwanted equipment into
  4. Killing bosses/monsters
  5. Rewards for gathering intelligence (grims and scripts)

These new crafting resources would be used to upgrade equipment we have.

Crafting Resource Type 1, or CRT1 would improve stats. The higher the stat the more it costs. Any piece of equipment broken down would give them, and the higher the stats on the weapon would give more.

CRT2 would add or improve Traits. Improving would allow you to improve the quality level, and each step up would cost progressively more. Adding could be either create a random trait for cheap, or choose a trait for not cheap. Any piece of equipment with traits would give CRT2, in proportion to the traits it had.

CRT3 would do Blessing similarly to CRT2 and Traits.

It keeps the RNG, cause FS loves RNG, but add a system where players can actually work towards something. Being lucky helps, but you can be the most unlucky SOB on Tertium and you can still work towards what you want. Just buy a white one, and scrap everything else and improve it to be exactly what you want.

RNG, but with iterative improvement and player agency.

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I mean, this is the kind of thing that makes RNG in games fun, it would definitely help DT.
It’s also exactly the kind of thing FS wouldn’t do, for whatever strange reason they’ve shown they apparently go into anaphylactic shock whenever they get close to mechanics like this that put more freedom of any kind into the hands of the players.

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Guys/Gals? I know it’s a necro, but have this idea been reconsidered or responded to?

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Great idea, this would make us have to work to change perks and blessings which will consequentially give us a weak base weapon and eventually turning into a great weapon, BUT removes weapon “bricking” which rewards play time and adds progression , remember, we have ALOT of weapons and RNG rolling for each one is painful

We won’t be wasting time since the only rewards we realistically get when playing missions is Plasteel, Diamantine and Ordo Dockets, maybe Melk bux if you still have contracts available.

These resources then is taken as progression, and losing all of them when weapons are locked turned into useless junk is a major problem

Why is it “useless junk” you ask, well, you have a MAIN Weapon you use all the time right? It will have the best stats you really want - damage/charge time/reload speed etc, anything worse than that is obviously useless because why would you pick a weapon inferior to what you had.

I completely agree, The whole basis of your suggestion is adding the ability to Grind good weapons, instead of just relying completely on RNG, rolling gacha eggs and ending up with usless junk, only able to change 50% of your weapon stats and bricking 95% of items, I spent 500k ordo and got 2 weapons above 370 T_T
This is very frustrating as I know everyone else had made known and has said even better than I have, completely losing time and progress if the RNG is bad

Almost every GOOD RNG derived game has a grind mechanic and it’s a constant balance between grinding and RNG, think Warframe,

This way, instead of Grinding for the God-tier weapons itself like a gambling roulette to get a million dollars, we grind for items that make the weapons God-tier instead, like employment in a job and eventually getting a million dollars, one is a quick win or lose situation, the other is a consistent everyday grind, people spend more time on the latter and I know it will reflect towards the game as well.

This mechanic is actually already implemented in Vermintide 2, you play games, earn chests chests, you upgrade weapons to orange, orange dust is used to reroll traits with blue dust to reroll perks, red dust for red weapons which is rare

Red weapons can be earned in a way like Vermintide 2 does, a red “warp core” item drop and you need 5 to upgrade an orange to red, with added events with a low drop chance, or dropped by certain enemies with that enemy having a low chance to spawn, sack rats for example, or a heretic priest which turns and flees from you

We love your game Fatshark, we don’t want it to die, thanks for everything,
Hope this helps

Sincerly yours,
Aurelio

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Old but gold. Fatshark should put their devs who made crafting system in some room and force them to read @sabier3’s post as a master class course. From my perspective as a player it’s almost perfect system for a game that isn’t an arpg/mmorpg, sure there can be some underwater stones. But in summary:

  • you can choose a goal to progress by yourself, don’t touch weapon you dont like for any reason
  • rewards your time investment with a predictable outcome
  • works with new weapon content drop
  • your loadout will not be bricked incase of perks/blessings balance changes
  • devs still got control how fast it takes for players to progress (incase with Fatshark 600 hours before t4 probably, not 20 games)

The only thing i’m not sure is incase there will be new blessings then there also could be a lack of feeling them being something fresh, since you can just jump on maxed level weapon and swap to new blessings. Not a bad thing, just a matter of taste, i prefer to achieve new things.

So blessing as a collectable thing is fine for me, they are just poorely balanced, so you are rolling up your eyes when Hadron keep feeding you with useless trash.

This game has been saved once already
изображение
with reroll till rarity mod, maybe just let the community to save your game once again. Some testing client/server maybe?

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They really need someone in the studio to play the game as a normal player would, no dev tools to generate items, give resources or to select maps/difficulties/modifiers.

They give the sense that barely anything outside of the combat system has any testing or modelling done. It stuck to me because the devs admitted they never even ran the probabilities of their item generation until a month or two after release when people were pointing out how hard it is to get even slightly narrowed down items (the quote is “The designers are aware that finding specific items with a specific perk is a lottery. They had done the math too and when I suggested it was like a lottery I was told I was understating it.”). And with how the patches are going after all this time, they still don’t.

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I agree with the idea of “front loaded RNG” meaning that there’s still RNG but it happens at the end of a mission and not in the shop.

Here’s a thread I made back in February:

They did implement the guaranteed emperor’s gift but they didn’t touch the scaling of its item level

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dont know that one, to me thats an overpriced range of french commercial kitchen ware. did a quick google found an old amiga game and a a hand crafted table top game being sold for $5 on a website that had a very 80’s feel.

these are just the two best reasons ive heard used that sound reasonable to me , not a game dev so no first hand knowledge here.

  1. Too Feast and famine. people tend to go for BIS regardless of how expensive it is , leading to very large gaps between rewards. becomes very discouraging knowing for a fact that just after getting a reward you have that huge mountain ahead of you and you will not get anything till then. noticed a lot of people fall off the treadmill just after a reward.

  2. Limits and removes exposure/experimentation/discovery. people only buy the same item every time especially when combined with point 1 no one is going to take ap unt on unknown affects , you end up with everyone copying the same fotm build and it just wrecks the fun.

they sound reasonable to me. and as i have said before i would advocate rng rewards for completing missions and the quests but also a deterministic bad luck protection .

But RNG has vbalid good points to.

Athanor was the crafting system from the Weaves of Magic V2 expansion. You farm a special currency by playing missions which can be spent on on buying and upgrading your weapons and trinkets (curios). You can select whatever perks and blessings you like and upgrade them as much as your special currency allows. No RNG involved at all.

It’s literally the system that everyone here is screaming for.

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