At the risk of taking us further off topic, I do agree that perks and blessings need a rebalance. I also think the locks need to go, that a system closer to the system found in the weapon customization mod needs to come into fruition (hell, I don’t even care if it’s just cosmetic, allowing FS to sell cosmetic weapon parts in the store without affecting balance).
That said, I can see a scenario in which I find a decay system acceptable; When your weapon is orange (or red, whatever), and you’ve broken the the locks, further resources could be used to “awaken the machine spirit.” Awakening the weapon’s spirit would push the modifier bars to 100% (or 110% if reds max out the bars) and that the spirit goes back to sleep over the course of several missions requiring more resources to be expended in order to maintain it being awake. It’s a system I only find agreeable if the degradation is based on taking the weapon on a mission, that way awakened weapons can sit in your inventory without degrading if you switch off of them, and if there’s an option to automatically maintain a weapon that is awakened so you don’t have to endlessly surf the menus. Naturally the upkeep fee would have to be reasonable. At this point, though, I’m just slinging ideas around because it’s fun to do.
Don’t focus on that…
I proposed several solutions that FS could try. But if you get a way to get EASILY a good weapon, I don’t see anything else to keep an economy.
But there are plenty of other ways to do it differently. The discussion about red weapon show you a total different proposition.
Also, just to quote a third, I have also proposed things working with the actual system (as I don’t think they will throw it away). Actually, I think that the main priority, on crafting, should be to mitigate the RNG behind Brunt. It is impossible to get several 375+ from Brunt except if you accept to burn a lot of money.
Exactly what I do. And nothing wrong with that.
FS will choose what they will do about crafting. Propositions can give them ideas.
And I am pretty sure that they will never take the idea of someone and implement it as it was described…
Now this is a great idea, especially now that the class system as-is no longer is being used going forward. People could keep their skins, too, sp the cosmetic skins would work still.
PvP is interesting because of how split it is. I personally would absolutely never play a PvP mode, so I think dev time spent on that is wasted vs content I would actually enjoy. The game started as a PvE game, I think it’s a waste to spend time turning it into something it’s not.
Yet, other people absolutely love PvP and would love that as a mode, akin to PvP in Left 4 dead.
I personally think expanding on PvE is better since that’s what most people came here for in the first place, but I’m also biased because I simply don’t enjoy PvP games
Can always just keep it separate. PVP and PVE. So everyone wins.
In my opinion, before they even touch PVP they have to work out the kinks. Especially dogs are still buggy and fly in the air. Another is hit registration, playing the Thunder Hammer and hitting stuff with the special and then doesn’t register the hit but you still have the recoil from the special attack is SO ANNOYING. Another is the item acquisition in this game. They need a better way of making items obtainable through a balanced and reasonable amount of gameplay. Whether it be breaking the locks outright, re-rolling items back to white rarity through resources like Diamatine so people can gamble again, or choosing perk/blessing on the locked perk(s)/blessing(s)
In all regards, I think PVP can bring A LOT of players into Darktide. Not only the modifiers would make it fun and interesting, but the complexity of the class builds would be really cool. It would add so much more to the game and replay-ability of the game. After a while when you play the missions players will know the spawn locations of where the specials usually come from and so they can anticipate where to generally look and kill them. At least in PVP it will become more unpredictable and will add a layer of difficulty.
AS OF END OF AUGUST 2023 you can look at the numbers.
If I were Fat Shark, I would allocate my resources and focus on a PVP mode. Left 4 Dead came out 2009. THAT’S 14 YEARS AGO. And just look at that player-base. Still healthy and thriving.
PVP can save Darktide. The PVE is great don’t get me wrong, but PVP can attract a wider audience.
I actually don’t agree. Since I wouldn’t be interested in PvP content at all, then any development time spent on PvP is development not spent on PvE. So people who came to the game for the PvE are getting less content. When this topic popped up on the forums and Discord and all that before, most people who commented on it did not want PvP - so really the audience that would be coming in would only be those interested in that mode if they already haven’t come on for the PvE.
If FS wanted to outsource or bring more devs specifically to work on PvP which wouldn’t interrupt the flow of PvE, then I’d be fine with it.
You realize that Catfish was speaking about me and Flawless?
Here i am in same boat as Schuetzenhaus. This is a PVE game, I have not bought it for a PVP experience. Moreover, it would need to develop, before launching the PVP, archetypes of the chaos factions.
I don’t think the inquisition would fight other members of the inquisition. I do not know well the universe of WH40k (better Warhammer fantasy)… maybe someone can confirm
The important takeaway from this thread is that once scientists figure out how to harness the power of salt as an alternative energy source, these forums alone will power the planet for centuries to come.
When I first started playing Darktide on release it immediately reminded me of a poker machine. I’ve worked in that industry a lot, and I recognise a lot of the same hooks are there. 8 or more months on, and nothing has really changed with my assessment.
The gameplay is the Feature. Everything else is spinning the reels.
No one really enjoys spinning the reels. There is the occasional win, which keeps you going, but you spin the reels for the opportunity to play the feature, because that’s where the big happy chemical hit is.
We’re all susceptible to getting caught in that loop and invested in it, to differing degrees. Our brains are just wired to chase that happy chemical high and become invested.
Sure, it’s reductionist, but that doesn’t really take away from the fact that it applies. Some people will always chase the feature. Others will completely break out of the loop when they have had the opportunity to disengage.
Me whenever I play old RPGs where I reload in order to get that dice roll to beat enemy spellcaster DC. Just. One. More. Reload. immediate f4 whenever I fail dice check