Probably because the CMs can’t post at all without getting dogpiled by a pack of rabid Karens
If I had to guess, the upcoming class changes are still being worked on. I feel like our best bet in terms of news will come closer to October, once the impending changes are closer to being finalized. In the interim, given how these forums have a history of knicker-twisting over being “promised” this or that, posting anything that sounds even remotely concrete before it’s actually released would be a mistake
I’m not really sure why people keep demanding updates, showing up with torches and pitchforks whenever the community DOES receives updates, and then they wonder why it seems like nobody wants to communicate with them.
Because it’s literally the easiest possible thing Fatshark could change. We’re talking 10 minutes of a single employee’s time to remove the crafting locks.
Could a more in-depth system be made to make acquiring good base items fun? Sure. That would likely be at least a little more work. Removing the crafting locks is a great olive branch in the mean time.
Unless the game is total spaghetti code, which evidence suggests may be the case, it should be totally possible to change the function/method involved with the crafting to remove the locks. Like, it could literally be as little as removing a couple of lines of code as not having locks is simpler than having locks.
I’m a software development and network engineering student, btw.
I’m a software development and network engineering student, btw.
It’s kind of wild how many “programmers” always come out of the woodworks to tell the masses how easy coding is, but maybe this is good news!
Could you give us some details about the game engine Darktide uses? Do you need to know Python, C#, or C++, or does it rely on another programming language? What are the fundamental differences between its engine and other existing templates, such as Unreal Engine 4, or does Darktide already use a pre-existing template (and if so, which one is it using)?
You should know as well as any other software engineer that whatever you know about application Y has zero bearing on application X, and sometimes anything you know about application X doesn’t even apply to the iteration you’re working with.
I never said I know exactly how Darktide was developed, but if it follows proper software design principles, there should be as few dependencies as possible, especially if we’re talking about something as simple as the number of weapon modifiers the player can change. This really should be as simple as changing a value or removing a line or two of code. If it isn’t, Fatshark messed up.
It really is that simple.
But to answer your question, Darktide, like the Vermintide games, uses Bitsquid. It was rebranded as Autodesk Stingay, but it’s the same thing. It’s a proprietary engine that uses lua as a scripting language.
I’m not explicitly familiar with lua, but I’ve dug around some of the mods’ code, and it’s not totally foreign. I wouldn’t be able to code much of anything from scratch in it without doing a few tutorials.
I should also clarify that the engine itself almost certainly is not programmed in lua. It would almost certainly be a lower level language, but I’d be guessing as to which one. C++ would be as good a guess as any.
From what Fatshark themselves have communicated, removing the locks is not some kind of herculean coding task. They don’t want to do it because the layered lottery system the game currently has is basically working as intended. This garbage system is someone’s baby and they love it. We all have to suffer for it, but at least someone loves it.
To be totally honest, I saw your post and I assumed you were going off on yet another armchair development tangent. My bad
All in all, I agree that I wouldn’t mind the crafting locks going out the window. The core gameplay loop is entertaining enough to keep me going, and IMHO I’d prefer to see the recent focus on expanding and adding to the gameplay (i.e. auric missions) continue over an emphasis on crafting
That being said, I’m still not sure how this same discussion continuously spills into threads that have nothing to do with crafting, like this one…
From the very little I know about game development (not my area of current study), a lot of theoretical design principles go out the window very quickly. I wouldn’t be shocked if small changes break things that definitely should not be breaking.
I would hope that taking locked slots from 2 to 0 would be relatively simple regardless though. But again, I’ve heard the horror stories.
Exactly. I would hate to look at FS’s codebase. I think it’d be likely to turn my hair greyer than it already is.
Removing the locks would likely be easy. It’s an extra function on what’s already there now that it looks like they’ve got a proper CRUD for equipment.
My bet is that the skill trees are probably going to have something woven into them that will allow locks to be circumvented and it’s this reason that they don’t want to remove the locks.
as a game design major and i can tell you that somethings may seem intuitive but arnt,
small changes can and do often break things, sometimes its issues you wouldnt think about.
.
lets say the team comes out with
Patch 1 = it adds new features that are cool but their are bugs.
most of the team starts working on
Patch2 = this work starts the day patch 1 is out
part of the team does hotfixes for patch 1,
its a week later before Hotfix comes out,
Hotfix 1 = fixes some bugs with patch 1, but also some issues from the base game,
Hotfix 2 comes out 2 weeks after patch 1
Hotfix 2 = fixes most of the bugs with patch 1, but also some issues from the base game,
with hotfixes done hotfix team returns to patch team.
Patch 2 comes out a month after Patch 1 . ( 2 weeks after hotfix 2 )
Patch2 = it adds new features, but their are bugs, also some Patch 1 Issues return.
the new issue, the team created Patch 2 from the base Patch 1 before the hotfixes.
now the team may not beable to roll everything from both of the hotfixes into Patch 2.
this can lead to some items that were fixed having become broken again in the next patch.
.
this isnt always the case but it can be, sometimes theirs not enough time to incorporate it.
other times the new patch may change something making the old fix not work the same.
.
assuming that its a value like that, it may be programed differently.
anyone who has worked with Source Filmmaker, where Color is a XYZ coordinate on the map.
its likely not that bad ( i would hope, please let it not be that bad ) but their may be other things.
im hopeful that with Oct 4 most of their team will be returning from their Xbox vacation.
and content can start rolling out more, but well will have to wait and see,
I agree, the more info now, the more hype buildup and hopefully more returning players.
I’m curious once the big October update comes out with the class progression system revamp, how will that affect our current level 30 class/characters? Will we automatically be able to have full access to rework our characters? Thanks.
The way we changed weapon perks before was by ad nauseum clicking a button in a menu dozens or hundreds of times hoping to roll the perk we wanted. I don’t think that was FatShark’s ultimate dream design, that design was just fundamentally ‘wrong’ from any game design perspective, which bears out as it was changed from rolling to picking from a list. They changed it.
Not that the perk picking list makes any damn sense either since it has perks below tier 4 as an option which no one will ever pick.
I think the whole crafting system is a slapped together place holder because they were so insanely behind schedule and had to get something out the door, which even then they barely managed as the crafting system wasn’t in at launch. Imo too many ambitious and overly complex game systems for a glacially slow Fatshark to handle is what f*cked them. Darktide is not Fatshark’s dream game, it’s what they could finish before they had to cut out and Frankenstein the other half of it to have something playable in time.
The Skill Tree is just the first thing that has been returned to their original vision before they started frankensteining.
For the crafting I think the plan is more or less to layer over top of what we have when red rarity weapons come with their original design idea. We have 5 different sources of weapons right now. What’s another one.