At launch, Fatshark's game of trying not to accidentally shoot a big friendly ogryn in the back while he protects you from a swarm of people with scabies was missing a few things. Of particular note was that three-quarters of its crafting system appeared to have been left out.
We asked Fatshark why Darktide had placeholder messages in place of the rest of its crafting mechanics at the time, and were told that a different system had been removed at the last minute because it wasn't good enough. «If we release a system and it's in there and people are using it, it's really, really hard to rip that system out and replace it with another system,» Fatshark's head of design Victor Magnuson said. «People have already invested in the previous system. And from a backend perspective it's going to be a nightmare. From the player experience, it's going to be really bad. So if we released the game with a borked crafting system and decided we needed to redo it, that's major surgery, and we don't want to do that. It was a really tough call, but I think in the end players will agree it was the right call. Of course, they're never going to know how bad the original crafting system was.»
The developers have been working on a new crafting system for Darktide ever since, as well as patching bugs and tweaking progression, even delaying other features to focus on them. In a recent dev blog(opens in new tab), they outlined some upcoming changes that will be coming as a result.
The Armoury Exchange, a store that offers a randomized set of weapons refreshing hourly, will now also let players choose any weapon type and mark they've unlocked and receive one with random item rating and stats based on their level. No more unlocking the boltgun and
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