I have a hobby of digging deep into games mechanics, not only video games, but all kinds of them. This gives me a special kind of pleasure, usually more than the game itself. Due to this hobby, I always have a special insight on the game structure, on its bad and good sides. Usually, I don’t care about sharing these thought with others, nor other people care about listening to them. However, Vermintide 2 got me hooked very much, and I felt sad and hurt, that such a wonderful game, with such a magnificent core gameplay, suffers so much from a set of minor snags. That’s why I decided to compose my thoughts into a meaningful topic. I understand, that with a 99% probability I just wasted my time for nothing, but I just couldn’t get past this tragedy. So here is the list of things, that according to my opinion need to be urgently implemented.
My English is decent, but very far from perfect. There is gonna be a noticeable amount of tense mistakes and some amount of overly complicated phrases in the text. Sorry in advance.
I only posted here those fixes, that I am sure about. EVERYTHING listed here is, imho, either a must have change, or, when it comes down to less important changes, something that will make the game better without any drawbacks. Of course I have a lot of ideas of how to make the game better, and I could double or triple the number of paragraphs, but those things are arguable and not as urgent. Before adding new content or tweaking gameplay, the holes should be fixed.
All the paragraphs are sorted by priority, which also takes implementation time into account. Though I can only estimate the actual time it would take to implement a particular change, so priority might be a little inaccurate, but overall should be fine. Also the most important changes are in the back under the “Big changes” section. Why so? Paragraphs under other sections are either something, that will make the game better without any drawbacks, or small little features, that are not in the game yet. Things listed under “Big changes” either affect gameplay in a noticeable way or, what’s even more important, affect economy. They’re the most arguable ones, that’s why I listed them in the end. But they’re the most needed at the same time. So you might as well jump straight to them.
SUDDENLY, other people also care about the game, and have similar concerns about it. So, knowing this, I decided to see what people think about the changes I am about to suggest. The result was more or less in line with what I expected, except for 2 things, which I am listing in the very end after “Big changes” section. In order to back up my words, I’ve added links section to each paragraph, so you can see what people think by yourself.
I will not be posting all the links, only those, that have a decent amount of views/likes/replies and only from the official forum. I would love to add reddit and steam links, but that would take too much time. Digging through one forum was exhausting enough.
Also when talking about community thoughts, mentioning this post is a must. This is a well-done job by wompaone1Mar composing feedback from reddit. It’s a little bit outdated, but still very viable.
All my suggestions can be download here in a single file for a more comfy reading, since the forum is not very well suited for this much text. There is also a linkless version, for even more comfortable reading. I recommend using Notepad++ for viewing it.
Let’s begin.
I. Easy important fixes:
Most of the stuff that is REALLY important and needs fixing asap is relatively time consuming, but things listed here are really easy to make, so they might be as well done first. With the exception of paragraph 1, which is the most important change the game needs right now.
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Fixed in 1.1.0 - Implementing automatic substitution or leaving only one type of dust would have been a better solution, also easier to make, but a fix is a fix.
Original suggestion: Let using higher tier dust as a substitute for a lower tier dust. This means allowing usage of blue dust for rerolling if lacking green dust, and allowing usage of orange dust if lacking both green and blue. (Clearly, you get much more blue dust than green dust as you play the game, and it feels very frustrating, getting so much blue dust that you simply can’t use. Not only that, but current dust system punishes players for good skills, which is VERY bad. Green items usually drop from lower tier chests, thus players who play well get punished by the game in terms of crafting. There is also a rumor, that character level affects item color; if so, then a keen player, who levels all classes, is put into even more disadvantageous situation, since they can’t open chests with low-level characters for green loot.
P.S. I also read an interesting idea of merging green and blue dust (last link). This might be another solution to this problem, as good as the above.)
Links: 1, 2, 3, 4. -
Failed Do not fix the F2 F2 bug, or at least let skipping cutscenes! (This bug is said to be acknowledged and being worked on. However, the starting cutscene gets old very fast, and annoys players as much as chest animation and crafting speed (which will be mentioned later). There was even a topic created addressing the cuntscene skip, despite the F2 F2 workaround, and it has 700 views, which is significant. In addition, people are used to this workaround, and rely on it timing wise. Removing it will completely jumble early game timings everyone’s used to.)
Links: 1, 2, 3. -
Completely remove jewelry and weapon parts. (There is no reason for them to exist. Firstly, you never want to craft jewelry, so jewelry parts are worthless. Secondly, you get so many weapon parts while farming endgame content, that they don’t even matter. And if item parts were scarce, that would be even worse, because people would have tons of scrap they couldn’t do a thing with.)
Links: no links. -
Let players enforce and avoid being a host in quickplay. 3 options: host, non-host, whatever. (People might want to be hosts for lots of different reasons. They might want to be hosts because they have powerful PCs and they don’t want to get into a laggy game. There might be an AFK lobby they keep dropping into. They might want to be hosts because they want to play with their bots… or they might want to play with bots only by hosting a game and making it private. And the funny fact, that players already can enforce being a host, if they have a friend, by making a lobby together with them, so this change is not gonna break the game all of a sudden. Same applies to not being a host, although when playing with friends someone has to be host.
The above feature can be implemented for solo players only at first, if it is hard to do it for parties. PS If I am wrong and something suddenly goes haywire, this change can be easily reversed.)
Links: 1, 2. -
Make tomes have higher priority for bots than heals. (Really easy to fix, really important. So many tomes lost, because bots decided to switch them for heals. However, with this change bots should also be allowed to pick up healing draught and heal even if they’re holding a tome (picking the tome back afterwards) if: a) They’re grey and no real player without Natural Bond is grey. b) They’re below 25%, no other character without Natural Bond is grey and the most damaged real player without Natural Bond has at least 30% more health. c) They’re the most damaged bot, no other character without Natural Bond is grey, no character has a free healing slot and the most damaged real player without Natural Bond has at least 30% more health.)
Links: no links. -
Also let bots switch healing draughts for medkits, if all real players either have medkits or tomes. (Medkits are much better on bots, since they can heal other players with them, and bots can’t usually give the draught to other characters later in the game, since the slot is usually taken by a tome.)
Links: no links. -
Show an icon of a character using voice chat. (When playing with random people and using voice chat it is hard to remember which voice belongs to which player.)
Links: 1, 2. -
Make ammo indication have 3 colors: yellow, orange and red for 50%, 25% and 0% ammo respectively (mb yellow should be even 60%). (25% is too low of a threshold for ammo indication. Usually you want to start searching for ammo at 50%-60% capacity. At 25% your ammo reserves are already critical, and you’re saving your ammo for emergency situations (which are bound to happen in Vermintide). And this ammo icon is very important, because communicating about each and every ammo bag takes a lot of time, even for a group using voice-chat. For random groups this is just unreal.)
Links: no links. -
Remove boss barriers. (Right now boss barriers serve no purpose, except for preventing players from completing a level when a boss bugs out. Or even worse they prevent players from reviving their teammates, making bosses de facto unbeatable as soon as 2 characters die. Barriers are otherwise purposeless now, since progressing through a level with a boss on your tail equals suicide on champion and legend, and although it is doable on veteran and recruit, it is much much easier just to kill a boss, then to let them chase you. Not to mention, that they will catch up to you at the final stand and make you regret everything.)
Update: turns out actually boss barriers do have a purpose - they prevent speedrunning missions with mobile characters. But tbh I am not really sure how viable speedrunning is in terms of rewards. If it is not, then there is no reason to have those barriers at all, if it is, then how much? Because if not too much, then it’s still better to remove barriers to not punish the vast majority because of the few speedrunners. And even if boss barriers are needed, they still need to be reworked not to punish normal players. Simplest solution - make them disappear in 3-5 minutes. This will hinder speedrunners, while not affecting normal players.
Links: 1, 2, 3. -
Allow players blacklist one map they don’t want to play. This way a lobby could exclude a total of 4 maps from quickplay (4 maps they would suicide-skip anyways).
Links: 1, 2, 3, 4. -
Improved in 1.0.7 Barrel still needs a 30% blast radius increase. (Explosive barrels still don’t see that many use. They have the same explosion radius, as bombs, but bombs can be aimed much more precisely and still sometimes it’s hard to land them where you intended. Aiming barrels is much harder, because they roll, because they do not explode instantly, because they can explode mid-air. And not only that, but they’re bulky and can backfire. That’s why they need to be more powerful to be viable. I think a 30% blast radius increase is the minimum, required to make them at least somewhat useful, but they definitely need more than that to compete with oil barrels.)
Original suggestion: Increase explosive barrel damage and radius. I suggest 100% damage increase and a 20%-30% radius increase. (Exploding barrels is an interesting mechanic, a little fun feature that makes gameplay more variable. But while oil barrels have their place in game and are being used by players, explosive barrels lack effectiveness to take their place as an ingame tool. And it’s sad that a nearly finished mechanic is not being used just because it needs a minor value tweaking.)
Links: 1. -
Make it so Victor could also be a bot. (I feel bad for Viktor for being pushed around like that. Also Victors’ Witch Hunter Captain career has one of the best passives a bot could have (no light attack block cost) and one of the best talents (Justice’s Bounty).)
Links: 1. -
Add a button for skipping chest quality determination animation. (After completing your 100th mission or so and getting your 100th chest, this animation gets “a bit” of annoying.)
Links: 1, 2. -
Fixed in 1.1.0 Speed up crafting. (or implement paragraph 1 of “Big changes” section). (Crafting takes a small part of play time overall, yet to craft something you need to spend a considerable amount of time doing repetitive actions. And that might be annoying as hell, especially when you’re not getting the rolls you need. Crafting should be fast but not instant though, to prevent possible mistakes. Also immersion.)
Links: 1, 2, 3, 4. -
Make illusion extraction for basic 5 power items free. (There is a lot of illusions in game, and it’s hard to remember the look of each and every one. Applying them to basic weapons just to see the look consumes scrap, keeping illusions on actual weapons is not an option either, because this would trash your inventory. Thus, something needs to be done, to allow players see the illusions before applying them. The easiest way to do this is to remove scrap cost for illusion extraction from basic items.
Also ideally illusions should be extracted and applied for free after the first extraction, but implementing this would require noticeably more work.)
Update: now, after 1.1, applying illusions should be made free, instead of removing them, but the idea stays the same.
Links: 1, 2, 3.