Can we make the contracts less terrible?

Some of the current contracts are just terrible in terms of design.
Why would you make people compete for kills in a coop game? Like why?

Dividing between melee vs. range kills were bad enough - people with melee kills would fight over the people who had range kills so they would compete and causes toxicity among the community.

Now that the contract is individual, it’s even worse when it encourages you to run past your team to compete for those kills.

Just increase the amount of kills needed, remove the range/melee BS and make it team wide.
Make it cooperative in a cooperative game. Why would you make people compete for kills?

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kills on contracts are team shared, right? right? (or did i miss a memo?)

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Yes… I love the contracts like:
As a veteran kill by melee weapon 750 scabs
As a zealot kill with ranged weapon 750 scabs
As a psyker kill by melee weapon 750 scabs

It seems the game always want me to play against my class :thinking:

What I would propose about contract is something that is more permanent.
You would have objectives, that would be TEAM based, that would give you marks.
Something like that:

  • Kills
    • Kill monstruosities: +15 marks
    • Kill scabs: +10 per 30 killed (specials/elites don’t count as)
    • Kill dregs: +5 per 30 killed (specials/elites don’t count as)
    • Kill specials: +1 per 2 killed
    • Kills elite: +1 per killed
    • Groaners / pox walkers: +5 per 300 killed
  • Missions
    • Sedition : +2 marks
    • Uprising: +5 marks
    • Malice: +7 marks
    • Heresy: +10 marks
    • Damnation: +15 marks
  • Special condition
    • High intensity: +5 marks
    • Others conditions: +2 marks
    • No player dead in the mission: +1 mark
  • Books
    • Grimoires: +5 per grimoire carried to the extraction
    • Scripture: +2 per scripture carried to the extraction

The rewards would be given at the end of a mission and you could consult what you had earn last week, and from what, at Merk’ shop (so a stat of your past week activity).

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Terrible contracts in my mind is more like : why do I need to spend 500k coins sometimes rerolling these low rewards ones for something better ?

As for killings enemies scab or dreg, it’s base gameplay why make it a contract ? Lack of ideas so make it some needs ranged or melee so we can pretend we did some efforts thinking over.
These contracts aslo come with a fixed 230 currency not worth at all fixed soon, week tm.

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It used to be bit maybe it got “fixed”. There also used to be rounds where you didn’t earn anny progress on weekly contracts, which made things confusing.

Flamers/purge used to not count as ranged kill for your teamates, could be still going, I suspect aoe kills to do the same

High complexity monsters and mission completion never spawn either.

That makes sense. DoTs etc. never counted as melee/ranged in VT2 either, but just as kills. But that should go both for teammates and your own kills.

i would love to have contracts having 3 breakpoints (tiers) so that we could get them done at arbitrary level. now we get fixed random level when contract gets rolled. this is insane.

if all contracts are over 1st breakpoint we get 500 bonus, 2nd 1000, 3rd 2000

Basicaly this should work very similar to current setup, except that instead of fixed tier, depending on progression you would get different reward.

Jokes on you, the contracts are already TEAM BASED.
All the kill achievements are already team counted, including who gets the kill on a monster or who makes a ranged kill on Dregs.
I’ve only found melee kills to take very long to achieve. That is because on Heresy, Damnation and Damnation+ everybody seems to shoot or psykill most shooter type enemies dead before you can melee them.

If you can influence it, get the ranged kill missions. They’re usually done in 1-2 runs.
Resource Gathering is even easier, you can do the hardest ones with the highest requirement in one singular Damnation run (unless you get that one very short mission).

Yes I know they are team based…

I wanted just to point that it would be a team reward at the end of the mission and not a personal reward at the Merk’ shop.
In this system, the team would have the same objectives.

Unless there is something I’m missing, I don’t see how your suggestion would improve anything. It would only make the dev team get to work and re-do the system.
What team rewards are you talking about? What do marks do when you get them? Please specify.

Marks, the money used in Merk’ shop

The rewards would be given at the end of a mission and you could consult what you had earn last week, and from what, at Merk’ shop (so a stat of your past week activity).

So, as a precision of what it would change:
First, you would not have to have to reroll objectives and spend lot of money to get less stupid objective. You want to complete mission and don’t want to kill scab with ranged cause you’re a zealot, fine you can do it.
Secondly, you would have not to wait one week to be able to earn more marks. I hate when I am stuck and cannot continue to earn marks cause I finished the contracts…
Thirdly, it would reward you more for what you do. A grim is dangerous at high difficulty level. So the reward is more important than carrying a script. High intensity is more difficult than a normal mission etc.
Off course, values here is just examples…

Oh, so you don’t want to complete one big contract that pays 230 - 900 marks, you want to have just less marks at the end of each mission based on performance and smaller side objectives during the mission.
Ok now I gotcha.

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I forget to say… it permits also to avoid the “complete the contract to get a reward or get nothing”…

You know this is what happens when you have collected 11 grims but you needed 12…

imho you should get t1/2 reward if you have not managed to fulfil t3 contract. and there should be just t3 contracts rolled

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