Collecting Crafting Materials, Grims & Scriptures SUCKS! My Ideas

The implementation of Scriptures, Grimoires and crafting materials feels rushed, uninspired and counter intuitive.

For ease I will say ‘reward’ when referencing Scrips, Grims and crafting materials at the same time.

My gripes:

  • The game is designed to strongly promote teamwork, but the current implementation encourages you to split up and search around the map to find rewards.
  • The process of searching for rewards is simply boring - running around the edge of the room just isn’t an enjoyable experienance.

A few ideas:

  • Mini versions of existing game objectives - for example, a large loot box that spawns in with a terminal, you use your Data Interrogator to start hacking the box, a wave of enemies is spawned and you must defend until the box opens. Or, a weaker version of a boss is spawned that drops the rewards on death. Or, one of those eye things spawns in with the tendrils and clearing it drops rewards. Basically, smaller/easier versions of current game objectives that can drynamically spawn in as you go through the map.
  • Special enemies - Have special enemies visually indicated by coloured glow/light aura that have modifiers such as 200% health, leech toughness in an AoE, place down beacons that buff nearby enemies (like the banners in V2.) Killing these special enemies drops a reward.
  • Enemies that specifically carry loot i.e. the loot rat from V2 - they spawn in with a clear audio cue like a special and carry loot, dropping it upon death.
  • Allow Auspexes to track rewards - this should be the easiest to implement but would still be boring af.

This is just a few quick ideas I had that promote actually teamplay and are much more engaging than the current implementation (in my opinion.)

Feel free to comment any more ideas you have and please upvote if you’d like to see the current implementation of rewards improved.

Thanks!

2 Likes

Another option would be to spawn e.g. 6 grims throughout the map, and just despawn once 2 have been picked up. This would atleast help somewhat.

Calling it rushed and not thought through is a bit of a stretch since these mechanics have been around since the first Vermintide. With that said, the locations were fixed making it easy to just remember where everything was. Not sure that’s particularly great either to be honest.

I also do not enjoy combing over every level with a fine comb. It gets boring very quickly. I very much like GTFOs approach where you can choose to unlock more difficult parts of the maps. I also very much enjoy the mechanic of the grims reducing health and the scriptures taking up utility items, but yeah, I do think that this is a step down from Vermintide I and II and that you could make something that is better than both those games and what we have now.

1 Like

Just speed running maps is more boring.

1 Like

That’s fair enough, it may not be rushed as like you say, it’s basically the same system VT2 has.

However, like you say, that just means it isn’t fun in VT2 either haha.

I’m not entirely sure what you mean by this comment. If you’re suggesting the rewards are important to stop people from speed running the map - my suggestions would take the same, if not more time to complete anyway.

The problem, for me, isn’t that searching for materials makes runs longer, it’s just that the process isn’t fun - which is an important aspect to a game :smiley:

I played a level 1 mission as a level 30, just taking my time and exploring with the bots doing their thing. Another high level player joined and it was super chill and fun. I’ve basically stopped using the sprint altogether going from place to place, and take my time to engage mobs and it feels way better tactically.