Customer compensation and goodwill

I find it to be a very unethical practice.

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Blessed @Fatshark_Hedge is truly the champion of the people, im glad to hear you will have more time available to deal with the community!

As for compensation, that would be nice considering a lot of the 1.1 stuff didn’t register prior content anyway, like deeds for example, 500 is a lot and i’ve done way way way way more than the game currently says I have ect, and cosmetics of course, it basically feels like im having to regrind stuff I have been doing for ages. That said, I could prolly get over not being compensated since I didn’t expect to be in the first place. I will however say grinding 100 maps for the helm is tedious as hell however…

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It feels like my progress was wiped going from beta to live lmao.

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It’s not like veterans got something new players won’t be able to get.

So do they want effort or extra loot? I don’t get it.

Anyways, both can be fixed by reset, which FS promised to help with for anyone who desires it. If they want more effort - they will get it.

I agree completely with other ppl thoughts here about skinner-boxes and casinos.

The current loot&craft system plagues otherwise great game.
Especially the crafting can be very frustrating, or infuriating after much time, with its trait rerolls that give same result in a row, and some strange rng property reroll - that seems biased to give same combos you’ve seen on the item before, or it pulls a result from a limited pool, rather than all the possibilities.

I’m quite sick of FS approach with carrot on a stick design, and their fear of losing playerbase - if they let people have too many hats, or complete set of red weapons on a hero w/o duplicates…

My despise for these loot designs started from the very release of Verm 1, all of its free dlc introducing shrine and quests werent solving 2 major problems: RNG nature of trait combo rerolls, and constant lacking of material needed for rerolls.

To this day i’m very unsatisfied with the “reward : effort” ratio the company choosed to strive for.

I just wish that FATSHARK would finally man up and let the game sustain its playerbase by its rich gameplay and customization, not by hiding content behind hundreds of hours worth of grind.

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First apparent problem : HATS

How many unique hats do you think there is in Verm1 and Verm2 combined? I vaguely remember every hero in V1 had at least 6 hats that werent just reskins or slight remodels. So thats 30, plus my lowest estimate of 20 new fresh hats made for V2 (not counting default ones).
Thats 50.
Of course Verm1 hats need to be transferred to V2, and that might include some tuning to solve glitching or colour matching, but i think its not much work, at the very least the effort put to transfer them is extremely worth it.

How many hats i got from my 500 hours playtime since day1 of release?
2.
Needless to say i feel like i deserve more of this content, a lot more, like, having 25 hats at least. Or being gifted with the 15 hats which were on the game’s release (with non-existent chance to drop).

When i saw challenges to complete 100 runs (that can vary from 20 to 40 minutes in length) with a career to recieve 1 hat - i didn’t felt excited, i felt rage, that again the game plays “hard to get” with me.

What i’d love to see changed with hats:

  1. whitelist “more hats” mod - a lore friendly version ofc, with no beardless dwarf or glitching stuff etc. The ability to equip hats cross careers make perfect sense in some cases (merc-huntsman-knight, or Saltz careers), and even cross heroes sometimes (kruber hats look good on saltz).

  2. make weekly quests to aquire random headgear for your preffered hero/career. OR make daily quests that with certain hat reward, just like in Vermintide 1.

  3. make hats droppable from all chest types, with same drop rate maybe. The commendation chests aquiring rate is very low for 30th lvl heroes, and is high for low level heroes, so i see the limitation with buffing the droprates from commendations.

2nd prominent problem is red duplicates, and there were suggestions already about implementing trade system - to sell higher amount (i suggest 2, or 3 max) and get 1 of desired type (the exact weapon/trinket).

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I’m posting here rarely, and speak when a problem really concerns me, so i hope this feedback will go to the right people.

A simple change of game’s loot philosophy would make so much good, will make us, customers, NOT feel like our gambling/gathering tendencies are being exploited, and instead, we’ll feel like devs value our time (which is limited).

Imagine just a moment, the difference in player reviews, in player’s experience told to those considering to buy - with and w/o the problems i mentioned (hats, reds, and crafting). You decided to lose praise and earn criticism where you could easily done the right thing, and that baffles me.

@Fatshark_Hedge can you shed some light on future plans with hats, reds? Is red duplicate problem is worked upon? Are there plans to make Daily/weekly quests give certain items? (hats)

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