Dev Blog: Deep Dive into the Shrine

This person gets it. Listen to them, Fatshark.

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Contracts for mats could help. If it matters and is not another trickle source. Weeklies in VT2 come to mind there.

This should have had some expanding. Like does this mean higher rated weapons are going to cost more than now? That would be an extreme case of oof. I like the idea of adjusting costs if the economy of materials isn’t going to improve. But only in the downward direction.

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Yes, evwntually. I have 2k+ hours in Vt2. I stopped at 150 hours in DT and havent launched it since.

I have 100+ steam friend that own both games. Most of them have 500+ hours in Vt2. When I check I usually see that 0 - 3 of those steam friends are playing DT, or at least have the game launched.

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It cannot be understated how important it is to remove the locking of one perk or one blessing mechanic is. Please for the love of the Emperor do not do this. The shop is a redundant and anti-fun and reduces player agency. I completely understand that you want it to take time to get the best gear but RNG is absolutely not the way to go about it.

Player agency is important, right now there’s basically none. Switching the reliance from the shop to the blessing/perk rolls doesn’t fix that problem. Crafting in VT was tedious but accessible WoM did actually make the crafting a lot better but because of its implementation that possibly didn’t seem like the case.

I would really like to know the overall thought process behind the continual reliance on RNG as means of a player retention tactic. It seems to be one of the most criticked aspects of all of the games, yet it continues to this day. I’m honestly really interested in finding out why?

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So when is the update with the butchered crafting system coming out? :rofl:

Very well put. This is the core issue with the game and you’ve described it perfectly, thank you!

You’re completely right, this isn’t diablo or runescape or whatever there’s exactly two types for every weapon, one that hits a breakpoint and one that doesn’t. VT had some weapons where you’d want different properties depending on what career was using it and for what purpose (xbow BH comes to mind) but again that was all about breakpoints.

I think FS might be afraid what effect removing RNG will have on player retention but as seen, what keeps people playing is the degree of agency and fun you have while playing, that’s what all the grind games get right to begin with. But why compare DT with destiny or RS, its not even the same genre, like you’ve put it, look at DRG. There’s a grind for those interested in that but I don’t think anyone plays DRG because they want the next promotion, instead they play because its fun and offer many different opportunities to experience the game in different ways. DRG may only have 24 base weapons (not counting overclocks) but it feels like there’s waaaaay more options for playing the game compared to DT’s “70+”.

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It’s definitely not going to be this week. End of next week earliest I’d say. We may get the next comm link this week, I would expect the patch will follow the comm link by roughly a week.

I really wish they’d give us some of the other changes in the interim. Shop and Melk item quality increases would be very welcome as something they could give us before the rest of it releases to tide us over.

Yeah if they’re going to adjust the armory/contract rewards why couldn’t they alter that server side last week in preparation for the crafting update later. I don’t think the entire game needs to go offline for server side RNG to slide. Just more ‘stay tuned beta testers’.

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You and everyone else lol. I’ve understood now that FatShark is the living embodiment of the meme “Go girl ! Give us nothing !”

Yeah it’s what I suggested (among other easy QoL things) weeks ago, multiple times, with plenty of likes and people agreeing, but they seem unwilling to do it. Or the CMs fail to deliver the feedback. Either way, something to tide us over would have been great, but yeah…

So, any news about that next patch?

I know the usual answer is ‘next week’ but come on give us something to keep us playing even if it is a simple weapon balance hotfix changing a couple of weapon stats around.

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This kinda RNG makes me so pissed off that i just quit out of the game. I raised 3 profane chainswords with fantastic base stats and each one got a rev it up tier 0 blessing. God damn useless.

The new crafting system doesn’t help this at all.

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Same with several Crucis Thunder Hammers lol. i’ve just stopped spending crafting materials on stuff that’s not already good. I just check the weapon shop and Melk’s shop online and see if anything with good blessings comes along.

I wonder if the CMs realize that the crafting update is just gonna make it about 5% less frustrating, and isn’t gonna fix anything ?

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It kinda just brings around new kinds of frustration, you are still gonna be stuck with lower tier blessings on your weapons unless you get extremely lucky when upgrading the weapon and landing the blessing you want as a tier 4 blessing.

Edit: Speaking of RNG its been 500 hours, i have still not seen a single power cycler blessing or bloodthirsty blessing.

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All of it comes down to the rate at which mats are spent to the crawl it takes to actually acquire more. If they wanted a system where you are constantly trashing weapons and hoping for new ones they should have given at least double the current material rate. As it is I miserly hoard them because spending them is just depressing. Like that 380 crusher I got T1 and T3 impact blessings on and stamina/unyielding, probably the last upgrade I did that wasn’t a Melk curio and that was a week ago. If they didn’t evaporate into nothing I would be less hesitant about erasing proof of my grinding, and if it didn’t take like a week for me to earn 2000 plasteel.

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Probably means you’re not very good at the game. Maybe you should try increasing your luck stats?

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So consider the Athanor system.

You earn currency for weapon upgrades by playing.

Over time, you spend that currency on subsequent chosen upgrades of the weapons you enjoy using. You have a gradual, forwards progress, which is faster if you are clearing more challenging content.

As you upgrade, you are forced to make decisions - for example, for an upgrade level, do you want to take increased attack speed, or increased damage? Or maybe improve a defensive stat like block angle?

After playing with the weapon, you may elect to change previous choices to find the balance that better suits your playstyle or the encounters you’re facing. You can try a different selection of upgrades for any weapon levels you have unlocked at any time. You eventually spot potential synergies within upgrade levels and within your class talent trees.

It’s easy to experiment with different builds. There is plenty of decision making going into it. There’s no negative progression caused by bad luck with RNG.

This is why people liked it. It’s not about instant gratification, it’s about fun. The Athanor system played to one of Vermintide 2’s strengths, which was trying new builds and perfecting the way you play each class at the endgame. The system was refined - it was all about choices. Even once a weapon was at ‘max’ level, there was plenty of room to interact with the system further. A lot of people wanted the Athanor to replace VT2’s clunky regular crafting which sadly never happened.

I haven’t seen a reasonable, logical argument against a system like this. I thought that after EA’s ‘pride and accomplishment’ remarks the game development world realised that excessive grinds are not enjoyable for the vast majority. Further, if RNG alone was enough to retain players, the game would have a much larger active playerbase than it does currently.

Random suboptimal stats and random suboptimal perks do not create meaningful or engaging variety. You can create more build variety by letting players choose and experiment - and if everyone chooses the same things you know it’s a balance issue.

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this would save the game outright. It plays to -tide strengths which is pumping hundreds of hours of gameplay by trying out new weapons and builds. The loot chase is not why people play these games and every RNG aspect they put in for “player retention” did the complete opposite and killed the playerbase.
Refining the rotten core of the current system which is what they’re doing will amount to nothing and won’t bring back the playerbase because it’s still a very bad system overall, returning players will once again be faced with incredible RNG and just leave after a week of not getting any good base weapons statwise, perkwise and blessing-wise.
Just institute the Athanor system and the problem is fixed in it’s entirety, once and for all

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100%

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I think some people are under the impression fatshark actually have the faintest idea whats good and bad in their games. They dont know.

Worse, you could write it in sixty foot high letters in the sky that the Anathor was the way forwards and fatshark would completely ignore it and sift through some Rng sh!t they dreamed up and slap that in the game. Its a matter of time before they put rng on the launcher to see whether youre lucky enough to run the game.

Oh hang on, there people stil enjoying the RNG content of crashing.

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