And the heretics clapped.
Europe. There are arseholes everywhere.
Notnonce happened to me. Lvl 30 psycher farmed on T2, lvl 30 veteran farmed on T3 since lvl 20, ogryn and zaelot 10lvls
To give you a glimpse on how many games i had.
What’s your point ?
I would like to see more penalty for those who stray far from the group.
Oh look at that. Players are going for efficiency. I remember you telling me that i dont have a point when i told you this is happening.
That i havent seen any toxic behaviour outside singular instances. Or maybe im used to PvP community
So, high-level players running minimal-difficulty missions is a thing in Deep Rock Galactic, too. People do it to farm the game’s mid-mission loot stuff, like machine events and cargo crates. The thing that gets me is that I’ve not seen anyone complain loud or hard about it over there.
One of the big reasons why is that Deep Rock actually has private lobbies.
Fatshark could take a big bite out of this problem and the penance problem just by adding in that option.
Yes, this is what I meant, I didn’t thought I had to explain it.
You’re missing the point, players always going to try to find and finish a task the easiest way possible, even if it means doing boring T1 farms. I would much rather have a system where it is not necessary/convenient to do it.
Fatshark could also implement a proper progression system and let high-powerlevel items only drop on malice, heresy and damnation. But i guess then players would complain again that they have to play high difficulties to get the good stuff, like in Vermintide, which is most likely the reason why high-powerlevel items can drop on all difficulties.
Great ideas which should be in the game.
Especially considering that in Vermintide 2 one still got the special chest (Recommendation Chest) for a level up. IT WAS ALREADY THERE - like with some other things FS took a big step back for no reason.
And don’t I remember you trying to argue with the entire forum that THP talents are a “noob trap”, yet here you are starting dumb arguments again?
Anyway I don’t remember arguing that players won’t try to be efficient, but the ironic thing in you pointing that out is that the intense amounts of dumb grind you have generally defended is compounding this issues tenfold. Or are you reasonable enough to at least not defend Melk’s contacts?
Edit: Apologies, that was overly snarky, but without a follow up or suggestion for how this SHOULD work your reply was also aggravatingly snarky and non constructive. Seriously curious if you would defend Melk’s contacts in their current form, since they, NOT xp grind seem to be the main contributing factor.
I’m on the fence regarding your suggestion of trying higher tier items to higher difficulties, I kinda like those being just for the fun of it currently. Sensible thing seems to be to fix weeklies then see if this is even still an issue.
And i am still against THP in every way, it broke Zealot and the community.
No, you didnt argue against players trying to be efficient, but you actually wanted that every difficulty offers the highest amount of exp, which would have easily caused a worse situation than we have now. The fact that Diff 1 gives so much exp to begin with is one of the reasons why it is used for speedrun.
I do not defend Melks contract, now that i have seen and experienced its usefulness. I dont like it at all. In my opinion Melk shouldnt even offer weapons, but the contracts should give money for the ingame shop to buy skins, much like it was used in Vermintide 2. The market should offer up to purple rarity items, like it did in the closed beta, and orange items should either be crafted or be given through emperors gift. Potentially red items should only be given through emperors gift, but of course emperors gift should also have a more generous dropchance.
Diff 3 is a decent difficulty that everyone should be able to reach eventually. It could be made that Diff 1 and 2 only give up to 450 purple rarity and Diff 3 and above would drop +450 purple, orange and reds with the dropchance being higher the higher the difficulty. With this system the people who want to stay low can still get good stuff and the people who play higher can get rewarded better.
You’re forgetting the incredibly important point that you only have to level each character once, a process that takes vastly less long than the gear grind. Considering in these cases it’s often level 30 characters speed running diff 1 missions, it’s evident the issues equal experience across difficulties would cause would be a drop in the ocean compared to the current situation with grinding Emp’s gifts and weeklies. That’s not particularly relevant to this topic, but drawing any link between that suggestion and what we’re seeing here is wildly out of proportion.
I agree Melk’s shop offers some redundancies and I am generally not a fan. You didn’t actually mention the issue that’s relevant to this thread though, that weeklies are extremely tedious in quite a few cases, take prohibitively long for I imagine quite a good portion of people, need to be done individually for each character you have, and the clear conditions don’t scale with difficulty in any way. Those are the issues that make people want to speedrun diff 1 maps on repeat, only way changing the rewards would affect that is if they’re so bad nobody can be bothered doing the weeklies in the first place.
I don’t know that that specifically is the solution, but I agree with the sentiment that Diff 1 and 2 should be sectioned off in some way as notably less efficient for farming than higher difficulties so they can be a place for newer players to learn the ropes at their own pace.
Private games will also help this issue somewhat, silly they weren’t present on release.
Which is true, but every player has to do this if they want to level up several characters. Considering that potentially new players come in during the next few years, we will still have people who speedrun diff 1 to level up and make the experience for other players worse. The only real solution is to ditch leveling alltogether.
People shouldnt feel the need to do the weeklies and for that we have to change the reward into something that has nothing to do with progression. I am already not doing the weeklies anymore, because emperors gift gives me more stuff than i could get from the contracts. The weeklies in Vermintide 2 werent important either and you just cleared them secondarily. Of course the weeklies could be toned down, but as along as they look like they take part in progression, they will always be seen as tedious since you have to do them because of FOMO.
Its somewhat the same solution Vermintide 2 went with and it worked. The system may not be perfect, but its working for progression. There need to be an incentive for people to play higher difficulties that is something else than challenge, because people eventually adapt and every challenging PvE part becomes too easy. Proper reward is the best incentive.
Tier 1 and 2 (and maybe even 3) should be level capped to prevent this.
There really is no excuse for anyone over L10 to be in T1.
Vermintide 2 had quite a significant playerbase that only played Recruit and Veteran, because they just wanted to relax and kill some rats. Its very likely that a similar playerbase will be in Darktide.
Nah, they should just have their rewards reduced enough to being largely undesirable for progress when your character is over a certain level.
OR, either just increase XP to be 2k, 4k, 6k, 8k and 10k per difficulty level while fixing rewards or cut the objective wait time and bump up base speed (up to enemy moebian guard speed) and sprint (to rager sprint) baseline so that missions last less time the higher the difficulty while giving per tier mission zones, not the rng fest of 8/12 is raids.