I was playing a “Against the Grain” on champion, full-book; we had just released the last prisoners and were walking to the exit when the game froze. I actually made it to the exit point and was inside it, waiting… the the screen went black and I was back at the start of the level. This is a problem all of us had encountered, but it stung particularly fiercely in this moment.
What if, when the game crashed, you did an evaluation: if the players are 80% through the map when it crashes, just give them the XP and loot (based on the books/dice they had), as if they had passed through it.
I get that this could be exploited… but who cares? I think a very small percentage of the player population would be inclined to exploit this as a default behavior; and I don’t think people would use this to circumvent bosses because they would miss out on the dice drops. Furthermore, I think a larger number of players “are cheated” by the game, than there would be players to elect to “cheat the game” if this feature were enacted.
I wish levels didn’t crash, but I accept that they can. However, I think your loot drop system and XP system should take into account for that possibility, and maybe give the players the benefit of the doubt when it comes to rewards and completion. The levels are longer than they were in the Vermintide 1, so being cheated out of a near complete level feels really bad.
Ideally, you could fix the crash/drop problem – but failing that, could you take some steps so that these bugs didn’t sting so bad: if the problem was on “your end” resolve it as a win on “our end” if we progressed at least 80% through the map. Please consider experimenting with this approach; if it gets disruptively exploited, cut it… but I bet this change would make many players much less salty about these broken matches.