The point is making combat something else that waste of time. And again… If balanced correctly this could just add some XP/Loot without changing the game design. I’m not willing to change anything to the game i just feel that fight is fun to do but not rewarded.
We’re talking about an idea not about a player. This is not my problem with the game this is what i think could be better in MY opinion. If you disagree feel free to share your opinion. On what i said, not on what i am.
The idea is that this is a team game. The point of left for dead was never about killing as many zombies as possible, it was about getting through the level with nobody dying.
Bonus points for killing as many mooks as possible isn’t going to happen. The point of this game is to avoid the enemies, literally. The game spawns them based on how fast you’re going through the level. Sorry duder.
Good news, this is not left 4 dead. And again i’m just saying that with balance this could just add some interess in fighting. I see the point of getting through without anybody dying. But why is that so different than giving xp on kill? Or at least reward for all the groupe for killing horde/bosses.
The ‘giving interest’ to fighting is bad. Right now you fight because you don’t want to go down. Skipping monsters usually means letting your other party members handle it. Which might lose you the game. That is your interest: getting to the end alive.
If killing itself becomes interesting to do then people will see interest in holding out until they got enough exp/rewards that they are happy with. No matter how low you make the reward, it’s either interesting or it isn’t interesting. Both aren’t what you intended.
Say you give 1 exp per kill. You kill 300 guys in a match: 300 exp. Now, killing becomes interesting and when you see the scoreboard you’re going to want to kill more guys as well. You might even consider starting a legend mission and hold a position.
Please give arguments on why killing enemies need to have rewards and think it through with the game design because otherwise you’ll be making an aimless game that wants you to do multiple things. A co-op game with multiple (conflicting) goals that separate the team is bad.
The moment you consider taking an unneccessary fight is the moment you should play at higher difficulty.
For the xp parth it should not be that much xp so that you think fighting is better than ending the mission. I just think that i could be fair to give people something more interessting after killing things that: “it tried to kill me and i killed it”. I’m using xp/loot as example and i don’t want to change de goal of a mission just give something to the group when they fight monsters. Anyway i get the point fighting is bad you want to avoid it because it’s slow you down but is that a good a enough reason for fight to give nothing?
Killing for Sigmar is reason enough
This is how vermintide plays atm:
- in vermintide, all missions have objectives.
- the faster you complete the objective, the faster you get the reward.
- prolonging the mission will mean a higher risk of people disconnecting/party wiping/players getting fatigued.
you will notice that if you insert the reward for “fighting more rats than the level already throws at you” anywhere, it goes against the whole game design.
what exactly are you proposing?
Vermintide 1 being the cult hit that it was didn’t have this to the extent V2 does. Getting loot was a cruel endeavor and they made it fair and added the bounty board eventually. But Vermintide 2 has too many incentives and has made it a requirement to have higher grade loot and to get better and better like any other aRPG. And the means to get such loot are not as fair.
And because Vermintide 1 and Vermintide 2 have one thing in common - you lose everything if you are defeated, nothing to be gained in between - it’s made abundant the desire for more to be earned. The game being unpolished makes fighting tiring, fatiguing, and often upsetting and you only get one box per win. Heroic Deeds with a meaningful reward have unreasonable stipulations so damn near nobody is going to engage in it.
So I agree with the OP. There should be something to be gained from fighting. In Vermintide 1 it was the cinematic experience, the journey really was the reward and enjoyment. A great combat system that needs to be refined in Vermintide 2’s case. But now with the aRPG elements in play and the hero power etc, there’s a lot of effort that goes into playing versus what little you get to make the work worth it.
this is not true, you do get xp for a loss, and it’s substantial enough to allow you to quickly lose games to level if you wished to do so.
but i do agree that losing a game due to disconnect/wipe/host leaving is a major bummer that would probably lose a fair share of players, especially since there are no more short levels. my fastest solo run is 12 mins on athel yenlui, but usually quickplays would take 20+ minutes from start to finish.