I feel that Melk’s jobs don’t enhance the game. As it is, I always reroll the books one because the team can’t be relied upon to pick the damn things up; most people run right by them even if you tag them, waypoint them, and beg in chat. I also always reroll the Kill Enemy Type With Melee/Ranged because they make me self conscious about what weapon I’m using and what enemy I’m fighting which leads to sub-optimal decision making; I’m more inclined to try taking on ragers in melee instead of just safely shooting them, for instance. But worse than that, being required to get a certain number of kills makes me acutely aware of my allies kill stealing, which is the wrong mentality to play a cooperative game with, and leads to competitive thinking and resenting other players (side note, this is also why I would much rather some of those On Kill skills and blessings be On Hit instead).
There’s a paradox here: part of me feels like Melk’s jobs should be some sort of extra challenge to warrant an extra reward, something the player has to go out of their way to achieve, but another part of me points out that if it’s something the player has to go out of their way to do then it’s making the player deliberately sabotage themselves, and therefore sabotage the whole team.
To illustrate:
Good teamwork isn’t just helping teammates who are incapacitated, though that is of course extremely important. A big part of it is understanding team strengths and allocating your attention and ammunition to where they’ll be most effective. If I see a mauler coming towards us from the left and a groaner horde closing in from the right, the mauler is normally the priority target, but that changes if I also see our zealot sprinting towards him with a raised thunderhammer. That mauler, is f***ed. He is Handled. I do not have to care about him. I need not waste my ammo shooting at him. I should turn my attention to the horde.
But I do need Scab kills with a ranged weapon…
Yeah not good. It’s not a terribly big problem, but it can be a lot of small problems that add up over multiple games.
So Melk. While I understand the idea of making them Additional Challenges, I think it would be better to err on the side of not incentivizing competitive thinking, anti-team behavior, or resentment. So let’s see, that means no kill counting, no books, and no player deaths. They should instead be things the player was already doing, but more so, to reward playing the game more and playing the game well.
Alternatives: For a start, looking back at Vermintide 2’s jobs, the 2 Missions As Character wouldn’t work, but there’s Kill X Elites As A Team, get X Headshots, and 3 Quickplay Missions.
So, suggestions:
- Kill X Elites As A Team
- Get X Weakspot Hits
- 3 Quickplay Missions
- Kill X Specialists As A Team
- Finish X Missions Without Taking More Than Y Health Damage (should be measuring damage taken, not checking how much health the player has, since that would potentially incentivize selfish use of healing items to keep health above the threshold)
- Dodge X Attacks
- Complete X Missions of Specific Type (would probably necessitate a bit of reclassifying mission types so there isn’t only one Repair and one Investigation)
- Complete X Missions on Specific Difficulty Or Higher
before complaining about any of these suggestions remember that you’d still be able to reroll them if you don’t like them