Patch #12: Into the Maelstrom

Great.
Just a shame that there is barely anyone left to enjoy this content (due to the locks driving almost everyone away).

This low requirement might be a big issue for auric missions.


Edit: Auric playlists are not as bad as i thought.


It would probably be a good idea to increase the requirement for accessing auric missions to something like “finish 10 damnation missions” to unlock them for the account, and still have the lvl 30 requirement in place for each character on top of that.

When you give players the ability to access something, they will access that thing.
When reaching lvl 30 is all that you require for someone to play auric missions, people will play auric missions as soon as they reach lvl 30.

Unless a player has played vermintide before, or has leveled multiple other characters in darktide, a fresh lvl 30 will usually not be good enough to carry their own weight, even in regular heresy missions (due to a lack of game knowledge, skill and gear).
Now imagine them joining high int+ damnation, because it is the cool new thing they just unlocked.

Unlocking auric missions at lvl 30 in combination with the game not having a built in scoreboard, means that new lvl 30 players will queue up for auric missions.
They will have zero or negative value for the team, but they won’t know because there are no stats at the end of the mission to show them how they performed. Especially the players who do not perform very well yet, are not able to divide their attention. They can not pay attention to anything else than themselves, and have no way to assess their own skill.

This is great for new players. At least for the first character.

But there should be a bigger incentive for players to enjoy multiple classes/characters.
Leveling is useful for learning the game and the class, but the more someone has played a game, the less there is to learn while leveling.
Would be nice if each lvl 30 character on an account would increase xp gains by +50% to make the leveling process of additional characters faster.

Seems good, assuming that it will bring more diversity and not result in us getting 5 different missions with the same modifier in a row (cough hunting grounds).

I would hope that auric missions stay up for longer, so that players have the chance to retry a mission if the group fails.

Bonuses for quickplay are good and probably neccessary, but these bonuses are far too small.
They could easily be doubled (especially the bonus xp for quickplay on the regular mission board).
With these small bonuses, there is no monetary reason to ever join quickplay.

The winrate in quickplay is undoubtedly lower than when players pick the exact mission they want to play.
With the bonuses (aside from xp) being 10%, one extra wipe across 11 otherwise successful missions already cancels out these bonuses.

Considering that parties already wipe sometimes (probably 1/5 missions), this means that even one additional wipe (due to quickplay) in 13 missions would negate the quickplay bonuses.
One extra wipe in ~12 missions (due to random missions and modifiers) would already mean a net ressource loss due to joining quickplay.
Aside from wipes, some missions/modifiers take longer to finish. If quickplay extends the time it takes to clear a mission by more than 2-3min on average, you are also at a net loss.

Any chance we will get “free choice of map+modifier for private lobbies” at some point?
Having it for public lobbies can obviously be a problem with so many possible combinations, but for private lobbies, there should be absolutely no issue.

Good.

As displayed in the image used by you, the goal is to get double T4 perks and T4 blessings.
This change effectively does not mean anything for weapons, because of how incredibly rare it is to get double T4 perks or double T4 blessings via quality upgrades. The change looks nice on first glance, but it effectively increases the chances to get a full T4 item by around 0.1%.

click here to display the quite optimistic calculations

With 16 perk options (equal probabilities), 8 blessing options (equal probabilities) and assuming a very optimistic 25% probability of any perk/blessing appearing as a T4

Here are the odds to get:

  • at least 1 right T4 perk:
    1-(62/64)*(61/63)=0.062=6.2%
  • at least 1 right T4 blessing:
    1-(30/32)*(29/31)=0.123=12.3%

Which means, that these are the probabilities to get an item that can be saved by being able to replace 2 of the 4 stats (1p+1b or 2p or 2b)

  • at least 1 right T4 perk and 1 right T4 blessing on the same item (replace 1 perk and 1 blessing):
    0.062*0.123=0.0076=0.76%
  • at least 2 right T4 perks on the same item (replace 2 blessings):
    (2/64)*(1/63)=0.0005=0.05%
  • at least 2 right T4 blessings on the same item (replace 2 perks)
    (2/32)*(1/31)=0.002=0.2%

This means (optimistically, with a 25% probability of getting a T4 perk/blessing):
Right now, an item has a ~0.76% chance to get 2x T4 perks and 2x T4 blessings of choice (after replacing two of them).

After the update, an item has a 0.0076+0.0005+0.002=0.0101=1.01% chance to get 2x T4 perks and 2x T4 blessings of choice (after replacing two of them).
The probability will actually be a bit lower than that, since there is a partial overlap of outcomes between the events, whose probabilities that i added together, but the probabilities are small and the overlap is small, so it would still round to 1.01%.

However, we know for certain, that the probability of getting a T4 blessing on the upgrade to blue is significantly lower than on the upgrade to orange (which i optimistically assumed to be around 25%).
This will shrink the value of the upcoming change to basically nothing (for weapons), and the update will improve our odds to get the item we want by about 0.1%.

As you can see, the effect of the update on weapons will basically be non existent and very optimistically will bring the probability of perfect perk+blessing rolls from ~0.76% up to ~1.01%).

Only 1 aspect is locked. This is huge.

Why not apply the same thing (1 lock only) to weapons, until you produce a crafting system that does not actively drive players away?

Great.
This incentivizes playing multiple classes.
Sadly, many players will never get to enjoy multiple classes, because it needlessly takes far too long to level up multiple additional characters.
And we still have no shared weapon/curio inventory, and no crafting system that respects the player’s time.

Now please change the crafting system for weapons, so that our currencies are actually worth spending, instead of being burned in a dumpster fire/bottomless pit.


All in all, good changes, but i do not care and will not return to play the game as long as my time is being wasted by a bad crafting system that does not provide players the ability to work towards anything, and prevents me from playing the game the way i want.

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