So I’ve been trying out the quickplay feature in both the Standard and Auric mission boards and I’ve noticed a pretty big problem: No one collects crafting materials in Auric missions. Now I get it, High Intensity Shock Troop Gauntlet probably isn’t the time or place to be splitting up to gather shinies, but it just serves to highlight a problem that has been present ever since higher difficulty modifiers have been introduced. They almost always result in fewer rewards. If their only point is to provide greater challenge, then all well and good but I can get more crafting mats from a low intensity with FAR greater ease than I can from any of the more difficult modifiers.
I sort of understand, VT2 had cataclysm which gave no greater reward than legend but it also didn’t give a lesser reward either.
I’m afraid the game design where we are required to collect mats in mission -unlike VT2 where they are received via breaking down the mission reward- comes with an unfortunate inherent disincentive against difficulty. I suppose there’s a number of solutions to this and while removing crafting mats from the maps in order to make the missions more “mission-focused” and less of an easter egg hunt in general would be my choice, I understand if that is not within the devs’ vision of the game, but some sort of weighting needs to happen in order to fuel this inventory/blessing grind you guys came up with. The way you handled it with difficulty levels was simply to offer more total on the map at greater difficulties; perhaps that is an option for Auric missions as well.
I just (3 hours ago) had great Auric T5 Hi-STG experience where we collected 795 plasteel 300 diamantide and all 3 scriptures. It was hairy at times and we lost one player our Witch, but we won in the end (40 minutes - plague scanning).
Also I had weird felling there was something off with hit registration. Weird it happened so soon after servers restart. But maybe it’s just me.
So, as with anything else in this game, you’re at the mercy of RNG. Only this time numbers are people.
You can roll karkhole Ogryn or friendly Zealot.
Maybe you need to find more like-minded players instead of being at the mercy of randoms?
It’s also good to ask before mission starts about grimms/scriptures/mats. At least you will know where you stand.
I collect mats only if they on the way, regardless of difficulty.
That looting system just feels wrong to me, it simply waste your time and split the team. I don’t really see any positives for it to exist.
I don’t think we will get any improvement in regards of high difficulty incentives. Because fatshark is afraid of word “toxic” and they ,almost certainly, will hear it, if highest difficulties will offer highest rewards.
Best thing we can hope for is even rewards between lower and higher difficulties.
I can confirm that you had an unfortunate team. I’ve had a few of those across 800 hours where the only thing they want to do is play the game.
That’s fine. Sometimes you’ll get players like that. You just have to play along and gather what you can and keep up.
But it’s short-sighted to assume players at the end of the skill curve only do this. We’re trying to grind out plasteel like everyone else so we can pull the lever on the slot machine.