Patchnotes told us, no need to hoard chests anymore because they won‘t change it again.
Unless they they don‘t want to screw the non–hoarders (again), they have to implement red dust in some way.
The drop rates themselves won’t be changed (and as you can see from the topics complaining about dupes, they’re quite high nowadays). The patch notes explicitly mentioned drop rates, not bad luck protection and dupe protection. Besides, the devs have mentioned that those are being looked at, and likely something will be done to address the issue, but there’s no knowledge how or when.
Still it would screw non-hoarders.
I think we’re about to find out…
The likely plan for red dupes is allowing players to take a set of reds and break them down to turn them in to another red (that is not included in the original set of now broken reds).
As for chest hoarders, the odds are that we’ll change our approach to this in the future should we tinker with anything, and we’ll try to ensure anyone who has hoarded chests have their chests unchanged by any alteration of drop rates.
You just made my day. <3
We were waiting for that kind of answer for some time now, thanks
Good to hear that there’s a potential plan for moving forward. Although it’s hard to tell from your post if it’s actively being worked on.
My main reservation is that a red dust crafting system doesn’t really address how often duplicates drop, and that version still relies on some RNG. So you’d still get 50% jewelry and other dupes from chests, which then become a random unique red. Why not just make them drop unique in the first place and lower the drop rate a touch to compensate?
Assuming each illusion is a separate unique, a system like this is probably going to feel frustrating, unless the conversion is low like 2-3 reds.
Either way, it is a step forward, so it would be much appreciated.
This doesn’t sound like a proper solution at all. So let’s say I have all weapons on kerillian except glaive and dual swords. I take 2 of my duplicate weapons like an elven spear and a dual dagger and roll it into a new red. So it can’t be a new dual dagger or a new elven spear but it sure as hell can be another sword & dagger, another 2-hand sword, another elven bow, another hagbane bow another swiftbow or any other weapon I currently own meaning I just broke 2 dupes to receive … 1 dupe.
How about just removing duplicates and going back to the vt1 system where you can’t get dupes and then make it so you can but only if you continue opening chests on a character where you already own all the reds?
The fact that you allowed duplicate reds in the beginning makes no sense and this bandaid of yours is just going to continue to tick people off. You advertised vt2 as having better loot system then vt1. I strongly disagree it’s in fact worse.
Varför gör ni på detta viset!?
So it’s a justice for the sake of justice, giving no way around current dupe problem and atrocious hat droprate (if it to be buffed in the future).
Instead, i’d say, it’s better to give more, not less.
At least make a separate announcement in reddit/beta forum about this, if it’s truly to be implemented. So chest savers will know, and could start opening them and enjoy the content they grinded for, not patiently waiting only to get screwed in the future.
Because on jewelry, a few duplicates are actually useful, and many of us want two or even three of some weapons for different palystyle or just different careers. Not everything is about single breakpoints, and weapons combine differently with different careers and other items.
This proposed way will still allow you to get rid your unwanted duplicates and actually use them to work towards more useful ones, even if it is at a loss and still at the mercy of the RNG. I don’t like the depth Ranald has his hands in this game either, but this will go some way to mitigating it. Hopefully there will be some additional limitations on what you can get, though (maybe counting what you have trashed in that system before…?).
I understand dupes are useful in some instances but the negatives of dupes far outweigh the positives. Also there’s oranges and I bet you have a ton of materials just like I do. Roll for the dupe jewelry you want.
Yeah but, for example, I have over 40 duplicate accessories and I already salvaged some even. You’d still be able to get dupes of stuff but only after you had a full set, so instead of 50 dupes you’d have a few full sets with all the dupes you’d actually need.
@Fatshark_Hedge: @Hartassen makes a pretty solid gd point here. I didn’t notice it originally but it sounds like you’re saying there still won’t be actual dupe protection. Is that true? The system you described, verbatim, sounds extremely unfun and it’s still just more RNG. Please… stop with all the RNG… It’s so bad.
We will announce the moment it’s set in stone. I’m just trying to keep up communication and gather feedback on ideas we’re bouncing off each other internally (as requested).
I’m just putting out one the ideas we’re currently bouncing off of each others head-spaces. Y’all wanted more communication and involvement in the process - here it is I’ll continue to scrape up and share feedback internally based off of these little reveals in to the process.
PS: RNG is a core part of the Warhammer experience We like to be true to our roots 'ere!
Ah ok cool thanks. That was my original thought process but Hart’s interpretation got me worried. Thank you. But yeah… the RNG can DIAF. I agree it’s a core part of the Warhammer experience just not to this degree. The amount of time players have in the game to not have certain things they’re after still is just ridiculous. Warhammer RNG is generally more like… WoM says no magic for your Amber Wizard right meow not, “play for 1000s of hours, have 1000s of levels, and still don’t get an item/roll you’re after.” VT1 rng is fine because there are checks and balances. VT2 RNG is the worst implementation of RNG I’ve ever seen outside of a gambling-based system; no checks and balances and terrible odds… worst than in any casino.
The game would be vastly improved if it had VT1’s bounty board and crafting system. To be honest, the current implementation of Okri’s Challenges is a kick in the balls because it’s just more RNG on top of RNG on top of RNG on top of RNG. Getting something doesn’t even feel good… it’s just exacerbating because you’re not actually earning anything or working towards it’s just a big steaming pile of dumb luck.
But when you try to ballance RNG spikes with another RNG and add a little more RNG on top of loot/craft system it works realy bad. I had similar expirience playing one of World of Warcraft expansions, and it was just awfull. Don’t missunderstand me, I’m not against RNG, but you can’t rely enlirely on it, if you introduce somesting that negates heavy RNG spikes it works prety good, but trying to do it just with anoter RNG is a bad idea.
When I played vt1 ( wasn’t there for launch) there were no dupes if you had a red you couldn’t get it again unless through a bounty. The oranges were GOOD. Because you rolled a combination of 2 traits say killing blow + regrowth and that was the RNG part. But then you could increase the % of killing blow separately from the % of regrowth and it could never go lower. Meaning you had use for all your crafting materials and people starved for them in vt1. In vt2 you have red dupes and a system where you reroll not only your properties but your % of that property and there’s no “lock in” mechanic meaning most people don’t even bother and overflow in crafting materials.
This means: worse reds than vt1, worse oranges than vt1, no bounties to make up for this. Your promise of “better loot system in vt2” has failed. Just fix it already by going back to vt1 system.
fatshark hedge is a hero
Sounds good, but I hope that there will be a “select button” for weapons/accessories. I don’t really want to dust my 4 SnD dupes to get a 10th charm
This is very much appreciated!
This… not so much. Please consider this: when you play the table top and things go badly for you, you can still do things. And grinding is not one of them. Or sitting down for five minutes doing nothing while you wait for a revive.
You guys have done an amazing job conveying a very Warhammer-y atmosphere, but Vermintide is not a table top. It’s a first person shooty-slay-y game.