Between the Beta, the Closed Beta, and the Commercial Release, I’ve had about 60 hours in Vermintide 2, and I have a few thoughts about quality of life improvements:
- If we fail a mission, give us the option to retry that mission at the defeat screen (after XP is given); I actively dislike moving through several screens and a level just to retry. It make the team more likely to bail and it wastes everyone’s time.
- If quickplay is selected, ensure that the same map is never selected twice in a row. I may have had more anomalous experiences than others, and maybe the beta memory is in my head (where I once got the same map three times in a row), but I’ve had teams just disband because the same map came up twice in a row.
- If a host migration is triggered, give the party the XP associated with a failed mission. Now that we have to grind some for levels (previously, it was only items) having a game cut 15-20 minutes in because the host crashed, and not getting any XP for it – it’s frustrating in a way that makes me stop playing.
- If a player is left dangling, let them pull themselves up. I think making this a five second action (hold right click or something) that can be interrupted by any attack will accomplish everything you need it to. There is a wide variety of monsters that throw or push characters now, and there are a lot of maps with many little cliffs. In the previous game this wasn’t really a bother; now, it feels pretty common to lose a player or a match because of a “dangle” that no-one can get to. I understand this mechanic as a hold-over from Left4Dead, and I forgave this mechanic in Vermintide 1, but it is now it’s a source of frustration for me that doesn’t really seem rooted in realism.
I trust the power and trait systems will get improved with time, and they aren’t really sources of frustration for me. However, the problems I’ve listed above (with the possible exception of 4) strike me as defects in the game, each of which has made me stop playing at some point.