Other than always being able to pair the blessings and perks, the stat thing I find a bit moot.
There’s no real player agency when most weapons have an obvious dump stat, and often at least 2 or 3 of the five are about damage and damage dropoff ranges. Likely there’ll just be a ‘best’ distribution and again, no real benefit for not having that.
I think I’d like things like mobility to count for more for example.
it’s not entirely moot, but yah having ‘dump stats’ isn’t super great to leave in design-wise. It’s there bc the rng element, not to have players make reasonable gameplay choices. I agree there ought to be more there for those sorts of stats to make people want to invest in them more and see importance in potential tradeoffs - and to be able to make the decision to invest in those tradeoffs and not have them be entirely random.
It’ll be like the perk crafting thing all over again, where we want a particular perk and will have to sit there and reroll literally 1000 times until we get what we want. They removed that, and for good reason, but are keeping it for the weapon stats for no good reason.
It’s bad design for the perk selection and it’s bad design for stat selection.
They have different pools. The pools you use to max modifiers doesn’t affect what you use to change perks and blessings. You’ll be able to upgrade a weapon to 380 and change all perks and blessings to whatever you want at a T4 version. Based on what they said on the newest blog. You can see in the images they have their own totals.
Yeah that’s how I feel. I can live with it. Probably. It’s better than nothing. Better than me permanently shelving the game. In the basement. In a house I don’t live in anymore.
I really wish I saw whatever survey they did where Vermintide 2 players said they wanted more of a grind or endgame content that supposedly enforced this decision. And going with them hosting servers. If it wasn’t for those things maybe we wouldn’t have gotten an RNG system. Maybe we wouldn’t see them trying to force a deterministic system into vendors whose existence is only justified by the RNG systems.
I would have loved more control over stats and to modify stats to even decrease for further min maxing. Drop a bar to 1.
And this is why I said I would have been ok with all my items and weapons being deleted. If that’s what it takes to fix the economy and balance and change things to be deterministic, go for it. Delete everything I got. But most players don’t want that so I think if you want to preserve those elements you have to try and do this weird middle ground. If stat bars were deterministic you don’t really justify much the other vendors and systems.
Maybe with reds we’ll have that control but I doubt it. Looking at the new system reds will probably just be weapons that can go past 80% but still be random.
With this new update - You start to see the second process RNG has been removed of crafting locks, but shifted into first process combined in the way of max caps of upgrade.
You get to be disappointed straight away from armory rather than find out from crafting station and no more 180 running back and forth armory mass buy and craft station.
Removed one RNG but replaced with another lesser one.
RNG has been technically minimised. Better than a hard lock from crafting station.
The unknown here is the incremental upgrade cost. Plasteel = time, how many missions is that. How much to reach completion in spending materials.
Just picture yourself explaining the mechanics of all of this to a friend/family member of how this works and their reaction. Better yet picture if they added description of this mechanic on the steam game page when someone checks it out and their reaction. If they would perceive this as desirable feature that enhances purchase decision.
I have a mathematical background, and I’m hardwired against gambling. I find no pleasure in it whatsoever! Guess I’m risk averse.
Also - imagine if you had an almost infinite amount of money. Or plasteel. W/E. Would gambling spark any neurons at that point? If it doesn’t matter if you lose, then there’s nothing in winning!? In another thread someone was asking for the cash limit to be increased to 100 million. Where is this new roll-a-dice idea for base stats going to add anything to anyone’s fun.
Anyhoo.
I like to re-propose an older idea. Have the 4 blessing tiers more nuanced. Rather than just “huh-duh-4-is-gooderer”, have two statistics affected by a blessing. One positive, one negative.
e.g. More damage, less accuracy.
e.g. More finesse crit, but less cleave.
e.g. Faster handling (equip time) at the cost of accuracy.
Lots and lots of ideas you could settle on, and it would at least give people some interesting choices to make. Moreso than: okay, I have an axe. I’ll put on Brutal Momentum and… erm, yeah, I’ll take HeadTaker for 10 please Bob.
And yes, I realise the different Marks on the guns are supposed to do this, but they don’t really. Everyone settles on the best mark and ignores the others. Ripper V. Turle 9. Zarona. Mk IV rapier.
On that last point, I would also say that a new crafting system is welcome, but unless there’s a balance patch then I’d bet many of us won’t bother changing our “best” weapons one iota.
Alot of them give free drinks, free food, 50% discount for food/drink for 2 guests signed in with you etc etc. Designed to keep you there so you’ll gamble longer. Yea I got my money’s worth from their paid membership and more. I just never gambled and used their top floor balcony for nice view over the city at night with buddies.
Las Vegas - You simply stand there watching others play at a table and they just give you free drinks and walk away. But in United States you are expected to tip, otherwise feels awkward for just standing drinking away saying thanks.
Not like movies where everyone is cheering and excited. Few people on tables just staring into floor, and most people solo on machines…all looking very down and depressed…but hey they still play right.
Vermintide has always had a steady stream of people complaining about hosts leaving the mission absolutely scrapping the mission, and a constant call for dedicated servers. There was some pushback against it, but not nearly close to the agreement to dedicated servers being something people wanted.
We have that in Vermintide 2. It reset the mission to the start, negating the whole run which is what almost every game that has host migration does. It’s because of this that people were calling for dedicated servers, having a run negated because either the host has bad internet or they rage quit.
I wouldn’t call that host migration. Proper host migration saves the game state. No progress lost. Someone else becomes the host. Everyone has a local cache of the game in progress as a backup to restore to and become in the event of host disconnect.
That’s how almost every host migration game that I’ve played done it, resets to the beginning of the match.
Slight annoyance when it’s L42 or another game with little to no progression, maximum frustration when it’s Warframe’s old 60 minute key farms and Vermintide 2.
There’s a few that do it well. It’s not as easy to code, but usually it will enter a black screen and put everything on pause while it tries to migrate the state and put everyone back in. Sometimes it fails and all progress is lost.
I thought Warframe was actually one but I could be misremembering. I think it does have it, It just has bugs and can reset anyways.
NET code is hard in general, and host migration, with no progress lost, is difficult for small teams.
I haven’t played Warframe in a hot minute (think it’s been over a year) because I was helping someone else get into it, and before that was years, but all I remember is that host migrations were the worst thing to happen to a void key farm. Just disconnecting from the host allowed you to at least connect back to the state it was in before the disconnect (which is probably what you remember) but having a full on host migration reset the instance to the very start.
Combine it with the ‘can’t invite after earning a reward’ (I dunno if they still do this) and it was a bloody nightmare to do longer runs to ‘save’ keys.