Well that’s your opinion. I think developping a content to a mature point is actually a pretty good idea. Behind a dlc or not shouldn’t change that. If they were to add new weapons to Grail Knight (as kinda discussed already), thoses weapons would also be behind the grail knight dlc, and it would be perfectly normal.
If this mode isn’t very well liked, then they’ll have to overhaul it, in order to make it like, not abandon it to be honest. This post is for the overhaul.
Now on your “leaderboard” point. I didn’t say thoses skins have to be linked to the leaderboard. I actually also think it should not. Like, having a big bunch of recolored where you gives one each 2/3 QP Weaves for example.
Well i guess that is one way to look at it but then again the core is already developed and i personally believe with some tweaks it could be reasonable game mode. Obviously “forcing” people to play any kind of mode for rewards can be debated but right now there is absolutely no reason other than i guess “prestige” and considering this game is not a competitive game at its core anyways its not really much to go for.
When it comes to other games i really have to disagree. Something stupid as a weapon charm gets people to attempt platinum/diamond every single seasons in R6 Siege. League of Legends has gold exclusive and challenger specific rewards and most of the people i have played with attempt at least gold. PoE Has seasonal exclusives etc i could go on but i think my point came across already.
Yeah if you’re just talking unlocking a weave weapon skin every few QP weaves I don’t have any issue with that. Doesn’t take any more effort, doesn’t require people to deal with premades or lock people who aren’t super good out of content we’re sorely missing, would be fine.
New skins or content should just be given to the playerbase though, we really don’t have anywhere near enough of it to be locking it behind stuff people already dislike.
I doubt they would do this, but they’re not really comparable.
I think a weapon charm or a player icon is pretty equivalent to a frame, myself. PoE has a whole other thing going on that I don’t think is entirely relevant to the discussion, but I have some big issues with their model of game design in general, so won’t get too into that example. DRG gives you a single core, while also making those endgame modes super doable solo by scaling stuff to the amount of players.
Just as they did with every other game mode, this will also remain balf-baked, until they catch up to themselves.
And that will probably be another 2 years, looking and the result of the S3 “fixes” and what still remains, while they stop working on PC for 6 months to work on consoles, while they push out the other 4 careers and the new bunch of maps.
Let’s make it 3 years.
That is probably true but i guess to counter that you also don’t lose anything while playing the ranked mode aka you still gain the in-game currency to buy skins and other stuff while in vermintide its totally split.
Whatever this could go on forever but overall the game mode needs something to make it more interesting rather than other wasted feature.
I don’t think the season tabs should disappear, especially if you completed their challenges. Having those completed were the only season exclusive reward for the first season. The grind to get them all was horrible, and removing them would be a slap to the face to those who actually completed them. Because really, no one did them for the Commendation Chests they rewarded. 600 weave runs for 15 Commendation Chests? Laughable.
Instead of simply removing them, there should be some indicator that they can’t be progressed on (if there isn’t already, I don’t know what those challenges look like for people who failed to complete them). Like how the completed challenges have a banner saying “Reward Claimed”, these challenges could have a banner saying “Expired” if you did not complete them.
Sorry for derailing, but you seriously completed all season 1 challenges? What an absolute slog that must’ve been. I didn’t even bother to start as soon as i saw them. I don’t know if i should gratulate you or be worried.
I congratulate you, but as a completionnist myself, I would like to be able to “complete” them. (even if it comes back for a season in a cycle). Even today, someone asked for help to complete one of thoses challenges. It’s not clear they are locked. It’s not clear if they will come back. It’s kinda nonsense to show “uncompletable” challenges anymore (they can still show the ones you completed)
Well, I would dare to say that “Weekly Challenge” should give you a bunch of them, for non dlc owners.
Thank you, and you have my condolences. It must suck having done everything else, and then miss out on completing all Okri’s challenges just because of these tedious and unrewarding challenges that we could only guess were timed.
However, while you want them to cycle back, I am of the opinion that timed challenges and rewards shouldn’t cycle back. But this has been discussed in-depth elsewhere, several times, and I believe further discussion on that topic isn’t needed.
But I agree that there being no indicator that you can’t complete those challenges is a problem. My suggestion that they get a banner with “Expired” on them (if you did not complete them) should take care of that problem, while still allowing those that completed them to keep them (by having “Reward Claimed” on them).
Well, indeed, this is a point that could be discussed, but this should not be the central point on the feedback thread for weaves on “how to enhance weaves” =p
I do agree on giving whatever to s1 players as long as thoses rewards cycles back, and this is a point I won’t change. Completionnists that comes late should be able to complete the same stuff than others players (as in Monster Hunter Worlds, or even Diablo 3).
Now on weaves themselves, I do think that the current winds effects are not important enough to create “another meta” on each wind.
Well how i see it is that they should just start slapping and mixing winds together to create some combinations. Say Shadow/metal/Heavens in 1 run might already be challenging enough without tweaking the effects themselves.
I think they could leave the QP more or less as it is (maybe giving extra rewards) as it provides the “endless experience” they aimed for - unless you happen to really love cata 2 and 3, but most of the players I know just do ranked for the frames.
So “QP weaves” would become the regular weaves, and I’d completely remove the current ranked system in place of something completely different. (why? because it’s impossible to get a group, unless you look for a group outside the game, like on discord, which imo is silly, since most of the people playing the game use qp instead of premade groups. And also because 120+ weaves every 3 months is too much to ask - again, imho)
I’d do something entirely different with the weaves, like 8 kinda-fortunes-of-war challenge maps, one for each wind. It would still be challenging, but less grindy, and it would lend itself better to a storyline, say, having oleysa’s lines when you progress, and finishing the map would mean you have stabilized that wind for the season. assuming you’d keep seasons in place, which i’m not too fond of, but hey.
Or they could do something else, like having normal game maps, ravaged by the winds. you can choose them from a separate queue, like the weekly event.
Basically, anything but the current system. I cannot be arsed to go outside the game to find a group, honestly.
In diablo there’s this thing like “Weekly Rift”, where you’re given a hero with specific equipment, and you must complete the challenge in less time than the guy who’ve done it. Could probably be adapted.
Ah, this reminds me for another idea I had at one point (would still prefer Weave Boards personally).
In my opinion the ranked Weaves should stay as they are more interesting than Weave quickplay. However, we still have the problem with accessibility of the Weaves. I don’t think we have to many Weaves or to time-consuming as a dedicated team can get them done in a week or two. However, for people who usually play public games getting a game for the Weave they are stuck at, is difficult.
As such it might be an interesting idea to unlock the Ranked Weaves in a Weekly manner. Let us say a season takes about 4 months which is about 16 weeks. Let’s keep the principle of each map coming in three difficulty layers (1-32, 33-64, 65-96). So each week we would get six Ranked Weaves, two per difficulty, coming to a new total of 96. Ranked Weaves of the past weeks can still be played by chosen them like now. Also, as these are different difficulties but basically the “same map” completing Weave 65 should count as completing 33 and 1 as well (similar to Champion skins when you beat the map on Legend). Also, you can play the “Weekly Weave” independently if you failed at earlier Weaves or not.
Why so complicated you ask? To create focus. Currently playership is split in Weave progress over all Weaves getting worse the longer the season takes. With the weekly release of just two Weaves per difficulty you would create a focus on these Weaves which should make finding games for the weekly Weave easier. Also you are not standing in front of 120 Weaves to be completed which can appear overwhelming but just 2 at a time appears to be more reasonable. For a pre-made group this would mean 30 minutes per week. For more failing public groups it would be 1-2 hours.
With the gradual release people from premade teams may also be more motivated to help other players for the weekly Weave (not sure on this one). From FS perspective people would also have a reason to return each week, similar to the Weekly quests, instead of groups just binging the whole content in 2 days. For groups who still prefer this approach they can do this at the end of the season.
So to summarize:
Suggestion: Gradual, weekly release of Ranked Weaves Advantages: Creates focus on weekly Weaves accessible for all WoM players and eases access for non-premade Group players; Weaves appear less overwhelming in numbers; acquisation of Athenor appears less grindy because you get it naturally over the rest of the week by playing adventure mode; leaderboard would develop more organically Disadvantages: We have to wait longer to receive the full content => no rushing ahead, binging of all Weaves by dedicated pre-made groups
I really like this idea. I only play Quickplay or with bots. I played about 45 weaves in the first couple of weeks of season one and then abandoned ranked weaves entirely because matchmaking became impossible. In season 2 and 3 I got the qp weave portrait and then promptly stopped playing because you keep getting put back into weaves you have already completed and they are boring because it’s all scripted content you have seen before.
The only thing I would suggest is letting pre-made teams play ranked weaves at any pace they like but have a “ranked quick play” system for a few different weaves every week so that people that only play public games can have a reasonable chance of getting a full group, and over the span of a season have the chance to matchmake into all the weaves.
When are the developers going to add bot support to private weaves?
As someone who picked up the V2 bundle in the last Steam sale, it seems weird to me that while the rest of the game is very enjoyable playing solo with bots, there is one entire DLC that is borderline unplayable (other than a single new map), while solo.