The Quickplay Penalty

I don’t play with God’s amongst men. I play with people whom I’ve met through quickplay and friends of theirs usually. It’s really not that much greater of a chance considering the things that wipe people are so commonly the same; bosses, blightstormers, and patrols. Especially the silent but particularly deadly ones.
As for protection against grief and trolling how often does that ever even happen in this game? I’ve played a lot of hours of this game and never encountered one. Maybe this is different for you guys? I’d like to hear some stories certainly. Maybe this would be more of a problem I would consider if the playerbase wasn’t down to the dedicated few and I had at least some experience with it. Alas the worst that ever happens usually is someone joining through quickplay and trying to rush through the level. Once when I was playing with friends they jokingly aggro’d a pat and we lost. Life is full of possibilities.

Yipes let’s just focus on the Quickplay thing. My simple answer to that is she should only be choosing to excel at one or two things in a well synergized party, though. I’ll get around to that Ranald rework thread since there seems to be some interest in it.

Where is the data to support this? Would this not be their pejorative if so? Once again, joining randomly through the lobby is the literally only different from QP by a few clicks.

Absolutely not. Do not pass go, do not collect 200 dollars.

Woops, edit*

Yes I see the light now. M + Clicking QP = Easy
M + Clicking Lobby + Clicking randomly + Clicking join = too terrifying for new players

The strongest counterargument in this thread, I feel is from Yzneftamz and it’s his quote:

You cannot intelligently convince me that it makes finding new players SO MUCH EASIER that the lobby would deter people.
Pacing is the part here that interests me. I’ve definitely noticed that joining through quickplay people play at different paces. If you’re lucky someone has a mic and informs you when they wanna stop for hordes or if they wanna chop through em ect. I would say you’re right that there is some average pace though. I’m just not certain it’s at all because of the mode of joining.

I don’t really care dude. If people can’t see the message past the messenger they probably aren’t worth my time.

Respect is a two-way street. Something that can be easy to lose and hard to obtain.

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As some one that mostly plays alone, I feel quickplay is in a good state to help find groups more consistently. The bonus isn’t all that much but is enough to keep a lot of people using it over just doing private games or just farming levels. It is far from perfect tho and there is a lot of room for improvement.

However I do also feel that the rest of matchmaking and the current loot system is still very basic, okri’s challenges is bare bones at best and will need a lot more fleshing out. The bounty board and shrine of solace in vermintide 1 took time to get implemented but ended up solving many of the problems the loot system had. Not all the problems but it left it in a better state.

I always enjoy reading discussions about core game mechanics and the ideas people have to fix or improve upon them but we might be missing pieces of the puzzle here, I doubt matchmaking and the loot system is any were near finished yet so it may still be a bit early to say what needs to change or not.

I do think quick play serves a purpose but I feel it is not a long term solution and we need to wait for more updates to matchmaking and the loots system to see the whole picture.

Lots of great ideas here to improve it but we might just have to wait and see what happens.

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There is a lot of content in your posts that has to be ignored to get to the points you want to discuss. This is not an effective way of communicating your points and ideas, as you know this is an issue I’m not sure why you keep it up. The internet is full of crap it’s not hard to lift the bar.

I’m not American if that matters, perhaps you are, but I’m missing the point your trying to make regarding nationality, so going back to your starting premise as stated at the top of the thread, which still seems to be your continuing point.

Yes it should, it has value, I largely agree with what I’ve suggested Fatsharks motives are, I don’t think that you have made any valid point that it’s worthless or coercion.

Good is a very subjective term, you disagree with my suggested reasons, which is fine, but that does not make your claims correct. Leaderboards have no relevance to this conversation, you may as well ask about ladybugs as well. The money you spent on the game is also irrelevant to this question, if it’s a big deal to you then spend your money better next time.

Of course there is a reason to get players to play the game the way Fatshark want/mean it to be played, why would they not incentivise that?

No. I’m not going into an English lesson, there are plenty of good sites where you can discus this, but offering, or not offering, a reward for an action is not by definition coercion. Trying to link these words is somewhat disingenuous.

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I guess we just have a difference of opinion then. I’d say the same thing about your reasoning.

Lets see examples.

Super laughable. And what’s more is none of you can defend how the game is supposed to be played. I really wanna know who came up to you guys as children and told you, you were playing with a game/toy incorrectly.
You’ll give me flowery responses about intentions of mechanics and devs but never truly look into the problem.

You guys have really been grasping at straws trying to defend this terrible system. Case and point is the constant rewording of “AKTUALLY ISCH HOW ISCH MENT TO BE PLAIED” but never being able to justify it past that. Offering flowery, incorrect stories of survivor bias about ‘meeting players’ through QP or it helping the solo playerbase ect.

This argument shows how bottom of the barrel you’re at. The only thing you CAN try to argue is “How it’s meant to be played” and you’re definitely right about:

That’s where both sides seem to be with each other on this issue. I don’t agree with your baseless reasoning of how something should be played and how QP somehow does that better than the lobby browser, I don’t care some silly EULA trying to say I don’t own the DRM game, and I don’t agree with you when you say it has ‘value.’
I have yet to see anyone intelligently justify this beyond the point of nominally streamlining. Which is literally just a few clicks and a majorly disgusting argument for a terrible part of a broken loot system.

Just gonna point out this thread is one of the most liked suggestion threads on this forum. Even compared to ones with far more view count.
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Why don’t you guys make a thread in feedback about how amazing Quickplay is?

@Rinik quickplay as a single button press is important because it provides players convenience. in game design, you want to relieve players of tedious choice as much as possible. in this case we have the option of both. however, pressing quickplay means you definitely will be playing with random people, and that means it’s a high chance you are paired up with people that don’t know how to play or don’t synergize with your playstyles, therefore the quickplay bonus is meant to offset that, as opposed to premade teams where runs are very smooth and victory/timespent ratios are much higher.

quickplay option also allows for the system to do the decision making based on latency and best fit. you have only limited options in the lobby browser with vague distance filters.

i also wanted to add that i feel quickplay as a feature does help to fill games up and bring gamers together. it has worked for several games well, and i believe it has done the same for vt2 as well.

i hope you don’t take offense to my interpretation of how quickplay is implemented in the game. you seem to be berating a lot of people on their opinions instead of encouraging debate.

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Just no dude. Absolutely not. Listen to yourself debating over an average TWO CLICK difference.

Agree but explain how joining randomly through lobby is that much different.

False they are sorted by latency it’s just not shown, but even if it were true we won’t consider this a decent argument because showing ping is a mod. That cool with you?

Right this is what players crave huh? Playing with noobs and not being able to do any boss damage because you’re all built to clear hordes. Fat chance, sorry. So many more ways to have fun that this is a super silly point. I have played plenty of games where we decided to speedrun for giggles, where we stopped doing QP to do deeds once we were confident in each other, ect. Never had someone leave because they wanted to teach noobs and spend an indeterminate amount of time on a level as the host checks every corner for a tome or grim.

I require sources. Fortnite basegame is already one example I have to support my claim.

I’m not offended I just don’t sugar coat anything or care about being particularly rude. If someone makes a dumb argument, like saving clicks as quality of life, then I’ll call em like I see em. Nothing wrong with that, I don’t think I’ve attacked anyone’s character so I don’t see any problem.

If you’re using that as a point, you need to dig deeper. 53 likes tossed in this thread, with three of them on your posts. None on the opening post. And as I haven’t seen that many posts from other users arguing for your position (and certainly none that was liked) it means nearly all of those likes are on your opponents.

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eh fair enough, let’s agree to disagree. you might see it as a dumb argument, but an additional step here and there all adds up the the user experience. i work in mobile game design where we have to ensure user retention by giving convenience, every little thing counts. vt2 has the two modes tho, and i have highlighted my thoughts on why there’s a bonus for quickplay specifically only instead of for lobbies too.

i’m not sure why you made a thread asking about other people’s opinion if you are so absolutely convinced of your position on the matter tho. i mean i understand you feel that it’s 1+1=2, so then why solicit thoughts from other people? just feels like you’re out for blood lol.

i apologise for not comprehending here, i’m not sure what you mean in regards to the QP vs Lobby debate. if you wanted to play with people that you know are good, custom games are available with friends.

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Nah, just pointing out it’s at the very least something people have an opinion on.

Don’t get me wrong I’m pretty convinced of my position. I would like to see that golden argument on how QP is different from joining randomly on a lobby. Considering it’s just a button that joins a random lobby in the first place. And why that needs to be rewarded in the first place. Quickplay is literally just a button that clicks two more times for you, and somehow people think it’s this Godsend of connectivity, how the game should be played, and imperative aspect of fun.

Lobbies are not full of people you know. The quickplay button joins a random lobby for you. It is rewarded with essentially a free chest upgrade. (You cannot get QP bonus without completing the level, so therefore you start leveling up your chest from the next higher level.)

hmmm i don’t believe the rules of quickplay game finding is the same as going to the lobby and clicking on the topmost game you find. i’ve had to resort to going into the lobby to find games nowadays (i believe because most people have jumped to play MHW) because whenever i pressed quickplay it would open the portal and make me the host more frequently, although there are games in the lobby. if the quickplay option was not there, i probably would have done the double-click into the first game lobby, realised that maybe the connection is terrible, and had to leave to create my own game. however, pressing the quickplay button lets the game decide for me the best fit.

this is not true all the time however. there are many times i had to quit quickplay because it was too laggy, only to find that the game in progress in my lobby was had good latency.

so i believe the rules for matchmaking in quickplay isn’t as simple as selecting the top game in the lobby window, we will never know for sure until fatshark reveals the information to us.

whether it is ‘fun’ is entirely subjective tho. you definitely don’t see it as fun, but me and a couple other people here do. i actually love doing just quickplay (i only play quickplay unless the game decides to make me host) because i prefer roughing it up with random players.

the biggest difference i feel is that quickplay is rewarded for adapting to randomness. randomness in map/players/latency. in the lobby view, you can see party lineup, you can see the map they’re on, and the host who you might have encountered before. players can pick and choose lobbies which may have a favourable map/class pick for them. this is fundamentally different from how quickplay works though, and this is my point.

on an offnote: this is also heavily debated in other games. overwatch, LoL, whichever game has a system mandated matchmaking system. it’s an interesting thing to talk about

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Well this is something we can test and I certainly have tested it. The other thing to consider is the popularity of the class you were playing and whether or not strict matchmaking was on.
I have multiple times refreshed the lobby to see only 1-3 games and fish for the one I need for my legendary cosmetic.
I’ve gone into lobbies where we failed the first time, so we I left to come back through QP for that dank bonus chest.

It’s certainly how the mechanic works. The game doesn’t just magically host different servers. The only true argument to make here is from a full party standpoint where you don’t want to choose the map and would rather play a random one.

If we are gonna shoot down my argument about being able to reward the right green circles and also that quickplay throws you into a party where ‘there is little to no synergy’ - your words
You can’t also argue “best fit.” Is that fair?

Slightly incorrect, you can reproduce this like you would a bug. Open the lobby, refresh it until you see a game (in Ohio it’s easy for there to be only 1-3 games even at peakish hours), check what characters are already in it. If the one you’re playing isn’t taken on the first game then it will connect you to it, or if not, one of the other two in the lobby menu. Lest others have put up lobbies in the time it took you to join, which is certainly sometimes possible.

Whoa, whoa, whoa, don’t get me wrong. I love to have the map randomly chosen sometimes. It’s just freaking terrible at it occasionally and a total drag. The other night the first two maps were Skittergate, then Athel Yunlie, then back to Skittergate, and then everyone starting getting off for the night. And if we are honest we all have this experience from time to time where it’s just picking between like maybe 3 maps it feels.

Here-in lies the meat of the problem for me. This is a co-op game where the players all can meet at a Keep and prepare for a level. If difficulty is supposedly the pinacle of fun and how the game should be played then Deeds are the best example for how Fatshark wants us playing. Maybe it’s just me but if I am gonna be doing a deprivation level I switch up my talents and curse res. Maybe change weapon if it’s more specials or more hordes, ect.
This could just be my opinion, but in a co-op game where you can prepare and synergize you should. That shows a better level of cooperation than struggling together in my opinion.
However the opposite is rewarded, and that is a major problem for me. In a game like Left 4 Dead where the randomness was truly difficult and unavoidable it makes sense that quickplay would be rewarded. However we have the opposite scenario here and they made it that way when they added Careers along with item loadout.

True. I would draw a line of difference here though since those are competitive games with ranking systems/ladders.

oh sorry i should have defined that term better. what i meant by ‘best fit’ is in terms of latency and preferred class. player skill would be considered a random variable, not included in the ‘best fit’ server selection.

fair enough, u have tested this.

um that wouldn’t be a widely accepted definition of fun tho. i don’t agree with that supposition. there is no ‘correct’ way to play the game honestly. i think the premise here is a little wrong: that you perceive that the quickplay bonus reward equates to rewarding the player for playing the way fatshark wants us to play, which is imo not true. imo the bonus is just a reward for putting up with the random picks and seeing it through (for example in your case with the unlucky same map selections), it has nothing to do with how players SHOULD be playing the game. i mean there’s different difficulties, weapons, talents classes and even the modded realm to cater to all sorts of playstyles. if fatshark really wanted everyone to just play one way, there wouldn’t be any other option.

i disagree with this, i feel it is the opposite of what you are describing. if 4 people constantly pick the same roles to synergize well, and make sure their weaknesses are covered by other teammates that they have agreed on in the keep, then they would not learn to use their setups to be as versatile as possible. in quickplay people have to learn to adapt to the situation as needed, if not they will struggle and wipe, and this forces them to learn to use their chosen setups best they can.

thing about synergy, is that it requires a high level understanding of the game before you can start to synergize properly. sitting around in a keep deciding loadouts is mostly for premade groups to do so - a bunch of solo players most of the time will just run into the bubble. there isn’t anything wrong with that, it’s just that the system acknowledges that a bunch of random people cobbled up will probably not do so well, therefore insert bonus to give some leeway.

if it was the opposite, and premade teams were recognised by the system to be rewarded more highly, then those people without groups would fall out of the game because they don’t have people to play with, and it would be a really, really small community.

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@mookanana very well said, with out the bonus lone players might have a hard time finding games and may fall through the cracks and leave the game all together.

I think matchmaking and the loot system go hand in hand as they feed off each other so changes to one will effect the other, I also think we will see some form of bounty board at some point that will make the system feel more refined.

How did everyone like the bounty board in vermintide 1 and are there any ideas on how to implement it in vermintide 2?

I have a feeling if it is done right it will solve a lot of issues people may or may not be having with the current system.

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tbh, I don’t see the point behind the quickplay bonus, either. I mean, I get it that it is, allegedly, supposed to prevent cheesing maps (and as it would seem, there is even a counter for failed maps so you get those more often in qp) and to have an incentive for players to play with others. I certainly never use quick play when playing solo, I always use the lobby browser because I can select what mission I want, and more often than not, it’s a quickplay anyway - and it might even be a game that is near the end so I get even more reward for less effort. Nobody can prevent me from joining the same map over and over again.

If I play with friends, we sure use quickplay for the bonus, but believe me, if it is a map we’ve played often, we skip it. Okay, it may come more often now, whoopdiedoo, we gonna fail until we get something we all like.

I don’t see any evidence for the claim that without it, people would just huddle up in groups and don’t play with randoms anymore. You can still get your QP bonus when grouping up, so by that logic, the lobby browser should be barren. But it isn’t, because grouping up requires enough players to be around at the same time. And for the benefits I just listed, I would still join random games.

If you take an honest look at it, there really isn’t much reason or sense behind the quickplay bonus. It it superficially a mechanic that might contribute to certain goals, but at a closer look, I’d say chances are it does more harm than good towards those aims.

I couldn’t care less if qp-bonus existed or not. Might as well have it while it’s there. But in the same way, it might as well not exist to begin with.

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Haven’t looked at the lobby list long and hard enough to determine whether or not it sorts by ping and/or whether or not the character you’re playing is currently taken. It’d make sense to me it’s at least sorted by ping; refreshing the servers would just ping active ones and they’d respond and show up slower/faster depending on how far away they are. Right? Right enough? I dunno.
Preferred class I can concede, I don’t think it factors that it. But I haven’t looked at it that hard. You’re most likely right that it does show lobbies where your character could be taken so long as strict matchmaking isn’t checked.

:expressionless::grimacing::crazy_face::upside_down_face: You’re killing me, Smalls.

I understand your opinion is not their opinion. It’s both flustering and relieving to be debating with the common understanding that the devs while maybe trying to incentivize (in my opinion) a certain way to play certainly shouldn’t do such a thing. Unless I’m somehow misconstruing this as you agreeing there aren’t correct ways to have fun and they shouldn’t be rewarded over other ways of playing. Just don’t cheat and we’re good, right?

Looking at it that way I can see why it would be rewarded.
However from the point of a player without a group joining randomly from lobby it’s quite often just a difference of two clicks… Of course in this scenario the person would be silly for not doing the single click with the bonus.
The point being that, that first match, even for someone with friends, I more often than not play with strangers. And after that first match, depending how successful it was and what they are doing, I often stick with these strangers for a few games and play with them just like I do my friends. Maybe it’s due to the low playerbase but I’ve never experienced griefers in this game and often if someone is struggling I’d rather give them advice/take a bit of control over the pacing of the run if possible than to start searching for an entirely new party. That’s certainly just a big steaming pile of my opinion, but it’s hard enough to find/connect/play with actual humans.
Quickplay isn’t necessarily making you put up with random people much more than the lobby is. Sure you can see a host you know you dislike and not join him or something as you mentioned. Or vice versa with joining someone you know is good. But is that situation so common and/or frustrating that we need what most people seem to consider a nominal reward from the QP Bonus? Or is QP about teaching the players, ‘to use their setups to be as versatile, adaptable as possible?’ Or is it about helping those without groups find new players? Or is it about “putting up with” the system/rng itself? I will concede that it’s any combination of these, however I don’t concede that it’s notably different from randomly selecting from the lobby.

Furthermore, in regards to putting up with “unlucky same map selections” this argument kinda confuses me if the idea of QP is supposedly all about the difficulty of the random being thrown at you.
I know the “unlucky same map selections” is just one of the scenarios you’ve imagined. But I digress that having players use a system they know they is flawed and rewarding them in part because it’s known to be flawed in an unfun, unlucky way is pretty silly reasoning as part of the reward. If that truly is part of the reasoning.
But beyond that I really don’t agree with the idea of rewarding a player for using a map rng picker; even if the base game had a better loot system this wouldn’t make sense to me. I cannot fathom a system that ‘rewards’ players for using a system they know can be a total drag due to it’s incompetence being random.


But there-in lies both of our opinion’s and feelings.
We simply disagree and don’t see eye to eye on the following:

  • “i disagree with this, i feel it is the opposite of what you are describing. if 4 people constantly pick the same roles to synergize well, and make sure their weaknesses are covered by other teammates that they have agreed on in the keep, then they would not learn to use their setups to be as versatile as possible. in quickplay people have to learn to adapt to the situation as needed, if not they will struggle and wipe, and this forces them to learn to use their chosen setups best they can.”

In my opinion synergy, communication, preparation, and execution are part of optimal cooperation. Though both our views are only significant if we believe the devs want us to play a certain way and are attempting to reward that.

  • “thing about synergy, is that it requires a high level understanding of the game before you can start to synergize properly.”

There’s no way to say that I think this game is easy to understand in terms of character/career building without sounding pretentious. So I guess I’ll sound pretentious. As for synergy needing a high level of knowledge to be done I would argue you can more/less substitute effective communication and covering of roles in place of pure meta knowledge paired with expectations everyone is doing the meta.

  • “the system acknowledges that a bunch of random people cobbled up will probably not do so well, therefore insert bonus to give some leeway.

This I can agree with. Random players are less likely to succeed compared to a 4 stack of players that are used to each other’s playstyles.
However this exact situation still exists when picking randomly from the lobby, with once again, the difference being X amount of clicks. And in that exact situation it’s not rewarded. Same goes for the standpoint of a player with no group hosting a specific level he wants to beat. He is still putting up with the all the randomness of the quality of players he plays with. Because that’s the thing about strangers; meeting each other finding a good/bad player itself is luck. The method through which you meet them can only mitigate the luck by a 33% to a possible 100% (1/4-3/4 players, one is you, the host you recognize, and the others you might recognize based on the likelihood he will be playing with all the same people as last time) and that is only if you’re reading the lobby details; which isn’t selecting all that randomly from the lobby.

  • “then those people without groups would fall out of the game because they don’t have people to play with, and it would be a really, really small community.”

This is one of those points where my therapist repeats to me that people are more receptive once you validate them.
I can’t say whether or not this would be true, you could be completely right. All I know is that it’s already a really, really small community at this time. And I can’t imagine why people would be upset with premade teams being rewarded unless they don’t enjoy making friends with strangers in games. I know my brother is like this, personally. However if I like someone’s skill and/or personality I add them and my list of people to make a premade team with grows.
That’s just my take on it.

I think we can at least all agree that the base loot system isn’t terrific.
What I think we don’t agree on much or at all is the effectiveness of Quickplay mitigating the problem(s) with the loot system and finding a group as a solo player. In my eyes Quickplay vs Lobby will never be more than a few click difference unless you make it so. And even then it’s not so much more beneficial, streamlined, and/or fun to use the Lobby/Quickplay button; if you’re truly picking randomly from the lobby list why should it be rewarded if they’re so similar means of connection?
If the answer to this is simply ping and quality of life I would argue that falls flat; bad ping difficulty connecting is a symptom of no dedicated servers yet, a low playerbase, and the fact we can’t see ping without a mod. Among other things too I’m sure.
If the answer to this is something along the lines of, “Because you don’t have to pick randomly from the lobby.” I will concede that’s true but only in a situation where you have a decent server pool to pick from, history with some of the hosts which you didn’t add as a friend, and a preference on what to play and who to play with in the first place. Which we just agreed, I thought, wasn’t a big deal; play what you wanna how you wanna.
Hopefully reading this wasn’t too dreadful for you; it’s darn long. I’ll try all this validation and niceness stuff you guys keep wanting more of. Don’t expect miracles though.

I loved the bounty board of VT1. It was partly luck whether or not my main was going to get something I wanted that week and that certainly frustrated me; however I like playing the various roles enough that it wasn’t too terrible. I probably would have complained about it on the forums if I went on em during VT1. Might have suggested something like rerolling one bounty on the board every week. Similar to how one of Okri’s daily’s can be rerolled everyday. That’s the first and easiest mitigation to that, unimportant and personal, frustration with the bounty board in my mind.
I’d love to see it implemented even just as it was in VT1; deeds, daily’s, and bounties sound easy to tie into each other in fun ways.

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This is pretty much exactly how me and my friends feel/felt about Quickplay bonus. It is nominal in terms of a reward and almost not even worth this long of a thread; but it looms over me knowing I am getting ‘gimped’ by not suiciding over and over when we keep getting Skittergate. Especially when we could just pick a map we all like to break the monotony.