The RNG in Perspective

Vermintide 1 rewarded some quests with hats, why isn’t that a thing this time around?

The average joe playing video games doesnt get frustrated very easily. Think about it, if the game was this annoying and frustrating to every person, there would either not be a stable 6-8k players daily peak or alot more angry voices on the forums. This forum is probably the least crowded one for a game that has been released very recently I have ever seen.

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RNG sucks in every game it’s implemented to be fair. On another game, I had to use a scroll to upgrade my skill, it had a 70% chance to work, failed it multiple times. It’s not fun xD

I’m around 500 hours and only have 2 red melee weapons, meanwhile I have enough jewelry to open a shop. I don’t even understand why there has to be so many different types of jewelry, it doesn’t show up on your character. Why do we need gold necklaces, and silver and bronze, etc. It’s pointless. Or it you want to keep the amount of different types of the same jewelry, cap it at only 1 of each type until you get all your melee/ranged weapons. I currently don’t need 3 gold necklaces and 2 bronze ones, etc.

Either do that or just let us craft red items. I’m sitting on thousands of scrap, I’ve crafted only a few weapons in my 500 hours, god knows how much scrap material I have. Make it 1000 scrap, 100 blue/green, 50 orange dust or something. Doesn’t matter how expensive it is, just let us do it. You have people with hundreds of hours who still don’t have a single red weapon they want lol.

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Pure RNG is kind of the opposite of fair. While it means that most people are in the middle of a bell curve, i. e. getting close to average results, a lot of people aren’t. And thinking what is considered “average” or close enough, the end parts may be quite large. While the ones in the lucky end aren’t likely to be unhappy with getting a different red in every third box, they are likely to make even the average ones feel bad if they end up telling of their experience, and the people in the unlucky end can be very unlucky indeed, and that will annoy people and cause frustration. And with thousands of active players every day, there are a lot of people in either end of the curve. They are the ones getting “screwed” by the RNG, and the ones complaining. That honestly shouldn’t happen, and if RNG is used in this amount, it should have backup features to cut off the worst end of the luck spectrum (and imo, the best end too, although maybe not as strongly). Thinking long-term, the results are likely to start evening themselves out for individuals too, but that may well be too long to affect a lot of people, especially when they quit because of frustration with RNG.

And that’s considering a good and working RNG. It’s very hard to make a “true” RNG on a computer, practically always requiring something external (either special hardware, or a service with access to the hardware) to work. There has been enough anecdotal evidence to suggest that there is something wonky going on with this game’s RNG, although that may be just a skewed perspective, as the “evidence” is collected from the forums. That wonkiness would affect at least crafting and opening chests is large chunks, and quite possibly AI Director too, producing similar results (lots of same items from chests, lots of same or nearly-so properties in crafting and either overtly easy or hard run in a map) during a single session, using a single seed for the pseudo-RNG that’s very likely used.

For reference, I’m likely in the unluckier end of the loot luck spectrum, with 380+ hrs in the game, and (iirc) two Red items and two cosmetics. Okay, admittedly, I haven’t really played for a few weeks as one on my group is elsewhere, but still.

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Indeed… My wife and I have nearly identical playtime. We normally play together, I have a lot of red jewelry, only 3 ranged and 2 melee. She has 2 jewelry and 1 melee red in the nearly the same amount of play time, ~500 hours. Playing nearly all our games together. That’s pretty shìt… Meanwhile our mate with less than 100 hours already has 2 melee weapons, 3 staffs and multiple jewelry for every slot.

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Speakin about “an average joe” just tell me plz why VT2 player base statistic is so much different from PoE player base statistic? There are two different grinding games with a solid amount of RNG, but the result is so different.

Apples and Pears. You cannot compare a first person hack and slash with a top-down ARPG. The latter has always been very popular, and PoE happens to be free. I would know, I have played PoE alot. And it feels and plays vastly different.

I can’t compare what? I’m not saying that one game is better or worse, they are different, and there are a lot of players leaving from any game, no matter how good it is, but some games has overall increase in player base, and the others’ player base goes down a lot after launch and can’t reach that “launch number”. But it can’t be because of some bad game design, or wrong decisions, the game is flawless and dev company is full of gods who can’t be wrong, that’s just stupid players who can’t understand “This Greatness”.

You cant compare player base numbers from a pay-to-play game of one genre and a free-to-play game of another genre, just because both of them have alot of RNG.

I have no idea what gave you the impression that im defending fatshark in any way. I myself am quite fed up with the quality of their communication, the time it takes for them to fix things that shouldnt be so hard to fix and then some. Im just here trying to explain why the game is the way it is. Now, I have made threads talking about the redundancy of sub-300 power items from chests and forging, requesting that white weapons be removed from the droptables, and I do believe I was among the loudest voices screaming for dust conversion. What does it matter? Im as much against ridiculous amounts of RNG as you are. But I have settled down with the knowledge that it will never change, and I think thats the only healthy thing to do in a situation like this.

Trust me, I was as bitter as you are right now.

You don’t want to understand, i’m not comparing “playerbase numbers” but dynamics of those numbers, too bad, but it’s not so good-looking for VT2.

I’m not saying that the game is bad, in fact I enjoyed it a lot, it just have a lot of “unfinished parts”, also there are a lot of aspects that are done way better in VT1 then in VT2, and overall loot and craft in VT1 was a lot better. And I know that it wasn’t that good at lauch, but I still can’t understand why after VT1 we have such a mess here.

The absolute mind-numbing, brain-boiling level of frustration is caused by the fact that in VT1 they HAD A WORKING SYSTEM in the bounty board that encouraged people to log in daily and pick something to work towards even if they didn’t do Nightmare Or Cataclysm levels to get their reds. It also made people play maps they might not usually do. + I’m looking at you Black Powder +

If it was 3000+ scrap and 100 orange dust to craft an illusion-free Red Sword, and a further 500 blue dust and 100 scrap to buy a basic red illusion it would be better than this pot-luck-school-fete-lucky-dip. Hell a truly luxurious red halberd with a spectacular looking illusion might cost 10000 scrap and 1000 orange dust to make(or even higher requirements), but people would at least have some hope they would get it in the end.

[edit] or Reds are unlocked by completing deeds. Recruit level deeds give 1 key towards unlocking the red, legend level deeds give 4 keys etc. Basic red weapons need maybe 30 deeds to get.

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Those numbers are a bit high, but conceptually this seems like the best solution to me.

We should be able to craft red items via unlocking blueprints in Okri’s Challenges after performing whatever feats with that weapon. The feats and crafting costs should be more difficult/higher for the fancier skins.

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Yeah I just pulled those numbers out of my marmite fritter, but considering people are prepared to do so many runs of dungeons in MMOs to get rare crafting mats, and some people playing VT2 are getting close to 1000 hours those numbers might not be that high.

In short, let us earn our reds by various means.

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In short, let us earn our reds by various means.

And also breakdown our red duplicates. I have ~400 hours and something like 300 orange, 900 blue, and 100 green dust, along with ~30 red items, half of which are redundant. I also have 1000+ scrap and ~500 weapon parts. Having these resources accumulate feels bad, but spending them feels even worse, since re-rolling anything but red items is a waste (rng fiasco, which is the crux of this thread).

Earning cosmetics would be nice too, or at least improving the drop-rate (again). I like the idea in the OP that the RNG lootbox rewards should be supplemental to unlocking the game’s content (illusions/reds/cosmetics), which should be earn-able through Okri’s Challenges. Unlocking blueprints and then crafting the items would be enough to keep the loot/crafting system relevant, and getting duplicates/garbage-items won’t feel as bad, since we would be able to use the resources.

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sigh I am amongst those folks who have had such horrible lucky that, it would be easy to conclude or at least it feels like it is intentional after close to 600 hours and only having 3 reds and no hats or cosmetics besides what was in CE (which I know isn’t true). If I could sacrifice all my weapons, illusions, resources, hell even my CE items to get +1 red trinket, 1+ charm, 1+ necklace, and one hat for any class, I would do it in an instant. I’ve stopped playing and investing any more time into the game because of how pointless it all feels and my time is worth more than that. I’m not asking for a handout, I just feel as though I’ve worked hard to get to this point but there isn’t enough award spectrum within VT2 to keep it fulfilling anymore… I can only hope it gets better but until then I will keep reading social media and various other sites scanning for what’s to come.

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I’ve started hoarding chests again, in the hope they’ll implement some bad-luck protection in a future patch and I’ll have enough chests to almost guarantee the one and only red fireball staff for Sienna. Or a red bow for Kruber.

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That’s 100% AI generated.

Are you Sienna’s new class?!

Someone posted an AI spiel about RNG, and I guess it got removed.

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