Vermintide 2 - Patch 2.0.13.1

If you know that it has issues, why have you forced into the live version? Internal testing first? PTR maybe? I wrote a month ago - or so, if you would make a PTR, im sure lots of us would gladly help testing stuff.

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Still can’t hear bosses throught the infinite beastmen horde music loop bug since the release of WoM, why are we here ?

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Why you haven’t fixed that bug yet?

I know. I don’t get the need to keep changing it. The one before the current one was good. I also missed the meaty first sound. I don’t like the new one they just put in.

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Improved by how much, 0.5% ? People hear improved performance and then get placebo effect and think about how amazing it is. I did not notice any performance uplift what so ever.

And if I did some super strict seeded test runs and got actual numbers that would be comparable to the new patch I very much doubt that it would be any significant numbers.

Again, why start opening another can of worms.… when there is so much of other bugs and issues.

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You can read?

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Yea and that changes nothing, either the patch/change is rdy to push on live or not. This is not, it is completely out of place.

The font does not fit the game. They keep talking about immersion… well this modern font breaks immersion, plus there are multiple issues with font rendering also.

It’s just terrible in many ways.

And I’m just pointing out that there is probably no significant performance improvement either.

Does anyone want 1 more fps in exchange for this ? Very much doubt it.

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Maybe they added the third person animation now?

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Agreed, the original sound was fine. Also, the english font seems off, and the input indicator is off-spaced after typing.

Also, did anything change with damage/swings? Been playing Shade and attacks seem…off? Compared to the previous patch? Maybe it’s just me.

Anyway Assassin and Packmaster’s spawn should be the loud one, not Fire/Gatling rat’s spawn.

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Exactly, nobody needs extra and also loud sound from fire/gatling rat… ppl always had issues with sneakybois and hooks.

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All sounds were fine by me. When they were playing at all…
I don’t see a reason of increasing the audio levels of specials and/or bosses. I think the main problem was that those sounds didn’t trigger.

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I think the we and the devs understand a different thing when we talk about spawn sounds.

They think of a sound effect that showed that the special was spawned somewhere and we will hear it later while roaming.

What we think of is that they all have a voiceline like catch-catch, scream suffer surface dweller, and so on.

There is no need for a audio cue, we are missing the spawn voicelines and the roaming muttering, bone rattling and clanking.

Edit: The same goes for bosses. They havetheir own music, but if someone disables the music there used to be the ogre’s roar, the spawn’s screech, the trampling of the troll and the weird sound the stormfiend makes. Once again, these are the sounds tha often go missing or are drowned out or just not loud enough.

@Fatshark_Hedge : Would it be possible to bring this understanding to the same level between players and the responsible devs?

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This is hard to follow even for me to be honest, meaning I’m not sure what you mean exactly.

I would say there are 3 sounds to specials

  • The initial spawn cue
  • The close/moment before attacking sound (the sound that sneakyrat does and then jumps from somewhere in next few seconds)
  • The moving sound (clanking of the ratling, hook etc)

We got two new INITIAL SPAWN CUE’s in this patch, which were not needed and are just obnoxious loud and confusing clutter, the ISC for ratling & flamer.

Then we got the beastmen horse stomping joke effect.

From my experience, only issue, unless there was some bug, was that the sounds of ratling shooting, flamer flaming or leech porting would drown down more silent sounds of specials, especially the assassin and hook ones.

I can just pull up vid from whatever time before and I doubt there will be many missing sounds.

Problem situations will be where I am cutting thru horde… flamer start burning me and assassin spawns during that etc. Then I get jumped and think “wtf… silent spawn” . While it wasn’t silent and can be heard on the recording.

Are we somewhat on the same page or not @Palesz ?

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If they make it easier for themeselfs to program it I am all the way for it. No idea why you have such problem with it

This is true, but when there is a lot of confusion (for example during FoW), Assassin and Packmaster’s sound can be missed.

Ok so… if they now go and screw up another thing that was “fine”… and say “it makes again stuff bit easier for us” then it’s ok ?

How many more times this can be done to still be ok for you ? Once, twice ? Unlimited times ?

This doesn’t make sense, at least to me.

The game has huge list of big issues and they go and sort of break another one, that wasn’t broken.

I don’t know what to say if you feel like this is great approach.

ps: This font thing is sure not making it easier for them to fix temp HP or bugged skills etc.

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so uh… about that hotfix fatshark for the broken stuff from last patch… :slight_smile:

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Maybe there was some miscommunication or a lack of understanding the initial bug, or they don’t know how to approach this issue. Oddly enough: yesterdays stream started with a soundproblem :rofl:!

This approach of “fixing” something that wasn’t broken maybe gives them the chance of narrowing down the initial problem by reacting to our cry-outs via the forums.

But agreed: would rather see a polished game with at least it’s major problems solved, than another DLC/addon that further enhances difficulties that already exist.
Somehow I fear it might get worse from update to update…we’ll see.

The different font I believe had something to do with an increase in performance, if I understood that already. So not a bad thing if that’s correct.

And there are a lot of processes behind game developing that we just simply cannot even grasp, because we’re no active part in their workflow/programming process/etc…
We don’t know how they approach issues and how much resources (+actual time) they have for fixing. They’re also occupied with stabilizing a steady income which very often is a paradoxical way of somehow keeping balance inside of a company. Wouldn’t necessarily blame devs for that, but rather question management…
All in all: that are just my assumptions.

Between season 1 and 2 they have a lot of maintenance to do and hopefully will do so.

@Palesz had the right idea.
I’ve opened a thread were everyone Is welcomed to state their sound problem regarding the current matter → too loud, clutter, etc… and what the INTIAL PROBLEM pre Patch was!

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This doesn’t need a 2D sound effect, their voicelines are enough. That is reinforced by the roaming sound and the character callout.
There is not just need on prioritizing the sounds, but also cutting them back, we don’t need so many.

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