Currently several of the Longterm Okri’s Challenges (100 games Hats and Skins) as well as at least five of the randomly drawn Weekly Quests (Art, Tomes, Grims, QP, Event) can only be done in the normal adventure mode.
Fatshark, this has to be changed because right now you are feeding into the hands of the people claiming that the only true / “core” experience for Vermintide 2 is the Adventure Mode and everything else is negligible distraction which should best be removed or die off. If you want your other modes (mainly CW as it is available to all players, to a lesser degree Weaves) and effort for these modes to be recognized it has to be mirrored by the design of your meta-reward system. This means change is necessary in a TIMELY manner:
1.Longterm Okri’s challenges
This is really really easy. Let CW-expedition and Weaves count for the 100 games challenges, expeditions maybe even twice to mirror the time spent there. There is no reason to even discuss it. It should be like this for Chaos Wastes and should have been like this for Weaves for a long time already. Period.
This is bit more complicated but still not rocket science. I understand that Weekly Quests are somehow meant to direct the player stream towards certain modes to keep an influx there (WE, QP) or to inform people for “hidden” elements (Tomes, Grimoires, Art) and also in a quantity that need something around 2-4 games per week. However, it is completely catered to the adventure mode. For change you have two options:
You make all quests so general that they can be achieved in any mode. This can be done for example by removal of these quests. This will potentially leave us with very few and far-to-easy and fast to gain Weekly Quests like killing 25 Specials which is half a game at best. This can also be solved by introducing these elements in other modes like one guaranteed Tome and Art in the final Weave / Chaos Wastes arena. Or it can be solved by offering alternatives on the same quest like Quickplay counting in Adventure / Weaves / Chaos Wastes or instead of collecting a grim, completing a cursed map in the Wastes.
You give us options by offering us a multitude of potential quests of which we can pick as much as we have currently for Weekly Quests (4 + X depending on DLC numbers). While this takes the guiding effect from the developers, it allows the player to chose quests for the mode he enjoys without feeling limited. So you can make different quests for the different modes. Since we need then some more quests you could use the chance to introduce more quests. We know for example that you can track bomb kills, just saying. In worst case you could outsource quest design to the community (minus technical limitations of the actual coding part).
The second option has the “risk” that people obviously only chose the super fast and easy quests. To “counter” this - if necessary - you could implement a “set” system. Let’s say we have 15 quests to chose from with five being easy and fast (Kill 50 specials, Kill 100 enemies with bombs) , five being medium (Collect 9 Tomes, complete two cursed maps) and five taking more time / longer (do 8 quickplays, complete two expeditions from the beginning to end) you could link them together in sets of three (with one quest of each “category”). If you complete a set, you get an additional reward to the Shillings, for example 2 red dust per completed set (with seven quests this results in four red dust per week which would give a good way for acquiring red Weapons in a measurable time, early crafting for reds may have to be restricted).
You could use the Gods theme which the Chaos Wastes expansion is built on. So you have a Valaya-Set, a Sigmar-Set, a Myrmidia-Set, a Taal-Set and a Lileath-Set.
Arguments count for Daily Quests as well, obviously. Numbers are exemplary and have to be decided by Fatshark. This HAS TO be adressed in a timely manner, at least the Okri’s challenges which is very very easy to fix.