#feedback-discussion
1 messages · Page 11 of 1
because either 1. their game mechanics are built around reducing peeker’s advantage and other such issues, and/or 2. they give a straight disadvantage to the higher ping player
The chances that all these variables line up to provide a kill at the same exact time just should not happen
cuz u have armor & helmet
ak headshots, not sure if scoped rifles do.
valorant
because either 1. their game mechanics are built around reducing peeker’s advantage and other such issues, and/or 2. they give a straight disadvantage to the higher ping player
Not even close to being similar lol
i can keep pasting this same text.
That's how it should be. I'm sorry if you feel that's unfair but your high ping is a disadvantage
And should be treated as such
That's why all games treat it that way
thats an opinion, not a fact.
and the devs at crytek don’t seem to agree that the difference should be that bad
So you're answer is "level the playing field" by making me die long after I have shot the kill shot and the server even recognizes that I did but hey, they should get a chance too???
like I said, trading is symmetrical. you “benefit” just as much, in the general sense
The devs can agree to that all they want, the majority playerbase does not
even on low ping, if I fight a player with high ping, I can gain a trade when I would have just died.
i dont get the general sense. Like KD?
in terms of winning a 1v1 gunfight.
The fact of the matter is, trades should be a rare occurrence and feel fair. Happening every other game means there is a problem
Speak for yourself. I have not seen over 10k ppl voice that opinion.
i basically live in their walls.
Read the feedback
Ye theres like 30 max
Literally every other post is about trades
duh. feedback is full of people complaining.
before they increased the ping-limitation for the trade-kill, about 30% (felt like more) of my QP games ended in draws. Either no one had the wellspring or the last one just had to pick it up. Whats the point if noone gets anything
I don't think even 1 k player voiced feedback opinions this year
and people not understanding the system
they have not increased it
Sounds like you don't understand the system lol
Sounds like u dont know what "majority" means
they did. with this patch as far as i know
patchnote?
Sounds like you don’t understand the system lol
any claim you make without evidence I can dismiss without evidence.
then just ignore me, while we are debating this thematic like gentleman.
I don't mind
i try to look it up and still follow the chat
give me a moment 😄
I am debating "this thematic".
you have a link to prove it?
sure. it's the same link that you sent.
https://www.huntshowdown.com/news/hunt-showdown-update-19
"Finally, a new Ping Limit System/ Region Lock has been introduced for joining games"
it literaly says Ping Limit System
ye ping limit for regions
"ping limit system" as in "you can't play in this region if your ping is too high"
Finally, a new Ping Limit System/ Region Lock has been introduced for joining games. The aim here is to create a fairer gameplay experience for everyone regardless of the region you play in. If you are playing Hunt on your own, you will only be available to play on the most appropriate servers available for your connection. If you want to play in another location, you will need to be invited by a friend to play on that server.
that has nothing to do with the trade window.
It makes it smaller?
in fact, that should be improving your games since people can't have higher than a certain amount of ping
there's this
it doesn't make the trade window bigger, it makes the allowed ping on a server smaller
Are red names devs?
Here is a an explanation for that
that change was made ages ago
The trade window is 800ms.
You shoot and get the kill with a ping of 100ms, server recognizes that and sends the "you died" signal to your victim who has 300ms. They, on their screen, shoot and kill you before receiving the signal from the server (for example's sake let's just say 399ms teal time after you did). Signal gets sent to server. Server kills them approx 100ms after you killed them (you see it 200ms after you fired), server signal that you died gets to you 899 ms after you fired.
OK? but who shot first?
who should win
Read it again
Since they implemented this, the trade-kills for me went noticable down. (Huge thx to the devs for this)
let me write one, because that doesn't tell the full story.
How does it not lmao
The player fires, sends the your dead signal. High ping player cant receive it in time because of ping. In that time frame, they fire and the server send a you got a kill signal to you. Trade window now allows this to happen
yes
It's like when you die behind a wall on your screen.
Theres no extended time he receives.
Because you have to know, the information he receives that you're there is also delayed, just as much as your shot is for him.
So if you both had 1 ping, he'd still kill you.
In reality, the enemy was dead but their ping and the server window allowed them to believe they were still alive and got to fire and then gives them that kill
This should not happen
No thats not true.
Because if he had low ping, he'd receive the same info you gained on location of the hunter & shoot you earlier
resulting in trade anyway
If you both had 1 ping, then someone would of fired first and the variables would most certainly not allow a trade
0ms: You peek and see your opponent. [This is when your window to kill starts]
100ms: You have a reaction of 100ms and you shoot.
100ms: You have 100ms ping and the server receives your peek.
200ms: The server receives your shot, killing the enemy player.
400ms: The enemy player receives your peek [This is when their window to kill starts]
450ms: The enemy player has a reaction of 50ms and they shoot.
500ms: The enemy player receives your shot and they die [This is when their window to kill ends]
750ms: The enemy player's shot reaches the server
850ms: You receive the shot on your client. You die. [This is when your window to kill ends]
As you can see, the enemy had 50ms better reaction time than you and had the higher ping, but you traded.
Velocity is a huge factor
Fun fact, in a duel the person to shoot first is likely to lose. 
their window to shoot was 50ms, and your window to shoot was a whole 850ms
What is actually delaying the trade here, ping right, so his reaction is still the same.
So if there was no ping, the trade would still happen
Just for sakes of the argument the first shot hits and kills lol
xD Ok.
i needed a moment to get that lololol
Trade is only delayed because of slower information.
Not because of extended time for him to react & shoot.
@celest solstice you're free to parse this.
He still has the exact same time to react
It can make you feel cheated, i get that.
I feel it alot when i get behind wall & still die, cuz i thought i was safe.
When reality is, even if he had same ping as me, i would just die earlier
It's not a joke, but scientific fact. There's research on the whole "faster at the draw" cliche of western movies and extensive experiments showed that many people that drew first lost. 
You're going off reaction time and not ping
There is a big difference
in that example, you have 100ms and your enemy has 300
read it more closely.
Nowhere do you say this lol
read it more closely lol
Ye and you vice versa.... completly ignoring that info of your location to him is delayed + his reaction time.
You think that he'd react slower somehow if he had faster ping giving u the kill.
100ms: You have 100ms ping and the server receives your peek.
...
400ms: The enemy player receives your peek [This is when their window to kill starts]
now i am interested. gonna research this after this (suprising enjoying) talk.
that's 300ms for the enemy player to receive the info of your peek.
If it took 400ms to receive the info, it should of just killed them and not just the peek info
That's the point
greedo shot first
no, because there's a difference between "your peek" and "your shot"
if you have a 100ms reaction time, then you shoot 100ms after you peek
In all that time I had already shot and killed them but they're just receiving peek info
Now you're getting into tickrate territory
That sounds genuinly stupid if you're being fucked, simply cuz you had slightly higher ping
correct, but you only shot and killed them on your screen, and also as I said, you have an 850 ms window to at least trade with them, and they only had 100ms to kill you.
So is it the battle of the ISP all of a sudden?
300ms is not slightly higher ping
tickrate has nothing to do with this by the way
That's why the fuck are you playing ping
Ye but at what difference do you now decide, is okey?
Whats the window
Also no1 can have 300ms facing you anyway unless he was invited to another region by someone in that region
So can limit the discussion to 250ms
225*
600 sounds better, it would at least be interesting to try, play around with the numbers
if the server invalidated all shots from players that it received death information from, then the enemy player wouldn't be able to trade back at all, ever.
The risk of you facing 600, let alone 400, is extremely low.
As again, they'd haveto be invited cross region.
I can edit my numbers.. lol
well the window is currently 800, which feels too high
800
ye mb
Way too high
thats not true. Aslong the bullet is spawned on the serverside, while he is perceived to be still alive is absolutly fine.
Ye can you show me once when u faced an 800ms player, let alone 600.
do you mean 400ms difference between players? or do you mean 400ms between you shooting and receiving the shot on your computer? because that's a combined ping of 200.
I'm saying IF the server invalidated shots the way that you two seem to want.
i don't think we've been talking about each player's individual ping, it was about the window of time that all this can happen during
The majority you face are low ping players, occasionally you'll run in to someone closing in on 225, even less likely, you'll run in to someone with higher
0ms: You peek and see your opponent. [This is when your window to kill starts]
100ms: You have a reaction of 100ms and you shoot.
100ms: You have 100ms ping and the server receives your peek.
200ms: The server receives your shot, killing the enemy player. If the server invalidated dead-on-the-server players, this is where their window to kill ends
400ms: The enemy player receives your peek [This is when their window to kill starts]
450ms: The enemy player has a reaction of 50ms and they shoot.
500ms: The enemy player receives your shot and they die [This is when their window to kill ends]
750ms: The enemy player's shot reaches the server
850ms: You receive the shot on your client. You die. [This is when your window to kill ends]
The discussion of the limit is pretty irrelevant if you're not facing players with said ping
It can be 2000 for all i care.
using potato's thing it would seem significant
If majority of players you face are at 50-150.
And a tiny minority going over that.
Then a 400ms limit isn't going to help you anyway
We are looking more from server-side perspective.
Player alive -> shoots -> gets shot -> bullets will still fly and potentialy trade kill.
Player dead -> Shoots (?) -> ????
I am also speaking from a server-side perspective. I pointed out that If the server invalidated dead-on-the-server players, where the enemy player's window to kill ends.
I literally bolded it for you
2 people shoot at the same time when they see eachother, one who has slight lag receives info of your location slightly delayed.
Trade happens.
Where is the "dEaD hUnTeR sHoT"
You seeing a guy die first on your client, a guy with same ping will see you die first.
Did he also "shoot when dead."
No.
Did you shoot when dead? No
while the cutoff for how long the server will accept valid shots when the player is dead on the server is debatable, the point of this discussion is that the system is fair for both parties and it's not just "they died already but because of their high ping they still got to shoot"
whats the point of "fair" if both die?
This game has no reward for playerkills and no feature to keep playing after being shot (like dead-dead).
All it does is removing the frustration of one plaayer - "my shot did not registered", when it actually did but was just invalidated.
i think it can be done better what we have today.
first of all, revives are the feature to keep playing after being shot. The reward for player kills is removing a player from the server.
"my shot did not register" means that the shot didn't go through. Why would it matter if it was technically registered but invalidated? That's just being pedantic and nitpicky.
if you think it can be done better, then let me know how you would do it.
because this system is the fairest implementation (in terms of pure netcode) that I've seen.
CS:GO/Valorant invalidate shots, and that's why they have peeker's advantage.
yeah trading is way more fair than what we had before
if its one thing that Hunt-player ask for, its clearity. They literaly now want a map which records the entire games movement.
i just wish peeking from either side was the same
thats true.
it is tho.
No. Camera is more on the right.
unless you can invent instant transmission data transfer, I don't think you can get the "clarity" that you're looking for.
oh, that's what they meant. I assumed they meant low ping -> high ping vs high ping -> low ping.
since we're talking about ping.
yea i meant camera position, mb about not being clear
maybe xD
I think i was thinking to precise
one "solution" is to make the server wait to send the data of a player dying, based on their ping. but even then that doesn't solve the issue completely and causes other problems.
i would have an idea, but it probably would feel like a total different game...
What if both players in this situation don't die?
in the permanent way ofcourse like burnout
if its a 2 v2 and you can be revived there is not so much need of an "winner"
I'm confused.
you mean, if a player would trade with the last player on a team, then this "don't die" system would kick in?
I mean.. ok but the problem with "both players don't die" is that the server would need to double check to see if both players died, and either need to rollback a death, or wait a long time before someone dies.
exactly.
**magic ** appears, both turn to magical somethings, get some distance to each other and go at each again.
In warzone you just deploy with the parachute again, when the player died (traade-kill or not)
but thats probably far off from Hunt xD
sounds neat, i'd at least be interested in trying something like that
if we cant solve it technicaly, why not a feature, y know?
i would love to give it a try in a maybe event-gamemode for testing.
or testserver
shrugs
there is nothing wrong with trading "because of" a ping difference... if they managed to fire on you before or at the same time as you but their packet took 1ms longer to get back to the server saying "yes I fired", a trade is IMO correct. Both shots were fired at the same time in "real time". They fixed it to be this way.
match making should try to minimize ping differences (to ensure everyone is playing "reasonably" on the same "timeline"), but there's no perfect solution here because you're basically trying to rectify time travel.
everyone gets that. It was more of a descussion between "Fair" and "Server-Reality"
I hope i summed it up correctly
well yes, now we're talking about "how to reconcile client-perception with server-reality"
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New Boss: I think having a snake or alligator kinda boss would be really cool```
personally I think it's fine. it's just a little frustrating when everyone shows up screaming about ping abuse.
i think of unintentional ping-abuse when i see those comments
if it's unintentional and symmetric, it's not exactly abuse, is it
technically, everyone 'ping abuses' whenever they peek.
depending on the netcode but generaly yes
agreed; until we have some kind of faster-than-light networking, it's unavoidable 😅
I'd be lying if I said that it didn't influence the way I play and why I'm aggressive, but hey. rewarding aggression is a good thing.
I'm actually really happy with hunts netcode (aside from minor object collisions kind of "lagging you back" from server side vallidation; that feels glitchy). The way they've implemented the net code is not exceptionally biased towards lower ping or higher ping (a lot of games have a strong bias one way or the other).
Cause its something that almost impossible to do perfectly, when the collisions (bullets and abilities) are to fast
I'm talking about like... you nudge a wall/block/rock/etc the wrong way and kind of "slip backwards" (without actually slipping)
jumping on things is a dice roll sometimes.
yeah, they have really aggressive server side movement validation it seems, where as like, Minecraft has basically none (and people can "hack fly" and a number of other smaller movement based hacks). There's a "middle ground" that would feel a bit better
i think thats a historic issue. They use the Cry-engine for this game. Issue is, that it was developed for singleplayer games in mind.
Whenever they do something weird or complicated, the have to code their engine too.
Not realy a topic for the feedback-discussion
remove new skin, invisble garbage skin, use your brain crytek for once
it's definitely intentional, and it's a good design choice (the Minecraft extreme opens the doors for REALLY bad hackers to literally zoom around the map). Single player games made multiplayer basically default to that. Time was definitely spent on doing the validation to make a good competitive shooter... It's just tuned a little too strict 🙂
Ye lets all walk around in big white shiny suits.
That sparkle aswell.
Soon people will feel Redshirt is invisible.
idc what ppl say, dennis said on interview after they reworked cain and said they will pay more attention for future skins to not give big advantage
and here we are
guess they kept their word then
A dude with a big bag on his back & wearing blue, is not invisible
prescient
harder than T1, ye
exactly thats my point
???
it shouldnt give an advantage
But T2 & T3 are harder aswell?
well im complaining about the issue itself not only legendary hunters
that different skins gives advantage
you could be me and be colorblind 🙂
Well would it not make sense for experienced hunter to learn how to survive in the bayou
and that white shirt is not a good idea
well ive been playing this game for a while lol but the issue does exist doesnt matter how experiened i am
I think they meant from an in-universe point of view
whiteshirts are noobs and T3/legendaries know how to camouflage
Some camouflage is ok.
Personaly i hate characters that have to much stuff on their head. Like cains Skulls on his back, so you dont recognize anymore which is the real head.
Or after few meters, LOD kicks in and creates a muddy smush of giant hats and other random things.
Seeing the head in Hunt is like on of the most important things i would say xD
In games i prefer clearity then immersiveness, when its a multiplayer game.
... again as a colorblind person... the whole thing is kind of unfair to me. My preference is bright blue or neon green/yellow outlines on enemies, but I rarely get that, and it wouldn't work in the context of hunt.
Personally, I think it's fine for some hunters to be camouflaged in some types of terrain. Maybe the answer is just more types of terrain/backgrounds/bushes so no camouflage is uniquely advantageous (but really, I don't think we're far off from that now, of course my eyes make me a terrible judge).
True. Let's be honest, all 3 maps are basically just one big map. All the colour tones are the same. I'd like to see something a bit different. Maybe an Alaskan map or something. That way your white shirts would be an advantage!
i would definitly love more content for Hunt...
After so many years, we got 1 monster, 1 new Map and few weird perks.
Fixes are nice and all but Hunt really does not have much to play with except guns and few throwables.
(to be fair to Crytek, they have several open jobs for Hunt Showdown, a large number being devs; it does seem they're trying to increase staffing to increase content output)
Well it is the bayou & Lousiana.
Not sure how much different you can get without going wild & havign a desert map or as u say Alaska.
Also how much did other areas differ that much back in 1895.
Dont think you reach the right people in "#feedback-discussion" with this one
You could build a city wide map, like more buildings than swamps, but Alaska would be in keeping with the theme of wild west America, it'd just employ snow: think Hateful Eight
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Add the ability to change dead zone
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Ye repost in Feedback
But what you'd get is 16 compounds of Lower/upper desalle
Though i don't know where to put it otherwise.
I don't have the reach to talk to everyone. in the hunt community. But if it's reaching just one or even two people, i'm happy.
hows that different?
#feedback This one honestly
ok - i'll copy it over there.
FWIW, yeah, toxicity is a big subject in basically every major game... t-bagging is "debated" as toxic or not (personally I find it trashy)... I kinda blame the Fortnite/Twitch streamer crowd for a lot of this. I've seen some suggestions for commendation systems... they can kind of help, but nobody's really taken measures to address it via game play mechanics or anything.
2 of the best compounds in the game
Not my favorites, not even close.
You open one door & you get shotgunned in the face.
Can't really push anything if you're late
They're not my personal favourites but God do I like them more than some, kinda hate any map that is a big wooden building on stilts above the water, so irritating to get into
Ye Alain, Catfish sucks.
Cypress is alright.
Port is pretty good aswell
the good thing about the Desalles is the variety, verticality, sight lines, and most of all: the western shootout feeling you get when playing in them
I'm also a fan of Forts, I always enjoy playing in those spaces
Fort Bolden is really fun to fight in
genuinely!
Honestly my least favourite places to get into fights are in the thicket and swamps, ESPECIALLY that big bog in Stillwater, Jesus I HATE crossing that thing with a passion.
Desalle honestly brings the best compounds imo, if you're not a fan of the Desalles themselves you've got other like Boden, First Testamonial, Pearl, some really nice western themed areas
personaly i dislike desalle entirely. each and every compund is so fricking difficult to enter.
The new mine in the top left proves there are some things wrong with the map.
Prison is nice though.
Forked river fishery is pure (enter word for sickness that kills you) xD
And dont get me started with seven sisters estate.
Really?! I find them the most balanced, non are overly easy to attack or defend, but to each their own, comes down to playstyle and loadout
and personal preference ofc
wann talk about a specific one?
I don't really like the prison compounds. Pelican is too restrictive with movement and Nicholl's is just shotguns.
I've both defended Fort Bolden with spectacular (and completely devastating) results, same with both Desalles, Prison, Pearl, Prison, First Testamonial and Seven Sisters, they're all in my top 10
Fort Bolden for me has the issue, that the walls are enterable.
I think its the only compound hat has it.
Usualy compunds have a fence, one big building with one or 2 upper windows.
This one has many towers, each with windows. The enitre wall can have players, and the entrances have many camping spots.
If the bounty-killers are camping these walls and towers, the moment you just approach you instantly die to headshots.
Also the metalplates on the tower has weird LOD in combination with its hitbox. but maybe thats just me.
also around that compund: no hard cover. or any at all in fact
Fort Carmick is easily my most hated compound. A trio can so easily stop you from getting up to where the boss lair is. Taking the elevator is so loud and slow you basically roll the dice. All the ways up are slow, loud, expose you to other players for an easy headshot and funnel you in to easy to camp entrances. I just a void the compound entirely. Especially when the North, East and West sides expose you to any long ammo camping team.
i would place this description for Forked river fishery.
This place is an abomination, when you come to late.
Sure, if you get to the building the shotgun always rules. But finding any cover? ufffff
especialy from West, south and East...
There are so many ways in though and only very short open spaces leading up to the compound. Only one side has the shitty water to it. I'm not a huge fan of it but will still fight there because if they're in the boss lair it's small enough to make frags and flashes work somewhat reliably. I actually like Desalle and it makes playing the other 2 maps a bore. The other maps have way too much open space, water and ez mode to defend boss lairs.
Water. agreed.
Defending? With shotguns definitly. With regular rifles against rifles, peeking is really hard.
What me bothers alot are stalemates xD
Shotgun people inside, who dont peek.
And Sniper outside who dont push.
Least with patience loses
but the whole problem is that most of the lairs are so ez mode to defend with shotgun that it basically enforces people to camp outside with long ammo because you're basically rolling the dice trying to enter a compound vs someone holding it with traps, shotguns and the trade window. Most lairs can easily have a trio watch all entrances. I wish the game maps/guns had radical redesigns that still let these weapons have the advantage in their intended ranges but didn't make them so easy mode to use.
with the one-shot nature of hunt i have no idea what they can currently do... :/
there are a lot of things like get rid of drop off damage and balance more around handling( stationary vs moving vs gun type), ADS time ( barrel length), movement speed ( weapon weight) and remove slugs and spitzer because those both break the game in the hands of a decent player.
I wish weapon behavior at least went back to 2018
I just want deadzone control
What about ballistics? It would sure make long ammo harder to use than currently where there's no bullet drop and all you have to do is lead a shot.
problem with bullet drop is that it makes iron sights impossible to use at long range.
Makes the gunplay a chore, there's no reason to add bullet drop.
(and at medium range, unless you make the drop magically start happening at 100m)
I mean, why would bullets drop any sooner than 100m? You'd have to lob your bullets if that was the case, haha.
If they started to drop slightly at 100m it'd be a bit of a best of both scenario surely?
I mean, look at the bow. It only takes a little practice to get used to it.
I'd also maybe argue that part of the problem with shotguns is the environmental design. Not enough long rooms, and a lot of clutter causing line of sight issues, meaning it's hard to shoot someone in a building unless you're on top of them.
A lot of the guns have really low muzzle velocities.
You'd have the silenced weapons dropping quite fast
It'd just be another buff to long ammo
physically speaking, bullets drop the moment they come out of the gun, the only reason drop would occur further is because there's more time for the bullet to drop and lose velocity.
Maybe only long ammo has drop then?
bow and crossbow have "irons" that facilitate "bullet" drop as well.
Then it's just needless complication
If you want long ammo balanced you can make a better suggestion
or they could just get rid of spitzer because it's not a problem with 500 m/s guns...but is wwith 830-850 m/s
Erm. OK?
Spitzer isn't the problem scopes are
If you remove spitzer the exact same thing happens, just a bit slower velocity
both are a problem but spitzer makes 100-150m headshots on moving targets too easy. Go try to shoot someone moving around at 125m with a 400 m/s gun and then a 830 m/s gun. It's stupid easy
Would reducing the magnification of the scopes help at all?
Doesn't matter how easy it is people will just still sit 150m away and even if they miss because of no spitzer they're still 150m away because they have a scope
So there's still no counterplay to them
which sucks but at least you don't die...I barely ever was headshot by long ammo far out there before the special ammo update because I'm strafing, zagging and jumping. Once spitzer entered it became a chore trying to escape long ammo trios.
scoped weapons should have more sway when moving and increasing sway the longer they ADS when stationary.
Other games do have a "hold breath" feature with sniping.
Not sure this has one as far as I'm aware?
There are perks for it
I mean, hold breath doesn't have to be exclusive to snipers. Any medium or long weapon could have it to decrease sway for say 3 seconds before the sway increases more than default for say 2.
the sway is so little it's not that useful lol
If you're still with the steady aim trait, the scope sways less.
Yeah, I'm talking it should be a core game mechanic, not a perk. Hold shift to "hold your breath".
The sway is already heavily tied in with each gun and the stances, they'll never add something like that
The best nerf to the long ammo snipers is to reduce their ammo pool tbh
I was going to suggest that next if I'm honest.
Make the lebel marksman have no reserve, mosin sniper only 5/5
Been trying to brainstorm.
Why? There is ammo everywhere and bringing crates doesn't matter since you're not going to need frags to push anyway.
rework sway like they did when they turned it down to CoD levels after 1.0
Maybe long ammo from crates only adds 1 or 2 bullets per pick up?
Then what else is there? If you're either having to scavenge for ammo (spending time that the enemy can use to run or close the gap) or specialise even heavier into sniping then it's a nerf.
You don't understand why people think sniper is a problem and why people do it
I completely understand why
They don't do it because they're insanely lethal and get you a ton of kills, they do it because it's extremely safe
If you give them less ammo nothing will change. They don't use that much anyways.
the nerf won't matter because the cost to offset it is so small that it doesn't actual impact the problem with long ammo = nothing but long ammo can fight back and if you take the top players and have them fight each other with different loadouts, long ammo should always win because it can completely control the flow of combat. Long ammo is too easy to land shots with because of velocity ( spitzer) too easy to see with because of scopes ( game has horrible LoD and textures that make everything look both muddy and pixelated when looking through iron sights) and because you can make many mistakes and just keep rotating waiting for another opportunity as you can easyily track bounty and catch it with stam/greyhound.
all that nerf would do is reinforce the stay away sniper behaviour even more which is the playstyle that annoys anyone that plays the objective
Then what nerf even is there.
They've already nerfed scopes, with the movement nerf.
Maybe scopes need a glint? So you can see exactly where they are when they aim?
get rid of spitzer for one because its way harder to hit shots on moving players at 500m/s. Get rid of damage fall off so medium/compact can actually fight back ( they already have much lower velocity and pen) and increase sway on scopes because it's tiny.
nerf the falloff and make ammo from secondaries not share with primaries.
there's no incentive to play close when you can just plink at long range, and plinking at long range is enabled by ammo-holder secondaries.
No reason to not have scope glint if you're scoped in for more than a second or two.
Actually scope glint is probably the best change
Since another issue with the snipers is just hardscoping to scan/lockdown an area
Most people use scopes to track and watch from afar. It would stop people from being able to do that without being spotted.
Now there's a reason for the spyglass 🙂
Spyglass is a scope if you ask me.
for a more... drastic and experimental change, I've toyed with the idea of adding "loadout weight", which would impact how fast you move or regenerate stamina.
this game handles LoD terribly and I can already predict if that was implemented you wouldn't see scope glare after 100m lol
It'd be pretty easy to just tweak it so a scope glint shows up at a far distance
if long rifles were "heavy", they would have lower ability to dictate the distance of fights.
idk lol look how much trouble they still have with A.I pop in, windows / door load in for years and look at the textures of foilage more than 40m away
agreed. they should ADS slower than other weapons
well, that's a different thing than i was talking about, but maybe that.
I think it'd be pretty simple to have a scope glint work correctly
I really doubt they'd ever touch ADS times again, or fuck with the movement.
Longer weapons should swap to secondaries slower, ads slower overall. Not just a long ammo thing.
Just sidestepping the issue of poor weapon balancing by adding all this guff in.
Scope glint is a necessary evil. Long ammo and snipers are only countered by other long ammo and snipers and counterplay is impossible. You just have to hope to avoid them.
these suggestion are part of balance lol. Most FPS don't just balance guns by dmg and falloff
Except this one has tried to do so since the start, there's no gun with a weird mechanic like that afaict
hunt before 1.0 had much...much more sway.
Every gun did
hi guys,
just a little maybe stupid question ... just shot 2 guys in a round and the third was killed by my traps. but my fellow got one kill and myself got just one kill
how the hell is this possible!?
have those been cheaters?
Hang about. Look how far you can see a flare from an alert trip mine. Its like 200m.
It was reduced because it was annoying
but it's not persistent and doesn't have to load in a player
And random sway isn't really a good thing to primarily balance guns on, only comparatively so you can have the obrez and such exist without being too strong.
it was reduced to bring in the CoD crowd tbh. Game was much more dynamic back then because people would miss more which made movement better. Now you have to jump around and shake your camera to hope you don't get hit when you run through an open space
It's possible someone picked up your trip and placed it back down and thus took the kill?
You'd either sit still to hit anything, or you'd flick everything.
found the issue:
i was shown a common different report instead of this current game. wtf ...
Proper cover fights and angle holding was difficult. I personally found it more annoying.
both of those are good in my opinion. Now aiming is way too easy. Hunt has the easiest aiming mechanics of any of the FPS I have played in the last 10 years.
Flicking is still the strongest way to play. Now you can only sit still past like 150 metres with a sniper.
I'd hate it to get to Tarkov levels. But for a so called "Hardcore" game, it's very arcadey. However, I like it as is. I wouldn't object for testing slight additional sway, but if it got to MilSim levels, nah, I'm out.
The hardcore nature comes from the punishing gunfights, not the movement or aim sway
I don't think it should be milsim either but right now it's like roblox level and it just reinforces the camp meta because movement speed is slow but aiming is easy. The most fun games are in 3-4 star because people actual move and miss more. High mmr is a pure slog.
‘Hardcore’ doesn’t necessarily mean ‘realistic’
Like I say, I like the gunplay. It's rewarding, not massively easy because there's no spraying automatic weapons (except the Avto).
I completely agree. I hover between high 3 to low 5 most of the time, and the lower MMR games a lot more fun.
Could medium ammo be buffed to compete more with long ammo in the range department, but without as much wall pen?
I think it should. That the damage drop off starts at the same time as compact is stupid.
Also Pax needs love
That's exactly my issue with medium ammo. Needs a medium drop off at least.
That's right
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Suggestion: As mouse scroll is used for changing weapon\item let us change the sensitivity for this action, I've seen and experienced many times situation where weapon changes unwanted in a combat situation because of little touch on the wheel```
@heavy hornet That’s a problem with your specific hardware
Whats it like fighting an avtomat?
Easy. Simply keep them beyond 30m and the recoil makes it almost impossible for them to hit you.
is there still the option to kick people from a vc like before, with the new discord server updates?
you can do that with an explosive crossbow too 
@wet saffron They put them there on purpose to fuck with people, like the torch zombies.
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I'd like for hunt showdown to get the Linux EAC support please```
I'll post it in here then. I'd like the EAC Linux support to be enabled on Linux please
@teal timber The gun has no ammo
@winged agate Many of the non-legendary already have different Tier 1,2, and 3 appearances.
I agree that more such stages would be nice :)
But the point is that Hunters that aren't T3 should be a disadvantage in terms of visibility
@keen mortar you are aware that you can already compare special ammo to default ammo, yes? You are just trolling, aren't you
Or your point is to make it easier to compare the two
Yeah, sorry, make it easier, haha.
You just need to hover your mouse over the special ammo, how much easier could it possible get?
undo the lfg change
R E E E
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Can I for the love of god after 4 years and 3000+ hours get a way to skip the silly intro splash screens that play every time I start the game?? Pleeeease?```
☝️Got a point though.
You can skip them with ESC as soon as everything is loaded, if you're hoping to load into the menu faster, it's not the screens that are holding you back.
@dull steeple Just curiosity, have you not used the esc button while a computer game is playing the intro screens?
yeah I know you can skip, if they weren't there loading at all it would
A. Be quicker to load in as not every screen is skippable immediately
B. I wouldn't have to worry about hammering escape to skip them and possible cocking up a rejoin menu cos this damn game crashes every game since 1.9
Games have to load into memory, it takes time. And if they " weren't there loading at all" you would not have a game in memory to be playing...
@west surge I thought The Rat was a Mexican hunter? Her bio says that she buried her father on the border, and her name is Tona Ramirez.
And Sofias guns say thats Sofia was from ”beyond the southern border” bedore coming into the bayou
Its a bit much imo to say thats theres no Mexican legendary hunters in the game, but I def agree with having more Mexican hunters
@real forge looting 8 people like you said you did would give you 96(I think) points, more than that screenshot shows, not to mention "several snake baskets" a boss, and "3 deposits per teammate", I think you might be remembering a different match.
I am not. Took the screenshot, and posted immediately after
Instructions on how to reach out can be found here: #customer-support.
@crude karma I want some more if you prefer! Especially a Sombrero hunter!! 😄
Yes I was referring to legendary hunters mainly, just like the viper to scroll through and pick ur stage for 200 hunt dollars once u own the stages
Now that the viper got this feature I assume we'll see more such hunters in the future
Then the list of point sources you listed is BS
no it's not
". 2 trio teams, and a duo, all wiped and looted" 12 x 8 = 96 , keep BSing
think what you want, its not like this game hasn't ever bugged out. if you don't want to believe me, don't. it doesn't change what actually happened
It does show your recount is a lie
no it doesn't
the whole reason I posted was because I've encountered this several times before where I receive nowhere near the amount of reward I should have. Yes the math doesn't add up, THATS WHY IM PISSED. use your head
If you have a recording of it post it. Otherwise start recording so the next time it happens you can post it in as a bug report
Yeah, your recount doesn't work here. But if you have killed (and looted) the same people multiple time, you only get the point once.
So my guess is you didn't kill as much people as you are telling us, but you did kill the same people multiple times
Boss is 36 counting snake sacrifices
So 83-36 is 47
One trio is another 36
So it leaves us with 11 points
So something is off there
If it's a duo, that leave us with 23 points, wich doesn't look achievable either
Maybe you didn't sacrifice your snakes ? Maybe you broke baskets ?
@tough topaz
Read the announcements, it's not Cryteks fault.
Go spam discords forum
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Bring back all event hunters and skins for the Anniversary. Always loved the OW anniversary because it was a mashup of all events passed. Would be cool to see something like this```
@delicate schooner run with W+D to look left and W+A to look right.
@tough topaz what’s wrong with it?
@oblique moat but since everyone gets this Hunter, Crytek couldn't earn money from people who now have to buy the 10€ DLC 😉
So Viper gets no event bonus, hence you do not see him very often
(Yes I will refer to this Iranian Muslim Man in 1985 as a He)
@west surge he sadly doesn't have a sombrero but like isn't the turn coat Mexican
steam down now or is it just me?
Is he not?
wtf happened to the LFG channel, i can't post in that forum thing and i can't follow the NA thread either
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bring back the old LFG channel and invite style```
Everyone keeps saying it doesn't make sense, if you did this you should be getting that, etc. THAT. IS THE. POINT. It doesn't make sense. That is why I posted it. Idk if it's a bug or what, but I'm fully aware I should be making off with more points based on my games. I know it was 3 separate teams in that game from reading the mission details, I saw my point counter increase as I looted, but upon extract I saw my take was only 83. It doesn't make sense, and people saying "well that doesn't make sense because...", like yes that's what I'm trying to tell you! Adding up the points I should of gotten--I know what I should've gotten, but I didn't, so I posted in hopes of finding an answer. Clearly that was a mistake
I think what everyone is saying is there have been no reports of bugs in the points counting system. To this end, this issue isn’t with the game, rather the carbon interface…
Insinuating, or straight up saying I'm lying is not saying there aren't reports of this specific bug, if it even is a bug.
I mean I got a bug with serpent completely not working the other day
Throughout 2 different games and I double checked that I had it and like walked basically all the way on top of it and it still wasn't working
What do you mean??
Kinda have scanned some recent chats about it but I don't see a solution or a fix. If I cannot follow NA in LFG due to maximum number of followers, then I cannot post chat room in the chat because I don't follow it?
Bruh chill. I don’t think anyone is saying you’re lying. People are saying you’ve made a mistake. Whether you didn’t loot, or you killed the same players more than once and couldn’t points for it again. In this case, I’m inclined to believe that you’ve made a mistake here. I’ve not had any issues at all, nor have I seen any other issues from anyone else. If I’m wrong, I’ll apologise, but this seems like a you mistake, not an issue with the game.
@vital drum ^^
@native sparrow
so am I never gonna be able to make lfg posts again?
I mean this discord server isnt apart of the game, but its how i've enjoyed playing the game in the past, and its kind of infuriating that I can no longer make posts anymore without some kind of reasoning on the change.
edit- I did find the message about why you had to change off the old system, and Im assuming the follow thing is a limitation of discord. Would we not be able to go back to the same kind of lfg channel we had before?(with the same inv system we have now)
@formal crest bruh, you’ve got like 2 months to complete the events. I work full time and have frequent other engagements that keep me from playing the game, I still manage to process nicely
someone actually doing something about that or just this subject is just for view
#game-ideas message
@stuck furnace That would make it basically impossible to set up ambushes at clues. The current mechanic prevents players from sitting right next to it with e. g. a shotgun, but clues are points of interest and approaching should always be a risk.
Maybe you are right, I just play a lot of times solo so it's frustrating when I get shot when just start collecting the clue and no one can revive me
Anyone else fucking LOVE losing a high level hunter because you can't load into the fucking game. Fuck me.
the fact that i went from 70 fps in the beta to now below 30 present day is unforgivable there needs to be some serious optimization done to hunt
what's the community's general impression on flash bombs? I see it's very controversial, and the shotgun meta is a bit shit, but I feel like adding fanning to all the revolvers would be better than these insufferable consumables
they're fine
just move wacky
People should stop complaining and learn to play
basekit fanning would be the worst thing they've ever done to the game
Flash users always complain about flashes being useless sometimes and the other complain about flashes being op
^^^
I would genuinely take loading in late every match with original desalle spawns over basekit fanning
yeah I rarely hit flash bombs tbh
also rarely get hit by them but most of the time when I do just moving wacky solves the issue
I used to play with flashes a lot, but then i got bored of so many false hitmarkers
Flashes are fine almost most of the times if you know how to use or avoid them
But people is gonna complain anyway
like ppl are still whining about the avto lol
yeah dual sparks pistols elevate it but the loadout still costs over $1500 before tools and consumables
They removed that. They only give a hitmarker if it's the full 6 second flash
and still you can get killed by people who just out position you or ambush you
avto is basically just the most expensive shotgun build in the game
When?
unless you use outside programs to control recoil like certain PS players 😬
You can't react to them, if you're within throwing distance you're an easy kill if you're not covered by a teammate
Nah, is way more strong if you know how to use it, most of the times i can use avto pretty effectively up to 50m
So im pretty sure that there are still false hitmarkers
Flash bomb still needs to be removed
I mean, nitro is also effective at 50m, so is every other long ammo gun
And I haven't gotten false hitmarkers, or had people push me when I've only been screenflashed.
the overall loss of range on the avto is p damning though
cause then you need to choose between an extra ammo pool or a long range backup
Avto is just poor design, at least the old version hit basically where you aimed (Making it insanely OP)
bringing two sparks pistols cripples you if you need to reload
They're not gonna change or remove it, so avto just sits there as an awkward gun that isn't fun to use or face
11s of downtime
But nitro can onetap up to 70m, is slightly different than other long ammo
Shredder apparently got nerfed to like 60 metres instead of 74 one tap.
honestly, my main issue with flash bombs is that it will completely blind you if it lands behind you. doesnt really feel fair if it lands 4 meters behind me, and im completely blind.
main issue with flash bombs is the obnoxious bright white that it is
they need to adjust it, I do not like having my retinas burned by them
I don't
just got the gamma up for night maps
gotta play in darkness to see the game better since its dark as shit lol
I am severely photophobic i always play in well lit room and i never had issue with flashes in any game
But that may explain a lot
of course it explains a lot
even on day maps indoor areas are dark as hell
I mean thats not bug... Thats a feature of the game
You can buy a flashlight for 5 coins
but the solution is to just do something like dead by daylight where the devs took feedback from players on having a bright white blind effect and changed it to this
or I can jack the gamma up and see stuff fine
Ye ofc i fully agree... Just white screen is cheap and a bit sad for a modern game
yeah I agree, Destiny is about to add a blind (next week) I'm curious to see how they do it to compare, not too many competitive shooters do flash very well
tarkov's flash is p cool tbh
ill say that, and this is a bit of a weird game to bring up, eas battlefront games have pretty balanced flash grenade effects, and i think that having it similar to it might work for hunt
Meh - balance wise flashes in Hunt are fine. However i wouldn't be opposed to a cooler effect than just flat whitescreen
This
Stuff like suggesting that you have to look at flash for it work is straight dumb balance wise
unrealistic too, a bright flash of the calibre of a flashbang would not be negated by just turning around. there's also the whole bang bit which just doesn't really exist in hunt
well that would depends on the area around afaik
in the open it would propably help a bit
in a room however it wouldn't do anything
Isnt that how it works at the moment anyway? I could swear in a dark room I'm blind longer than I am outside...
nah
in broad daylight, youd definitely not experience anything. maybe the worst youd have happen is the side of your eyes could get light blindness. but in a closed room, or just a room in general, your eyes would be a bit fucked.
if you're within the 7m radius you're usually falshed for the entire duration
if your a bit farther you get flashed less
Ah, fair enough. Well maybe that could be a feature then? Environmental affects from flash?
I personally don't have an issue with it as is. But I guess it'd be a bit more realistic?
that'd be very hard and likely buggy to code i think
You're probably right.
Because there'd be Grey areas as well like shade bits under compounds that are technically outside but are dark.
i think the coding normally wouldnt be the hardest thing in the world, if the game wasnt built on the cryengine. cryengine is not that easy to work with.
making rooms on demand was still easier :3
Wasn't our choice, the change is due to Discord limiting us in channel creation.
ohh... that sucks
who would of thought discord could be this limited
We'd love to go back to having it automated, but for now it's not possible. We'll hopefully find a solution eventually, but for now we're stuck with static channels.
no worries, and thank you for telling me. i will spread the word!
@nocturne remnant I wouldn't mind the ability to trap a corpse, but it would need to come with a visual indicator and imo be a manual thing, never something as automatic and subtle as a trait.
@feral timber You're shooting one of the slowest muzzle velocity guns on a AD spamming target, he moved out of the way and back
oh damn really? At that range?
I dunno it feels really easy to just not die to it, like you hear the click then walk away like you would a drag bomb. On top of being able to get some more uses out of lesser considered perks. Maybe it could still be a trait but instead of it being your body you booby trap other bodies you finish looting
There are a lot of situations though where even if you didn't die to it, the necessity of escaping it would push you into someone's crosshairs/get you killed
Yeah that’s the point, it’s meant to play on that dynamic where you risk recouping resources you spent in the aftermath of a fight, where you feel safer because you dealt with the team shooting you, you let your guard down and go to recover items or get event points or even collect a bounty, then it triggers- where it creates opportunity for everyone to react and make plays on this. Can you get away? Can we fight that now that there’s 1 guy out of position? Can we run in another direction away from that sound? Keeping players on their toes and constantly asking them skill testing questions like what is the right play to make, -in my opinion- make things more exciting to participate in
@somber harbor cool idea and I agree an uppercut carbine is cool but wouldn't that just be a rifle basically
@stuck furnace Hell no.
Shotguns are not meta
Event progression is fine people who play 1 hour a week might not complete the pass and that is okay
@proud helm I think the issue you're trying to circumvent is the sparks pistol being so much of a buff to the avto, but gutting the uppercut at its current place is unwarranted imo.
15000 points max. duration is irrelevent
Even the Uppercut does too much for other long ammo guns atm imho. Having it be more of a dedicated sidearm, with less ammo for the long ammo, would fix that. But that's just my opinion. And the reason I want to lower it as well as the Sparks Pistol is because they should share the same ammo total.
that is the case for long rifles yes. I would argue that sharing ammo is fine but the playstyle you're crippling here are shotgunners
as for avto... well i think it should be special ammo, but not before we get ammo pouches
yeah making it special without having small special ammo littered through the map alongside the regular big boxes would just kill the avto
sparks pistol didn't create this issue, it's been around even with the uppercut, only difference is you need to empty the uppercut to get the same amount of reserve ammo
shouldn't do full mosin dmg ad well
why would a modded mosin not do mosin damage?
it got highlighted is what
the barrel length isn't any different
worse gas seal
You could just reduce the damage for balance reasons.
To a point where it doesn't one shot 125 health hunters, two shot arms.
i think 100 dmg is plenty
I mean the gun is rightfully powerful
most expensive weapon in the game it shouldn't be weak
people are just mad it gives shotguns a hard time in close range
and anyone who says someone killed their whole team with one spray is just lining up like bowling pins
People are mad cus it's RNG
There's no real skill involved in using it other than basic positioning. Every shot can miss you or you can just be beamed
idk you at least need to ads for any semblance of accuracy and manage the recoil unlike say chain pistol fanning
also by picking dual sparks' you fully give up the spot of having a good sidearm
cause they suck as one
I'm not saying it's OP
I'm just saying it's not fun
Dying to chain pistol is not fun cus it's mostly RNG too, but it's far weaker and other fanning guns just kill you quicker/consistently.
In most situations the avtomat is better than any of the shotguns
considering it costs double the crown and king I'd expect it to be better lmao
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Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
Tittle: pre game damage and hit registry info! Description: Please let us see the damage and hit registry info after a game am sure a lot of ppl would love to know where there bullets land with every hit they make and which part of the hunter body it hit many times I get frustrated as to where a shot looks like a headshot but isn't I would love to know where the hit registered at. and especially how much damage it did please take a page outta of tarkov post game damage and hit registry info```
Avtomat is pretty well balanced where it is even with the extra ammo in my opinion. I've been seeing it alot more and 8-10 times I still am winning the gun fights. However I do think the sparks pistol does need an increase in price and maybe a slight buff to damage range to counter price increase.
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Tittle: pre game damage and hit registry info Description: Please let us see the damage and hit registry info after a game am sure a lot of ppl would love to know where there bullets land with every hit they make and which part of the hunter body it hit many times I get frustrated as to where a shot looks like a headshot but isn't I would love to know where the hit registered at. and especially how much damage it did please take a page outta of tarkov post game damage and hit registry info```
You have double t in title 😄
The bot just scans for a specific combination of letters.
sticky bomb has an 8 second fuse and does a lot of damage, nailbomb would have a fuse similar to a flash and maybe do 25 damage
it's like an alternative to a hell fire or a flash, they all are for flushing people out
frag has a fuse
but yes
the goal in using it is to apply the bleed and confirm someone is where you thought they were, or to pressure people similarly to lighting them on fire
also, it could have really cool skins. Fits the aesthetic
game feels super delayed lately. Lots of input delay feels like it takes 3 seconds to throw the frag/dynamite after letting go to throw + more and more of the ADS..shoot..nothing happens...look away and shoot at the ground happening.
You can turn on the detailed stats in the options to get an idea of ping time and FPS. Might find some clues there.
@echo forum why would you assume its the Hunt servers? There is more than JUST servers going on. There is everything BETWEEN you and the server.
@maiden agate @main tree Looks pretty normal, the system is designed to match players near in rank, not only in the same rank.
I get between 130-160 fps and because it started since 1.9 update for me
@lime wagon I like the idea, but what would the winning team gain?
The hunter as a recruit für Bounty hunt? Money?
could be many other things, and if you assume its just the servers. you will not get it fixed.... Just a warning.
because it is the servers bro....I hit f to interact and tehre is huge delay...
You have a few things to learn about games over the internet. I am sure you will get there, and there is people here who can help you on your way. I am not one of them though. Suffice it to say, there are many factors involved in your network working correctly. Any problem along the line will result in problems when you "hit F"
You could ask cryteks tech help people, they can reassure you the problem is not with the servers and might be something that can be fixed/changed.
it's 100% their shitty low tick servers.
How are you so sure?
because I don't have problems in rocketl eague, apex legends, cs go etc
@echo forum Those are different games, with different servers in different places. Hardly counts as a comparison.
what does count is that the games servers are working fine for the rest of us.
@echo forum For example, I could go play a game right now and not have any networking trouble.
@echo forum So how can it be the servers doing it if I play on the same server and don't have the same problems?
yo duncan how many hunt dollars does crytek give you
@echo forum Its a simple question... In your theory, how can it be the servers doing it if I play on the same server and don't have the same problems?
Just playing Devils Advocate
- How can YOU be so sure it isn't the servers?
Because there is no proof you actually play Hunt and even if you do, we can never know how your performance is, lest you start streaming.
So when do you start your Twitch Channel?
I cannot. But, I feel pretty safe in suggesting they look elsewhere for their trouble. When the servers acutaly have a problem. ALL social channels blow up! it is unmistakable. @keen mortar would you agree?
Why would I start a twitch chan? to prove something to... you? LOL If you don't take me at my word, its your loss. Not mine.
@echo forum what do you say? feel like giving the question a shot?
Lmao. This guy.
The joking undertone you missed aside.
Your word is not considered trustworthy in most Hunt circles because at every opportunity you defend crytek.
Sometimes defence is definitely due but deflecting every blame looks very suspicious in the eyes of most people.
As would be the opposite, since people tend to hate on crytek as soon as their daily Hunt sessions go wrong.
If your circles don't like people that like Hunt and defend it against baseless ignorance, I don't think I care if I am considered trustworthy by them. Its their loss, not mine.
"because at every opportunity you defend crytek."
ROFL. I should not? why? Hunt is the best duo based PVP game on the market. And it has some of the best servers I have played on. Why should I not?
Should I take that as a no?
So what about he question? why won't any of you three answer it?
"In your theory, how can it be the servers doing it if I play on the same server and don't have the same problems?"
You're just coming off a bit strong. And to answer your question, people kick off all the time for all sorts of things. Tick rate problems included. The Discord blows up when the servers go down for the most part.
Well I do have a strong opinion...
You're telling me you haven't been having issues with AI and noise traps popping in right in front of you?
Of course I have.
As have the people I play with regularly.
Amongst many others in Discord.
How often?
I do all the time
I'd say multiple times a session.
Its good entertainment
Ever think about using the lightweight profiler to get crytek some data on the issue? they might be able to help you find the source of your problems.
Ping is around 22ms most of the time and it still happens.
Packets are fine.
Is that what you did to have such a flawless and perfect experience in your games?
Its what I do when my games don't work. But no, I have not had the need in Hunt.
The most I have had to do was call my ISP when I was having a service interruption, that they consequently fixed.
The game does work. It just has issues with the servers. Assuming it's due to such a high volume of players due to the event. As it isn't always like this, just more so recently.
Hunt is so good, it just does it flawless and perfect without me doing anything actualy. LOL you act like you EXPECT it to have problems.
most games I have played are like that, its normal. I don't expect my games NOT to work.
what? you just can't believe a successful game like Hunt runs fine?
you expect me to believe that?
pfffffff.
Look, I love the game. And Crytek do a lot of good, and I believe they know what they're doing. But to try and claim there's no issues, especially with their servers is just obscene.
Even Crytek themselves have their hands tied into a contract with their server hosts and can't do anything about it.
The game isn't a buggy mess, but in such a fast paced, low TTK PvP oriented game, stuff like that needs to be taken seriously.
Its not obscene. I right now have NO ISSUES with their servers.
right now
so you won't convince me LOL
That's all well and good. But because you don't, you find it hard to believe that people do?
No, I find it hard to believe they think the problem is with the server, when I use the very same one and do not have the same problems... simple.
How is that supposed to work in your theory of bad servers?
Honestly, if it helps your inflated ego to end this conversation, so be it. I can't be arsed trying to talk to you about it anymore, because it won't solve any issues. 🤷♂️
No one answered the simple question, isn't that dubious?
I think it is indicative of not knowing what it is that is going on, yet claiming to none the less.
👍
Good to know
LMAO, I just took the time to read through the previous conversation. Y'all sound like you've been married for 20+ years. I don't even understand what the argument is over. Great content tho. @ me next time it happens.
@iron current You're just taking the entire point of the game away of using your eyes and ears and basically turning it into call of duty.
@iron current (Alert Pulse)
No
@sick wind (Use pistol on ladder)
Ladders are great for vertical traversal but they make you incredibly vulnerable and that's the point. They're supposed to be risky but efficient traversal options.
@fresh anvil (Nail Bomb)
Somewhat interesting but could be a problem when combined with long ammo.
@inland yoke (High velocity Single Shot Rifle)
I'd rather they just buff the martini's m/s and give it spitzer/HV
not really because at the end of the day the server hosting company is responsible for working with ISP's to make the routing good.
How will they know you have a problem unless you tell them about it? There is a "YOU" component that is needed you didn't mention.
And how will you know what to tell them unless you have talked with tech support enough to understand the issue?
It all goes together and can get your problem worked on. Or.... you could just sit back and complain. Hopefully they will fix it, but why live on hopes.
bro good luck. You're the biggest fanboy of this game. The servers are junk. There is no problem on my end. When every other game is fine it's obviously a Hunt problem. The game is running at 30 tick, with no actual region lock and an 800ms trade window. It's a janky experience.
you're literally on 99% of steam posts with " Wellll aschkually...."
Am I now? LOL
You the games mascot or something? Why are you being their iron shield? Are you secretly apart of Crytek defending your shitty work?
Why would they need me as an "iron shield"? Hunt stands on its own and has its own CMs.
They don't but you seem eager to play the role
Like a good little fan boy
Sure thing LOL
They are still miles away with no indication to where, they too will know your existence.
Nothing grand but your say is understandable as such a change would wreck the flow of hunt and could/would make it easyier to camp
Also the like, 40 thumbs downs gave me a hint it wasn't a bright idea
Still ROFL
Good LOL too
Even better though 😉
@near reef you got shot before you rounded the corner, ping just made it take a moment for your client to register it.
@shadow bough that’s how it’s balanced.
@proud warren Ping abuse isn’t a thing. Not unless they’re toggling. And even then, questionably.
like the other guy, you got shot before you ducked into cover it just took a moment for your client to update.
@burnt mulch You've probably never tried playing on a different server then yours. Ping Abuse is a thing and it's an unfair advantage in this game.
its not. Describe to me how you think ping abuse works.
because any advantage you think “ping abusers” get, you can also get on the “ping abuser”
I have, I like to test things rather than believe them. I found ping abuse to be a myth. It is definitly NOT a unfair advantage... its hard to imagine how you could think it is... Have YOU tried it?
eh it’s easy to understand. the effects of ping are easier to see on the receiving end.
its harder to see or understand when ping benefits you.
Getting shot behind cover and not being able to hit moving players with high ping is the thing, because their position is not actually what you see and your own position isn't what they see.
thats not how it works
oh boy... ya thats not how it works.
thats exactly what happens though
as long as you hit on your client, the server will then validate it
Then the shot in my video shouldn't have hit because I was already in cover, stated also by the kill view later on.
no, they hit on their screen
But it wasn't registered as a wallbang
and the server confirmed.
Yes because they're lagging behind
if they weren't I'd have been in cover for them aswell
and from their perspective, your image on their screen is lagging behind
And they still do have the advantage as seen in my clip
from your perspective, their image on your screen also lags behind
Yes thats why I can't hit them
so let me get this straight
But he obviously could in a position where he shoudln't have been able to without the high ping
your image lags behind for them so they shoot you behind cover, but their image lags behind for you and you can’t shoot?
how does that make sense
its the same situation
It just isn't
Because it doesn't work the other way around with good ping
why not?
just making stuff up.... literally just pulling it off the top.
“it just doesnt work that way” isnt an explanation
My Position is the position he sees but it isn't actually what I see. His position is lagging behind and what I see isn't his actual Hitbox because its lagging behind.
it is his hitbox. hit registration is clientside.
He can use me lagging behind to his advantage while I cant
the image you see of him is the hitbox you need to shoot
just like his
why does your hitbox lag and his doesn’t?
Thats not how it works. I'm no professional so I don't know how to explain it more specifically. But High Ping does give you an advantage when it comes to peeking.
why dont I explain then
Because your explanation doesn't help the fact that I get killed by headshot through a wall but the game not registering it as a wallbang. And that just because my Hitbox wasn't behind the wall on his client.
0ms: You peek and see your opponent. [This is when your window to kill starts]
100ms: You have a reaction of 100ms and you shoot.
100ms: You have 100ms ping and the server receives your peek.
200ms: The server receives your shot, killing the enemy player.
400ms: The enemy player receives your peek [This is when their window to kill starts]
450ms: The enemy player has a reaction of 50ms and they shoot.
500ms: The enemy player receives your shot and they die [This is when their window to kill ends]
750ms: The enemy player's shot reaches the server
850ms: You receive the shot on your client. You die. [This is when your window to kill ends]
As you can see, the enemy had a better reaction time than you and had the higher ping, but you traded.
Thats not what happened. Your Explanation is redundant
that was for demonstrating trading
That doesn't help the case
I can demonstrate how you can shoot someone behind a wall too
jesus
I'm leaving here, this has no point
You're not getting the key part of this
all you’ve said is “i cant explain, it just doesnt work that way”
there is no key part
you’ve got nothing but your feelings
I've tried to explain you just dismiss all the information
what information?
"Because your explanation doesn't help the fact that I get killed by headshot through a wall but the game not registering it as a wallbang. And that just because my Hitbox wasn't behind the wall on his client."
Thats not how it works. I'm no professional so I don't know how to explain it more specifically. But High Ping does give you an advantage when it comes to peeking.
this?
your hitbox was behind you on their client.
their hitbox can also lag in the same way
and their hitbox is behind on your client because they have high ping.
Yes
so you can shoot their hitbox the same way they can shoot yours
No I cant
why not
Because it doesn't work the other way around apparently
it does you just wont accept it
I don't program games, I can just tell from what the game feels like after 1000 hours and these things always come up with people who arent native to the EU Server
Shots not connecting from my side and them having Wallbangs that don't get registered as such
Thats all from the High Ping
Because there's no other possible reason for it
the other reason is, you missed and have confirmation bias
Still not an advantage because they would have first seen you later. The time window for a kill is same regardless of ping. If you found a corner and there's a person on the other side,you see them first because you have a lower ping. This creats an offset so that from their pov you still haven't moved back into cover when from your pov you have. The time window for a kill is the same,it's just that there's an offset.
And the offset is the problem
It might be but it's not an advantage
Because technically we peeked at the same time but he can shoot me when I'm already back in cover
thats an advantage
And thats why people server hop
You and him had the same time window to shoot each other
And same means "no advantage"
And I shot first right on target, didn't get the hit and got shot behind cover
You have a video?
yes in the feedback channel
Sadly don't have the kill view screenshot, but I got banged through the tree and it didn't get registered as a wallbang
Thats the main problem that I#ve been talking about
You missed your shot and died
I'm on my phone so can't really see if you've missed the shot. Usually, when people post stuff like this a frame by frame viewing shows that they just missed. Either way it couldn't be because the other player has a high ping. If you hit someone on your screen, they lose damage regardless of where they are on their screen
I don't understand the issue
If you hit them, you would have gotten the hit marker regardless... But you didn't, so you missed.
You were killed before going behind cover, but because of the delay it registers at a delay
You still died though
you missed
Here's the frame for both hit and death
but yea dying behind cover is irritating
And thats the highping advantage
High ping has no advantage
It does
You dying behind cover does not give them an advantage,as I explained
It's a net disadvantage from the start period
I mean if devs put a region limit for ping clearly they think it's a problem too
They put a region limit because everyone kept crying about it
Because its necessary
To make you feel better, it's a placebo
And yet still it isn't enough because its not a region lock but just a useless ping limit
You think you would have lived through if they had lower ping? Like them having higher ping gives the bullet higher damage?
The discussion is "high ping is an advantage" which it isn't
It is though
they typically make changes based on problematic behavior. such as the clue glowing red and boss turning red for camping
The change wasn't good enough because people still server hop
You would have died at point A had the ping been lower, the validation would happen faster.
But because of the ping being higher, it gave you a step to point B and it registered and you died
So many people doing it has a reason
You just died a second later on your screen
They could just be doing it to play w friends
You're not gonna change my mind on this
Many on eu/na also change their steam location to Russia or china or whatever to troll people like you lol
Aight
The problematic behaviour was people thinking it gives an advantage. That being said, no one wants to feel like they've been cheated so it was implemented.
It doesn't mean that high ping is an advantage, they did so to save them the same frustrating play of having shots register late.
Then I think it best for the discussion to shift to a new topic.
I mean there's a lot of other problematic behaviors players dislike but they haven't done anything to change those. if they added the region limit is was probably for a reason
the reason is crying
if ping abuse really does exist then someone would be able to explain to me how it works
thus far, noone has
Which I've touched on...it's not a fun experience on either side to fight with or against someone with high ping. No one wins on either situation. So avoid people having a bad time with higher ping (ie. Shots registering late or desync) they limit it
That’s a fair enough point, that it disrupts the overall experience enough that they want to curb it, whether or not a side gains advantage.
literally me lol
my location is set to china
but I have 4ms on usw
waiting patiently for my profile comments to be populated
If you think ping is irrelevant you're just ignorant or trolling. However, if you die constantly and blame it on high ping then you're just bad. Ping can definitely be a contributing factor to gameplay but it's interference is so rare it doesn't really matter.
that's not true. The client and server can have mismatches.
right, but hits are rarely invalidated unless you are the one experiencing the desync.
and desync is separate from high ping
and is also symmetrical
ye. the rare occassions are annoying tho tbh. I rarely have them but I can tell when someone is from a different region lol
I mean I don't thin kthis is right because in games like CS GO with significantly higher tick rate servers and closely matched pings you can have bad client/server relations https://www.youtube.com/watch?v=Z6fMaJirqpM&ab_channel=Demarini71691 skip to 3:40. This is not rare. Now imagine how bad it is with a 200ms ping difference, 800ms trade windows, 30 tick servers and velocity calc as well as player model desync constantly,
I use the GOTV(server side view) and compare it to my POV(client side), and show how delayed the models can be behind each other sometimes.
I think his overlay is out of sync. When you watch it side by side and go frame by frame, the two do not look very different. But then he overlays them, and I see a much more pronounced difference between the two.
overlay? It's the built in hitbox commands lol
he overlays the two views
bro look at the red hit box....literally missing 70% of them on the server side view you troll
Crytek cry's for more money from us but can not give us actual content. An event that is a battle pass with a shit character skin and the same old same old shit hitreg desync.
and that’s cs go’s hit validation vs hunt showdown’s. your point?
what you see on your screen in cs go is literally a lie
the game doesnt give a shit what’s on your client, it’s all serverside
Then everyone would be affected. If it's fully the servers fault every system would suffer.
Because it doesn't matter how good a client is, they can't do the servers work. Since not everyone is affected it's most likely something on your side.
However relatively weak servers can have a magnifying effect on small problems caused on the clients side
How is it that some people complain about ping, trading, cheaters and so on constantly while others do not experience that kind of thing ever? Is it just worse on specific servers/platforms or does it come down to a difference in perception?
And just because of the game is working for someone doesn't mean they are bought.
On a troubleshooting side: high GPU usage (around 100%) can lead to input delay. If you find that your GPUs load is constantly maxed out, try limiting your frame rate downwards and reduce other settings.
I think the trading is just a common thing in CQB. especially with shotguns. because of that weird dumb hit validation thing they did a while back
@formal crest Please stop spreading misinformation. Hunt is not "bleeding players", independent sites like SteamDB and Steamcharts show a large increase of concurrent players with the Serpent Moon event and an overall rise throughout the lifetime of the game.
I just saw that you have a bot to remove ppls link when they link to the showdown discord, THANK YOU
Difference in perception, some players overcomplain about everything and they think that everybody is cheating/ping abusing, but a lot of casual players simply don't notice the problems of the games cause they lack of knowledge
I'd say it's actually the other way around: a lot of casual people claim problems where there are non, or at least blow them out of proportion.
Especially noticable with networking, a lot of people throw around completely wrong statements because they lack actual knowledge. Often times not even their fault. It's just one of the topics where there is so much misinformation around the internet.
This ✅
@inland yoke
Not sure i 100% agree with the way its done, but there should absolutely be a way to regain some portion of your health. Like a small bar from killing a enemy hunter.
So many times i get into unavoidable fights, like in spawn.
And they banish and as you say, it's just like "oh well guess we extract then."
As it's just far to punishing atm. And just how easy it is to die in this game.
And its not even making the game easier, its just prolonging your gameplay on that session.
As you'll just leave anyway.
The Idea was how I would do it, the suggestion was more about the concept of getting your health back without banishing ^^
It just shouldnt be abusable mid-fight, apart from that i don't see why you would not let someone get their health back as it just makes the game boring by forcing you to extract or take a huge gamble because of the disadvantage you have
I think even getting HP back mid fight wouldn't be that bad - if a proper downside is attached
For example i've heard the idea of a consumable shot that gives back temprary HP - which only lasts for a short time and then reduced back to the original amount of lost HP over time.
The use for an item like this would be to give you 1 chance at breaking a stalemate, but you need to do it quick and decisive before the effects of the shot wears off
say you're at 125HP and are trapped inside against that pesky sniper. You put in the shot and you're back up to 150 for say 90 sec, after which you loose 1 hp every second or two, until you're back down to the 125Hp you started with
this way you'd have just shy of 2 minutes to gtfo and push the sniper or make a run for it
ofc a sparks would onetap you the second your HP starts to degrade again, so if they're sporting a sparks you'd only have 91 sec instead
thats actually really smart. a really expensive "lazurus" shot
i don't know about the really expensive part - because IMO it'd be a great way to try and break stalemates so IMO the more available the better for game flow
+1 for having a difficult way to gain back health chunks in match. Another potential method: player with lost chunk has to travel to a clue (including already investigated/eliminated) and perform long, audible dark sight ritual there. Point at clue in dark sight within 1m, takes like 20 seconds, and makes good amount of noise that can be heard up to maybe 50m away that could alert nearby enemies and drowns out approaching footsteps
- Potentially could make it so once the ritual is started, it can't be stopped without losing additional health
- Using the snake altar mechanic of the current event, could potentially make it only possible at the clue in the boss compound, so it becomes part of a push/attack
I agree with methods for regaining health bars if it cannot really he permanently done mid-fight, because often I lose 25, hear a Mosin, Sparks or Uppercut and think "well I'm a one-tap for them so I might as well just leave and star a new match fresh"
Yeah sucks to be punished for taking fights especially that you won
@humble linden, your post below has been deleted, as it doesn't follow the required format.
You can find all guidelines pinned in the ideas channel.
Please feel free to re-post your idea using the correct format:
Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
Do you plan on adding SEA servers?```
Also like that idea with the clue, just something that isn't easily accessible which is why i chose supply points at first
@feral timber You got tagged, that's up to you if you want to take the risk of peeking again to prevent the res or heal before peeking, it's perfectly justified that the person would have time to revive if you decide to not take that risk as they hit you
Risk & reward
I disagree. The person who I killed isn't punished enough. I genuinely do not understand any single player of this game who thinks that what transpired isn't just unhealthy for how the game works. It's so arcadey, it's an absolute joke. I will 100% never change my mind on this now, it's completely egregious that the mechanic is this... dumb. No complexity, no skill, nothing but pure Fortnite flavour. You can entirely think it's justified, but as for myself and the people I play with, this is honestly the most ruinous aspect of the game.
push up next time instead of sitting in a window
there were other teams in the compound
well then repeek the window
you made a mistake and got punished for it
theres lot of consumables to help stop reviving too
I made the mistake? I got shot. Their mistake of dying wasn't punished at all.
you could heal and repeek in time
not at that range. Watch the video.
You're free to not change your mind, but you should also realize that you are coming with this opinion out of nowhere and trying to shove it down everyone's throat when the reviving has been how it is for pretty much 4 years and I cannot recall there being any major outrage about it prior to you
or your teammate could
You actually can't
bandage takes longer than res
syringe or physician
you also reloased your uppercut
if you know he's ressing he cant shoot back
I can. I've found posts about it in the past, one google search is all it takes. Also game is losing out and dying to games like Tarkov, there is a reason, it toes the line between arcadey and hardcore. Gunplay is fun, reviving is childish.
I thought my friend could get there in time.
evidently not.
well now they are 1 shot to the chest up to 21m.
You also completely seem to disregard the reward aspect on the enemy's side, their mistake of dying was punished, but the person hitting you was rewarded thanks to hitting you by giving him a chance of risking the res and gambling on if you peek again or not, it was your fault by not doing so
It's honestly fine, keep you opinion. But I think there are people that agree with me, but they get shut out. Do not forget that Discords tend to be echo chambers and often lack healthy discussion. This Discord is fine, there is a bit of both, but it is an echo chamber, whenever someone says something the general common userbase doesn't like, they're typically ostracised
their friend isn't.
why would he be
1 hit more rewarding that 1 kill, doesn't make sense to me bud.
It isn't more rewarding, that's the fault with your view of the situation
it's objectively not more rewarding
But I don't have time to endlessly argue about this right now
i mean, dying gives you a punishment, hes now down 25-50 hp, theyre now 1 shot to a lot of weapons to the chest
Then don't. It's just a point I wanted to get off my chest, not something I wanted to be made to feel bad about because I just so happen to think differently to the discord hive mind. I still think that if it was made longer, everyone who thinks it's fine wouldn't care so much. I'll also say I don't think it's complained about as much because it's not thought about as much, I am a game designer, so knock on mechanics like this stand out to me, probably doesn't feel as blatant to players as it doesn't directly inconveniencing them like fog and long ammo
It's not enough in my opinion, I've said it before and I'll say it again, it's the easiest, most risk free revive system in any of these hard core shooters
risk-free revive is dependant on where the person is downed, i do agree that revives should either make a noise loud enough to be heard at like 50-100m or take 2-3 seconds longer though, but i also dont think its as bad for the game as what youre claiming
50-100m? What would even make that amount of noise realistically in that situation, is my hunter screaming his lungs out from pain? Does he have a megaphone?
Hey your changes would be enough, I'm probably making a bigger fuss because it's the one thing that bugs me above all else, the mechanic that makes me feel cheated (like my kill was effectively undone)
I've had no issues hearing the bandaging sound in the appropriate ranges and it has enabled me to hold bodies even through walls
You could make the sound ON revive a bit louder, but really any other change is too much.
It's bugged for me and has been for months, it's completely silent for me, even right next to my head
It can be masked by other sounds
Completely silent for me regardless of how much extra sound
this is why i didnt just say it should do that, i know this game goes more for a realistic outlook on most things, but for you to die and be revived also isnt really fitting, im happy with it either way, a person being downed is an unmoving body that you know the location of, to me that is enough benefit
Only change I can see them doing is some audio/visual effect of the body while necroing, normal reviving is obvious enough to hear and spot
How is the revive realistic at all?? What?
you clearly didnt read
Realism is the weakest argument
i more mean for the sake of weapons etc
The weapons don't act realistically, they are just detailed
I actually find this cat and mouse game around revives fun, it encourages risky plays and gives players more time to spend playing the game, rather than spectating on the ground. Being down a bar is a very big disadvantage, so going down always hurts your chances in future fights massively.
Imagine you're a patient on a hospital table in the late 1800s you'd be screaming in pain from the work the doctor is doing due to the lack of anesthesia, that would be why it's loud
i mean, if youre on a hospital table in that time youre basically dead
Couple it with costing you a med to revive, that would be good
Revives are fine, if there's trouble with the bandage sound that's really about all that needs changed.
Permant death would be great, but that's too contentious for me to say here haha
i actually like that you can be revived, any game where you can be killed in 1 shot and lose progress needs a way for you to get your gear/progress back or try to save it at least
You waited, reloaded, then went to heal, you can easily heal while keeping an eye on the body, you bumbled around and let it get through, a res in this game isnt equal to others, it takes less to take them down, while the reser is easy prey, yet you hovered, then reloaded, then healed, your actions should have been in the complete opposite order
but if you have a team you still have a chance of them bringing out your gear, and the insurance aspect to try keep gear
ROFL Iv seen a LOT of healthy discussion here. You are allowed to have any opinion you want here. It is a very open place for discussion. It is not censored unless you are being difficult and giving nothing but unusable discourse.
It is like Hunt, unforgiving, you should expect others to challenge your point of view. If you have a point, you should be fine.
You missed the part where my friend came over to watch the body and he was already up before he could get there
I don't read any comment that starts by laughing at something I said.
Then good on your opponent for taking the opportunity and getting a cheeky revive.
Literally skill issue 
Simply put. I disagree.
The part you wait outside the view of the window, neither healing nor "watching the body" while you friend rolls up?
The part wher my kill is undone in less than 4 seconds because the game babysits players for making bad plays, yep. That time.
Why are you defending it? Does it not get under your skin when a player does it? Or is it a case that you need to rely on it yourself more times than not? Which is it?
It doesn't really get under my skin when someone outplays me. If I didn't want them to get a revive when the body is out of sight I'd of put a choke on it.
Your kill is undone because you take no steps to stop it, the game makes one person sit still to pick up another, now weaker person, you go on about it being too easy to res when in reality, you got outskilled and gave us an example of how much time you waste.
If I'm being completely honest, if I was in that situation the person wouldn't have survived for longer than 1 second after being revived in the first place, so yeah it generally doesn't get under my skin as I've adapted and learnt to deal with those situations
Well it was a good point, whether you read it or not.
As others have pointed out your choice of actions in the clip weren't exactly the best, and it's ok to admit that instead of blaming the game for it, we all make mistakes sometimes
Too far away. I don't see it as an outplay, I already outplayed by getting the kill in the first place, but I don't get ANYTHING for getting that kill, we can't push because there are other teams and all we can do is watch the body and hope that the opponent can't revive from behind cover and hold a point where they know we are so they can peek (using peekers advantage and left leaning advantage) and punish us for getting a kill.
@signal mural Money doesn't grow off the devs lawn sadly.
Doesn't matter, don't try to make others feel small by trying to discredit what they say by laughing at them. That's goes against healthy discussion
No steps, I took the bullet for trying to watch it and called a friend over to watch it, I risked dying for it. That's already too much.
I just think you all rely on the revive system as it is, it's the only possible excuse you can give me.
you get a corpse that you can use to bait the others, you took down health from an opponent permanently, yet, you fell cheated, when you didnt do anything to stop it, "hold a point", you dont need to swing on them, just have 1 sightline on the body, the animation stops someone from easily bait you out, "peekers advantage" you can peek left as well/
I laugh when I am happily entertained. Not to make you feel small. And a statement like yours is very entertaining. It is absolutely comical to think that this discord is not the most open place you could come to discuss Hunt. Better than steam or reddit.
Every other arguement is just weak or blaming me for not doing every little thing in my power to ensure they weren't received.
Disregarding every other opinion as "discord hivemind" or essentially implying that we're just against change is not great for a healthy discussion either
I risked dying, fun thing is, you didnt, you took one hit, didnt hit back, and proceeded to hide while neither healing nor repositioning
I could just as easily bring up the concept of "vocal minority"
But it's true... I've seen so many people get shit on for having an opinion, this discord isn't as bad as others, but it becomes a dogpile
"they weren't received" Your entire position has turned into, others are just out to get me, I will ignore them, yet you insist that everyone else has a weak argument and your argument is levels above
It's true some people can take it too far when they become defensive on an aspect they do not think is deserving of a change
Then do, the vocal minority might very we be who talks here. I bet there are so many people too intimidated to share their opinion because of the dogpiling I have and am currently facing.
In this case, you are getting shit for complaining about game mechanics without trying to play to them first.
"Dogpiling"
You sound like you expect people to agree with yourself and them, and think there is something "wrong" with it when they don't? or do I have you figured wrong?
I've played enough to have an opinion.
And so have we
Then give us a clip that shows the system is bad
It's more so that 4 people are arguing against me when you can all leave it to one person, why did you even have to get involved, you could already see people disagreeing with me
I did, but bad is subjective, or based on how much you do or do not rely on the system
This is an asinine statemnet, truly, "dont join and argument if someone is arguing your side". Really? You come with that argument and wonder why no one has supported your take?
People are allowed to join a discussion if they feel like it, this is a weird point to bring up
I made a point that I didn't see brought up yet. Why shouldn't I make that point?
You wonder how many people there may be too "intimidated" to share their opinion but when there's people who aren't intimidated but disagree with your opinion it's somehow a problem?
Precisely, so let me have this opinion instead of trying to change, only one person has said "I can see what your mean" and they've since stopped talking because it is yet again another dogpile and no one is even remotely trying to see it from the other side, its just "SHUT UP, DONT TOUCH MY GAME"
The entire game is the system, ressing is part of it, "dont rely on the system" is the same as saying dont play this game while changing playstyles to fit the game.
See, you now start attacking us, instead of bringing points that hold your argument up, the entire argument you have now is I am getting dogpiled for wanting to change the game.
Can ANY of you even remotely see where I'm coming from? Have you never once been annoyed by the revive system or is it just a perfect 10/10 system
I will argue against every suggestion I see and think is worse for the game, be it changing or not changing an aspect of it
Just my 2 cents.
Hunt's revive system is the best I have played with. My favorite hands down. And one of the things they have done the best. So I am sure you can imagine my entertainment when I hear you think its just UNTENABLE!
That's not healthy either, that's being contentious for the sake of it, that gets us nowhere because everything is subjective
Why do you think it's the best?
I have been annoyed by the system, but at myself, why? because the game gives both sides plenty of tools, concertina can help both, chokes can help both, fire and throwables can help both, one side has to expose themselves to stop a res, while the other has to risk their life to bring a weaker teamate back, your issue is that "there was nothing you could do" but thats not accurate, there was plenty you could have dont and didnt
I have been annoyed by someone reviving or getting revived, but not because of the system, when I play my cards right there won't be any reviving or if there is, I kill them during the get up animation for extra kills, if I don't that's generally a fuck up on my part or some unlucky situation with another team forcing me to move or such, it's not all black and white
For as many systems as it gives it takes away just as easily.
If a team want to get someone up, they'll get them up, I think it's so so so easy to get a revive off, especially in 3s
So arguing against something that I think will worsen the game is "contentious" Nice, so arguing to change something is by the same logic "contentious"
That is not contentious though...
You just said you'll argue against everything? Did you mean everything you disagree with?
Then how is it that when i go for resses it sometimes fails, or the enemy teams fails, you say its inescapable
risk vs. reward and still being able to play, but it costing you something to go down.
Only if you let them, you have the advantage with numbers if one or more of the enemies are down
Note, you didn't even read what i said before you responded, that, specifically seems "contentious", you argue against what I said when you didn't even fully read it
No. I mean a real answer. Do you think it's good because it's short, because of the amount of permanent damage you take, because of how much you rely on it or how much you abuse it, your point is too vague
the perminant damage is a big part of it yes
But that tide can turn so unbelievably easy