#feedback-discussion
1 messages · Page 15 of 1
that's the exact problem bro. If you peek me with a delay I can't see you until you have sent your 300ms packet back to server + my 50ms ping + my reaction time. You get to see me staring at a corner like a goof so far in the past that I can't even fight back when it comes to peeks.
unless I peek
Please watch the video if you are this passionate about the topic
it is a great source of info and explains it well
only if you’re holding the angle, and you have the same time to trade with them as they had to shoot you.
they dont get extra time if you shoot back.
and it works symmetrically.
I have seen the video and it's terrible. He never shows an example of low vs high ping peek. Only high ping vs high ping or low ping vs low ping. Also it's even worse in Hunt since Siege actually invalidates shots.
peek more often, hold angles less. Hunt doesn’t have movement inaccuracy while ads, the same advice works at 0 ping.
Also that's a big enough difference to shoot back. Left is high ping vs high ping and right is low ping vs low ping.
bruh sometimes you can't peek because you get into a situation where you have right peek and need to reposition.
- right peeking has nothing to do with ping.
- if you have situations where you can’t peek well and need to reposition, then why dont they also have those situations?
add a checkbox just like skill based MM. If it's no big deal surely players will just leave it unchecked.
You said always peek...I just sometime you can't because right peeking vs a player that knows where you are is basically an insta death if they can aim or at best a tade. Because we don't all just run in circles to the left...
but the question I’m asking is, why are you the only one that gets to complain that you can’t always peek? If you cant always peek then neither can they. So they don’t have an advantage overall because they can’t just always force peeks the same way you can’t.
theres nothing that makes them more able to make peeks than you
because it's so god damn game disrupting to get left peeked by someone with 200 ping. They don't even show on your screen 99% of the time. At least with 20 vs 20 ping you have a chance. Also footstep audio is delayed for high ping players.
being peeked by someone with high ping is literally the thing that is least weird with ping. Their movement reaches the server and your client in sync.
No it doens't lmao..they get to download your info from past....and play normally as the client will take their shots as truth. You don't get their info until 200ms + your own ping...that's how long it takes the server to update you with their past position.
you dont get their peek until 200ms+ your own ping.. but you dont get their shot until 200ms + your own ping + their reaction time.
they dont magically get extra time to shoot you before you see them
but that doesn't matter because unless you want to force a trade you just die....because they hit your ghost before they even registered on your client. Now you option is to trade or die if they were accurate.
so you agree that they dont get extra time to shoot you? just making that clear.
How do I react to someone that is shooting me from the past?
by shooting them back and making a trade. You’re shooting them in the past as well, since you’re shooting their ghost.
and again
you get the same thing if you peek them
lmao what a shit system
it should invalidate the lagger if the low ping player shoots them before like 200ms to server like other games usually do.
In this video we're talking about an issue that has been directly addressed by Riot and that's peekers advantage. Valorant is not alone in online FPS in having this problem and Riot really are taking it seriously with new technology to try and help limit it as much as possible. However, it does appear from various examples and personal experienc...
thats not how it works in other games though.
peeker’s advantage isn’t really peeker’s advantage, it’s holder’s disadvantage
the magnitude of the peeker’s advantage is dependent on the peeked player’s ping not the peeker
Bringing up a game with different netcode brings nothing to this discussion
bro what other games have 800ms client side trust with persistent projectiles that always count? In most of these games with high ping leniency that will invalidate projectiles if a low ping player kills the high ping player within a middling predetermined time.
as if most of these modern games have much different netcode. They all use the same system with different values.
and in the case where a low ping player fights an even lower ping player?
Hunt doesn't have that either...
the results are not bad at all because 25-50 ping is so low of a difference as to be barely perceptible. At 150+ you start to get into the forced trades realm as the delay is approaching the realm of human reaction time.
the whole point of hunt’s hitreg system is to give peeker players a chance to shoot back
lmao it says that on the Hunt page describing netcode.
The 800ms are the last time the server acknowleges any claim by their client - But only if nothing else invalidates it beforehand
like..
No one gets extra time regardless of ping difference.
The agressive party, regardless whether they have high or low ping, get their window earlier (but same length). That gives the agressive player a slight advantage. This effect however is symmetrical, since its not the ping that matters for it, but the ping difference.
The greater the ping difference the proportionally greater this effect is. However both sides benefit equally
so no your client doesn't get trusted for 800ms no matter what - it gets trusted even 800ms later if nothing else beforehand came up which would mean it's not to be trusted
I don’t think you understand that hunt’s trading system allows you to shoot back in the first place.
In other games, your reaction time needs to be less than their ping minus your ping * 2 in order for you to kill them.
what invalidates bullets now? they always hit..
that's a small but very important detail
otherwise you’re dead on the server before you can shoot back
then play with similarly grouped pings instead of degrading the experience for everyone
If everything would happen at no latency there techically wouldnt be any advantage, but any delay > 0 favours the active party
no - it actually doesn't
being the peeker / active party is an advantage completely disregarding ping because you get to mitigate reactiontime as you know when you peek
It only degrades your experience because you let it. It’s fair and it’s not common in the first place.
no you don't lol because unless you are prefiring yo ustill have to react
let me get this straight though
you agree it’s a fair and symmetrical system now?
the only complaint is “degrades the experience”?
well yess you do sure you still need to see and aim at them - but they need to react to you peeking and then do the same seeing you and aiming. That's why you as the peeker can mitigate the reactiontime because you are the one that decides when the peek takes place while the defender / person holding a corner has to react to you
No, they are based on the same theories, but the implementations differ, which makes a huge difference
but the experience of a low ping vs low ping player can be reactable if it isn't a prefire or common angle. With massive ping differences it's not.
Fair, i thought we were talking about technical advantages.
meh I’m being ignored again because I’m spitting facts at him and he doesn’t want to hear it.
w/e
yes even with massive ping diffrence it's reactable
because even tho hitreg is clientside - the serverside validation is still there as the "judge" - so even if the high ping player on his screen already peeked and shot you - it's not set in stone until the info reaches the server from his client
so you get the same time to react to a high ping peeker than a low ping peeker, because the high ping doesn't only delay the peek also all other actions they take like shooting you.
This is what eats up all the potential advantages a high ping player may have
lmao no it's not bp
even in games that allow large ping variations...with much better server tick rate the difference is a guy shooting you with his arm sticking out vs his whole player model.
that's usually a perspective or in Hunt specifically a camera placement issue
a higher ping player doesn't get to shoot through smth another wouldn't...
https://youtu.be/3JaCcsmjYM8?t=403
The rest of the vid is very specifically about CS so not directly applicable to Hunt, but the visualisation for what they call "unpeekers disadvantage" is a very nice representation why you sometimes don't see, or barely see a player that's shooting you
0:00 Common misconceptions
1:04 Introduction
Definitions:
1:33 Lag compensation
1:45 Interpolation
1:50 Prediction
2:12 Packet loss
2:22 Lag switch
Body:
2:30 How server side hitreg works, temporally
3:50 Demonstrations, LAN vs 900ms
4:39 Why the defender has a big advantage
5:34 One reason pistols might be too strong
6:04 How ping affects the...
did you not see the screenshot I showed of the same system in siege? or the video for valorant? Where did you even get that I said they could shoot through objects low ping players can't? They don't show up on a low ping players client until that player is already dead.
Well no they don't... why ? lemme explain!
The high ping peeker starts their peek - this is say 500ms delayed because they have 1000ms ping.
on their screen it takes them 300ms to aim and shoot at the defender.
So the info they killed the defender is on it's way - way before the defender ever seens the peeker displayed.
Yes!
But there's the thing - that doesn't matter as long as the info didn't reach the server
So once the server gets the info the high ping peeker peeked, it sends said info to the defender. 300ms later the info the peeker shot the defender reaches the server too and is sent to the defender too. that however means the defender had 300ms misus twice their own ping to react to the peeker
Which is the exact same time they'd have if the peeker was low ping.
Because all the ping advantage that could lead to the peeker shooting the defender before the peek is ever or is ever fully displayed on the server - is eaten up by the info of the shots being delayed by the same amount.
And since you insisted on a R6 vid - here it's explained better and nicely visualized https://www.youtube.com/watch?v=fXEmbUkDkgo
Check out the Sennheiser PC37X here and get a $30 discount added to your account: https://dro.ps/rouge9-pc37x-3
In fast paced online shooters where the time to death is extremely short, your internet connection speed and that of your opponents will significantly impact the experience you all end up having. Rainbow Six Siege with its one-hit-kil...
that's literally the video I used the screenshot from lol. He never does a showcase of low ping vs high ping with peeking.
yet he explains exactly why it on a technical level is no advantage
he could have easily showcased it but didn't for a reason. The technical reason is also wrong and he does the same bullshit of giving the high ping player grandpa reaction time as well. Also if you watched you would see that even in his example it's a game that invalidates shots because there are no trades...unlike Hunt AND the lagger only invalidated if you kill them. Some people get hit and they go into cover...not instantly try to have an aim duel.
1 - He doesn't need to, he's showcased everything one needs to know.
2 - The reactiontime doesn't matter because it's just a formula. In the end the window of opportunity is : (peekers reaction time) - 2* (defenders ping)
3 - there being trades doesn't mean hunt doesn't invalidate shots - Hunt is a projectilebased game while siege is hitscan based. A hitscan attack usually doesn't persist post mortem - however a projectile fired pre mortem will usually persist post mortem, hence why hunt has trades
What rogue 9 is showcasing is not that there's no peekers advantage - it's that peekers advantage arises from the defenders not the attackers ping
Wouldn't the clip at 3:55 result in a trade in Hunt?
The client fired off the shots before receiving the notification from the server that they died.
Hence they would be validated, marked as valid shots.
Not necessarily
Hunt has another layer of complaication since it's projectile based vs R6 hitscan.
In R6 the point in time of creation of a bullet is exactly or nearly exactly the same as the time of impact. This means if player A shoots first and their shots reach the server first their shots will also kill first and thus prevent both creation and impact of player B's shots
In Hunt however since it's projectilebased there's a diffrence in the time a projectile is created and when it impacts, so If player A shoots first it doesn't mean their projectiles reach player B before they created their own projectiles - it doesn't even mean their shots reach player B first.
So for hunt to invalidate shots entirely, you need to kill the enemy before they created the projectile. If you manage to do that the shots should be completely invalidated.
However there's also a second possibility because there's traveltime in Hunt, and that's player A shooting player B, but player B can still create their own projectile before dying - which will then persist after dying and can lead to a trade
In that case the shots won't and shouldn't be invalidated, as they were creates befory dying but impact only after dying
Hunt deaths feel like this.
You can get a sneaky trade as long as your client doesn't know you have already died.
I know that's what it feels like - however according to the info we were given by the devs that's not how it works
Fair enough.
I think an important part of this is also that we were very accustomed to having bullets that should be lethal being falsely invalidated
because before the "trading changes" according to the devs what happened was : Player A shoots, Player B shoots, Player A's bullets arrive and kill player B, Player B's bullet is invalidated midair leading to no trade
That's right. Not being able to trade even and especially at extreme long ranges was broken in a projectile based game.
We could even trade back then - however it was really rare
This is where i have no deep knowlege anymore so it's my guess - but i think even in a hitscan game, or other games where you technically shouldn't be able to trade, if the infos for both players kills are sent in the same package to the server still leading to a trade
and well obviously server processing times - etc may play into that too
I would test the crap out of this game if we only had custom lobbies. 😦
It's still strictly off the table, right?
As in removed from roadmap, and no word on if it's ever getting implemented
I don't know tbh. I hope not but havent heard anything about it in a while
havent asked in a while tho either
I'd really love to further test networking stuff - But not too big on running software that manipulates your network traffic as that might be considered using unauthorized 3rd party software 😅
yeah i get that - i also have to rely on the info the devs have given out
In this case in Hunt only P2 is gonna get a kill. The server receives the kill P2->P1 and then some time later the kill P1->P2. That kill however happend later in both global and local timelines so its absolutely gonna get invalidated.
This is one of those cases where P1 is gonna get a hitmarker and see blood, but not actually gonna hit, since its going to be invalid
A trade would happen if P2 makes the killing shot inbetween the points P1 kills P2 (client P1) and P2 dies (client P2)
It would be the fair outcome imo, but I'm not entirely sure if that's what happens in Hunt. Are people receiving hitmarkers, but having their shots invalidated due to being dead on the server?
A friend that i play with has pretty bad internet and sometimes has to play around ~120 ping, he frequently has shots invalidated
that shouldn't happen - hitmarkers are the servers feedback to a hit being validated
so if the shot were to be invalidated they wouldn't ever get a hitmarker from the server
Maybe not getting false hitmakers, but the blood effects are client side
Exactly
Yeah, thought that worked like that. Blood splatters are purely client side special effects.
But that situation is more rare than your image makes it seem since in your image it takes P1 around 2 seconds to kill after peeking
and P2 only around 0.8 seconds
So we have vastly different reaction times
The closer the reaction times the more likely you are to land in that trade window
That's valid point.
But yes, if the receiving player makes a significantly better shot (reaction wise) the receiving player will get invalidated.
Keep in mind btw, that this effect is symmetrical. You can exchange the ping values of both people in your diagram and have the exact same outcome
Its the same with peekers advantage being amplified by high ping. It doesnt matter if you or your opponent have high ping. As long as a client has high ping, peekers advantage is gonna be enhanced, regardless of who is peeking
No actually - for peekers advantage the defenders ping matters
@inland yoke what do you mean "all bullets that hit the upper body not be reduced by arm"
"Ignoring damage from and and lower torso hits"
You quoted it wrong so idk if you read it wrong cause it's not too hard to understand I think. What i mean with all upper body shots deal their full damage is that every shot that hits the arms or stomach area are counted as chest hits, dealing their full damage. Theres not much else to it idk
All upper body shots already deal their full damage
It seemed like you were saying that limb pen wasn't a thing is all
wym?
If you shoot a guy in the chest but his arm blocks it, the bullet actually hits his chest
Well, I know it exists, but that wasn't really the point of the suggestion.
Ok seems like it would be stupidly overpowered
idk i feel like it would only be op if you could use it down range, but it's more so to let other guns compete with shotguns close range because they are kinda unrivalled
You have shotguns, then you have fanning which is heavily rng based, and there's levering and uh... let's not talk about levering
With the berthier you would 2 shot people to 145 meters
Shotguns should be unrivaled at close range
That's why i said damage reduction would kick in much sooner
But they aren't even currently
Its pretty easy to just 2 tap a shotgunner with an uppercut
Imagine berthier but bullets have compact ammo drop-off
Thing is with the berthier the only way you won't 2 shot someone at less than 40 meters wouldn't be changed by this ammo
because the berthier can 2 tap anyone unless you leg shot twice
But that's the thing, you 2 tap him if you hit the chest. If you get an unlucky hit in the arms you're not getting that 2 tap which decides over life and death. Don't get me wrong, i don't think shotguns are insanely strong, but I would like it if there was something that can compete with it. The main thing with shotguns is that you don't need to aim with them (or not well) where as with other weapons you need to hit the upper body twice in particular
You can 2 shot arms with the uppercut
you have to hit leg+leg to fail to kill with long ammo
tbh the berthier was kinda a stretch to begin with, one thing I hate about the description is that is states it is better for close range but like bro there is nothing about the berthier that makes it better close-range than a lebel or a mosin
Higher rof
Under 28 m
That's like choosing the Mosin over the Lebel because the rof difference is like barely existent
Sorry, 27
Doesn't long pistol start dropping at 30 meters now
Or did they say it started dropping at 30 before
Cause I swear it didn't drop at 30 before
Oh right, the long pistol dropoff is weird now
All you need is a higher rof when you are in hipfire distance
It still confuses me 
You might be right about it being 27, but I swear they said something about 30 meter dropoff start
dunno why they had to make the damage drop-off chart so complicated
I don't think they actually changed it looking at the patch notes
the dropoff start that is
But didn't they show a graph in the 1.9 stream with the long ammo pistol drop-off changes?
did they not ship them through?
they just said "The Uppercut will still deal 125 damage up to 20m or so (previously up to 30m)"
They did make the dropoff take longer when it starts
The 30 meters thing is just to show that it did 125 damage to the chest at that distance
I hope at least, pretty unclear
ngl the changes they did to the uppercut were mostly irrelevant
pretty sure it's still 20m
It is
they flattened the dropoff profile so the uppercut headshots to i think ~130m now
Uppercut can no longer arm+leg tap, or kill a revived hunter to the gut.
Doing less than 100 damage on a gutshot is actually pretty useful
I still think they should've put it at 124 damage
same
Sparks pistol having its full damage is weird as well
yeah... It's weird
The vandal didn't need that nerf
nor the fucking compact springy
Nor the obrez really
Also, why is sparks pistol a 1 slot? Springfield compact is literally the same size and it's a 2 slot.
since the obrez was and still is worse than the uppercut
Fun factor
We have it now (the sparks pistol), just wait for martini pistol
Martini pistol would be my most used side-arm ngl
I think the obrez is alright
it retians almost full dmg and rifle dropoff profile
If you can't get them anymore then why not a have one time transaction. I see no problem here. If you don't think it's cool...well that's on you but if bet if you'll be switching you will use that feature if it's implemented. If skins don't matter to a two year player then what does dude? Fps is all about skins bruh
There is nothing else you can get
Just alright isn't what I want compared to the uppercut
that is a pretty huge jump in power from the Uppercut
Like disregarding size the Obrez is far stronger IMO
I think the obrez suffers more from being a medium slot
yeah that's like one of 2 big drawbacks
3 Slot rifle outclasses by 1 slot pistol
one is sway and the other is slot requirement
meaning you either take it with another medium slot like some sort of neanderthal
Or you take it with quartermaster
Romero Hatchet Mosin Obrez ooga booga
but honestly full rifle and sawnoff shotgun is way better
because when you take a rifle you want the range, so you could easily take a scoped weapon
and dualies are better than most sawnoffs
Well yes - full rifle loadouts are propably the nr 1 most effective
usually better than, sometimes way better sometimes way worse
Can't agree that dualies are better than sawnoffs tho
They aren't more consistent
And that is saying something with hunts shotguns
Which sawnoff though
they are far more consistent IMO
you just shouldn't try to walk up to someone and barrelstuff them
Dualies pure rng guns, somehow the enemy always 2-taps you from 70 meters and you miss all 12 shots on 5 meters
because you likely won't survive the walking up to them part
Shotguns are more consistent or dualies?
absolutely
you can use em for corner baits with buckshots, you can remove the entire rng with slugs and you can put quite usefull ammo in them
Slug sawnoffs are a different beast
Like their spread is really even in comparison to other games where all the buckshot can goes onto 1 pixel
I play slug specter compact with iron devastator, ask me anything 
Dualies just live and fall by rng with no good way to change that
Dualies just don't work in a pvp game with combat like this i feel
In general these heavily rng based guns
They feel shitty to use and shitty to die to
I mean they can very much work - and they are pure saltmines when they do
but they don't really scale well with individual skill
The absolute motherfuckers who can use dual spitfires, new armys, officers and to a lesser extent chainpistols annoy me
In general dualies are incredibly garbage >statistically< because theoretically you can just hit all your shots so you don't need dualies.
Aim doesn't scale as well, but it pushes you into getting better at positioning and stealth similar to shotguns and xbows
like you can put all your skill into moving/positioning yourself in ways that make you survive longer and thus get more hits off, but the extra hits are all still highly rng dependant
I have a clip uploading of how stupid dualies can be
I want dualies to be more accurate at base but have slight bloom when spamming
Tbh i don't think that'd help
I am suprised bloom isn't a thing with fanning or levering
That's not a good idea. It's basically an ammo for people that can't aim. Especially considering it's proposed downside is something that wouldn't hurt the people that are going to use this ammo, because people that are unsure about their aim rarely go for wallbangs anyway.
If something like this would exist it would need more downsides, but generally i don't think it has a place in a game that rewards precision
Though they did take steps to reduce first shot accuracy with dualies already
My train of thought about this is mainly that with such deadly weapons It's really hard to get the amount of rng precision right for "precise shooting" if you insist on them not having ADS
If there was a system like sandstorms hipfire for both dualies seperate it would be interesting
Really I want more stuff like the suggestion someone just posted
fun sandbox type stuff
not another almost interchangeable long ammo repeater
And of course the 2nd was also a headshot
with dualies you don't have to rely on skill ;D
Just aim wise, so long as the enemy is in you reticle things like the above can happen
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provide a checkbox in settings to change mouse sens by visuomotor gain (so each scope/fov adjustment feels the same, like panning an image once you zoom in in photoshop). that way one doesn't have to refer to a calculator like https://jscalc.io/embed/za5TQmMatqU4kXSR to make every scope/ads the same feel of sensitivity. and adjusting your FOV won't mean re-calculating sensitivities with a third-party calculator.```
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Please add at the end of game , if you kill someone to be able to see distance . Like it is when you are killed . Thanks```
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Enable proton compatibility with EAC for Linux please
@inland yoke Shredder ammo is DumDum ammo for the Nitro. They renamed it a few months ago cause it doesn't fully operate the same.
@dusky ravine #hunt-general message
not exactly sure what 2 random reddit comments are supposed to show
having to send video proof is also not required
not sure where the redditor got it from
video proof just helps
Also interesting to claim the devs have "confirmed" it when it's quite the opposite, they moved the ingame report system from death screen to the team details screen after the match specifically to reduce amount of false reports done in the heat of the moment
I don't think they would care enough to do that if the system was just a "placebo"
@gritty root Please refrain from spreading misinformation and making up stories. Crytek's customer support does not tell anybody whether a report they made lead to action being taken or not (doing so would be a potential legal issue due to privacy laws).
that guy was asking whats going on in this channel, because after a very long time he had 0 views on clips and somebody from mods/managers told him that it is closed and cheaters are banned ... but okay I have no proof now you can clearly marked my messages as "misinformation", pitty 🙂 Have a nice day
@rapid fractal I like the idea of some kind of consumable in the woods, but those buffs are either too strong and too punishing. Something I could see crytek doing would be mushrooms that give 1 min of antidote/stamina/regeneration
Perhaps
thanks for comments, but I have noticed extremely toxic players with hundreds of negative profile comments still playing the game...
I'd argue profile comments are not a reliable indicator of whether or not somebody violates the ToS or CoC
Maybe before releasing more skins, maybe fix the reconnection? It never works those 50 seconds trying to reconnect, it always kicks you out from the game
This game is a scam. Every major update just makes performance worse while releasing more overpriced skins
We should all buy more skins to get them to fix the issues 
Exactly just gotta keep bribing them
@feral timber You can assign interaction and bandaging to different buttons in the settings
@fierce iron Please keep suggestions serious and free from any rude language.
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Matchmaking bar didn't go to the end, Skill-based is off, US east and west is selected. No reason to be empty but IT seems this is the third match in a row
I could not tell you when the last time I had a full match
trios or duos
Bad luck mostly, I play US East/West, it is not common to get empty matches. It can happen when I play early, around 5am.
Well its 3 pm and this is the third match in a row
Something tells me it can
Same deal skillbased off east and west, bar didn't go to end
@karmic ivy Do you queue as a solo with randoms?
Alright 1 out of 4 a full match
ima keep queueing for science
Now that I'm doing solos I'm getting matches so I will quit bitching until I get another streak
I do it all except for trios. I like solo, I like randoms and I play in a pre-made team most of all.
Yeah Idk it feels like the game gives me way too many empty or half empty lobbies sometimes
cheers
@echo forum some people have just awful internet though
I used to have 2Mbps
I'd get 150-200 ping in my home region
that sucks man but it shouldn't mean everyone else deals with a degraded experience. Allow players to tick a box just like skill based mmr to only group to players within 50ms ping.
that seems like a better option
because before you were basically suggesting prevent people from playing if they have ping higher than like
150
or 100
So, something I've never seen before happened today in a quickplay, (but now that it has happened, it seems so incredibly obvious and smart that I am astonished that neither myself or anyone else hasn't tried this yet) someone who had the wellspring died, but they either killed themself or traded with another hunter because the wellspring didn't transfer to someone else. So for the rest of the game, another hunter camped right on top of the wellspring around a corner and blew everyone away who came to pick it up with a shotgun until no one else was left.
Although a little bit tilted, I can't deny that was smart and tactical. I like it. Has anyone else done that before? Because this was the first time I encountered it.
But what do the rest of you think? I genuinely want to know. Should that be allowed? Or do you a think a system similar to glowing red clues and boss icons, etc. should be implemented to prevent that from happening?
Yeah if only they fixed their engine.....
What settings allow you to have this degree of visibility? This seems insane, as I also run the game on everything low and its not nearly this good.
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implement the "Halo MCC Battle Pass" system where people can choose between the current and past event tracks to complete
make it so the current event is the only one with the actual things to smash/pick up/burn during a hunt, but the "kill boss" or "loot hunters" or "kill X enemy with Y weapon" should still be possible to allow progress in old event tracks```
@chrome oyster What if you headshot someone as the train leaves the map with the dead body of the corpse?
Current extractions stop the extract if a partner is downed.
@sharp arrow Bornheim incendiary ammo become completely broken?
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Please add color blind options, I’m sick of getting killed by my friend who can’t see blue```
Well- it could scale depending on the ammo type
Incendiary Avto pushes would be broken.
And give up wall penetration? Nah
15 spammable shots... -3 for a door?
All it takes is two to kill one guy
Just toss a dynamite if you really need to blow up a door
Dynamite is an entry frag after you got the door open
I’d be fine with the avto or dragons breath being able to quickly destroy a doorway.
Could also just do fire/explosive uppercuts
Giving up penetration is already a massive con
then regular avto if your concerned about giving up the wall pen.
Fire avto isn't really that bad.
The main purpose I’d like for incendiary ammo would be to give high power weapons like the Sparks and shotguns breaching capabilities.
Anyways- that’s all I plan on discussing my suggestion. I don’t want to clog up this feedback section.
What I'm stating is that it is going to be very difficult to balance.
@rapid fractal Krag–Jørgensen another Springfield varient?
Rotary Magazine by the way.
@lotus#0920 while I get the appeal of such a feature I fear it'd cause a lot of work for Crytek's customer support due to insults and stuff
I saw this when I still played/followed siege
The Springfield replaced the Krag-Jørgensen in 1903
They wanted a rifle that could handle a more powerful cartridge, but the bolt on the Krag only had one locking lug so it wasn't strong enough. So Springfield basically copied Mauser's design from earlier the previous decade
@sterile sentinel Hunt community is resistant to change so gl brother
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Description: Unlock tokens
Title: An extra option on prestige called an "Unlock token", which can assist in unlocking weapons/variants in ways detailed below. Was thinking of allowing an absolute maximum of 10 unlock tokens per account, but you can pick one up at any prestige.
Here are some potential options below:
Example 1: You pick a token, and then spend it on a Scottfield Spitfire. Now when you unlock the Scottfield you will immediately be awareded with Scottfield Spitfires as a buying option. OR you can spend it on the Scottfield base to permanently unlock the Scottfield at all levels. Could also be applied to tools and consumables.
Example 2: Same as example 1, but you cannot spend the token on base guns or tools/consumables.
Example 3: You pick a token, and then spend it on a Scottfield Spitfire. Now when you unlock the Scottfield, the first variant you unlock will be the Spitfire. This can be done once per weapon.
Example 4: You pick a token, then spend it on a Winfield 1887 Terminus. Now the Caldwell Terminus unlocks at half its usual level, allowing you to use it sooner, but not always.
Idea shamelessly lifted from Black Ops 2, but retrofitted to work with Hunt Showdown's systems.```
Whoops
Man I really have to wait 10 minutes to repost it with two words changed?
@visual moat Do you have a clip? If your crosshair was on the outer edges of their body you may have just winged them with a bunch of arm pellets, especially with a high fire rate, high recoil shotgun
pretty sure it was on it half the time but anyways, all i have to say is he should be begging for his momma... in another life
Well without a clip it's hard to tell if you were actually on it, if you did hit him 4 times regardless of where you hit him he had to be at least below half health unless you were literally hitting him with one or two pellets
Chances are this was either a range thing or aim thing,
I recommend having shadowplay for self-critique, it makes the game less frustrating when you can see what you did wrong
Matchmaking did probably go to the end for the other team.
my geforce started corrupting my recordings!!
i delete them because they're all corrupted
No my original suggestion would just group them together. MM would prioritize 0-50ping, then 50-100 then 100-150 etc.
whoa I want that lmao
@dense fossil it is confirmed by Dennis that weapon jamming will never happen.
Which is a good thing.
Imagine having lined up that perfect revenge shot just for RNG to fuck you over.
Also they are planning on making the cleaning of guns cost Hunt dollars instead of BBs.
Ah, I wasn't aware of that, my bad 😬
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Developers and Community Greetings! 🙂
I don't know what is the correct chat channel to write information to. So I wrote in three chat channels. I beg your pardon in advance.
From the limited number of letters in Discord, my message will come out in two parts of the messages.
№1
I want to leave feedback about the servers and about the Chinese hunters.
Lately, >50% Chinese hunters + Chinese hunters (cheaters) filled the Russian server! I don't play on a European server (high ping). But my friends say that there are enough Chinese hunters there too!
It's just impossible to play. Ping restriction just doesn't help! I just want the HUNTER team to know that - real HELL is going on on Russian servers, not playing a game! I'm tired of dying on respawn, at the start of a match. Me and my team are killed either through the floor of the map, or through the entire map, from one respawn to another. When I open the details of the match, after death... There are only Chinese hunters using cheats (KDA 10 and above). Imagine what is happening on the Chinese servers themselves!
Here's an example for ping:
-Location: Vladivostok city, ping to Russian server: 100-130
-Location: Vladivostok city, ping to Chinese server: 80-90
-Location: Vladivostok city, ping to European server: 160-180
If you lower the ping limit for Chinese hunters. Then not all hunters from Russia will be able to play on their own server.```Attachments:
<https://cdn.discordapp.com/attachments/524577494863708180/1014847124762021938/Chinese_Report.mp4>
<https://cdn.discordapp.com/attachments/524577494863708180/1014847125177237514/Chinese_Report.png>
indeed i´m almost exclusively playing vs asian hunters in the morning / around noon on EU
@visual moat 8m is not even a lot for a rival 
Shotguns have RNG based pellet spread and you need to aim for center of mass, not the head
Unless you're using slugs or flechette at range, then a headshot might be a better option
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Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
Developers and Community Greetings! 🙂
From the limited number of letters in Discord, my message will come out in two parts of the messages.
#1
I want to leave feedback about servers, including ping and Chinese hunters, including cheaters.
Lately, >50% Chinese hunters + Chinese hunters (cheaters) filled the Russian server! I don't play on a European server (high ping). But my friends say that there are enough Chinese hunters there too!
It's just impossible to play. Ping restriction just doesn't help! I just want the HUNTER team to know that - real HELL is going on on Russian servers, not playing a game! I'm tired of dying on respawn, at the start of a match. Me and my team are killed either through the floor of the map, or through the entire map, from one respawn to another. When I open the details of the match, after death... There are only Chinese hunters using cheats (KDA 10 and above). Imagine what is happening on the Chinese servers themselves!
Here's an example for ping:
-Location: Vladivostok city, ping to Russian server: 100-130
-Location: Vladivostok city, ping to Chinese server: 80-90
-Location: Vladivostok city, ping to European server: 160-180
If you lower the ping limit for Chinese hunters. Then not all hunters from Russia will be able to play on their own server.```Attachments:
<https://cdn.discordapp.com/attachments/524577494863708180/1014857117456400384/Chinese_Report.png>
<https://cdn.discordapp.com/attachments/524577494863708180/1014857118001680414/Chinese_Report.mp4>
@sonic fiber The post from April 2021 (not 2020) does give a lot of into and is still up-to-date.
There also used to be an info thread on Steam where numbers of banned accounts were posted regularly, but people simple didn't believe it.
do u have a link for that thread?
and iam still just finding the 2020 one...
Interesting point/question.
Perhaps if two teams are on the train or a dead teammate is on the train, the conductor slows it down and stops.
If you're close enough to the edge that you go across the border before the train stops, it counts as a successful extract (assuming you're teammates could've picked you up somehow).
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i feel it would fit the game.```Attachments:
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One of those "Apache Revolvers" that is like a knuckle duster, pepperbox gun and knife all in one.
I feel like it would fit```
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Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
Idea: "**To Avoid"-List / Ignore List**
A little backstory *(TL;DR? Just skip this 1st section)*:
During the last few months while queueing 3s with randoms I was matched with the same player at least 3 times and every single round he played very egoistically, went solo all the time and never even bothered helping in any situation at all. I blocked him through Steam now, and I haven't been matched with them since then, but I guess that was more about luck rather than that this actually worked and the matchmaking is synchronized with Steam's Contact List.
My suggestion would be to be able to put players (of your own team and even possibly, but optionally, any enemy hunter) on an "to avoid"-list. The matchmaking would try to never match you with players that are on your "to avoid"-list, unless it's (almost) impossible to find another matchup. This would **NOT **include getting matched **AGAINST **players that are on your list, as it could be easily abused.
I am far from qualified to tell if it's an easy or a difficult addition, but I'd love to see it some time in the future.
Thank you for your time and may your bayou travels be blessed! :failisLove:```
https://www.ima-usa.com/products/original-u-s-springfield-m1892-krag-jorgensen-rifle-serial-23120-upgraded-to-m1896-made-in-1895?variant=40183328931909
https://en.wikipedia.org/wiki/Springfield_Model_1892–99
Springfield Model 1892–99 Krag–Jørgensen rifle is a Springfield.
Springfield M1873 replaced by Springfield M1892 (retooled M1896) then replaced by Springfield M1903
Original Item: Only One Available. This is a rare early production (1895) Krag M1892 Rifle. It measures was 49 inches (1,200 mm) in overall length weighing 9.3 pounds with a 30-inch (760 mm) barrel. M1892 Krag Rifles had a magazine cut off that operated in the up position. M1892s can also be identified by the single-piece cleaning rod stored und...
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let us revive immolators with necro```
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Add more medium ammo rifles thats it```
@faint lagoon while I agree with there being a need to make people play the objective (i. e. bounty), only being able to extract with a bounty is a bad feature imo since the secondary objective is to survive, even if you cannot win. Get your injured hunter out, buy some better gear and traits and try again.
My problem is that the main part of the game 'showdown' rarely happens. Imagine for once single boss where all 12 people show up. Can you remember the last time you picked up a bounty, scanned and saw 9 people? Last time I saw 6 was ages ago. Imo that's what hunt needs the action. Allowing you to avoid p v p is slowing everything down and is not healthy for the game.
On the opposite, the devs have stated that PvP is supposed to be rather rare in Hunt and not a constant occurrence.
Also, IMO it's much more a sign of skill to actually being able to extract with the bounty while avoiding any other players (since they will usually be chasing you) than wiping a whole server.
Being able to extract at any point (and ideally doing so to save your hunter and gear for another time) is what makes Hunt special over other BR-style games that force you to play to the death.
But that's just my two cents
@untold prism The skill on night maps is to focus even more on sounds (while avoiding causing sounds yourself) and aiming for enemy muzzle flashes.
The chance to get night (or fog) time of day is already incredibly low (<10% according to a previous dev statement).
rare? For what the engaging pve? lol
Hunt is nameless hunters trying to make a little money by hunting monsters in the swamp, occasionally coming across other people (and having to decide to engage or avoid them depending on the greediness and willingness to take a risk).
The devs have stated multiple times in the past that PvP is rare but all the more tense due to perma death and loss of equipment (which is one of the reasons there are max. 12 players in a single match).
@slow lintel Crytek is actively working on an anti-camping mechanic. Little is known so far, but they have stated it'll have a team play aspect to it and won't be easy to anticipate.
they states that PvE was a way to bring Hunter's together for PvP. The whole purpose of the bounty is to facilitate PvP encounters.
Well yes and no - neither work well without the other
True, and it doesn't contradict what I wrote. PvP is still rather rare, you are not in a match with dozens of others and bound in almost-constant PvP battles.
Also, it is entirely possible to play and make progress by scavenging your way through the swamp, avoiding any PvP. Hunt is a sandbox full of possibilities.
it does encourage more encounters.
The issue in my eyes is, they tend to be not fair.
I love one feature in the Battlefield games. There, if your opponent is trying to snipe you from far away, the sun starts reflecting from their scope, revealing their location. And this game actually has real walls.
Hunt pretty much leans on a nice balance of PvP and PvE.
Yes PvE needs PvP, because it alone would be repetetive and/or boring.
But PvP needs the PvE to facilitate getting together but also opening up opportunistic or ratting playsyles among others. Hunt very much lives by not being only a chaotic PvP brawl
I feel the balance between PvP and PvE is pretty good. I can get into fights if I want to and I can avoid them if I want to. You can play this game in a lot of ways
I like the balance, plenty of fights without making it feel like a conga line shoot out
Idk man at higher levels people aren't playing the game for PvE lol. It's all pvp. People just avoid clues and bounties entirely. I think Bounty Hunt is a very bad game mode that once felt unique but quickly was gamed out of being fun. Actively playing the objective actually puts you at a disadvantage. Tbh actively doing anything in this game does because visuals are terrible ( skins blending into the muddy playdough look of everything, terrible edges, flickering, LoD issues) and the guy with the long ammo scope has the most options and influence on the game because you can't check every bush or even see because the issues mentioned above. The PvE isn't even challenging, it's just filler to slow down the match and give other hunter's clues to where you are.
the problem is weapons are balanced like CoD with dmg fall off which will always make long ammo too strong.
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empty```
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when selecting equipment for a hunter loadout. can there pease be a CONTRABAND FILTER. like all the other BUTTONS```
What?? We're getting night maps 2-4 times in a row during the event, and considering the event will have been on for 60 days total after it is over, its getting ridiculous. Unless you're talking about vanilla Hunt, you're just wrong about that stat.
The chance of getting night and fog time of day was massively reduced in 2021 and has been low ever since. I don't remember the exact value the devs stated, but it was below 10%.
If you get night time of day multiple times in a row, that's entirely random.
During the Event or Vanilla Hunt?
It doesn't matter since the Serpent Moon time of day simply replaces "normal" night time of day during the event. There was no word of any other changes to the chance during the event livestream.
Nice to know mods gaslight here. You keep holding on to your stat and be sure to let devs know it would be nice to have a 'night map' toggle.
The number the devs gave us is the most reliable info we have while your argument is based on anecdotal evidence alone.
There is no gaslighting going on just because the facts we know don't fit your experience.
Okay, bud
your experience doesn't even fit mine dude.
I agree. I can go days where I get a night map like 10x in a row and have to keep quitting out while waiting for players.
I hear you, but that's anecdotal evidence and doesn't fit their facts, bro. According to the mods, at least.
@worthy lava I thought that the spread from the aim would have been more than enough (even though it wasn't entirely centred) after all, it's a shotgun with buckshot. Also I had this as the frame prior to recoil:
I also made this shot prior to that one and got a hit marker, so I would have definitely thought that other one would have been the kill :S
So I had to back that one up a couple times myself, but take a look at the attached.
The one on the left is from what I posted, the one on the left is from the one you just put in. Note the distance of travel left in the hammer, and how the iron sight and sighting dot are no longer centered in the well. From the standpoint of the game, the gun has already fired, and the quick upward travel that moves the gun back and left is the recoil already playing.
As an incredibly minor animation quibble, the bullet is fired and gun is shot at the beginning of the animation - there is no windup while you 'wait' for the hammer to fall. (Yes, this means that the game bullet has left the game gun before the game hammer has finished hitting the game primer. That's games for you.)
Just don't ADS with buckshot - I know the temptation, but it makes it so much harder to get a good impact. Use for slugs and bullets, not shot. Also, and this a painful one, note the position of the enemy hunter's arms. A bit of bad luck and off-centering can mitigate a lot of damage.
so, by the way, in case you didn't know
hunter arms don't block bullets.
They do, however, reduce the damage by 20% across the table. Particularly in the image of the hunter coming down the ramp, it means that <50% is in the cone of fire, and of what is the there is a significant portion is arm instead of CT.
they.. don't.
bullets penetrate through the entire enemy hunter, choosing the hitbox that deals the most damage.
and hitting arms isn't a 20% decrease, even though the arm multiplier is 0.8
So, again, this is primarily relevant to the second image, where the hunter is coming down the ramp.
In the first one (the one that's been magnified several times) it's considerably less of an issue.
Also, and this a painful one, note the position of the enemy hunter's arms. A bit of bad luck and off-centering can mitigate a lot of damage.
?
Right?
the position of the arms is in front of the enemy hunter. But arms don't block bullets.
and hitting arms in front of bodies doesn't reduce damage.
so the position of their arms doesn't matter, unless the arms were to the hunter's sides and you were implying that they got a hitmarker off of arm hits.
Right, not what I'm saying. I'm saying that being off center (as in the second image, as referenced now several times) the position of the arms means that his CT means that many of those hits were on the hunter's left arm.
This one:
Right. just making that clear in case you didn't know, because it sounded like you were saying the other thing.
God no, otherwise there'd be a weird advantage to dual wielding.
Or ADS in general, I suppose.
(also, arms is a 38.5% decrease in damage compared to the damage in the stats screen which is upper chest)
Ah, right, since CT is 1.3. Always forget that bit.
Woof, yeah, then that slightly low aim is really double murder in that first image.
I also see your confusion when I look back at the post. That line of text is closest to the image, and (because Discord is Discord) I couldn't attach another. (And I was too lazy to make a second post.) I will attempt to clarify that in the future.
@last ferry I love the idea but like how would the lasso work
Seems like it's overly good or completely useless in terms of how you say it works
there’s a little mmr decay, yeah. I dunno if it kicks in that hard after just 2 weeks though.
weird
@faint sparrow Honestly......its a kind of useless idea. It's more for a niche use-case where slowing a hunter might be death to hellhounds or meatheads. Really, I just thought my idea would fit with the 19th century vibes this game has and would make for a fun way to showboat on an opponent. also now that i think about it it might be more useful for disabling a meathead
@thorn turret Please refer to #troubleshooting to try and resolve any crashes you are experiencing and keep #game-ideas for feature suggestions only.
@safe mountain Please keep #game-ideas for feature suggestions only. #feedback would be a better place for your post.
literally everything crashes the game...
ending a match = crash. Starting the game = crash. Mid team fight = crash. standing still = crash.
I think it should have killed, missing frame 2.
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pax kinda has no place over scotty and no reason to level it, make a pax supressed, not OP and gives Pax something cool and a reason to lvl over Scotty```
@inner yarrow I here that buddy. Sound is terrible now. Can have someone sprint up beside me without any audio until they're 5 ft away
@covert ibex Funny meme, hope the mods can take a joke
doubt it
@graceful wolf Please report any possible server issues to #troubleshooting
@inner yarrow they can't reward playing aggressive without adding more gameplay mechanics, changing the maps and the objective lol.
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Being able to talk to randoms while dead. Absolutely should be a thing. Playing with friends and talking in discord has such an advantage over randoms. I know there is a star rating adjustment or whatever but when i queue into people my rank or higher anways, it doesnt matter```
@faint lagoon Hunt devs have rejected this before. Extract is always available for a reason. Sometimes you really just have to go, sometimes your teammate pops an immolator next to you for a laugh and burns two bars off in the ensuing chaos. Sometimes you just feel like leaving. Restricting extract would be a net negative to the game
there should be a penalty for early leaving
lose your primary
or you most expensive perk
Ew
Double ew
There should absolutely not be any kind of penalty for early extract. Hunt is NOT a battle royale.
I vote no
Like I said, extracts have been selected to stay open and non-penalizing for a reason.
The idea of making a penalty has been rejected both directly and by silence
@timber scaffold Look man I agree the pax needs love but I'm kind of against adding more silenced firearms to the game. When fighting the silenced guns you generally hear the mechanism of the gun before you actually hear the shot, they're ridiculously quiet and just kind of annoying to fight, and kind of weak in general anyways
everything in the game has a penalty except early extracting. There should be a penalty because this is supposed to be a hardcore permadeath game
What
Can you elaborate please?
theres a penalty for shooting your gun. For taking the bounty. For sprinting around. For going through water on roads etc
no penalty for early extract
I thought this was hardcore game lol
The way it should be.
Shooting your gun does not inherently have a direct penalty, only a chance that someone else will come toward it. Sprinting around does not have any direct penalty, no are either of these penalties permanent. GOing through water, going on roads don't directly punish you, but you might come across issues doing it. It's about risk vs reward, and just straight up taking something from the player for needing to leave a match early does not make the game any more "hardcore", just tedious to play.
the penalty is re chamber time and sound
MAYBE, just MAYBE in some distant far-out future I could be convinced to think that a small hunt dollar fee is an acceptable cost for early extract, but taking away your firearm and perk are beyond ridiculous
Which is not a direct penalty, it's just the basic mechanic of the firearm
I'm genuinely not sure if you're trolling or not, if you're trolling good show, you got me
If not then idk what you think hardcore means but that ain't it
By your line of logic, extracting early does have a penalty, you risk not being able to get a bounty token and win a match in exchange for leaving the match with your Hunter's life
Thus you are already sufficiently penalized
Trade in time for safety
If we splittin hairs like this leaving early has a penalty - gaining less money and XP
Aye
That's what I'm sayin'
(Not saying you were challenging me just agreeing)
the lack of a reward isnt a penalty
tons of teams banish boss and extract without the bounty
Neither are the inherent mechnical properties of a gun...
Nor the inherent physical properties of water and roads
Roads are the most confusing one for me
Like yeah you're a bit more exposed but there's nothing inherently wrong with walking down the road, especially if the areas next to the road are just as open, occasionally roads actually have more cover than the side paths unless you go way around
Sure it is, you trade in your valuable time and loot for your hunter's safety
You have to stop and make a tactical decision about whether going for bounty or hitting the extract is more worth while
Ooooor you play QP
Exactly, QP has no early extract granted it has a lot of other, larger issues
if you shoot you a risking giving your position away
There are a lot of weapons which don't fall under this, though.
Plenty of silent weapons anre throwables.
You're also conflating a risk with a penalty
Shooting a gun puts you at risk, but it does not penalize you.
and they have terrible iron sights and dmg fall off
bro risk is the penalty
One of those is completely subjective
Are you trolling rn?
I really just want to know at this point
have yo uever played a tac fps? the risk is penalty...moving while shooting has an accuracy penalty while making you harder to hit.
early extracting has 0 penalty
you can go get a few mosin clips and leave with 0 penalty
hunter loses helath bars but you extract? now yo uneed to spend points to get health back.
I've played several"tac FPS's", I joined this game directly from RUST and Tarkov, I've played SQUAD, ARMA 3, DAYZ, both Insurgency titles, Ground Branch, ETC
Tarkov is a much more 'hardcore' game than Hunt: is and even it doesn't punish you for extracting with two notable exceptions, being Labs and the driver on Woods taking some money for extract
Labs punishment isn't even a direct punishment, you just lose the one time keycard on entry which would happen no matter how long you stayed in the raid
tarkov literally has requirements for extracting
As it should be
But they aren't a direct penalty, though. They don't just take something away from you at random
Only one extract directly takes items from you on one map, and it takes some cash
There are indeed extracts that ask you to be under a certain weight threshhold or to do something special in the map, but you can just take a different extract if those don't suit your needs
Point is, Hunt is not one of those games. The hardcore aspect of Hunt comes directly from the risk v reward PvP, and free, unlimited extraction is a part of that ecosystem, and probably always will be
It's late, and I have to get up for work around noon, so I'm heading off for the night. Goodnight friends.
bro every other system in this game has a cost
except early extracting
its what makes the mosin sniper so grating
part of it*
But the costs you mentioned directly tie into the PvP experience, early extract really doesn't. If you're extracting you're either not in PvP or were able to slip away from PvP for a minimum of 30s
The costs you mentioned also arguably can't be called costs
Having to rack the bolt on a gun or making a little noise is not comparable to the game ripping an item or trait from you just for using a system it has always allowed you to use for free. There is no good reason to make it penalize the player even it it doesn't have a cost, it wouldn't make the game any more hardcore.
Also previously established that the risk of missing out on opportunities and using up your valuable time is enough of a cost on its own in my and many other's opinions
there are so many extracts not anywhere near a bounty that you have a safe travel as 99% of players aren't going to sit in grey zones for 20 minutes
Okay cool but you still took the risk of walking all the way to the extract and waiting there, missing out on potential spoils
bro they are all costs though and I often get kills by setting up ambushes from people that have shot their gun...meleed a grunt....triggered A.I etc because everything in the game has a cost
trigger A.I to move around faster at the cost of positional info
early extract is just cheesy as if there isn't enough stuff to benefit long ammo snipers that are frustrating to play against for a million other reasons
Even if we're going to split hairs like you say, just because those things have a cost doesn't mean early extract should also have one. Long ammo snipers are more than likely the absolute least of who uses the early extract systems.
Tarkov extracts are camped, have deadly A.I near them and often are enroute to other zones of interest
lmao long ammo is the only people that really use it
People camp extracts and have AI sitting around them as well
This is anecdotal and absolutely false
solo snipers that extract as soon as they are getting out gunned and don't die because all other guns have dmg drop off
people camp extracts when the bounty is going o them
I early extract semi-frequently because:
A: Waiting for teammate who joins call while I'm mid game
B: A friend asks me to play while I'm mid game
C: There is no conceivable way to catch up to bounty and I'm next to an extract.
D: I or a teammate have lost multiple health bars, like a rough early-game fight or an "incident" with unintentional or intentional team burning.
E: I just don't feel like playing as much as I thought I did when I queue'd up
F: I need to leave due to an unexpected event or emergency in the real world
I don't use long ammo, I'm pretty stubborn about that because I think it's unfun to fight. I'm pretty much the exact opposite of what you claim, and yet I not only use early extract but think others, even the long ammo meta slaves, should be able to use it too.
The game was designed around free extracts and it should stay that way.
The assertion that "only long ammo mosin snipers" use extracts is absolutely dead wrong.
Now I really have to go now, my sleep schedule is behind.
poor point because game was designed around shitty ass tiered hunter health system, no scopes and duos only
@craggy lance last time I suggested this it was heavily downvoted. People want to stomp on poor random Q players that can't type or talk without enemy knowing everything while sittting in discord. To boot they have to be close enough to hear eachother so you know the general direction of the whole team.
Except in fog which I think he does not like... This guy is a troll...
bruh fog is the best time for me. Literally don't have to worry a bout long ammo bush wookies at all. They insta leave. Not a troll at all. It's a stupid system that you can extract for nothing early. This is like the only game where actually playing the objective is one of the leeast tactically sound options in the game.
@compact creek it isn't an option because of greed. What you suggested was the previous iteration of the "contracts"
So on Fog people leaving early is fine for you...
Wanted to say the same. Crytek really wants you to buy those contracts.
I mean they should play. I don't just extract when I have a shotgun if other players have long ammo. We should be able to select which time of days we want to play though.
I think nobody should be forced to play when he does not want to for whatever reason without punishment.
But I agree that we should be able to choose the time of day, at least with the contracts that once were a thing.
that would be like having options in other games to only play on maps that favor your side
@queen jungle You do realize that it has to do some rounding with ms, if it always rounds down for example it could be a difference of just 1ms
yes of course it's just a rounding thing and everyone is wrongfuly complaining about an issue which is entierly specific to hunt regarding online shooters but yeah it's a rounding thing, glad we worked that out mate ; the fact that I can LITTERALLY SEE him doing his death animation and scream, I have the time to turn my head and jump in another direction and somehow I'm rewinded back in time where supposedly the guy with 500ms headshoted me
I'm not saying that trading doesn't exist or that delay between trades doesn't exist
I'm saying that your screenshot does not prove that there's a full second of delay in that instance
Kill view isn't 100% accurate and positions can vary by around 1m
xd
ok so nothing works as intended, is that what you're saying ?
hit reg is loosy, trading is arguably in favor of lagging people and we can't trust deathview ?
I mean positions of players are never 100% accurate in real time, your client sees 1 thing, the enemy's client sees another and the server is something between the 2
I don't know entirely which positions the kill view is based on, I assume some combination of your client and the server or something along those lines
most other games let you pick maps lol
bruh I frequently die to left peeking players that didn't even show a pixel on my screen before I died.
I also just want to say, you don't just collapse at the exact spot you were shot. You fly back and land a foot or two back from where you actually died. So the body not being visible from the kill view doesn't mean you weren't visible when you were standing up
I'm pretty sure killview is accurate. I've died behind cover several times and had my teammate see where I died and get a safe rez because I was in cover
And I have died fully and seen enemies loot where I was in cover
Might not always be accurate but it seems to be mostly accurate
I am not waiting 15 more minutes to add this to my feedback post, so i'm putting it here
We do not have camera lenses for eyes, this makes 0 sense
Suggestion: Make the hunter classes in QP more clear. A crossbow is not a pistol and a pistol is not a shotgun.
@strong tapir Yes, reports are taken very seriously and action is taken on them. We do not provide precise feedback on reports due to privacy laws.
Yep it’s really frustrating. I want to be able to queue with randoms for fun but it is annoying when I die to a six star sniper who hides in bushes all game and my random teammates have no clue where he is so they stay crouched for 10 min, then run to just get me and still get shot because surprise he’s just in a slightly different bush now and I can’t warn them
Uhhh... yeah... kinda the point.
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Do the devs have plan for players who suicides? They're willing to kill themselves so they're precious KDA won't be affected. Why not add + death if they kill themselves with Consumables or get killed by a creep, and much better +1 kill to the hunter who tagged or at least +1 assist?```
@fair rover Issue with what you're suggesting is console and PC isn't balanced diffrently...
On PC Chainpistol fanning is really weak, the sparps is weird so i think it should be let alone until it acclimatizes in the Meta, The uppercut was for the longest time and propably still is the most played sidearm if not most played gun there is (At the Pre-nerf Dolch time the Uppercut literally had over 50% playrate in top ELO. It was played more than all other sidearms combined) and the Bomblance is really really bad on PC - fun but bad
Well idk about pc i play on console but over here the balancing is very messed up
Also sparks the issue is its such a cheep alternetive to dual uppercuts for your avto loadouts its basicly an avto buff at this point
I fought 4 avtos last night lol im seeing wayy tooooo many avtos now
imo the bomblance is hurt by the trading issue but whats even funnier is how a projectile/harpoon explosive that kills meatheads and all bosses pretty easily is stumped on by a 2 trait point that shouldnt work on internal explosives compared to a frag grenade 
What privacy laws specifically? I assume they’re exclusive to Germany
@somber glade I would commit to a blood sacrifice if it meant no more long ammo guns in game.
European and German privacy laws govern Crytek, yes.
Yikes, well there is still only one compact ammo rifle so… 😅
Tired of every lobby above 4* being dominated by nothing but long ammo. It’s objectively the best ammo type at pretty much every range except shotgun range
I don’t think that is a solid argument.
It’s not an argument it’s the reason I downvoted
I just hate long ammo
problem with balance in this game is bigger bullets are just better, they may cost more but that doesn't matter with how easy it is to make money in this game
Well your hatred is not my problem man, faster firing guns beat long ammo within their respective ranges, if you’re losing at those ranges it’s not the tool.
That’s a good reasonable position
It’s not about winning or losing it’s about the objective statistical advantage long ammo has
You’re not the arbiter of what’s a ‘good’ opinion.
Within mid range a centennial will beat any long ammo unless a headshot is made or a skill gap is present, that is a statistical fact.
that said, i'm always down for more weapons
To you a ‘good opinion’=agrees with me
long ammo lever-action, holds 4+1 rounds
He didn’t agree with me, at least not out right, you’re making a lot of reached here.
Yeah that be fine by me, I just want more guns, the thing can be mid b tier for all I care.
So then how was he agreeing with me? Do you not see how unreasonable you’re being towards me right now?
Down vote every idea I have, just don’t tag me then be rude and make assumptions about me personally, not cool.
@strong tapir Sadly we'll never know as I don't think they've ever revealed how many people are banned or penalized
Hello there 🙂 I hope I am asking this in the right channel… do you mind giving your general thoughts on snipers/snipermains in hunt? How do you feel about the GameStyle? I am trying to collect some general feedback. Thank you very much! Good hunting!
@static hamlet That's a steam issue, has nothing to do with Hunt.
They are fine as long as they aren't useless when they are my teammate
They are slightly below average in enjoyment when they are enemies
That would be my opinion
I don’t like the play style because its main counter is to run away or have a sniper. I.E to counter sniper just don’t play the game or only use the exact same type of weapon.
Anecdotally sniper players seem to love running all concertina and making it impossible to reasonably push a lair without instantly getting beaned when you try to clear the wires
Sounds fresh 😂
That’s a good estimation.
@dim heron I'm playing hunt showdown, that's the game, not steam. Are you saying it's my responsability to contact steam regarding this issue ? Why isn't there an invite button with a connection via your servers and you have to rely on steam for the invite feature?
Any troubles with party up?
Like some other feedback you’ve received it feels like a “can’t beat ‘em join ‘em” situation, however there are things people can do to avoid being sniped.
Always move
Never run in straight lines or move predictably
Game sense/awareness and sound discipline also help.
Much like the point about it’s only real counter is itself it also seems to be particularly good at punishing low skill players who lack some of the disciplines listed above, this is just my opinion but even being good at the play style myself I do not like or respect it.
@compact creek They’ve gotten that feedback before. They just care more about nickel and diming people who have already paid for the event pass. They want to sell contracts.
Wouldn’t be shocked if funds are being sapped from Hunt for the next crysis game
easy cheat doesn't seem to be doing anything
It's broken? Works fine for me. Except for the sideways light cone 
As with many games, Hunt uses the Steam login api.
Steam not sending the correct invite is not something Crytek (The Hunt Devs) can do as they don't control Steam./
Oh for fuck's sake. So I shouldn't keep my hopes up? Did the devs actually say anything or are they silent about the topic?
Same question for you, did the devs actually say anything or are they silent about the topic?
Dead silence but it’s such ubiquitous feedback that they’ve definitely seen it multiple times
When it comes to monetization practices they only communicate through vague videos
Don’t get your hopes up.
Isn't that a shame
I won't lie, I had some hopes because of how rather easy to get Blood Bonds are
So, a little light in the tunnel, the previous system was in consumables that were only for one match. So there MAY be some middle ground they can strike, but I do expect the blood bond expense to go up.
They’re looking for ‘alternative methods of monetization’ and that appears to be contracts and event passes
But well, this is it I guess. I need to reconsider where I spend my money then I suppose.
Ah, now it works
well whatever, thank you all
I mean to be honest Proton I get it, there are only so many people you can sell a game like Hunt: Showdown to
Idk if that’s a reason to quit
Quit? No. Just limit how much I spend on DLCs.
Pure speculation, but with the advent of the viper I also expect them to start selling alt-skins of existing legendaries. I don't think they invented the ability for multiple hunter skins on a single legendaries for just one gimmick.
I bought the game in the early access, came back a while ago, bought a couple DLCs to show my gratitude, but if monetization gets annoying and in my face, I'll stop paying.
That would really stink. That’s just recycling assets at that point.
Not that crytek really cares if people respond negatively to something. Just look at the black market.
Black Market was a massive letdown
Pretty much, but that lightens the load on the art team. You can imagine easily a classic revamp DLC that adds two new skins to some of the older/plainer hunters, say Redneck, Red Shirt, Hardin, etc.
(Not saying it's a good thing, I'm just saying that's where I see it going.)
The art team seems to be doing fine as it is
The skins we’re getting are already getting pretty uninspired though
Actually, question. Does it ever update? I had a redshirt, some winfield C skin and some I think nagant one, non interests me, so what now?
I think it only updates when you buy or roll.
Idk if alt skin sales become a big thing I think I’ll just stop buying
I've had the same three offers for... well, since it started.
Buy or RNG reroll. It’ll reset everything every two weeks.
It will refresh with future updates, it is updated manually
Ah that’s even worse
Well that's something - at least it's curated to a theme.
Man the black market just stinks
It's some random things that are cheaper. I wouldn't say it stinks, it's just... another thing that is there. Doesn't add much for me, but takes nothing away.
The disappointing ‘clarification’ post was the real kicker. Hyped it up with a teaser only for it to be a boring skin store that’s genuinely less interesting than the existing dailies
Now, if they start putting in items that are only black market available, I will be miffed.
Look at the comments for that clarification post, people were NOT happy
Honestly? I'd love to be able to buy some of the event skins. Some are extremely juicy and as you can imagine, I did not spend my last 4 years playing hunt regularly.
Oh yeah, but I don't care about not having my original expectations met - as long as what is actually added does not make things legitimately worse*.
Last christmas I think they added the ability to buy the first christmas skins, so I think that's something they intend to do for the seasonals.
It’s not worse but it’s wasted effort that could have gone into something we actually wanted
It just kind of says to the community that the hunt devs aren’t listening or just don’t know what the community would be interested in
Ah, lovely, wonderful! Not sure for how long I'll stay around, but it's something to look forward to I suppose. I can't remember an event skin I want off the top of my head, but I hope to see the event and twitch drops as well.
I’d also like to point out the devs stopped acknowledging suggestion posts in their own channel and I don’t buy that it was because of ‘clutter’ like it was claimed
I also don’t buy the rules against suggesting boycotts had anything to do with discord ToS. It’s just damage control.
xD
kinda true tho. If only I gave a bit more shit I could imagine getting extremely frustrated over randoms in duos/trios and the amount of metaslaves primarily.
You shouldn't buy either of those claims you're making because neither of them are true. Overview was removed because it gave many people the impression that it was a promise of a feature getting added, when that wasn't necessarily the case.
And the rule about manipulating the review systems has nothing to do with Discord's ToS, it was never claimed it was. Feedback is welcome, but rallying people with malicious intent has no place here.
That image is still a pretty bad reason, and seems like a boldfaced lie, another mod told me the rule change was because of Discord ToS compliance, which according to you is another lie
Mods can’t even get their stories straight
Showing dissatisfaction is evidently ‘malicious intent’
Maybe they said Steam ToS? Manipulating review systems is against Steams ToS iirc, but not Discord. Could be some misunderstanding though.
Damage control
Again, you are free to show dissatisfaction, you can see that #feedback has quite a lot of that 😄
@dusk pelican the spawns are not random. they are at boss compounds ONLY.
It’s only when you discuss taking action on dissatisfaction that it becomes a problem. It’s really easy to ignore feedback channels, but the review score isn’t so easy
If they don’t want us to leave negative reviews they should you know, listen to community feedback before people get mad
I’m not even mad at crytek but the recent reviews show that a significant amount of people ARE
Recent most popular reviews are negative discussing monetization
@dusk pelican My guy they’re at boss lairs chill
Public spaces affect review scores, giving negative feedback and discussing problems of the game does lead to it indirectly, because other people reading it can be affected by it. Which is totally fine. However, Hunt's review score has been 80% or higher got a very long time.
Recent developments account for a tiny fraction of total reviews over the game’s lifespan
That's why there's a recent reviews statistics
sorry but saying "a significant amount of people are" is a little...
Again I have no major issues with crytek
They don’t listen but no AAA dev does so it’s just par for the course
Their monetization practices are half baked but not egregious in any regard
They’re just a fine company
kinda derailed at this point, but uhh.
Not everything is an argument as much as you want it to be one
... what?
You were typing up a whopper before I said I don’t mind crytek and acted disappointed when I said it
that's just an assumption lol
Also was that in direct messages, can't seem to find who told you it was related to Discord ToS?
accuse me of whatever, I guess.
Feel free to DM a screenshot to me if you have it
@chilly dagger I love the idea. Give it a bit more dispersion/shorter barrel, and 11+1/0 ammo reserves (similar to the obrez drum) and it could be a unique playstyle niche for shotguns!
@gray pendant, your post below has been deleted, as it doesn't follow the required format.
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The Dolch P needs a Variant:
Description: The Dolch P needs a deadeye scope, that you can toggle to iron sights, and an underbarrel shotgun.....maybe even some Darksight enhanced thermals in the deadeye scope to give the "voodoo magic" aspect of the game more utility```
@frosty path also if you have performance issues related to steam overlay you can't disable it and still play with your friends. Cannot invite or be invited without it enabled.
You can accept invites without it enabled from your the steam chatbox
doesn't work at all for me like that
But you can’t invite, that much is true
I feel like it does though
I've disabled the overlay like 3x to test out perf with and without and can not invite or be invited to games by my friends with it disabled.
That’s funny because I do the same and all I have to do to accept invites is alt tab and click “play game” in steam’s chatbox
I don't even get a chatbox pop up
Then how do you accept invitations with your overlay enabled?
when the overlay is enabled I get a chat pop up
Do you not automatically have a chatbox tab open whenever someone messages you?
Yes but with the overlay disabled when they inv me it doesn't give me a pop up
I feel like that isn’t true
https://www.reddit.com/r/HuntShowdown/comments/r8zwjq/steam_overlay_allow_us_to_invite_friends_without/ literally another thread about it
23 votes and 9 comments so far on Reddit
read the bottom comments..doesn't work for these people either
if you go into messages and try to manually accept the invite it gives you a " steam overlay not enabled" message
the overaly also adds like 10-30% CPU usage to Hunt for some reason.
overlay*
I’ve had no issues receiving and accepting invites, and have invited people through LFG who had it disabled. I guess it just effects some people and not others.
@analog forge It's 1895 in Hunt?? Sure there was "Planes" after 7 years, but just because it's 2022 doesn't mean it applies just cause.
it was a joke that i now realize was out of place and as such has been removed mb
Ok lol
@analog forge I will say, I can see working trains in Lawson and maybe a mobilizing underground for DeSalle
6v6 hunt showdown 😮
we need a new fort called the alamo
100v100
🤔
@modest glade We have removed your post in #game-ideas because it did not comply with the channel-specific rules; if you would like to make a bug report, feel free to do so in the appropriate bug report channel for your platform.
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Add a different system for inviting people since steam has a limit to the amount of people you can add in a week and if you hit that limit you will not be able to send friend requests to other people until it resets after the week.```Attachments:
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it would be sick if there was a much bigger map with trains, horses, river boats etc that would actually push people to move and make some noise to get to objective fast instead of slinking around with mosin for 25 minutes. Maybe on unreal engine though, definitely not cryengine
Extracts being camped is not a good thing.
I don't think extracting early should be penalized generally, however some kind of penalty for a random leaving the match very early (like within 5 minutes) without their teammates might not be the worst idea. Could just be queue penalty time. Of course not when they extract as a team
So I'm really curious to hear what the engine supposedly has to do with your wish for larger maps
6v6 is also… exactly the number of players we currently have on a server.
erformance is not very good with the current amount of players, A.I and map size.I couldn't even imagine something with more moving parts, players and a larger size. CryEngine feels like an engine from 2012.
Performance could be better but it's not horrible
8 years isn't that outdated, but CryEngine is ages older than that
For me the performance took a nosedive since 1.6
I can't say definitively when it happened but I get inconsistent performance on all settings even when I generally run stable 60
My PC isn't amazing but even at the settings where the game should be running fine it takes random dips here and there for seemingly no apparent reason even when nothing is happening, but stays rock steady during most PvP encounters so idk
Currently all my graphics are at minimum and I can get 60 outside of complex compounds like desalle
Even in compounds I usually get over stable 60, idk what causes the dips because more often than not they happen when nothing interesting is on screen
I know that ground fire can cause issues for me if there's an absolute ton of it, but other than that nothing really drops my frames consistently
Cryengine has been okay for some of the few games that used it, I feel this games problem is a matter of optimization and spaghetti code
Game was semi-thrown together after scrapping Horrors of the Gilded Age so it's not surprising that it's got some kinks that need to be ironed out still
A shame that fixing one issue reveals 4 more
that's extremely outdated in the age of technology lol. It's almost a decade. Look at the innovations anything related to technology in that time span. UE5 is probably the most impressive modern game engine currently and I feel like game devs with old inhouse engines that refuse to use something else are shooting themselves in the foot. I understand the profit motive but eventually you either spend massive amounts of money to redevelop your inhouse engine or move on.
I've been following the game since Early Access but it genuinely looked kinda bad in those days
Edited to clarify EA meant early access not Electronic Arts
I doubt they'll leave cryengine, and updating hunt to a newer version of V would be too hard as they said there's so much custom code
Trying to port any game across engines is borderline impossible without spending more resources on the game than it took to develop in the first place accounting for all the bugs and issues that causes
We'd have to go through Early Access all over again
They shouldn't port the game as it's already 5 years old. Eventually there will be a successor to the game or there should be and it shouldn't use cryengine lol
In interviews they have occasionally mentioned a PvE successor to fill the void HotGA's scrapping left
I really hope the next patch fixes tons of the big bugs, otherwise I'll just stop caring
Would love a 3 player co op first person shooter in the Hunt universe
This is the biggest thing on my list to Santa
I don't see why they couldn't do both. Modern development is kinda a sham. Many of the best "Golden Age" shooters had PvE Co-op modes, PVP and campaigns.
Yes but those were also made by bigger teams with bigger budgets
Comparing a behemoth like Call of Duty at the height of its success (WaW, MW2, Black Ops, etc) is genuinely just not fair
Games nowadays can barely do one of those things competently
Modern studios just care less about the product and more about monetization, but I think it's more complicated with Hunt.
I'd also like to point out having a game that specializes in 1 thing and does it really well is better than a game with multiple mediocre modes
Agreed
I'd say Hunt falls into the first category, for all of its hiccups it's my favorite of the genre, and does it really well
I think they have a fantastic niche carved out for them, but the litany of issues plagues this gem
It shouldn't take 3 months to fix these bugs, but I suspect we won't get any help until the event's over
I wish I had a clip of it, but earlier I tried to interact with a door a few feet away from the top of the ladder had a brief out-of-body experience and slowly floated back down to the base of the ladder
Through the floor
I have several complaints with this game, I still enjoy it but it wears me down when I think about them
That's literally never happened to me before, but my teammate saw it and said "Uh did that just happen to you?"
That bug is funny when it doesn't result in death but I feel like I'd be pretty pissed if that got me killed during combat
I mean idk about that. Hunt made $98m on steam alone. Also with UE5 game development is easier than it's ever been. So many prebuilt assets/kitbashes, engines handling many of the time consuming details by default, OS 3D audio plug ins, weather systems,mocap animations, tweakable preconfig online systems etc. When you consider the "xbox tax", development cost a game like CoD4 from OG xbox has like 10x the content of Hunt from 2007.
Yeah I half hate this game and half love it. Just depends on the enemies and my mood. It gets really stale being the sole players pushing in a lobby because unless you know where the enemy is to peek you are usually at a massive disadvantage because they make no sound sitting ADS at a door or in a corner and you're so loud. Especially bad pushing people if they're in a building with shotguns. Yes I know " just don't push" but that just makes the game boring.
worst part is the netcode for me though
Hunt is a more mechanically complex game than CoD4, though. CoD4 also didn't have any PvE modes aside from the campaign as far as I recall
I'm also relatively convinced that funds are being sapped from Hunt to go into Crysis but that's just a theory
And again, comparing CoD at the height of its success to Hunt Showdown just straight up is not fair
What makes you say that hunt is more mechanically complex, I haven't played CoD ever
wdym mechanically complex? Both games shoot similarly up until 50m. Also the bullets in Hunt aren't real projectiles they're a simulation of them so it's not that much more taxing on the system. CoD4 had spec ops, campaign and like 20 game modes with like 20-23 maps. On PC you had complete mod tools and community servers it was awesome.
That's crazy if true. I don't know a single person that has ever played crysis lol
I don't think it's that unfair. Infinity Ward wasn't a giant when they developed CoD4
No they don't - that's straight up missinformation
Hunt is built on a Projectile based system - while CoD especially in multiplayer is almost if not exclusively hitscan
Sure CoD had a campaign and more gamemodes, but especially the maps are far far lower quality than HUnt's maps and they are far smaller
I mean travel time is basically a non factor at under 50m. But you're right I was wrong. I thought the game used a fake projectile and simulated point of aim.
"When a weapon is fired, a physical object is created in the world which represents the bullet.
A physical force is applied to this bullet in the direction that the weapon is aiming, and this force propels the bullet through the world.
Because the bullet is a physical object, the physics properties of the bullet effect how it travels. That means that each type of ammunition has different properties and will move slightly differently." -Dev Log
It absolutely is
I've never lead a shot at that range lol. Throwing hatchet and bow? sure
It makes the most basic systems involved far more complicated that if they were streaight up hitscan
It's not about how you perceive it
It's about it making a lot of the underlying work far more complicated
because there's entire layer of added complexity
I said it's a non factor as in the gunplay at under 50m isn't much different from older CoD games.
to the player
You said "both games shoot the same up to 50m"
and that's straight up not true - because hunt's underlying systems are far more complicated that CoD's straight up hitscan model
the actual quote said " shoot similarly"
But they don't...
The important part - the "for gameplay" is missing.
and even then it's not that similar
you still have leadtimes, and narural trade windowns in Hunt all of which are moot points in CoD
CoD is point and Click - that's it
the old ones that is
Like at 50m a base Winnie projectile takes 125ms to travel
That's a natural trade window of nearly 250ms...
Hi rango
Your thoughts on electric lamp?
its 24/7 night map i dont know its like 2 days in a row like that
Unlucky
Is cool
bit useless
but i want colored legendary versions so i can throw a rave
Ok true
Why no legendary lamp
prolly because it has no actual model on the hunters
We have different lighted alert tripmines now
Don't see what's stopping other lights from differentiating
me neither

Ikr
And inci ammo with dragon breath would be cool to extra colour
When legendary special ammo
👍
the trade windows are trash,that's some halo 3 bullshit that people hated and is not even a complex part of the netcode, it's actually a cop out. Hunt is also point and click for anyone fighting people in a compound. 125ms is so fast that you would have to be aiming at the players ear to have missed when you compare it to the hunter run speed. Hunter's sprint at 4.5m/s so in that 125ms span that only move 0.56m. If you aim at centre mass
body you will hit also most players will be ADAD strafing and shooting back so it's much less drastic than that. Use long ammo like most players still do because compact/medium ammo is mehhhh and it really is nothing until like 100m+.
Also much more complex and harder to aim in WZ than Hunt lol. I don't even play it because unless you have aim assist you get locked on. Guns have reticle bounce, recoil lots of slid canceling and advanced movements.
The trade window are a byproduct of it being projectile based - it's smth you may not like but then you're likely better off with a hitscan game.
We don't know a hunters dimensions but 0.56m might make a chest shot ca complete miss depending on the dimensions or makes a chest hit an armshot for drastically reduced dmg.
Well yes you are comparing it to WZ now tho where you before compared it to CoD 4 - where it was purely hitscan...
I very much agree that gunplay wise CoD, may people bash it as much as they want, is far more nuanced than Hunt
I liked the game before the update when it stiill had trades but wasn't because of some bullshit netcode update so players with 300ping can kill me 2 seconds after I've killed them.
they often have visual and actual recoil decoupled, they have diffrent move ADS and sprint in/out times, more vaied pen and sway.
CoD4 also had advanced movement and slow RPM guns lol. It wasn't much more complex than Hunt's shooting from a player standpoint. Even leading 0.56m is like 1 pixel at 50m out because how the perspective works in game ,especially at higher FoV.
CoD 4 had pretty fast shooting guns...
It had slow shooting snipers - but those are OHK to body hitscan weapons Other than those most guns start at 600 RPM and go all the way to 1200 Rpm
most of the guns in the game shoot slower than avtomat haha
no they absolutely don't
The avto in HUnt fires at 400 RPM and is the fastest gun there is
the next slower ones are Broheim and dolch at just over 200 Rpm and 164 Rpm
the RPM counts in CoD were not a ccurate. 100% AK shot close to same speed as Avto and m16 slower. P90 and scorpion were fast but low dmg. The game had faster movement speed than hunt and slower RPM that modern call of duties. I'm not going to say Hunt has faster rpm weapons in general but avtomat would 100% fit in CoD4.
Well i'll stick with what info i can find...
CryEngine 5.6, which Hunt uses, is from 2019.
The impressive thing about UE5 is Epic's marketing department at work. All the fancy features put Epic's own performance goal at 30 FPS/1080p.
Unreal Engine is extremely similar to CryEngine in that they are both FPS engines and suffere from similar problems. Just look at ARK for example and you can see all the performance issues of UE4 that only got solved years after its release.
and what i could find lists it at 600 Rpm
which is a blazing 50% more then the avto
the stats were not accurate at all for the game lol that was when they just made shit up
Hi final
Opinion on electric lamp?
Exists to unlock fusees and flare gun
Hi diiba
Same question
it useless because you have no way of knowing what time of day it is before you enter a game. Usually just a waste of a slot. At worst it tells other hunters where you are before you enter a room.
It wouldn't make any sense to leave CryEngine. It's a highly capable and proven shooter engine and Crytek's main product.
Although I doubt there will be any major engine updates to Hunt in the future considering they are working on Crysis 4 which will likely get all the fancy new graphics features (they didn't even put DLSS and RayTracing in Hunt, but rather made the Crysis Remastered Trilogy to show those off).
Historically, Crytek games are first and foremost meant to advertise CryEngine and new major engine releases always came with new games.
Well if you've got nothing to back that up we can stop right here...
All you're saying is essentially "lol no" while i try to go out and find actual info.
I know for a fact that most guns back in CoD4 shot way faster than the avto in Hunt
and the info i searched up are some of the lowest RoF automatic guns from that game and they still fire way faster than the avto
completely disregarding that semi autos could be fired incredibly fast, (I remember fucking with my friends on Lan with macros)
Important feature known to improve the wearer's skill at the game. Just ask @ripe basalt
go watch a match of CoD4 and listen to the sound + bullet count. You can easily see and ghear that with AK you you go through 15 bullets slower than with avto. Half the "RPM" count is because of reload time and mag size. But its been known that the stats in cod games are always off. There are weapons with bad stats that are better than weapons with good stats.
@ripe basalt
Opinion on electric lamp?
Hi
I'm not talking about historically,just in the game
yes - me too i wen't and searched for the info on wikis etc
and it's usually listed at 600 Rpm
And keep in mind we're still comparing the fastest gun in Hunt - to the slowest automatic guns in CoD 4
on average RPM in Hunt is ~ or under 100Rpm
where as in Cod fast fireing automatic guns are the norm usually multiple hundereds of RPM
bruh the game came out in 2007 they just made up the stats and we were talking about speed not RPM. The two are not the same. The avtomat easily shoots faster than AK but AK has 2x the bullets in a mag and reloads faster in the game. AK is not slowest it's very average. Only Avto ,shotguns and dualies are very call of duty in practice.
disregarding perks like doubletap to increase the fastest RoF guns even more
Shotguns again a far from CoD in practice
double tap is capped at 625rpm
I mean shotguns in CoD4 only 1 shot at a closer range than hunt and even fired slower
In Cod afaik shotgun dmg is split into 2 parts, the first one is some basic check if the enemy was in the shotguns cone of fire and then the enemy is applied dmg for just having been there - then the "projectiles" are calculated on top
this is done to give them a sense of reliability
tbh I wish this game handled shotguns like CoD4 lol
In CoD it's no issue because respawns
it's basically an I win button if you have even average aim and the other player doesn't have a shotgun. Also trade trade trade trade
In Hunt where you're supposed to manage meds and are just permadead or heavily crippled it'd be too dominant
Source Engine was 9 years old when dota 2 came out and 16 years old when Black Mesa was released, I imagine similarly CryEngine is getting updated, just because they don't market every minor version change as a new product doesn't mean it's not kept up to date. From a player perspective, when you open a binary of a game it's really hard to tell how good/capable an engine really is so idk why hunt would need to be ported to another engine or needed a new engine release.
basically just run away
like I said the game doesn't need to be ported. When they make a sequel I hope they choose another engine because cryengine always has had terrible LoD problems, bad lighting, bad performance and at this point is missing the majority of innovations ue5 has. Ue5 also has great ecosystem for creators to sell assets, game systems, blueprints, textures etc. Quixel, Megascans, metahuman.
TBH i find it highly unlikely that Crytek will not use Cryengine for many if not all of their PC games
probably true but it's a shame. There is a reason basically no other devs use it
Lighting has always been an outstanding feature of CryEngine and Crytek spearheaded many innovations that are now common, such as global illumination 
Like I said earlier, UE5 talk really shows Epic's marketing department's skills.
the lighting in this game destroys performance that absolutely doesn't happen in unreal engine games now.
I make shit as a hobby and it's easy to see how much easier it is for a hobbyist on UE5 than when I tried CryEngine
wayyyyyyy more documentation
That reason lies in the fact that Crytek had some financial issues about eight years ago and their future was unsure (and thus continued support for CryEngine). The engine itself is highly capable and competitive.
Cryengine is harder to use yeah, don't think anyone's really claiming otherwise
Oh yeah, user friendlyness isn't exactly one of its perks
I've done some smaller hobby projects in CryEngine in the past and getting into it takes time. Although they do provide quite comprehensive guides on their YT channel.
I just don't see how it's that competitive when Hunt runs so poorly, doesn't look that great and has a ton of problems that devs state would be too hard to fix with the engine. UE5 has indie projects 20x the size of Hunt maps with more players and A.I running around at a solid fps on lower end rigs.
The opinion about looks is very subjective
To me Hunt's world looks much more atmospheric and alive than 90% of mainstream games that try to look realistic and such
come on like some parts of game look solid but foilage looks terrible, lots of sharp edges and flickering, pop in etc.
I haven't done any meaningful gamedev since about 2008 but performance of a game isn't necessarily 100% on the engine itself
You're fine to think whatever you think, but to use it as an argument when it's subjective doesn't really work here (aimed at Jakey in case that wasn't clear)
I think there is an objective measure for aliasing, textures and LoD.
But the engine is easy to blame for performance issues, much easier than accepting that performance is subject to many influences due to the vast variety of possible hard- and software configurations out there
LoD isn't really something that gets better with the engine though, no?
I couldn't care if a competing game used 24k textures with no LoDs if the world they make is less atmospheric and feels dead
And Hunt has nailed that aspect
I'm running Hunt at 80 FPS/1080p on an R52600x and 1070Ti at almost all max settings.
LoDs are bugged most of the time anyways if they have issues
I run between 130-150fps on Rx 5800 Xt and 5800X but the game has lots of drops and visually looks bad. Look at this picture from someone else. It looks like a game from 2007
Rather than being indicative of the LoDs being bad
I'm more willing to accept that some parts of Hunt might have been done in a janky way :D
It looks like a game from 2007
Now you're just making a fool of yourself...
look at that picture
it manages to make everything looking muddy and sharp edged at the same time
Here's a random screenshot of mine that I found from 2020 🤷♂️
The one thing I notice compared to how Hunt looks on my PC is that everything is massively over-sharpened
that's because this game has terrible jaggeds
this is 4k game
ultra settings
Another screenshot of mine from 2019
your game looks like you are looking through a lens someone smeared their fingers all over. So blurry
also if you look at textures still not great
And you are taking screenshots of a youtube video, quite different to raw screenshots especially with the compressing youtube does
Here's one from 2022, I would also like to add that I play with everything on low except for textures and object quality
don't you see how bad the textures look though?
To me they are fine, and as I have already stated twice I find the atmosphere etc. much more important
And the last screenshot in that reddit thread shows an issue with the shadows on the high setting, that issue doesn't happen on low/medium
no doubt I just wish the visuals kept it. Tbh I'm of the opinion they downgraded even if they say they didn't. Game looked a lot better in 2018 than now for me.

Aight I'll leave it at that then, I'm out when the downgrade argument is thrown around
Not gonna bother
don't you wonder why so many people bring it up?
Honestly I haven't seen that whole downgrade thing in years and thought people had finally dropped it 
I brought it up because it looks like it got worse after 1.9
Because they mix art direction changes with downgrades done for performance reasons, and because people often think something in the past was better than it actually was in many aspects
Or at that time it felt new and better
But they got used to it
Like some game I used to play as a kid, I remember it being so fun and cool, then I emulate it to play it again years later and it's very meh
Either way, there were no changes to visuals for performance reasons, there were changes done because of artistic reasons
but the performance changes are never good. I have worse performance from 1.9 than before. Let me add subjectively as everyone is affected differently
Performance is always an ongoing thing to work on, there's a lot they may be doing under the hood even if not exclusively stated in patch notes
it looks like they changed the original greenery and this is the biggest source of people claiming graphics downgrade.
One thing to consider with bushes and lighting is the competetive crowd want's that stuff to matter the least for visibility as it can - while on the toher hand there's a crowd that barely cares for that degree of visibility and mostly wants interesting visuals
isn't it kinda weird to say " competitive" for this game? Tbh I think foilage is one of the most important visuals in a swamp lol. 90% of the map is outdoors.
I personally would say yes - but i think that comes down to what exactly consitutes as "competetive"
It's competitive by default since players compete against each other for the win 🤔
On one hand the game can be called competetive as there is multiple teams competeing for the same goal against each other.
on the other hand competetive can be understood as the game tries to minimize RNG and other aspects outside individual/teams skills to find out whos the best
so am I but I think at it's core the game would not stand up to other games in the "competitive" genre of FPS. It's not like you even have to do the objective
I personally always saw Hunt in the first category because IMO there's far too much RNG baked into core aspects (RNG spawns for teams extracts bosses enemies resources)
But i cannot fault people that want it to be in the other "competetive" category
yeah like it's obviously a hardcore pvp game but when people say competitive they usually assume it would be similar to a sport or other fps games with low RNG and forced objective play.
Well yes but i think that's where the undergoing issue lies with the "competetive" discussion that keeps reappearing
you do compete against other players 🤔
yeah but you do that is mario party as well but no one would claim it's competitive
I would argue it's competitive amongst the people who are playing it together? 
idk how you define competitive, ppl compete even in monopoly
Like if you aren't competing in mario party then you're playing it wrong or you're just throwing
lmao wat it's a heavily RNG based game..it's not boxing or Quake haha
You do play against other humans and the goal is to perform better than them and there's a way to track your performance both by MMR and KDA so which part of it isn't competitive?
Magic The Gathering is an RNG based game too and yet people compete on a big stage for money in it
Still falls under quite a few definition for "competetive"
- you comete with other people for the same goal for example and mostly only one team wins
that'd be enough to call it competetive
I think what you're challenging is the 'fairness' of competition not the competitiveness itself
but it obviously isn't competetive the way CSGO or starcraft are
yes that's a big part of it
but I'm judging this based off of sports and games that have historically been considered competitive. You can argue everything in life is competitive is you stretch the definition long enough.
many people think of competetive games as games that are as fair as possible - which would require to single out RNG as much as possible
This is every setting on max at 5120x 1440.
Well yea but chess is a very old game that's competitive and a real life sport and in that game the white pieces have a consistent advantage over black pieces. I think you will find many more historically relevant sports that have rng elements, like in running during olympics having the innermost lane is strongly preferred over the outermost lane.
Look how game flckers when edges when I move camera. So hard to see a bush wookie when the game looks like this.
I think it's fair to say hunt is competitive but it might not be the most 'fair' to all contestants, but the objective of the game is quite clear and players compete against each other in real time to fulfill it.
Both sides get to switch their turn at opening though.
yes but in chess RNG is reduced to a minimum
If anything, RNG makes competitive games more tense in my opinion. I can't play something like CS since it's just always the same and gets stale real quick.
you play a series of games and not just one.
it's not like sometimes whilte and sometimes black have the advantage
nor is chess built on a foundation of mostly RNG
Yes it is but my point is RNG doesn't really define if you can compete in something or not, only can influence the 'fairness' of it, at least perceived fairness
MtG has a big base of RNG - however especially in competetive MtG maxing consistency is a huge factor
isn't that the game where like 5 decks beat every other deck?
Yes but in MTG that isn't because you want to be on even ground with the opponent but because it's better to know the outcome of your actions than not know it.
well yes technically it doesn't - you can make a highly RNG game and call it competetive - but in the end you still have the people that understand it's intentions diffrently based on differing definitions of competetive
Consistency that is
depends on the format
in legacy, pretty much yes
Depends on format and you have to remember that there's a very large amounts of decks you can make and each set doesn't contain only constructed quality cards
some of the cards are printed with limited in mind
PsW is widely hated because it's viewed as both anti competitive. RNG is also hated for the second reason. Luck is a factor of life. RNG isn't luck. It's simulated deviance. Essentially the computer deciding you lost.
tbh that's so stupid to me. Imagine losing because you didn't pay for the limited edition card? haha
it's not a limited edition card it's a card that was printed for limited format (format where you have a limited choice of cards instead of all the cards legal in your format)
I've never played the game. What does that mean? They're strong in limited but in other formats they're over powered?
because they were only intended for one formaT
Well essentially there is diffrent rulesets to how you can play the game.
There is legacy which allows almost all cards of the games history,
there's modern which only allows the most recent sets,
there's pauper which only allows low rarity cards for example
there's a good bit more and that's just a very brief explanation
