#feedback-discussion
1 messages · Page 64 of 1
Im curious to see if the player count drops with the new bb changes as a lot of people will lose incentive to play as often and no true "end game" content
I suspect they are experimenting with having some kind of event going on for most of the year.
That might offer an alternative incentive to play.
I myself just get burned out by that stuff, lol.
And end up quitting for months at a time.
I dont care bout the bb changes, my concern is the special ammo buff.
I don't want to enter a game & be frustrated over losing my bars 1min into the game
ye
and intense bleed
im not one to claim its "op" just annoying & frustrating
Oh yeah. It feels like the devs are right to think that maybe the incendiary ammo especially needed to be buffed somehow, as it was not worth it to take at all for long ammo rifles before for example.
But the 40m insta-burn range is huuuuuuge. And getting lit is annoying to deal with.
ye but losing 1 bar & you're dead to every single long ammo
OH yeah, maybe that's the word, annoying!
It's super annoying!
😄
Right, because you lose the small bar instantly!
Big oof.
The trait helps there, though how many trait points it cost?
ye but having a trait to unlock "Fun" in the game, fuck that
no trait should be mandatory
Trait rerolling might help here. But isn't a must-have trait you need to always have to counter some really annoying mechanic also-- a bit annoying?
Yeah, I agree.
it's funny how not a single person supports this inc ammo buff
Ye, i'll 100% play it everysingle game so i piss off enough players to cause them to complain to get it removed.
Spark full incendiary, FMJ pax. There, no penetration issues & i can burn everyone
How would you buff incen ammo on rifles, if not by being able to set peeps alight with one shot?
Not saying it's the only way, just wondering if you had any ideas yourself.
I'm struggling to come up with anything.
I don't know, burn based on damage?
100dmg for compact, 115 for medium, 120 for long or something.
Below that u need 2 shots
Maybe if you could burn a bigger chunk of the HP of your target with that one shot, without setting them on fire-- for body-shot follow-ups.
That's interesting too.
still limited by 25 or requires changing that mechanic
Being able to delete small HP-bars at a range is insane.
That's going to be wacky if it hits live as-is
maybe give one-shot ignition in exchange for increased damage dropoff? idk, haven't thought about that one
inc ammo with bornheim match worked alright for me before, so yeah
Well, the ones that are angry are usually the ones writing Here. But also; Crytek Just went too far, by trying to nerf the Avto (which tbh i never had Problems With) they fucked everything.
If it turns out to be to strong (what i dont think will happen) i would just make it 1 shot burn to half the effective range
So for medium and compact 10m and long 20
The avto got like no nerf at all
Its still strong af
the ammo resupply changes are the automat nerf, and it's a massive nerf
yes, ammo resupply is what makes it strong
U will still have 29 bullets when starting a game
Which is enugh to last u the full match or minimum half of it if u dont waste it
Plus picking up ammo from weapons on the ground got 0 nerfs
Was it stated what exactly was done with the recoil? I tested it out on test server and found that the horizontal recoil is more severe than on live.
Just increased horizontal and vertical
Not rly annissue
An issue*
Still easy to control
Resupply and less ammo is a Nerf and people Seem to be ok With it. As I Said, i Had No Problems With the gun.
Nontheless Crytek went to far. Henry for example is completly useless now, before at least your resupply was good.
Henry has like 20+ reserve
U legit need like 0 ammo boxes
Even sparks has enugh reserve which is less than henry
You mean Martini? I thought it had more than comfortable amount of reserves on its own, never felt I had to support it with another long ammo weapon.
One of my most used weapons too.
The resuply for long ammo is kinda ass ye. But most guns have enugh base ammo pool to carry you through most of the game
I mean that you get 2 bullets Back. Before or was Like ... 5?
Yeah you Had 1 Shot but you never ran Out of Ammo. And for the brawler Style of the gun this was good.
Not in higher ELO in drawn out fights.
Except for people who crouch/sit around and only engage when they can get a guaranteed kill.
And a big point is that long ammo isn't 4x powerful as compact, I'd say it isn't even 2x as powerful.
So it's kinda bad that it only has 1/4th of the recovery, especially considering that it already starts with less reserve on average.
10/8/5 would be much better values for ammo recovery, as they are at least closer to the power relation.
And generally ammo shouldn't be too starved because else it only incentivices camping and passive play.
Anyone know why is even a thing when the name of the one who killed me is always shown anyway. And theres no way to make it a standard option either to always show player names
been in 6* for the past time now and havnt had ammo issues and i cant see that the reduced resuply will be that impactfull. the main way to get ammo is for me to switch guns from enemys and that inst getting nerfed
@fading sparrow 1 - learn the map and you'll only need to open it a handful of times per match
2 - just use toggle sprint so you dont shift tab
@queen jungle @late walrus @random anchor Please make sure to add a detailed description to your suggestions so others know why you think they should support the idea.
@novel void Pleas report bugs to the appropriate channels and keep #game-ideas for new feature suggestions
@worthy knoll Please use this channel to discuss or reply to posts made in #feedback and leave that channel for the actual feedback itself.
It's pretty self explanatory but alright will do
Well OK. Now i Just dont remember what I was refering to and to whom
no wonder this game can be so annoying to play. the types of things you guys thumbs up/down in suggestions is so disappointing.
Don't worry about thumbs. I had the idea "Crows are sometimes feasting on a rotting lootable corpse" downvoted
Ok? Lol
The voting is also just an indicator for what a very, very, very small portion of the community wants. The devs do check the channel for new ideas and the voting can indicate what may or may not be popular, but in the end features are not implemented based on user votes, but the vision the devs have for the game.
That wasn't the point of my message. Reading through the suggestions, it makes it more clear what types of players still play this game and what they want. And they're the type of players that make the game annoying to play.
It makes sense since whenever incendiary rounds burn on one hit suggestion was up, it would get downvoted to hell but it was implemented
In your opinion. And if your suggestions get a lot of downvotes, that might indicate that you are part of a minority
I don't care about my ideas. I care about what the majority wants, and what they want is disappointing.
I don't make many suggestions and don't really care about my suggestions. The comment is about what other people are suggesting.
Well, hundreds of thousands of people play Hunt, and at most there's a few dozen votes. So don't worry . That is NOT what the majority of Hunt players want
@queen jungle And that is my point. It's sad to see which things are in the majority and minority.
well good thing we don't see it then
Whats your top 3 least appealing suggestion that has many updoots?
True, maybe it's why I find the discord so annoying typically
Some people suck 🤷♂️ There are certainly some jerks here haha. But a lot of really great people too. Haven't had a bad experience yet with a Dev or Mod👍
Hmm, yeah, well as Thumper once said...
Anyways, I think I'm partly just realizing how burnt out on this game I am. I've been having a ton of fun goofing around in the shooting range, and get pretty bored playing "patient" ol' bounty hunt
But seems like a lot of players still somehow have patience after 5 years
lol hundred of thousands? xD
peak active players is like 30k
but i like your optimism

sounds more like peak concurrent players, not peak "active" (which sounds more like players that have still been playing hunt)
Average monthly player numbers are over 400k
yea concurrent player maybe the right word (no native here9
if 30k players are playing at one time, that means a lot more than that are playing weekly/monthly
Could you explain this further? I am curious
The game is actually about to break it's record within the last 30 days by nearing 500k
I don't wanna call out specific people's suggestions and whatnot. I know what sorta conversation that'll lead to
And I don't really have the energy for that crap right now
man you come here and drop an opinion like that and then dont wanna talk about it
wheres the logic 😄
were even in discussion channel
Who said it was logic? It's more about my mood, and how I can tell people are just drooling to "um actually". Just spent too much time with the above convo and I'm no longer wanting to discuss
(btw the anti camping mechanic i wish sososo badly - i posted something like you some month ago - it was hated. I guess Hunt attracts many sniper-mains 😄 )
No Not the Suggestions. I meant what you want the Game to be/become.
More fun
yes, yes, i know it's subjective
Another thing that i would really wish for was somthing like a quick compass you can pull up and that heavily rotates or smth if another hunter is like close to you 100m-50m or smth
Just anything to counter this unpredictability of someone sitting in a bush not moving
Like atleast give me a clue someone is close by and hiding
So you want it more Action focussed or rather "campy"?
And yes, fun is subjective.
But that wound defeat the purpose of hiding 🤔
isn't that his point? discourage hiding as a strategy. that's what i heard
I don't really see the point. Whether you set up an ambush or want to hide from another team because you don't want to risk a fight, there are lots of good reasons to want to me hidden.
Exactly
zhead — Today at 3:47 PM
BBs should be a currency that rewards players for keeping the servers populated that we could spend on some weapons and hunter skins. Don't play much? fine, you can also buy them with money. Monetisation on the other hand should be in form of DLCs and contain items that cannot be bought with BBs. Battle pass should be considered a DLC aswell.
That said, removing BBs rewards from accolades is a bad move. The skins have also gone up in price recently which means that even with the current system it takes a lot of time/effort to grind for a skin ingame.
BattlePass on the other hand should NOT reward BBs to the point that you get back the total cost of the BP like in past events.
completely agree
i don't know, you'd have to ask him what his point was then
The point of hunt is to search for clues of your opponent. Whether that is through sound of a gunshot, a compound being very empty, footsteps, melee, a poison cloud, etc. Not just have a compass in your hand that gives a location of where they are
i can solve this for you
there is ALWAYS someone hiding
even if there is nobody on the map
empty lobby?
always someone hiding
but as a reminder, and i know this sounds crazy, but you can tweak the balance of something without completely getting rid of it.
you don't need to say hiding good, hiding bad. you can also say "hey, there's too much hiding" and do something to lessen certain amounts of it or lessen it for certain instances.
Well, I don't think there is too much hiding. I'd rather say there is too much mindlessly running around and triggering noise where people should be moving carefully and try to avoid detection by other players as to not unnecessarily risk the lives of their hunters.
The primary objective is to extract with the bounty, the secondary one is to get out alive to be able to upgrade your hunter with what rewards you got.
cool
No theres a clear difference between pin-point knowing where someone is like ESP hacking
Or having a clue that someone is around somewhere in your vicinity.
I mean we already have this funtion in form of clues glowing red or the gator traps i heard have this function?
So i want that. Just mobile 😄
for example, whisper mechanic and glowing clues were both very positive changes
This function could also be cool to triangulate someone in a team of 3
Would take good team coordination
Would make an awesome tactic
Pretty much my issue, where randoms are just running around spooking everything up
i'm so curious what mmr you guys play lmao
it sounds like you guys are living in a different dimension
or perhaps you're all just maining trios?
I honestly see more bush wookiea in lower mmr lobbies than anything else, where people are just too scared to do anything
But the game already offers this where it matters: near points of interest such as clues and boss lairs as well as when carrying the bounty (for both carriers as well as those hunting the carriers).
30 gunfights could happen in one spot, they’ll still not come to that location
Having a mechanic that allows you to know players are around all match long and whereever you are seems overkill to me.
Game is fine as is, i would just like an option to NOT have empty lobbies because they’re quite frankly a waste of time to me
Full barring statistically means no or very low pvp action
doesn't sound like my matches at all. but also, why is that an issue? spooking stuff can be great to get into some early pvp
the fact that anyone could imply this game has become "too fast" is mind boggling to me
agreed, i didn't suggest that. @brisk timber did
That's not fun when you're trying to be stealthy and not get ambushed by another player. I don't like having my cover blown because some random doesn't care go around crows.
i don't play with randoms, so wouldn't know what that's like
did you not tell them about the crows?
i haven't thought about scaring crows as something to worry about in a good 1000+ hours
I think people should be incentivised to learn to be fast and quiet at the same time:
-
Being fast but triggering every soundtrap - bad play and should lead to a disadvantage. That currently is a given as you are very easy to track and be ambushed
-
Being slow/immobile even though silent - should also be a bad play and be punished. But it currently isnt, quite the opposite, being immobile is one of the strongest ways of playing there is. And that is bad because it leads to the party loosing that tries to move the game forward.
Stealth doesnt necessarily mean being completely hidde. It means depriving the enemy of as much information as you can. Being fast helps, because the faster you are in making plays the shorter the relevance of any info you have given your opponent.
Not saying that the compass would be a good idea, i'd personally would be absolutely against it, but i do think we need more changes to make that kinda playstyle a lot less viable. And i also belive that the recent ammo changes arent a good step, at least not if they hit live unchanged.
OK First i am tired of the freaking spawns, i just got spawn killed imediately for the second time in a row
why are spawns so random that three teams can spawn within 200 to 300 meters of each other and possible more teams
give a minimum distance how hard is that ?
tbh, i love the chance of spawn fights. getting into pvp early is great (or even just the possibility of it)
There is a minimum distance. It is about 90m, IIRC from Update 1.9
edit: it's 110m, confirmed on the patch notes from Update 1.9
@slow lintel The mannequin poses would only really be necessary for testing the crossbows/bow. All bullets penetrate body parts to the most damaging one (now easily testable with said mannequins). Still a good suggestion, it just seemed like you might not know.
@crude karma I might be a bit late to say this but David Fifield confirmed that trials DeSalle will never EVER be a thing.
damn
They might as well just make a different PVE mode if they're not going to try then because they just completely abandoned the trials mode
He did mention other PvP and maybe PvE modes being looked at (nothing guaranteed) but Trials wasn't judged as "worth the effort" to be continued
That's fine I suppose
trials annoyed the fuck out of me
Finall — Today at 5:54 PM
Title: Ratio of successful bounty extractionsDescription: KDA has been "nerfed" (i. e. removal of leaderboard, etc.) for good reason, as it discourages players from playing the objective.
As an alternative, I'd like to see the ration of [matches extracted with at least one bounty token] / [total matchs of BH played] established as the main statistic to display a player's skill in Bounty Hunt mode, since, as the name already says, getting the bounty is the main objective.This ration/stat would also bridge the gap between players enthusiastic about PvP and those less so as you may take both paths (i. e. hunting other players and engaging in PvP to take the bounty vs. acquiring the bounty and extracting while avoiding PvP) since, after all, Hunt is a sandbox that leaves it up to the players to complete the objective.
In conclusion, it would be a neutral way of displaying a player's success rate and thus skill in Bounty Hunt mode, regardless of preferred way of playing the game.
i like this but also i think it's fine to keep kda in, kda players are always gonna play for kda and count kills per life anyway
It annoyed the crap out of me too because of how badly unbalanced it is
anything with the hives is impossible, and why have the medium score be dont get poisoned which is guaranteed with 6 plus hives chasing you
@pine patrol They always add in the weapon varients after a questline in the following patch. They arent gone forever, The skins are however.
Really good to know! Thank you!
I dont know. Saying it like that makes it sound like its a wallhack.
It just indicates someone is there in a big circle around you.
You would still have to actively search for that person while you give away your position walking around. While the other person has the same info about you beeing there. So even setting up an ambush the other person might be aware but you still would have the upside of the first strike while maybe less of a surprise.
If you really make mind games how situations would play out like that it does really push people out of tactics that revolve around hiding and waiting for prey. Whats basically camping.
On the other hand it gives people that actively play - who already are in the disadvantage producing sound cues - a tool to atleast be aware something could happen and be somewhat prepared.
Aswell as people who wanna avoid or hide would need to actively disengange - so even while beeing defensive they would have to play actively.
I dont know whats so desirable about catering to complete hiding. This game is called Hunt and not hide and seek.
Give Hunter tools to Hunt like a dog has a nose to sniff.
If you think about the best time you have in hunt it probably isnt that one kill where you shot somebody in the back out of a bush while youre camping - it is gun fights on a compound where you know your enemy is somewhere across from your position and you rotate around each other while exchange those crisp peek shots 
Snipers wouldnt even be bothered by this because they would be out of reach of that compass. So a good sniper who takes his targets from a mile aways good still do his thing.
Tbh i would love to see something like that atleast for an event and see how people really react to it at the end of the day. And i think people would miss it dearly when its gone.
there's always an enemy near you 
Attention! There are 23 enemys near you that want to meet you! Click now..

I see your point, but re: ammo changes, they (imo) clearly show that the devs have listened to the complaints about players "spamming" guns/shots as well as the complaints about long-ammo meta.
The change forces all of us to make our shots count more instead of trying to compensate a lack of aim by putting more bullets towards the opponent.
You would still have to actively search for that person while you give away your position walking around. While the other person has the same info about you beeing there.
If we are talking about a compass as an item, then it would have to be actively equipped, meaning not everybody would have the same info.
Also, I'd absolutely expect some players to run around with the compass open all the time. And running with it open when suddenly a player warning pops up would limit the direction you'd have to search in by quite a lot.
If players had to come to a halt to use the compass, that would allow for the situation you are talking about, i. e. the compass user not being able ti know what direction the other player is in.
And hunting other players is just not the "official" objective of Hunt. According to lore, fights between hunters most of the time just happen out of greed for the bounty, not because they set on killing other human beings. And even then, getting away with one's life is much preferred to fighting to the death since, well, if you're dead you won't get another chance at acquiring any bounty.
Even in-game PvP is not a main objective, as is evidenced by the fact that clues lead you to the PvE bounty which provides the most rewards while PvP is not really rewarding as looting hunters restores tools and consumables before giving you any chance at getting some money (and even then the chances of getting a decent (250+) amount of money are fairly low).
So while some players may make it their personal objective to hunt and kill as many other hunters as possible, it's not a core gameplay objective and imo shouldn't be supported by such tools, but rather depend on their situational awareness.
cheaters and shotgunners kill that game
im just here to kill human beings, bounty is just the honey trap
If dolch is so op they had to nerf it with ridiculous recoil while maintaing idiotic pricing, then why does bornheim even exists with it's idiotic high fire rate and damage? xd

Theres only 1 useable version of Bornheim. Thats the match.
Theres waaay better & cheaper guns than the other 2 versions.
Yea the "compass" was just a quick idea. What i had in mind was something like the Witcher Medaillon - which starts vibrating/humming when a source of magic is close by and in the game its integrated into the HUD. You wouldnt have to actively pull it out tho - for Hunt maybe a wrist talisman/compas or something. Not my favorite idea but if we work with the things we have we could let the Weapon Talisman vibrating or glowing?
From a lore perspective ofc we arent in the Bayou to hunt other Hunters but i think it wouldnt be hard to incorporate it cleverly.
A Hunters constant clash with the darkness of the Bayou clinging onto a Hunters Soul making him visible to this tool blah blah 😄
Yea i dont know - the idea sounds a bit artificial and placed ontop of Hunts mechanics. But i still think we need stronger tools to combat those cheap hide tactics while giving players more safeguard if making the first move and playing actively.
Need I say more.
Yes, please, @distant halo
#feedback message
Oh god. Atleast its not "Holding bow like a rifle" levels of weird but that still just not right 😄
Loose Goose — Today at 3:46 PM
Dude, what the hell is up with the officer carbines hip fire? I can count at least five times in the past couple of days that the hip fire reticle has been entirely within someones torso at 1 meter and shots are not landing. They're not strafing hard, and normal shots from a sparks or mosin I know whould hit no problem, but with the goddamn officer? Fix your shit crytek.
sparks and mosin have much higher velocity
anybody know why I'm unable to hear chat in game? There's no issue with my mic and the input device is selected correctly in the options menu
Really worried that the ammo changes are gonna encourage people to extract or run from PvP more often. That'd be a devastating blow to this game.
@celest spindle It doesn't seem like they can do it for a specific gun in particular because the ammo gain is universal for each ammo type. I wouldn't mind if we got one bullet extra specifically to help berthier because it's awkward for a gun that's about having 3 shots only get 2 shots
Can we discuss how Trio have higher bounty reward even tho Duos is way less likely to get the bounty?
From a percentage wise standpoint alone you have to defeat way more teams.
While also it feels like in trios you can be way more careless regarding sound cues becaus 4xtrio makes the spaces between teams bigger.
In trios you often just have to compete against one team when theres 2 bountys on the map
Yes but it really is stupid why thw krag is getting 14 total ammo, the least amount of ammo for a long ammo weapon when the martini ironside can outperform it tenfold and have 18 total ammo, with basically the same rof
I mean 14 isn't that bad imo. If it was 10 shots then yeah we'd have a problem
Considering the gun deals the least amount of damage out of all long ammo weapon, and still has the least amount of ammo out of every long ammo weapon, it is pretty bad
And keep in mind im saying weapons, even an uppercut outperforms the krag
Yeah now that is some strange balancing
Agree
the ironside has 200 less m/s and its firerate is nowhere near that of the krag's. the krag has the advantage of being the weapon thats much easier to handle and land shots with. still, the ironside is overall the higher skill ceiling weapon that needs 0 traits to function at its peak
not exactly. uppercut starts dropping damage past 20m. krag sustains its 124 damage up to 40m like every other long ammo rifle + can two tap up to 112m + it shoots faster than a vetterli + 610 m/s MV
Title: let your pride go
Description: all explosive ammo including the explosive xbow bring nothing positive to this game. They are either largely worthless on PC or super annoying on console. For all intents and purposes they don't belong in this game and the devs should accept that introducing explosive ammo was a mistake and simply take it out. I recognize that the explosive xbow has been around much longer than special ammo, but I still believe that it should also be removed. The only people that like explosive ammo are the people that use it because they don't like the relatively hardcore experience this game is supposed to offer.
This gives off
“I scare grunts and follow up with crouch peak to a corner” vibes
I'm fucking dead at the title what does it mean lmfao
A man who doesnt understand how easy it is to counter explosive munitions…
I'm glad someone else is willing to say this. Trios even having the option for double bounty feels crazy when playing duos and having to fight way more teams for less reward
Can we get better controller aim settings and a fov slider on console, or at least in next gen consoles? No way to adjust deadzone, or even an aim curve is putting me off playing entirely and it's not great to see on modern shooter these days.
If killing floor 2 devs can add deadzone options into the game years after it was released, you guys can too.
The 200m/s is incredibly insignificant fkmpared to the 600m/s, at 100m range the delay difference is 0.125 and both weapons are going to be used in distances lower than 100 meters in most situations, and the ironside will have the same amount of firerate when the test server version hits live servers
Yeah but the uppercut can still sustain its 1 tap potential after the enemy has died once up to 30 meters, and the krag cannot do that
it cannot the dropoff starts at 20m for the uppercut
all pistols start at 20m
And the muzzle velocity has been barely an issue for most players, after a few hours of practice anyone can understand the muzzle velocity and aim correctly according to the weapon's velocity
Damage calculator: https://nixatek.com/DamageCalculator.html
The danage should be in here ^, i cannot open the website myself for some reason
Nvm i was wrong about the uppercut part
But still everyone is going to prefer a different rifle to use rather than the krag as how absurdly underperforming it is
Hell, People have managed to hit shots with a shotbolt crossbow from 120 meters and out
And that damn thing has 100m/s
The 0.125 second difference between krag and ironside is too insignificant to excuse the lack of damage from the krag
125ms is very noticeable. As an example, play on 125ms ping vs 250ms and you’ll see
125ms is not small.
In reality it's all even more. Your body alone adds about 250ms-1000ms to any action if you're a young adult and more the older you are. PC, peripherals, etc add delay as well.
I have a question 🙋♂️ is reshade going to get banned soon?
@hot vigil While I completely agree with you that there should be a lot more consistency in the way guns handle, and a pass or review should be carried out on the whole roster, a lot of the reason certain guns have certain stats is down to game balancing of those weapons. It’s video game balancing getting in the way of reality. Take the officer carbine for example, it’s getting a fix in this next patch (thankfully!) but for the longest time it’s had much worse recoil than it’s 1 handed counter part. In reality this simply wouldn’t be the case, but as Dennis said himself on a Reddit threat from a year or more back, it was a balancing choice made by the devs for the games sake.
I find it hard to believe that Martini-Henry is not getting sway reduction compared to Sparks, Lebel and Mosin is due to balance concerns. Those guns already have a thousand other things going on for them compared to a Martini-Henry.
Oh yeah, that one looks like an oversight to me, don’t disagree.
Also I'm kinda sad that not more is done to sway in the sense of balancing certain guns.
Like how the Uppercut is as good at clicking heads as any other handgun when it comes to sway. Only changing the hipfire and recoil handling just means that most of the handguns differ in damage and how well you dualies/fan with them.
I feel many of the store stats of guns are inaccurate. Also some guns (and even skin variants) just click with certain people. I can click heads with the scottfield “ten paces” skin a lot better than I can with the felons six or the standard skin for example.
@dense schooner i am constantly playing at 130-200 ping including packetloss, i know how it feels
Thats a really cool topic actually. In csgo we have some analytical sites for that stuff and the reactiontime can vary wieldly.
Most people usually are somewhere around the 600-700ms mark.
If youre like really focused and in the tunnel you get down to the 450-550ms mark.
Pros and really skilled players usually peak around 400ms - some sniping quick scopers and flickshotter can even reach 200-300ms.
On the other hand intoxicated players can lose their reaction time completely and need like 1000ms / 1sec to react 😄
That very much depends on the type of reaction tho i think.
a "passive" reaction to touch, like taking your hands off a hot surface can be rather fast, like 100 - 130 ms IIRC, to sound is a bit more ~140 - 170ms and to visuals even slower at ~180 - 200ms
a reaction where you're supposed to do smth, like click the red button out of say 3 diffrent color buttons can even quadruple the reaction time
The nervous system also has an input buffer
If you know what you're going to do ahead of time you can compensate for a substantial amount of lag
They've done studies and determined that the body reacts before the mind but the mind can interrupt that reaction
I just want the remaining misaligned sights to be fixed
Is there a list?
Literally 12 avtos in 4 games now.
Had 14 avtos in 12 games yesterday.
And we are low 5 stars where some of em are 4 stars.
This shit needs to be nerfed
Well it is, kinda, sorta
Tbh it should be removed entirely
I mean its fun to use to get easy kills, i usually end with a 5-10kd with it.
But issue is I can't buy it while prestiging.
Prob my highest kda weapon
It's literally a machine gun in a 1895 game, that isn't even stationary
This game had 3 avtos.
it's getting nerfed that's why they're spamming it
Ye finnished event so i'll prob take a break to patch 1.13
But it should honestly be outright removed.
People will find ways to use it anyway & be just as broken.
Atleast nitro has a downside with the shitty scope.
Avto has non.
New game, new Avto.
I could make hour long compilation
Of course(Like using 4 ammo boxes in their consumables) but at least they're not gonna be able to use dual sparks to increase their ammunition by a fuck ton anymore
Will be easier to do it aswell.
Just remove all legendary traits to get doctor everytime, no need for more shots.
So you can stack ammo boxes.
Although i do love the new changes to the traits/hp
You know, maybe people are Doing what I did. Knowing the coming Nerf they Take the Avtos they have for one Last round of fun.
My past week has been games filled with Avtos, it ain't no "last time."
It's spam until nerfed. Like Dolch before it got nerfed.
It just highlights the issue Cryteks been ignoring for over a year.
That Avto is broken as fuck.
1250hunt dollar is not an issue if it lets you extract with a bounty 10 games in a row.
People call 6 star meta gamers & they run sooo much Avto/Nitro, but ppl been saynig "avtos not broken, just counter it LUL"
I would be ok with its removal since a weapon like it wasn’t attempted until the 1910’s and then it was only possible with a straight pull bolt.
And the bolt isn’t correct either
economy changes sucks, please don't do it
why is my team consisting of a 5,4, and a 3 star going up against SCUMGE players???
Speak english
not only scumge players, but a WHOLE TRIO of scumge players
What is that
SCUMGE is a clan of high KDA 6 stars that use VOIP to verbally harass other players with homophobic and ableist slurs
21 Nvidia highlights wtf where are my amd highlights
who cares, just mute them
Oh well that's not good report them
sure, but why am i in a lobby with them? they're a team of 6 stars. my team has a 3,4, and 5 star
they're pretty well known for how toxic they are and yet they're not banned...
Again, SWMG is another clan that is also known for being high level toxic players, a team like mine should never be going up against 6 stars with KDAs of 2.5+
why would they get banned from being toxic
matchmaking has been weird since they remove the same skill tickmark
it's against ToS
TOS where, just mute them
it's not just toxicity, homophobic and ableist slurs
just mute them, how hard it is
I shouldn't have to do that
who use voip ingame anyway
everyone use discord
you are wasting your time if you think dev care about that, the fastest way to avoid toxicity of players is just to mute them
it works since cs 1.6
But the team details screen states that they didn't use VoiP / Proximity chat 🤔
that's not the point. voip is a big part of this game. people throwing slurs should not retain voip priviledges. yes mute can be done, that ends it for the current player, but not the next player or the five after that.
that thing is hella unreliable
Not sure if the VoIP icons are unreliable, at least they haven't been for me. Unless loudfoot meant that this latter group has been toxic in the past or something. The icon is there for the scumge player though.
Who even are those guys?
The SWMG
And how the hell are all the clan-tag clans always surrounded by controversy 😅
I Googled the tag and found a recent Reddit post accusing them of toxicity too.
@stuck abyss trait respecing will be free in the next update you dont need your suggestion
It's going to be free regarding the BB cost, you are right. But you still lose 1 trait point in the transaction. @stuck abyss proposes that you should be able to refund a trait at no trait point cost if you just bought the trait.
thats just stuid op everyone will be running around with fanning
I don't think it would be OP, you don't actually gain any extra trait points. Not sure how to explain it properly though 😄
The idea is that you could undo a trait purchase if you happened to missclick something.
If you went online shopping and put the wrong item on your shopping cart accidentally, you'd want to remove it, no?
Obviously you couldn't undo trait purchases after you locked in your traits by loading into a match.
Cycling Legendary Hunters for $200 a piece for high value traits will definitely be a thing rich players do. It's moderately concerning to know that every solo running a Legendary Hunter will likely have at minimum Necro and Resiliance (which is being buffed to work like the Lunar Pact version), and if they rolled a good Hunter they'll probably also have Salveskin to extend the burn out timer. It's going to make duos VERY frustrating :(
Fanning is the least of our worries
I agree, but I feel we're juggling different topics here. I just wanted to defend your suggestion about refunding the last trait purchased 😅
Right, yeah. It's definitely something that should allow a grace period for what will be a common simple mistake
I missclick Iron Repeater a lot when I mean to buy Iron Sharpshooter. Sucks big eggs when that's my last 2 points and I'm left sitting there feeling sad
yay more people i have to kill three times or burn resources on
There needs to be a faster way to eliminate a solo from a game IMO.
It's "easy" to deal with solos, but it consumes so much tiiiiiiime.
Yep. I always loved Hunt for how it facilitated press forward combat. With solo self res as it is now, that completely evaporated. Anyone without an obvious teammate needs to be babysat until it's certain they aren't going to stand up again, or I get shot in the back probably 3 out of 5 times I decide to move on early
It's amazing people feel that babysitting one corpse and searching for lanterns is fun and interactive.
what do you mean by press forward?
right dude like what the fuck lmao
Then they counter with "WELL they're just one guy and you're a duo / trio, just go do your thing", except that 3v1 turns into more manageable 2v1 in an instant with a single well-placed or lucky shot.
Even if Crytek added back in the old Grounded Pact poof effect when the solo leaves, that'd solve most of our gripes. Self res just either needs a tell for when a solo abandons ressing, or a restriction on how many resses they get. One or the other
Or straight to 1v1.
and you can't set corpses on fire with incendiary ammo like the fuuuuuuuuuck
And the solo has multiple lives where they can attempt to kill you.
or take it back out of the game because it should have never gone past being an event gimmick
It means if you fight aggressively, you're rewarded with resources and space to move
I don't disagree. It compeltely upended the balance of the normal gameplay in a way that straight up wasn't needed
if solo is too hard for you hit the matchmaking button or LFG
if you can't do those get a different game
I always hated burning Hunters before, unless the partner of a dead guy just wants to sit 150m away and hold angles. Now it's damn near necessary to grab a seat and have a bonfire, else my efforts to win a long compound fight can and often will be completely negated by a guy who pushes a button and comes back from the dead on his own while I'm too busy to hear that almost silent ahhhhh
If concertina wire did more damage it wouldn't be so bad, but resiliance means you can just stand up in a ball of wire and have enough health to tank it
it used to be a thing that you did for a reason because you need to make the duo move his ass out of the trees and fight you
now you have to do it and burn your time/resources/attention because everybody needs an oopsie button
And that would make the already mostly guaranteed kill poison/concertina trap combo into a 100% guaranteed kill combo
So no thanks

Conc bombs could have more dangerous wire than trip mines
Also the ability to stack trip mines could just be removed >.>
No-one of any real substance would miss instantly dying to a no-skill nearly invisible trap because you didn't inject the green juice that match
And poison trip mines in water should definitely not be able to damage you like they do. There's no way that poison vial is under enough pressure to produce a cloud of that size and intensity through the water
@stuck abyss your suggestion is coming in 1.13
Now the trait respeccing is free but always gives you back 1 point less than the cost of the trait you respec (so if you respec doctor youll only get 8 points, etc.)
The only benefit to me of all the recent changes that have made solos OP, and the upcoming changes that will make having money even more OP, is that I'll be able to equip all my hunters with Vigilant and avoid that free kill scrub meta
You didn't read my post
READING COMPREHENSION!
Sorry 😄
Also too slow 🥲
I suggested that in addition to the upcoming refund changes, the most recent trait that a player purchases on a hunter should be able to be refunded **without **penalty.
Otherwise a simple missclick leaves you without the ability to buy the trait you intended to
It's all good
Just don't misclick then smh
If only
Skill issue much?
@tranquil hill
Just a tip, use Windows + shift + s or just the windows snipping tool.
So you don't need to photograph the monitor with a phone.
@proud narwhal i like the refund idea, though i think it would be fair to be able remove all of the traits if you haven't played with them yet. For example u have 20 points and you change ur mind before you enter the game.
I always pledged for a Solo Revive with 1 charge that you can replenish by looting a dead Hunter.
So if you go down or trade as a Solo you have a second chance to get up.
If you win the fight you can loot your enemy and get your revive charge back and move on.
But if you lose youre done for good - no 3rd 4th or 5th chance. No revive spamming.
In return playing against a solo and going through the hustle of trapping/burning the body would still be needed but atleast effective.
Give solos a 20 sec window to get up, after that they are are out for good.
This does nothing to prevent revive spam.
but it severly shortens it.
And to be fair, would say 10 sec and give revive start at 6 sec again, but people would complain.
And at least you get some nice KDA boost with this instead of just sitting and waiting
I dont know the main problem is hunters getting up several time in a row.
My issue is more the waiting game of "maybe" they got necro and "maybe" they'll solo revive.
Yeah it is just annoying, not even OP.
Don't mind too much that solos can get up if they trade.
In my experience i dont have that much problem of the "maybes"
If i see a dude alone and kill him i just trap his body and move on
And thats like the only problem that arises here. Like he then starts to rise up multiple time and prevents me from leaving or just trigger revive spams my traps.
The problem would be gone if he just dies from traps a second time and would be gone for good.
Thats why i think a revive limit is somewhat important - ofc with the option to gain your revive charge back if successfull.
Tbh i would wish this for duo/trios aswell - all this reviving is annoying anyway.
Not really have traps on me nor do I feel that should be a must for any player to play this game.
Dunno if there is too many issues with too many revives for duo/trios, never felt that, except for red skull revive.
@thin kindle really? The Mk. 2 Version of the LeMat is unfathomably ugly without a hint of the elegance the older Version has.
So Glas crytek Took the Mk. 2 gun with Mk. 1 design
The accolade change does nothing but punish dedicated players who put more hours into your game than others they are the lifeblood of any game and pushing them away is very bad for the games health
I think the more important change would be to make the revive time limited. So that you dont have to sit forever on a body and watch it burn out completely
I think crytek knows what is good for this game's health. And they have made a few more games than you. What makes you so sure?
You are Absolutely right. We should Not listen to apologists
Can the devs please fix the old everlasting annoying issue of their bad servers and desyncing of the game? Dying of poor servers just gets under my skin..
Nope. Dont agree at all.
The revive should at all times be denied by the opponent and be as much equal to the functionality of any other revive in this game as it can be.
Burning out or trapping hunter should always be the baseline counter mechanic.
If you dont do that than that risk you take should result in the possibilty to bite you in the ass.
Just like if you kill one of a team and leaving the scene just like that could lead to the guy getting revived 5min later by his teammates.
tbh if you look at a solo player as a "1-man-team" than the actual time investment (start of fight to leaving) isnt even way more than fighting a full on team.
Killing the solo can be quick action and burning him can take a hot minute.
But having a full on 2vs2 or 3vs3 can sometimes take half a game.
"Burning out or trapping hunter should always be the baseline to counter."
I hard disagree on this one, I already have to have a melee tool, medkit and choke bombs for my trios games, being required or expected to carry traps to counter solos is too much of an ask.
"1-man-team" than the actual time investment (start of fight to leaving) isnt even way more than fighting a full on team.
There is a different between 10-15min of fighting another trio back and forth and killing a solo in 2min and wait for him to cook. One is more active other is more passive gameplay.
I dont know. If you fight a team and some dude of them is hiding to revive his mate later than you burn the corpse and wait for the guy to come out. Sometimes he even throws a smoke and vanishes again.
So thats like a full on time sink in a teamplay aspect aswell that is taken for granted a solo player can not do.
If he burns, he burns.
Saying that is a passive activity is because you refuse to deck yourselfe for more quicker option.
A concertina trap or concertina bomb are viable options to take as universal tools anyway.
The problem is these tool right now dont work reliable because a solo revives out of them with revive spam
i feel like much off all the discussion around solo revive stems from a perspective that a solo player is more like an annoying occurance than a serious enemy anyway.
Like the sentiments is more kin to "can we get over this fast pls and come to the real fights?"
So in that case there is still a risk for us to burn his buddy, he still takes a risk to move up and choke and we can react on that.
It is on us if he manages to get away again after throwing a choke.
But when you burn a solo, there is no risk for us to take, nothing to really look out for, just waiting for solo to perish.
Hence why burning solo is a passive activity vs. burning a body for a trio or a duo, they need to react and we need to counter their reaction.
Yes, concertina trap or bombs are good, but still, Hunt still have an issue with tool/consumables slots competing for options, I'd rather have more diverse builds than people feeling they have to choose 4 tools (melee, medkit, choke and traps).
And yes, that is what solo players are most of the time, an annoyance, they rarely are a threat and usually just down one of your team-mates in a "gotcha moment", then you kill them and have to spend more time to ensure they don't come and shoot you in the ass again.
So I seek to eliminate the part that waste everyones time, which is passive non-gameplay of watching a solo cook.
Don't mind they can come back from trades or might have a second wind if they get domed 100m away, just that when the fight is done, it is over.
hm seems like its a basic difference in what we enjoy in a game like hunt
i feel like trios often too fast, the teams spread too much across the map and gameplay revolving around big shootouts
Whereas solo/duo is much more of "hunt" style game - using traps and carefully observer surrounding bla bla
So yea i see how its often trio players who really hate solo revive mechanics
Tbh i think maybe it would be a good idea to block Solos from going into Trios anyway.
but thats really restrictive aswell
Don't mind a slower game, even for my trio plays, it just need to be gameplay that moves the match forward.
Hence I don't inherently mind solo revive in itself, solos do need a second wind chance sometimes.
Just feel it should be that and not a test of patiences/stalemate mechanic.
You trade, you get right back up and continue or you can maybe clutch a long range death with a revive. That is also why I don't think solo revive would be bad if it was down to 6 seconds buffer timer again.
Another idea maybe is to "finish" people off that are on the ground to make quick work of them - no revive after that (except red skull)
But we have a problem that it would be unfair if its only for solos
And whoa - what a community outcry it would be to have this for teams
I think a timed window is too abusable
Because thats really easy to counter by just aiming and count down.
A solo revive needs to be somewhat unpredictable to dont lose much of its effect.
Another issue is that even if you dome a solo and start sprinting away, you will still most likely be the nearest target of that solo when they come back, especially as we play around objectives in this game.
So killing a solo and leaving them have the biggest odds they'll run into and get back at you if they play on.
The issue with this is that it heavily disincentivices close range weapons and pushing in general. If you die in rifle range they can't execute you. If you die in close range they can now take you out completely.
Yea true
Depends on what you want solo revieve to be.
I think it is shouldn't be a safe "get out of jail free" revive, but more a niche revive for cases (trades or 120m headshots) that kinda felt like the solo didn't have much counterplay.
I don't see the value of having a solo be able to get up after 10 minutes.
Me neither other than just dragging out the game.
I'd rather have the initial timer be shorter but it only being available for a short time
Same 6 secs, 10 sec cap.
And sure they can abuse by reviving the last second every time, but that is still faster
Free out of jail is just when the enemy let you.
An ok buff could also be that you can revive crouched. Better chances at long range
and that "letting you" is not a question of skillful play or tactics, but patience.
Which this game shouldn't really encourage more of
Ok that patience you have to show i gotta chose anyday over solo selfrevive beeing a clowns mechanic because its easy to counter - like it already is way too much.
Having important decisions be constrained to shorter time frames is pretty much always positive for making something more skill dependent
It doesn't make it easier to counter tho
Well, again, what is the point of solo revive for you? Why did it get added?
Time gateing revive would make it too predictable.
The gameplay that evolves around having to trap or burn the body and not knowing when the guy is coming up is the unpredictable it needs to make it somewhat useful.
If we take this away then its just a 10sec free kill
And here we are ...fundamental debate about self revive :S
Well it is important to know to understand what you (and I) want out of the ability.
It isn't. If you played well they can't get control over your body in that timeframe
Still think it is funny that rn you can run out in water and then they cannot kill you unless they have traps.
Tbh i wish it was distance based anyway.
Having 10sec in close range is laughable anyway.
Agreed
It was just made so, so crossbows actually could do something :b
But it should be 6 seconds
Comon dude, fast gameplay. you want that dont you? :))
Gotta cycle to knife 😛
I said I wanted to limit the timewaste, not speed up hunt overall.
you gotta make some compromises 😄
Yet you don't want to with your self revive :b
oh this 10sec is compromise enough already getting locked into sniping :S
tbh i hardly ever do aswell x'D
So many more traits worth taking that actually help winning a fight than that
thats another topic...
self revive locked behind a trait
Soon salve skin so mandatory that taking necro gets pushed another step behind
Necro already is like i dont know, maybe the 8-10th trait i would take?
@crystal nacelle Bro, the devs of Hunt need money to keep the game alive lol
SRY
Please delete this message
And you think the best way is to turn every monetarization possibility up to 11 in an instant and prevent free grind BBs completely. Half the BBs per match would have been plenty or maybe a maximum of three per match. They offer you free health and trait respec as benefit but most people would not have bought those for 25 BBs anyway, even with all the accolade BBS in place since forever. Man those upcoming Engineupdates and Bugfixes better be f'ing good. And please Crytek fix those Frametime Spikes the occur in every match (60-200ms Peak).
In a trios game, two team members have the bounty.
Use the 5 seconds of the bounty to fight enemies.
If you have already used all 5 seconds of the bounty and the game is no longer in your favor
Disconnect the game. (alt+f4)
Allies gain bounties again.
5 seconds of bounty can be used again.
Disconnected users reconnect to the game.
If an ally uses up another 5 seconds, disconnect again as above.
This way, you can use the Bounty's ability infinitely.
I encounter enemies who abuse the game in the above way several times a day.
A patch is needed.
If 3 enemies armed with Avtomat camp in the boss room like this, you can never win.
does this gun exist? and this perk applies to like 2 guns
why not on all stock-less weapons?
How many of these videos need to be posted before Crytek looks into the registration issues that have been fairly common lately?
https://www.reddit.com/r/HuntShowdown/comments/142lw2d/lol_wtf/
Question for the zipline crowd: How do you see it working? In my head, it sounds like an easy way to get a kill. If you see someone using it, that person is dead..
@eternal jay I love that you found the issue you're having and gave suggestions on how to fix it
I fully agree with your suggestion about adding more progression but I don't think a lot of people will like it because of the ways to fix it which you listed
Your second improvement is quite good I like it but I think personally they should use tier 2/3 hunters rather than legendary hunters
The same way anything else with similar levels of risk/reward works.
They will do it if they think it is safe, if they think it will give them an edge in combat (quickly moving from position to position is normally helpful enough), or if they are in it for the meme.
Plus the zipline can be made to move quick enough that shooting it may be difficult depending on the star level
Crytek lately seem to change the gameplay being mixed with the premium features, I think having quests for tier 3 hunters would be heavily supported by most of the community
The argument "if someone catches you you will die" argument is kind of dumb imo cuz that is kind of the point of risk reward aspects in a game. There is a risk, whether its lacking cover, making noise, attracting ai, etc doing x thing but if you think there is something worth it pulling said risk, then you will do it.
Ziplines as just a neat other option that can change up how you push or escape can just shake up the game a bit. Obviously dont put them anywhere, but one near the top of that tower in iron works or davant ranch could change up how people move around the map.
Hell if its over water it could be a quicker quieter way to move past a large pool. Especially if you lack gator legs. All you need to worry about is your opponents looking up
I don't think the Dev team pays much attention to the thumbs. Late game progression, prestige rewards, and even a reward/content system specifically geared towards players who have already reached prestige 100 are currently in the works, confirmed, as per David 👍 So don't worry about the thumbs. The thumbs suck!
Yeah but his suggestion isn't about prestige it's about new way of progression
The prestige system is long implemented you can improve it but you're limited to what you can add
Well prestiging is progressing, and was mentioned in the post. But I agree, I want more "Hard-to-Earn" skins
I wouldnt you like for example have every tier 3 hunter be unlockable by specific quests, separate from the prestige system
Something like this 😋
"Title: Hard To Earn Skins (w/ Example Tiers)
Details: Skins that represent a player's playstyle. Wearing them is a badge of honor. Permanently available to the player. Requirements earned passively by playing, and do not need to be activated. Progression applies one tier at a time (w/m = With Melee)
Categories such as: Melee, Rifle, Pistol, Shotgun, Sniper, and Starter Quests
Example Tiers:
‘The Bayou Butcher’ (Melee) Questline
Tier 1 Questline
10 Player Kills w/Melee Weapons, Kill the Boss 5 times (w/m), Get 1 kill with a Sledgehammer, 3 Knuckle Duster Player Kills, Kill 100 Ai (w/m)
Tier 1 Rewards: Legendary Knuckle Duster Skin (+ Hunt Dollars w/each Quest completion)
Tier 2 Quests
100 Melee Player Kills, Kill 5 enemies with a Pitchfork, Get 3 Melee Weapon Kills in one game, One kill with every melee wep, Kill the boss 20 times (w/m), Kill 500 Ai (w/m), Kill 15 Players with the Sabre
Tier 2 Rewards: Legendary Sabre Skin (+ Hunt Dollars w/each Quest Completion)
Tier 3 Quests
300 Player Kills w/Melee, Kill the boss 30 Times w/Melee, 1000 Ai Kills w/Melee, Headshot 10 enemies w/Melee, 20 Knife Kills (any variant), Wipe 3 teams (w/m)
Tier 3 Rewards: Legendary Hunter Skin ‘Cleavus’ (Permanently has dual wielding Meat Cleavers [Med. Slot] as secondary wep)(+ Hunt Dollars w/each Quest Completion)
Tier 4 Quests
500 Player Kills (w/m), Kill the Boss 50 times (w/m), Kill 30 Players with Melee as ‘Cleavus’, With only an Axe equipped get 2 kills and bounty extraction, Get 30 Axe Kills, Kill 20 players with explosive bomblance damage, Kill 30 Meatheads with Melee Damage
Tier 4 Rewards: Legendary Bomblance Skin (+ Hunt Dollars w/each Quest Completion)
.
Tier 5 Quests
1000 Melee Player Kills, Wipe 10 Teams (w/m), 1 Million Ai Melee Kills, Kill Bosses 100 times (w/m), Get 10 Tomahawk Trait Kills, Get 10 Kills with every Melee Weapon, Get 50 Melee kills as ‘Cleavus’
Tier 5 Rewards: Legendary Hunter Skin ‘The Bayou Butcher’ (+ Hunt Dollars w/each Quest Completion)"
Thanks! I actually made examples for Rifles, Silenced Weapons, A starter Questline, ect..
Do you think I should spend my time posting more suggestions, from what I gathered a lot of suggestions did indeed get implemented
We'll see if they dev's like it
Time will tell
Yes! Definitely continue
They definitely watch these feeds and react to player feedback
I don't really like most suggestions being posted
Most seem quite not well thought and some even sarcastic
I've made quite a few simplistic UI suggestions that are relatively not so hard to implement I would assume but would be quality of life
For example contraband category toggle
Hunter loadout preview by hovering over it's slot
@past socket Theres regions that there'snt enough players to create matches, like in South America, i for example, need to go to US East so i can find matches in my star Rank, otherwise, i would be joining a 6 star lobby being a 3 star player
@jovial patio I am of the belief that all buckshot should destroy wooden doors in one or two shots.
#game-ideas message
Would really love to hear what people think about "Exchange reward for duo and trio"
Its such a fundamental flaw in my opinion and something that should be rebalanced.
@chilly nova And how many is that "number"? 
Agreed. A bit out of balance. But I think it's a little out of balance by design to encourage cooperative play. Additionally, the loadouts I bring into trios are typically far more expensive than I spend on my solo or even duo loadouts, so I do tend to lose more money more quickly, just as I gain more quickly.
You tend to bring more expensive loadouts because you feel safer in trio and the chances of winning is higher. I think you trick yourselfe a bit with the underlying reasoning here
Taking no expensive loadouts to duo or solo id because dieing half of the time is part of the experience
No offense tho
No offense taken ❤️
But yea
Maybe just equalize the reward would be a step in the right direction
To not step on peoples toes
I don't know if I necessarily feel safer. I just end up spending more to support my team. Choke bombs become a requirement, and I usually can't do meme loadouts or go naked runs with a trio out of respect for the others (unless we all do it), so my builds just get more expensive as a result
Its actually interesting seeing the sentiment difference going into both modes putting the reasoning aside. Me and some friends often end up going free hunter or "meme" loadout into duo aswell.
But the real reason for us is frustration because of many (random) deaths or expensive loadouts too taxing for this mode.
I always wonder when people saying they bring all this tools and consumables. Syringes. Frags. Flashes. Like its mandatory
Me playing 90% duo i couldnt afford beeing all decked out every round.
I guess its different if one is a trio main player
I play meme loadouts and do naked runs far too often to be sure, but I think it's like that by design to create that need to earn Hunt dollars.
Personally, I think I have far too much money though. I run solo's and trios mostly, and prestige right away, and I usually have 20-25k by the time I hit level 100 and hit the reset button. I'd love an "iron man" mode where money was harder to earn. If I earned 1/4 of the Hunt dollars I did now, I think I'd still have enough to play exactly how I'm playing now
@mossy parcel Sorry to say but the 1895 wouldn’t be a 7.62x54mmR. It would be in .30-40 Krag so just like the current Springfield Krag rifle.
Not to mention at the current in-game year the 1895 is extremely rare and no it doesn’t have the ability to use stripper clips either.
The ability to use stripper clips only happened starting in 1915 with the Russian contract rifles.
@brisk timber Duos and trios have the same rewards.
Unless you are talking about the underdog bonus specifically.
Mauser c96 has been produced only since 1896. It's even called prototype in game. So, it wouldn't be that bad, to add this gun in game, even in mosin's caliber. Also, alof's system was patented in 1926, much later than 1895.
Crytek can also add two variants of the gun. For Kragg's and mosin's caliber. First version could have better rate of fire, better accuracy, while shooting from hip. Secong could deal more damage, has better velocity, could be reloaded with a clip.
I think Volcanic pistol is getting added before anything else.
No the C96 is produced starting March of 1895. Do please at least try to get that right the information is publicly available. Also no adding in the rifle in the Mosin caliber again would be wrong as the 7.62x54mmR wrong as again it wasn’t available until 1915 and never was a available outside of Russia. The only reason the Alamo was added was due to the need for the Romero 77 to be made semi competitive to its higher capacity brothers.
Patent was from December 11th 1895 tho
The German patent system was not like the US patent system
qoute from wikipedia "Within a year of its introduction in 1896, the C96 had been sold to governments and commercially to civilians and individual military officers." I doubt, that crytek takes weapon data from more specific source.
The German imperial patent system ONLY awarded a patent once the invention was sold IN Germany
This patent system is literally known to screw over Paul Mauser in a very public dispute with Georg Luger who used a Mauser system but because Luger was the first to sell a product with said system in Germany he legally was the patent owner in Germany.
If the best you can do is use Wikipedia you could also try not to specifically not lie through omission.
Also, le mat was a capsule revolver, not aт unitary cartridge gun.
By any means if you got more reliable sources you are free to share them
We already have mosin nagant for 54R, so "not aviable outisde of Russia" sounds strange. In hunt's world it aviable
The LeMat just like the Dragoon saw cartridge conversions near the end of the century due to their popularity
but they were huge and clunky
I doubt they will. Since they are choosing to combat everything I have said thus far.
and the shotgun part afaik was never converted to take shells
In my opinion, it is wrong to put too much emphasis on historical authenticity, up to a year.
The LeMat yes because designers tried to keep the capacity of the cap and ball version
absolutely is - that's why the devs don't do it
I am ok with Mauser production started in 1895
that's why we have the avtomat, cartrige LeMat or the Crown and King
and its great
Well they do though. The Sparks rifle had its animation changed due to Jonathan Ferguson noticing they used the cap firing reload not the cartridge conversion.
Hunt is not arma in western setting
actually i meant you - just clicked the wrong quote
You haven’t played Arma if you think anyone is arguing for it
i hate mobile discord ngl
And they remove autoejection from rival and nitro
its true. Just using arma as annoyingly realistic game example
and they gave us spitzer ammuniton on mosins, the avto, the Browning auto 5
The picture Wikipedia borrows from is literally at the Oberndorf museum so I don’t think arguing with the literal Mauser museum is a good idea either
ok i wont
they take liberties where they see fit for gameplay purposes
were produced - and was an early prototype are two diffrent things tho
and beyond that does it matter if they were produced but not sold ?
Still, dont see any problem with Winchester 1895 in any caliber being added to the game.
I do - game balance
The earliest prototype was in March 1895 so far through all available information we are past summer of 1895
Because of all guns quite a portion are lever action
we got so many long ammo rifles already and almost all of them are dominating the Meta
They balanced Krugg quite good
Yep, there isn't only long ammo lever action
There is an in game lore explaination for that though.
like we have 6 unique long ammo rifles - but only 1 unique compact (winnie) maybe if we're generous 3 if we count the carbine variants, and what 3 medium rifles (vetterli, cent and springfield)
There doesn’t need to be. There doesn’t need to be another lever action rifle of any sort when they already make up half the primary weapons in general
Absolutely agree about luck of medium and short ammo rifles
Varmint wil be quite interesting to see in compact ammo
Also to help you it is heavily implied by Theodor Bergmann that Mauser had been sitting on making Bergmann’s design and the C96 had been designed much sooner but Mauser waited. In a letter he sent to Alfons Mauser (Nephew to Paul Mauser)
Granted Bergmann and Paul Mauser had a rocky relationship
Thinking that the Romero needs Alamo to be good 
Yeah let's wait on the long ammo. We got the sparks pistol and krag not too long ago
All I'm hoping for is a new composite pistol tbh
Like we've got the pistol+shotgun but i would love for some kind of pistol-sword or maybe like a pistol+bolt
Idk some kind of Hunt-esque abomination of a weapon like the bomb lance
I want a pump action compact ammo rifle with poison and dum dum and a new medium ammo pistol
Compact bolt action
Lever long
Pump medium
@chilly nova Cross-region players are welcome in my matches. The game is built to be an international game. And I think they did so well I honestly don't care who I play with geographically speaking, so long as they don't exceed the ping limit with cheats.
So what? I do care, cause gunfights are poor quality with higher ping players. You can choose to not filter them out then, and I will.
@eternal jay really good suggestion
Your choice to take those games shouldn't force me to. And I don't know that it's "built" for that, as even moderate ping gives a pretty poor experience. Even Rocket League, which focuses on physics collisions, feels better with high ping opponents.
I don't think the opponent's high ping affects you in any way in RL
as long as yours is good, you're fine
@tall bison artificially unlocking everything on test usually leads to inaccurate telemetry, especially if there is something new to progression or unlocks that is supposed to be tested.
Enough long rifles. We have 3 compact rifles (4 if you count the Winfield and Winfield c as separate even though they’re functionally the same), 3 medium and 6 long rifles
They're not going to stop adding long rifles for the same reason we're not going to stop getting skins for the uppercut
I appreciate the response. I understand now. Does the PTR reset? Like if I get my hunter to unlocking everything will the PTR reset and require another copy over? or am I stuck like this on the ptr?
Can we get Crytek to acknowledge that registration hasn't been working as intended at a higher frequency than usual lately?
Tons of examples of it, but no word from the devs
Been months since the frequency of occurance went up.
They already have, there's a known issue that can cause hitreg to fail in rare cases, pretty sure the issue hasn't been around for months though and is a fairly recent one
Its been around for a while. Bullets either pass through hunters, or blood is rendered, but no hit marker.
Higher frequency of it happening on hunters connecting from out of region. I see Chinese hunters on NA servers (verified via steam profile). They are notoriously harder to hit. Bullets pass through them. Probably because of desync from registration system due to high ping.
Most of the clips I see being shared here and on other platforms in the past have been explainable (usually by the person simply missing) and it has been fairly rare when I've had the need to forward genuine issues, what I'm saying is that there's a current known issue that popped recently which is what's happening in videos posted lately generally on targets sitting still
I have never seen actual hit reg issues. Just people not understanding shotgun crosshairs or muzzle velocity.
Here we go
To deny this is akin to flat earther shit at this point. There is overwhelming evidence of hitreg issues existing in some capacity.
If it's videos posted in the last couple weeks or so, it's 99% likely the issue I mentioned
Videos like this posted weekly
https://www.reddit.com/r/HuntShowdown/comments/142lw2d/lol_wtf/
If it's videos before that, then it generally falls under my first statement 
On youtube, and on reddit.
Yeah that is the issue I mentioned
If it's super recent, then I wouldn't know since I only just started playing again in the last week.
Which started happening recently
No, this has been around for a while. It just increased in severity.
You probably wouldn't know either way since it's happening only in rare cases
But in the past every single complaint regarding hitreg was not genuine.
I mean I don't know what else to tell you, there is an actual known issue with a known cause for it which is not your enemy's ping or anything like that
That is also not true, there were some genuine issues some of which I have also forwarded in the past
This is disingenuous. There are a lot of clear-cut hitreg issues being posted. Only some of them have explanations outside of hitreg problems.
Denying issues existing at all isn't helpful
But it's not nearly as common or severe as people are saying
Just like with cheaters pretty much
Yeah, too far to say that, but in the past every single example I've seen the discord which is quite a few were all not genuine.
Not to say this one isn't, just that it isn't common and has likely not been around for long.
This is also disingenuous. Many of these instances are just not going to be caught on video. Either the character is too far away and it would be hard to tell, or someone is just not recording. Anecdotally, this happens VERY FREQUENTLY when going up against people who have high ping.
Their positional data is not synced properly with the server.
So, what you see is not where they are.

Yes, I know what anecdotal means. Good job red, you are useful.
That's why I put it in there lol
I'm also not recording every game, but maybe I should just for you.
Also their server position doesn't matter with a client side hitreg and server side validation if you are the one with normal ping, the only time I've personally had hitreg issues with visible blood (due to fx being client side) but no hitmarker was when I accidentally queued for SA servers while I'm from EU and had horrible ping myself
Then yes, you should clip those instances
You don't need to record every match, that would be inefficient
Just look into nvidia instant replay for example
Or, you can read reddit. Videos are being posted fairly frequently. The reddit detectives try to come up with some kind of conspiracy theory-like explanation as to why a clear hitreg issue wasn't one. So, the threads are fairly entertaining too.
"You see... This Hunter was clearly eating a cookie and some cookie dust was sucked into his hardware via front intake fans and it shorted the capacitors on his video card creating a slight delay in connection. Thusly clears throat not hitreg issue."
Reddit is not an official platform for Hunt, there are devs there but it's not like discord or twitter or such regarding official platforms, so if you want something to be noticed it's better to post it here as bug reports
Since those channels are being monitored
Duely noted.
Searching "hitreg" on hunt showdown reddit there's one result in the last 9 days. Guy just misses the meatshot with a shotgun, still gets the hit.
So what will they be named? Searched hit, same kind of results.
Its up to the user. They are not all going to be named the same thing. I just surf enough reddit to see one at least once a week
If you aren't labelling your hitreg issue with "hitreg" or "hit" then what else are you naming it?
One meaning, obvious hitreg issue not a miss.
There are plenty of just people missing videos. I discount those as they are not relevant.
The one I linked was called, "lol wtf" so, there isn't a naming scheme here.
Super quick search. Don't really want to spend any more time on it, but its not a recent issue. Its been around a long time. It just got worse recently.
1m ago:
https://www.reddit.com/r/HuntShowdown/comments/12t7frb/somehow_the_shot_did_miss_any_ideas/
10m ago:
It is supprising this needs to be explained THIS far into the phenomena of multiplayer FPS games.
So it seems to be happening with people crouching and people reviving with their heads, or are there examples otherwise?
Ok, one clip he was standing, the other he was crouching. So, nothing to do with stance. One he was reviving and one wasn't. So, nothing to do with reviving.
Not sure what point you are trying to make
Or it could have something to do with both.
People like having something to blame. And there are enough content creators out there that still have these opinions about ping. Its easy to believe them, their answers are simple and comforting. Remove high ping players -> i have a much better experience / i will get better results.
Accepting the real technical explanations is just a lot more uncomfortable
Opponents high ping affects affects his communication with the server. Which affects the server's communication with you. On modern games its usually not an issue, but on Hunt's jank setup it seems to matter. But, I don't want to argue with you, its fruitless.
It actually matters way less in hunt, but whatever.
No it isnt. Any game object has 3 (actually more, but the others dont matter) positional datas. The one on the server, the one on their client and the one on yours.
The one on yours matters for hitreg.
the one on the server matters for validation
theirs doesnt matter at all
So its only your latency or quality of connection that has influence on invalidation rate.
So, what you are saying is that if the data between yours and server's doesn't match up... You get registration issues eh?
And if you increase delay between enemy and server connection...
Something happens
finish my thought
De
De something
Not exactly. First of all, its validation issues. Registration issues are purely clientside
And its not symmetrical. The delay between client and server only matters for shots of that client
How is positional data relayed between two Hunters on the same server?
Through the server. But for the purpose of hit validation only the data on the server and the shooters client matter.
A high ping player cannot tell the server "i wasnt there when he shot". For the purpose of getting hit the server goes with the data it has at that moment, no rewrites allowed.
Its only for the purpose of hitting that a client can rewrite server history
Ok, entertain this thought. And if I'm wrong I apologize, I could be misinterpreting something.
There is a predictive system within the hit validation system that helps high ping players render correctly on enemy screens, yes?
Or, its a separate system
I guess how its set up is irrelevant, but its there, yes?
Not exactly. There is prediction, but not to have the data of the high ping player render accurately, but to render the data the server has accurately.
So in terms of data flow the following happens.
Client A sends data to server
Server sends data to client B.
Client B tries to predict movement so the movement appears more fluid, but positions are updated with each update packet from the server. (which should happen at server tickrate)
Client B only needs their bullet to connect to the model rendered locally on their screen to register a hit.
That hit is then sent to the server to validate.
The server will compare the position of your hit to the position of the target it [the server] had at that point in time. If they are somewhat equal (doesnt need to be perfect, fuzzy logic) the hit gets validated
This is quite the rough explanation, but it outlines the network structure
So there is no extra prediction for hit validation, but only the usual prediction for movement updates (which isnt affected by ping, but only update frequency)
Client B only needs their bullet to connect to the model rendered locally on their screen to register a hit.
That hit is then sent to the server to validate.
When this happens the server compares data between what was rendered locally and player position serverside at the time. Which could be delayed by up to 200ms. Yes?
The enemy's delay updates the server position with a delay yes, but that does not mean that your hit being compared with the server has to take that delay into account
Yes. That is why with increase of your own ping you'll get invalidated more often
It's comparing to the position of the enemy as seen by the server at that time
Which has always been delayed by 200ms or more due to players ping.
What clients ping?
Only 1 client is relevant at the moment.
And thats the shooter
That's not true by your own explanation
The target gets no say in the matter if they got hit or not
Could you quote where you are getting that from, i might have formulated not precise enough then
The validation system compares reciever's data at the time (which is delayed) to shooter's data at the time. Yes?
No, it compares the servers data to the shooters data
If you send the server the packet "i killed Steve at 10:23 at x" the server checks where it saw Steve at 10:23. And if those two match somewhat you get validated
It doesnt matter when Steve sent the packet, it only matters when the server received it. It will take the location it received at 10:23
Doesnt matter when Steve was at that location on their client
Yes, but that doesnt come into play for your shot
By your own explanation it does lol
Where
^
"It will take the location it received at 10:23"
But, its receiving this at a delay.
It doesnt matter whether Steve sent that packet at 10:22 or at 10:00
To visualize with my amazing ms paint skills, the clients do not interact with eachother in a sense so the other person's delay does not matter with validating the hit because you are not comparing the location of your client and their client but rather your client and what the server sees is the other person's position at the time, which means that if you have good ping the positional difference between your client and the server will be smaller while if you have high ping the difference is greater
Yes, but that position at that time is the reality the server accepts. That is the reality your shots have to hold against. You (the shooter) dont care for the reality on Steve's client
Steve's connection to the server is delayed due to ping in this scenario. Meaning all information on Steve's data is delayed. So, any action Steve takes, the server recieves at 200ms delay. Yes? This is like basic AF.
Can we agree on this?
Ok. Good. We are getting somewhere lol.

Lol, something... But you can't name the something... sure
Now, here is something we know. The server sends and receives data at set intervals, right? Do we agree that's what a tickrate is?
Not exactly. Receiving data is usually an asynchronous task not affected by tickrate, but outgoing packets will ususally be bunched at tickrate yes
And the clients will have a much higher tickrate than the server
Yes
Do we agree that server load affects how this information is dispersed. Meaning, more players alive doing more shit affects how this information is relayed?
This is why we see tickrate decline heavily with more users alive.
Do we agree on this fundamental principle that happens with every server in every game?
Bit more complicated. Up to a certain threshold it wont affect it at all. If it becomes overloaded than it can happen that a tick needs more time to process than it has
Can you continue this discussion in a less antagonizing tone? 😄
I'm trying. lol
But, sure.
I've seen server performance graphs for hunt floating around where the tickrate drops as low as 10hz when stuff is happening on the map full of players.
It would be hard to continue if we disagree on this.
We can assume a rate of 10/s if you want
So, if we agree on this condition. One user's data is being sent to the server at a 200ms+ delay. Meaning, that person is not actually where they are. The actions they've already taken 200ms ago are just being sent to the server. So, when they are sitting there spinning for example, this information is being dispersed to observers at a certain interval. So, given a high server load, and slow dispersal rate, observers may not even see them spinning in place. Yes?
This is kinda hard to verbalize, sorry.
That depends a bit on the actual implementation:
Case A: Latest only: At the end of each tick the server sends position updates with the newest information it has of each player. This one can lead to you not seeing them spin. However only if their position on the server at the end of each tick is the same (so basically they are moving in resonace with the tickrate). Which is at its slowest equal to the tickrate, so they need to spin with at least 10/s
And when using this method the server "freezes" the positions of each player at the start of each processing tick for that processing tick to guarantee consistency and to prevent any form of race condition.
Which means for any calculations the server is doing it wouldnt see the spin as well
Case B: Update Queue: At the end of each tick the server sends all position updates it has received since the last tick to all clients. In which case the other clients would get the full data of the spin
Generally i would assume Implementation B, since it has been the standard for client side hitreg systems for a good while now
So, we agree that a higher ping user's positional data on his platform is different from what the server is dispensing to other clients, right?
This is why high ping players can die while they are already fully behind cover on their screen.
Yes
The lower your ping the more near-equal your data is to the server's data
The server disperses its reality to all clients
So if you are low ping, the postions of game objects on your client are almost the same as the positions of those game objects within the servers reality
"We use a client-side prediction system. This system allows you to take action in your local game client and see the results immediately by making a prediction about what happened. When the server response arrives, the system checks whether what you did locally matches what happened on the server. If it doesn't match, the system reconciles your local client to the server's version of events."
So, the scenario I am proposing is. Since the data to the server is delayed by 200ms+. The predictive system cannot fathomably accurately predict what a lagging user would do. Meaning at higher ping there will ALWAYS be a mismatch between lagging user and server. The system will always default to the server's version of events. And, it will dispense this version of events to other users via a low tickrate.
So, a system will display incorrect data to users. Meaning, there will be desync between what users see and what the server thinks is happening.
It won't happen all the time obvious, but it will happen at higher frequency with higher ping users.
This is about prediction for your client and your hunter. "allows you to take action" This is about opening doors and vaulting, moving in general. You dont have to wait for an "ok" from the server whenever you try to do an action
"The validation strategies involve looking at the past history of the world state (matching the delay at which that client is seeing the world) and figuring out if a gunshot—from the client's position, at that point in the map, with that aiming direction, using that weapon, with that ammunition—should have hit the target, according to the records the server had on each player involved in the damage contention."
Else if you had high ping you would need to wait for the server to confirm your actions before you could do them. So opening doors for example would take longer on higher ping.
The case of mismatch can happen for example like this: You are high ping. You open the door and predictively move through it. The server determines you were too far away to open the door. Thats a desync and the server will "reset" your client by moving you out in front of the door and closing it.
And you will experience the classical desync moment
This is for shooting which is different from getting shot. But it also confirms that only the shooter and the server are relevant for hitreg + validation
@unborn sandal I think its interesting because the devs dont want there to be a meta but keep adding long ammo guns to the game that fuel that meta lol
The issue is if there is delay in the server sending all users the world-state. There is also delay between a lagging user and relaying positional information. There is also a system that confirms client data to world-state data.
How is it not feasible for it to be completely inaccurate at times?
The trick is the server and the fact that any given calculation always only needs one client.
so if your delay to the server is small, there isnt a lot of total delay for your calculations (Delay through tickrate isnt a lot. Low tickrate isnt that bad for server validations since those are fuzzy logic anyways, low tickrate is an issue for systems with server side hitreg).
And if you are a high ping player you will find inaccuracies often enough. You will experience stronger desyncs and you are more likely to have your shots be invalidated.
This is fundamentally not true as hitreg compares client data to world-state data.
But they dont affect the low ping player. [Besides the fact that they might get the info that they have been killed delayed, which in the end only gives them extra time alive tho]
What you see, and true world-state are not synced up. So, it makes sense that your hits pass through Hunters.
Rather, they are dispersed at a slow rate.
No. Hitreg is purely client side. If it hits on your client you have registered a hit. That hit gets validated by the server.
Validation is normally done with fuzzy logic, its not a second hitreg, it just wants to make sure the shot isnt total bogus. So its usually somethin like "Did the shot simulated on server worldstate came within 1 meter of the target? Yes -> Validated"
In very simplified terms
How is a hit detected client-side?
Whether your client side bullet hits the your client side enemy model
Then, how would you explain bullets passing through hunters?
Because its indisputable its happening.
My hypothesis is that there is a desync between what is rendered and where that player's model actually is according to the game-state.
As I've tried to explain sorta
Server says, "model not there, you missed"
That is an actual client side hitreg issue. That can happen because of numerous things. Can just be an inaccuracy in an algorithm used. Or the usual insufficient scan time, where a bullet moves faster than its hitscan range is.
or it can just be some bad rounding.
Crytek did acknowledge a rare bug that can cause a bullet to not detect a hunter.
In a recent patchnote
They dont even reach the server. Your client done goofed before
I didn't see it, so thats fair.
You don't think this bug can be exacerbated by high ping?
No, because you dont even get to the network state yet. There is some fault in the coding that just doesnt see the bullet collide with the model
I can see that being an issue, sure. I just can't deny what I see on a regular basis playing against high ping players.
I can tell someone is high ping by how they move on my screen
A good rule of thumb in Hunt is:
- You see blood: your client regg'd a hit
- You get a hitmarker: the hit was validated serverside
That can be true. But you can just shoot what you see and get hits
Yes. In some cases there is blood and no hit marker.
That is an invalidation. But that should only result due to a mismatch between you and the server.
Which can happen even at low ping. Data gets lost, routing is bad. And now one says that the validation algorithms are perfect. They can have the same issues that the client registration algorithms have.
However should you experience invalidations regularly at low ping than there is a good chance that there is something specific to your client / system / connection messing with Hunt (Which can be completely out of your control), since its unlikely to find high density of an issue in one system if there are a lot of systems with very low towards nil density of that issue. Can be as stupid as a badly supported mainboard.
Contacting customer support can potentially help Crytek fix those issues
So in this scenario its possible that since the player is lagging, the server-state is affected. Thus, the hit is invalidated due to that. No?
Technically no.
Their higher ping makes the server state be more out of sync with their client. But you still get that serverstate broadcast and your shots get validated against that state
So the servestate might not accurately represent their actual client state, but you basically only play against their clone on the server not against them
Dude, come on. If there is blood that means your client registered a hit, but the validation system invalidated it based on the server-state not matching up. The state of that player on the server was not in sync with the information relayed to you at low tick. The players ping directly affects that.
The other players ping has no influence on the desync between the server and you
But, the validation system checks where that player was to confirm the hit
Which is why you get invalidated hits
Where that player was is directly affected by their ping
it checks against the same information that the server had sent to you
Again. Its only an algorithm. Faulty math and same potential issues as for hitreg apply.
And remember that it is chance based, the higher the ping the more likely it is to be invalidated.
But the chance isnt 0 at low ping. Thats part of how fuzzy logic works
"Can be as stupid as a badly supported mainboard."
Please don't spread this misinformation. Any issues system-wide would affect multiple games, not just one.
Don't make people swap their mobos due to bad info
Not necessarily. I can properly support something wheras another game doesnt. But i wouldnt ever recommend switching, since it could be the board, emphasis on could. Or it could be numerous other things. The important part is that there are a lot of potential causes, its hard to narrow it down
In either case I've experienced the same issues on multiple machines. Had friends who can confirm issues exist on their machine as well. Its not a setup issue. Its a Hunt patching issue if its client-side. Or, server issue otherwise.
That is interesting. Are you US or EU?
US
I and most people i know are EU. We barely ever see validation issues. So it could also be a fault with the US server
I've actually played on EU servers just to see if ping affects anything and anecdotally it felt very dirty because no one could hit me with anything.
6 stars should be able to hit me full movement imo
lol
For me playing with anything more than 30 was just annoying
It was annoying because I would get late hit markers
I've only done it a couple of times just to see though
Worst i had to do was like 80 ish, and i definitely performed a lot worse
Sorry to cut into this conversation abruptly, but as a player that plays with an average of 100 ping and sometimes on bad days spikes up to 180-200, I can confirm (at least based on my personal experience) that I get hit just as often on higher ping as with lower ping. I also played against people from China occasionally on EU servers and I never had issues hitting them.
Could be that the people you played against were bad shots
Having high ping also means that everyone gets extra time to trade against you
what's low ping to you?
80-90
It's much lower than 200
That could be a low sample size
And I do notice huge differences between 80 and 200
Either way, I play with EU players that have 10-20 ping and we all get hit just as often. I'm no different and I'm usually the one that spins and jumps around like crazy 😛
80-90 ping is unplayable imo
In terms of enjoyment
Getting late hit markers would mess with my head too much
I play at like 10-20 ping on US
Which is why I get a bit annoyed when people complain about how high ping is broken and high ping players abuse the game and get advantages 😛 I can't get my movement skills higher in Hunt because I desync more often when trying to land difficult narrow jumps. I get traded quite often that I can't be as aggressive as I want to be (and before they allowed for a trade window I'd just die and have my hit invalidated completely). I would literally pay a monthly subscription if they could add servers in my region, but EU is the best I could do :/
Two separate things, though. Some people enjoy messing with others. What other reason would someone from China play on US servers?
If people believe ping abuse is a thing they'll try to do it. So it becomes a self fulfilling prophecy
People see people play off region, think they get something out of it and go play off region
That is also a separate issue though 😛 It's not the ping, it's the people. Maybe high ping brings out some issues of the systems set in place, but the system itself is detrimental to both the low ping and high ping player.
If people want to mess with others, then that is a totally separate matter of how ping works in Hunt.
Sure, you can get shot behind cover more often if your ping is high, but if they can even hit you that is.
I seriously never understood how, within how modern networking works, people can be more evasive with high ping. Because in all my years playing with high ping due to lack of servers in my region, I seem to get hit quite A LOT 😛
Asia server seems also to be one of the more unstable servers, which is also a reason for people to switch
The problem is that the experience for everyone involved sucks when there's high ping.
Regardless of advantages/disadvantages
^ This, it's a necessity rather than a desired outcome.
I play with 80-100 ping because I have to, but if I could choose 10 ping I would
Hey I might move to the US for a time in the next few years so I'll be enjoying low ping if that happens 😛
Ok, prepare yourself mentally to have 6*s from China yell obscenities at you while being completely unhittable at like 1am.
Thats why you want a system that allows people to play if they have high ping but incentivices to play on lower ping if possible.
having the experience be a bit worse to allow some people to play is important.
However they could reduce the ping limit as it is in hunt a bit, as long as their two systems remain with
a) you always have at least 1 server, id make it 2 cause of potential low pop regions
b) region is based on host only
I've stopped playing late just to avoid them honestly.
I'll kill 'em just like I do in EU servers ^^
I mean pistol+sword or Pistol+knives were still pretty popular at the turn of the century
Yes, I need to be able to use Renzokuken on Hunters.
I mean largely compared to its counterparts it needed the Alofs system to make the long barrel more viable. The short ones with the hatchet is viable because it has multiple uses.
I am pretty sure RIA had a pistol+knife combo from the 1880’s on auction a few years back
yo, fucking desync on drops
i land on something, land on a second thing, and take damage after i land on the ground
everything about this game exhausts me nowadays
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Historically, there are a variety of combination knife/gun/knuckles combination weapons, typically made in the late 19th century. This one is…rather larger than most ...
Combination knife/gun weapons have been popular gadgets for literally hundreds of years, and this is one of the nicest examples I have yet seen. This sort of thing is usually very flimsy, and not particularly well made. This one, however, has a blade which locks in place securely and would seem to be quite practical. The firearm part is also uni...
This is incorrect. As far as I know. It checks where that player was on the server state.
The server-state is a amalgamation of everyone's positional data as its relayed to the server from all clients.
That is true, But you seemed to indicate that the other players client was a part of the validation. It is not, only the data recieved by the server from that client at that time is used.
Time is the key ofc.
It is a part of the validation in a sense that server compares their position data with the game-state data and relays it to all users at a set frequency which decreases with more players being alive and doing things on the map
Its part of the game-state
The server keeps track of time
Which the server compares shooter's client to for hit validation
so, why is US-east full of brazilian players right now? if i'm seeing this many on US-east, shouldn't there be enough on to play your own servers?
Just because they think they have an advantage does not mean they do. Have you ever heard of the placebo effect?
No, completely unaware. Wanna take some sugar pills together?
what?
i didn't say anything about advantages/disadvantages... i'm curious why so many are on US-east today. are their servers down?
Tick rates can vary yes. But the server knows where every player was at every given time. The state of another players client does not matter until the server sees it.
Therefore, the only thing that matters for hit validation is indeed the server and your client. It is uneffected by another players ping time at that exact moment. Only the recieved data matters. You seem to be indicating that a high ping players data is different than a low ping players data.
I don't want to rehash the same thing again
Sure.
i think this might be my last match of hunt for a long time
Give my ammo back for quad chain pistols
Don’t make me get the trimmer mustache boi
From what I can gather, I think that is the right choice for you. I think you would be happier with a strictly server side game. Something that discourages out of region play.
it's the whole game. gone down hill over the last few years. been playing since beta. it's a shame
they should've spent more time improving the core of the game instead of all the other random stuff
Well, they made a great game for the rest of us anyway. All games are not for all people. I have been looking for a game like Hunt for the last decade. So needless to say I am happy here.
The core game is literally fine. You are complaining about an issue that might reside in your ISP.
@uncut imp me want more ammo
You have enough ammo just aim
yeah, it's just unfortunate how much i used to enjoy it. "an issue" he says after i said it's issues across the board
-#readingcomprehension
@uncut imp can't aim through a wall
An issue most people aren’t complaining about and most don’t have that issue with
Do you use a headset that allows you to switch purely to in game audio at all?
Because sometimes the sound of their footsteps is enough to help locate them unless are you talking about like hard cover like brick walls?
@uncut imp obviously, but can't hear someone who's ratting it up not moving
Oh ok I didn’t know you meant that about rats
My apologies
so most people don't lose their throwing axes into the ground? or it says ammo full when you try to pick up an arrow you just shot? or bullets randomly disappear (confirmed issue btw)? or have the poison bug? or have the crosshair bug?
or still have reload bugs after they were "fixed"
or share mmr between qp and bount
That sounds like a you problem. I would check your connection if you aren’t hardwired or make sure you aren’t having your speed throttled by your ISP.
bro stop with that stupid shit
Because again I have also played since Beta and I don’t experience a single one of these issues
i'm a dev. i work from home. i have the highest grade internet available. i'm never over 35 ping
I mean I am being nice no need for you to get pissy
believe it or not, everyone does not share your opinion. Its not stupid. Its another players opinion. show some respect.
share my opinion about telling him to stop saying "it's your internet"?
Well then I hope your game is perfect when it launches.
yeah, its mostly about the respect, its like oil for a machine, respect in a conversation.
I mean I didn’t say it was. I said you should make sure all possibilities are covered before making an accusation like you are.
dude, i listed a bunch of confirmed bugs, and you suggested it's my internet
you're definitely not trying to be helpful
I mean I am
i wasn't born yesterday
You certainly have the temperament of someone who was though
you're trolling me and expect me not to be annoyed, yeah that makes sense
you were never trying to be helpful
lmao
Can't do much with that attitude. If you are going to accuse another of trolling, might as well leave it.
yeup, blocked and done with
says "sounds like a you problem" but also says "trying to be helpful"
Good for you? you acted like a child to a genuine recommendation?
I@chilly nova sharing mmr for hunt and qp is the best thing ever
yea, totally. i never see people running up to me with no gun until i headshot them
it does indeed look like a you problem, Many tens of thousands of players are enjoying Hunt. Including myself.
yeah, on that, you're right
not that I would call that a problem myself.
I would rather say you need a different game than Hunt.
after a certain number of hours, it's hard to have fun without getting bummed about the state of the game
not so much a problem when looked at like that.
I'm still having fun 3k hours in lmao
i'm glad
Two and a half years here. Still my fav. shooter.
You will come crawling back when the gator comes out
didn't you say you were playing at beta, or was that someone else?
someone else
actually i'm kinda bummed they're spending time on it, but hopefully it's cool
shooting range is awesome though
@chilly nova what? Bummed they been working on a community suggestion
90% of people wanted
i haven't laughed playing hunt like i did in shooting range in a long time
maybe i'll just main shooting range
I think the shooting range is going to be a priceless tool. This is the first game I have played that has such a multiplayer range. Just imagine what this will mean for testing along the lines of how "battle-nonsense" does it.
Two machines side by side, Slow motion cameras, Professional netowrking software to manipulate latency conditions... If we could just get someone like him interested we could put to rest many of these latency related myths that get talked about here.
actually, that was one of my driving factors for having suggested it for so long
so i could prove out issues
Do it! would be great. I highly recommend you use battle-nonsens's setup and methods to start from. Very professional and rigorous.
People generally who cry about latency also cry about atvo, mosin or really anything they get killed by
that's super incorrect
@chilly nova lmao
i've been saying this whole time that i never run into avto people
and what's wrong with the mosin?
the only annoying guns are shotguns
both when using them and getting hit by them
@chilly nova I was just talking mentality rather blame the game then move on with your life
i mean, latency isn't necessarily a problem related to losing. the game just feels bad at relatively low latency (where other games don't seem to have as much issue)
60ms is pretty bleh on this game, and that shouldn't be the case
I notice no difference with 100ms
yeah, and i've had friends tell me that smash 64 is the same on a HD tv vs an old crt
That's most nonsensical anecdote I've heard in awhile
for people not noticing the difference latency makes?
Hey guys, I have some disability in my hands which makes hold to sprint difficult for me to do for long periods of time, if ya'll could take a look at my suggestion and upvote it if you agree that would be really helpful!
i just had 2 shots go straight through someone with no hitmarker. that seems like an issue...
and then i get hit by a saber from like 10 feet away like i'm playing halo
I just had a great few matches. I almost took out a duo, so close, but great fight burned ones health chunk with D. breath, then took the other out twice. Once with traps and the other after their revive with my shotgun at close range. And the next match I took out a fellow solo and got away with the bounty. In fact I don't think I have had a shot go straight through another player in my whole 2.5 years here...
Super doubtful
If you doubt my sincerity thats your loss. Do as you like.
oh, i don't doubt your sincerity at all. i doubt your statement's accuracy
I use shadow play, It is pretty easy to maintain accuracy with such a program.
cause you've save and rewatched every miss you've had?
That is the best way to learn. And it is as easy as pressing a button after the match.
But I doubt (lol) that will matter to you.
lol
Do you have footage of that? I'm curious to see
I doubt it, the way he talks of watching ones own replays like it is a foreign concept.
condescending, i like it
it's not foreign, it's funny
Condecending? no. Try, like for like.
how so?
see if you can respond with editing the next one
No one wins an argument ❤️
You better edit that. you typo'ed 
No one wins! 
yeah, didn't think you'd actually respond with evidence. no surprise
throwable consumables show white lines and then hit invisible colliders a lot
Not to pressure you, but I did see you respond that you had footage before deleting the message. I'm sure the dev team would love to see the footage in #bug-reports-pc
delete what?
A message confirming you had footage of the 10 ft sabre kill
@pulsar quest lol i think the next patch gonna make you happy 🙂
Oh? What makes you say that?
Your suggestion gets implemented 1:1
You can delete perks and get their value-1 back
Oh shit! HELL yeah, knew I had good ideas. c:<
Hey, when i leave the map, my traps still be there? and possible i can get kills? or they desapire with me ?
They remain there
thank you
They should stay, but you won’t get kill credit if they do kill
Be nice❤️ Extraction traps are fun for no one😂
Assuming that you aren’t in the match anymore
I enjoy the sound of concertina being deployed.
If you've extracted, in a forest, it makes no sound
If a trap goes off post match, does it make a sound
@alpine mural I wonder why anyone would want to use that compass over dark sight?
Especially since it's functionality would have to be limited to not work for bounty carriers to keep it balanced 🤔
Because in darksight you can't see anyone beyond a short range,
And a bounty carriers compass would point at them
You can see the clue glow for hundreds of meters and the bounty carrier lightning across the whole map
Yep, but you can't see that dude across the field,
It's a tool, like a spyglass or decoy. It's niche and not for everyone.
The general thoughts seem to agree with you and that's fine,
i personally love that idea

use dark sight for something quicker and pinpointing the clue and the bounty carriers
use the compass for a more silent approach at the cost of one tool slot
the compass doesn't work when you're carrying a bounty because you're already the closest source of power
idk it could be a cool addition
at least in my opinion
Not every tool is for every person
Every one hated when I suggested the range finding scope a year or so ago. Now look at them muahahaha
THEY CALLED ME MAD
the rangefinding is only in the shooting range innit?
also i just noticed your PFP and can i say i fuckin love it
hadn't seen that pic in years (actually, since i used it as a pfp and was called out because it was "unneccessarily gory" and forced to change it)
but back to the point
i remember that suggestion and I still think the rangefinder would be a bad addition
Yeah, I'm not what's happening with the range finder, I think it's just an update to the spyglass
yeah but even as a spyglass upgrade
having floating numbers kinda kill the vibe x)
and screens didn't exist at the time
I agree that fire needs to be changed in some way
Bleed can be easily countered with bloodless or literally any form of healing (minus ghoul and regen)
And poison can just be straight up ignored with a shot
But fire either temporarily reduces ur hp or permanently removes a bar
Salve skin doesnt really feel like it makes much of a difference since fire has always been a harassment tool
Put on the pressure to try and make them lose their chunks
Fire has been trash up until this point.
Bleed always applies a little bit of extra pressure, poison adds a lot if they don't have antidote. Which makes it trash tbh since you can't tell.
I'm hoping it's just a range to the nearest 10m as an estimate
@terse acorn this has been suggested many times.
the issue with this gun is that it's basically a mosin that can benefit from levering
i mean it shoots the exact same rounds (7.62*54R)
Well, maybe an etched glass with range calculated would be more realistic, although still not that historically accurate afaik
Better than floating numbers tho
Something like this in the spyglass
