#feedback-discussion
1 messages ยท Page 84 of 1
Iam, but ppl constantly @ me so i respond
But it proves the hitreg ain't as perfect as ppl make it out to be. Since every report is always "you missed, it was to much to the left."
Here it legit did not count the shot at all
I can see that, but end of the day, AI ignoring you mostly a convenience trait.
There are ofc some edge cases where you are fighting someone and you get bee'd and it sucks. But rarely happening for me personally.
Also most other traits improve dynamics or prevents oppressive metas, but Shadow only detracts from it.
Also on my damage report, the damage is correct.
Upper chest is 104, leg is 56. And fmj it would not lose its damage so easy, especially not thru a thin door at 2m.
That is a fair point. I very much feel like Instinct detracts from the tension of the game. So I have similar sentiments about Instinct that you seem to have about Shadow.
I also have similar issues with Concertina wire.
Instinct should also not be in the game.
It is so anti-fun. No more sneaking around bosslairs during banishment, just sit and hold E for 3 min.
Exactly, use dark sight every couple meters and the only ambush you'd ever fall for is a sniper.
So you can very happily ignore strategy as you are immune to any kind of ambush style outplay.
Instinct just helps camping instead of countering it.
I do hope remedy stays around in some form, only trait which should.
The only one that could just be plopped in to the game as is and be fine.
Would like it to be tuned slightly to be less reliant on getting lucky with finding charms or with the 50% on Meatheads.
But otherwise I would be incredibly happy with it joining the traits page!
It should be relatively expensive and you should only be able to use it within LOS, it should also make a banish type sound within like 350-500 metres.
Right now its strength is when in a fight you can do it through a wall and they won't know you're back at full.
I think it should stay a burn trait. But instead of being something you buy every game it should be useable once per game only.
Agree fully with a Unique sound effect being added
Also meatheads should have some indicator to them that they'll drop a trait.
Haha good point!
Maybe even increase the health of those ones too so they can't die to a singular dynamite stick.
Nah it's a sound investment, that is a good enough cost to kill them. Seeing as killing them with melee is incredibly risky
@hot vigil @brisk timber@hardy coral Greatly appriciate hearing your guys opinions!
I think I've just come up with the most hated trait suggestion that the Hunt community have seen.
Rejuvenator: You can now over-heal up to extra 25 health, this health decays over time.
Fuck it I'm gonna take the heat!

Instinct on the other hand adds something to the game while taking away. In this case i would argue its more of a balance shift then a downgrade. Its somewhat subjective to the playstyle and taste of the player.
Remedy is a good addition while i think it can be too strong. Yesterday i was defending bounty vs 3 other teams. And while i downed a guy 3 times through cracks of my shed he came back 5min later with full health.
Its rather overtuned atm
It should just give 1burned bar back like relentless and maybe not even restore the hp
And relentless on the other hand needs to be deleted
People coming back with full health on necro is pure bs
Yeah, it would make shogun users cry, rightfully so.
tbh i dont see that 25hp perk making a feasible difference most of the time but maybe thats just the numbers i have fudged in my head
something slightly slower, like a romero and/or alamo, might be affected, but i swear by the rival and im pretty sure the double taps on that would barely be affected
i see no real world where instinct stays in the game, outside of maybe a heavily gimped into a solo version of the perk, 75m is not a lot and its mostly earshot range but its way too easy for most people to just hold darksight while running around and pissing themselves the moment it activates. i dont like it. i think that it invalidates darksight boost and while its fine ofr an event, should not stay in the game
It is very strong at the cost of being unreliable. You can't consistently count on being able to use it in a fight. But when you are in a fight and get to use it it's hugely impactful.
I think either inconsistent (Need a trait charm to use) and full restoration or consistent (Other activation condition that does not rely on finding a trait charm) and 1 bar.
I'd vote for consistent and 1 bar.
I would be very surprised if instinct stuck around after the event, might come back in later events like death cheat did though
With doctor that is just insane.
Also how would it interact with a Vitality shot. It heals to full so would it do nothing tthen?
I hope not, I don't like how it is changing the game while it is available.
regenshot is 2.5 per second right?
that's definitely enough to survive that 6 seconds apart
It will absolutely skewer the "2-tap" meta, making certain weapons (mostly sidearms), way worse. Another concern is how it affects shotguns 1-tap, but not sure how many shotguns that gonna be affected. Tho it does mean if you get downed once, you can with a regen shot, or topping yourself off with a med kit, go above the 1-tap threshold from long ammo, which is why I think it gets all the down votes ๐
Instinct also just tells you when you've won a big fight. "No enemies nearby we won."
No tension when you have instinct.
And that's from someone who can't play solo wothout music cuz i get to paranoid.
i don't know exact numbers so i can't say lol
to be fair i think that losing a single pip and being oneshot bodyshot byl ong ammo is horribly annoying
Well, it is 25 temp health, it ain't just a "health yourself at the beginning of the match and you good". The true concern is the regen shot.
which is why i am personally a fan of the one event perk that lets you regain pips outside of banishing
its still a big trade, the only real way to find a trait reliably in world is to get lucky or kill meatheads, which no matter how you do it is gonna be loud, time consuming, and probably health consuming too
I definitely think remedy has at least laid the groundwork for a method to regain bars outside of banishes.
For sure and I feel Crytek are too, with more long ammo dealing less than 125 damage, wouldn't be surprised if we see a minor overhaul in the future, bringing the rest more in line with that.
one quirk about remedy i've never seen anyone mention is that you can actually see traits glowing through walls in darksight, and i've found at least one trait just because of it
Agreed, I think finding a way to introduce Remedy in a match instead of as a trait may be the way to go.
i think being able to recover pips outside of fights is fine, especially with some sort of major tradeoff, im gonna be honest i think its horrible how if youre aware of long ammo in the area/game you're kinda just fucked if you dont have full hp. it also imo allows for some cheesy/cheapo strats like how i love to bring penny shot to nuke bosses and meatheads for free traits/points on new hunters
because if you dont have full hp and know long ammo is present, you basically just turn your brain off and run to extract after a single bounty, at least imo thats the sensible play
you get your bounty credit so the match isnt a waste, then ditch immediately for extract, where as i'm a player who loves my double and triple stacks, that really ruins my mojo
Very true. You miss them less, but it is still RNG if you find one. (After the event cart are gone)
oh right i forgot, you CAN trade in event point traits for restoration too
oh yeah no for sure, i just think its kinda neat how even if you dont use the banish part you still get wallhacks on traits
i think remedy having 25m is a bit weird, it really could be 5m and it would still be fine
I like it being an out-of-combat type of thing, but i've definitely had a teammate banish a trait outside from in a building midfight ๐
25m for what?
Remedy has a range of 25m
25m range to banish the trait. you can hold darksight 25m away from the trait itself
imo you could balance remedy interestingly by making it similar to serpent except for traits w the banishing health effect
id even say give it a slightly increased trait appear chance or some other guaranteed increased chance to find traits, but idk how thatd work and that would also make it a bit harder
Only for banishment, restoration range is unlimited
then again im a solo player and a serpent apologist, a lot of ppl i know think its a total wasted perk
ye that's what i meant ๐
love stealing bounties like a rat ๐
they could also just separate it from trait charms entirely and add some new thing required to activate remedy
To be fair, people who get their bounty serpented are bad at hunt uwu
I would like that, Have it spawn at certain spots of the map at least one compound away from the boss. Hard to do mid fight, but consistent after a fight.
And/Or make it a once per game per team thing.
i think a neat way to balance it would be adding it post-event and leaving it relatively the same except maybe giving an increased chance to drop traits from meatheads, or maybe even giving a rare chance for them to drop from some of the more common enemies
for example, concertina armored are rare af in my experience, i could totally see them having a half decent chnace to drop a trait if they wanted to change that
theres also virtually 0 reason to kill a concertina armored if it isnt chasing you. everything else kind of has a decent reason for exp to effort ratio, but concertina armored are ridiculous if you arent running a ranged option
Think that is too good, people will be traited up constantly
I think 50m serpent range is fine, however i am not happy with the state of the stamina effect. if you do manage to grab the bounty, that's fine, but i dont like how you can get 7 and a half minutes of stamina just from that slurp alone to just instantly run all the way across the map
Especially with the refund system being free now
i've done it myself plenty of times and it always feels scummy with that much stamina
Stamina shots (and sources like it) were a mistake uwu
nerf conduit basically
obviously there are finer details to balance, and im also not a good hunt player. just spitballing
what did conduit do before the 5min of stamina?
yes
actually worse than adrenaline
but holy shit did they overbuff it AND make it annoying as shit at the same time
adrenaline lowkey i wish i had sometimes ๐ i have a clip in my folder that i just titled "the one time adrenaline wouldve been useful"
Whoa whoa, at least if you got chunked by an armored Old Conduit was useful. Adrenaline can't even save you against AI man
Yeah, just know people is gonna take that for trait farming.
Think remedy should just be able to be a burn trait you use on an enemy hunters body.
That makes it reliably activateble during fight. Think it's too good then
adrenaline should give you back stamina percentage 1:1% with damage. if i get slapped for 20 damage by a grunt, i get 20% of my melee and running stamina back instantly
i actually dont mind the trait thing
then again ive never heard of or seen or done trait farming
at that point id rather just rebuy leggo hunters until i get a 4 cost perk i like, like levering or conduit, and just play a real game
Not if you have to be in dark sight for 10 seconds or so.
you really do have to be sitting in darksight doing nothing and also losing information because its hard to hear, and even being louder because ive heard people who are just sitting in darksight before
i think short of making it like 30 seconds, it's still usable during a fight
If you can use Necro mid fight you can use Remedy
As someone who is tired of facing traited out hunter during death cheat (pre fix) terror, I think we should be careful with trait gain.
Agreed
agree, but also i think it was mostly just dealing with necro+resil so many times. revert resil buff pls
also while im here
Well, necro is doable bc it is on a friendly body with no LoS. But if the enemy body needs to be in LoS and within 1 m or so, I think it is fair.
dauntless being like level 75 bloodline is Stupid
Once Relentless is gone it's going to be less oppresive
yeah but still, needing 125 at point blank to put down a necro target is obnoxious. i don't think resilience was bad at all, i would have said it's in the top 50% of traits
pre-buff
does relentless function at all with necro
Ye that's true but i still think it's better to add a spot on the map you need to go to inorder to use remedy. That way you would have to leave the boss lair to do it. Instead of encouraging camping in a compound with a dead team in it
yeah, you can get necro'd and get up with 150 with resilience
This is slowly creeping towards a solo necro talk 
You're right, ABORT ABORT!
well then get me out because i play solo for a vast majority of my playtime ๐
Hmmm, yeah, maybe, dunno, I like the idea it becomes a trait that adds layers to combat, not makes people get bars for free.
Hence why needing enemy corpse could be a solution.
Your opinion about state if solo necro? :b
I don't think it should be free. Maybe you get the Burn trait or a Remedy mark after looting the first enemy hunter in a game?
i guess it depends on if remedy is re-implemented as a normal trait you just buy for points or what
Need to be careful if adding more marks and whatnot. Pledges are gonna return down the line.
I think Burn traits should be introduced in some fashion. It's an interesting mechanic that could be used in the actual game.
yeah i think they work better than the weird token-eating mechanics of devils moon, at least for pacts
i dont mind solo necro, but i do wish that there was a) a differential between necro revives and normal kills on the post game screen, and b) something to differentiate a solo necro, maybe something on their body, or my favorite, make them burn like 2x faster
and this is coming from someone who plays necro solo constantly
As an example (That i don't think should be an actual change) imagine resilience was a burn trait. You just get it the first time you get up.
Or 1 point version of frontiersman: burn trait first medkit use is free.
i dont like how a solo necro can be very oppressive, i dont mind the idea of revives, but i dont like the idea of how someone solo could literally sit for like 5 minutes and wait for their entire hp to burn and then save themselves for free. i think the burnout should be a lot faster to incentivize playing more actively
thoughts on adding a downside to necro in the form of faster burning?
Think burn x2 faster just makes salveskin more essential for solos. I am mosly trio player and only gripe is the wait time where the solo ain't coming back unless you don't burn them, so you just sit and watch.
Also think the 10 sec timer is silly, shorten that.
nly gripe is the wait time where the solo ain't coming back unless you don't burn them, s
yes this is my issue
Ye maybe a bit shorter timer. Now it's better to just wait people out.
I also think a timer so you have to stand up within say 5 minutes would help a bit with the tedium of dealing with solo's. But i rarely play solo so i don't know if that is to harsh
But people will just tell me to "walk away" and ask "how is it fair a trio team can revive each other SO many times" 
and as a solo necro player i do think that its relatively balanced loadout wise too. bringing any one of the tripwire options will mostly fuck a solo necro, or even small things like beartraps will heavily cripple them and make you very obvious to their revival if its within a compound
fun fact: 3 alert tripmines on a solo body will instantly burn a whole small bar off ๐
and just in general, i suppose
like if you are upset about necro, i urge people to just bring a concertina tripmine or something, or poison, poison is 30 and concertina is 90, just bring one or both and smack them on a body and get rid of them
5 min is too long, no difference than burning them.
and imo, if youre a sensible player, you have 2 free slots for tools if not more
1 for fak, 1 for a melee option
Say 2,5 then, counters magpie
I do acknowledge that it is a workaround, but also think a single trait shouldn't dictate a loadout so much.
Especially not the one category that is tools.
i dunno, i dont really like the idea of a timer that you HAVE to stand up before
Sadly you don't, you have 1 :(
Nothing to do with magpie.
as good as choke bombs are, choke beetle is also pretty decent im ngl
Make it 4 second wait timer, with a 15 second window after that.
No i know was a joke
what is the meta for tools then, cuz idk, i will literally always run a knuckle knife and fak and honestly nothing else if im trying to be cheap (which i usually am, since thats how i have fun with hunt)
my typical loadout is cheapo primary and secondary, fak+knuckknife, 2 vit shots, dyna stick and a fire bomb for necro fucks
Chokes are essential for teams.
So medkit, melee and chokes.
ah fair, i dont use chokes enough
1 tool free
i go fak+knife+chokes and in my 4th is usually throwing knives
Not as relevant for solos haha :b
i think if all you use chokes for is extinguishing bodies, then a choke beetle honestly gets that job done if you really want an extra toolslot free
ye if i go expensive i run fak+knucknife+poison/concertina to nuke people
SO TRUE
I can't even decied on my last slot when playing solo.
I always to Knuck, Med, Throwing axes.
I usually leave it empty or grab traps to fight necros
But yeah, enemy traits should be a major consideration for your loadout. Like I don't have tools I need to pick "just in case they have sniper scopessmith" or something like that.
I do like choke
i love using chokes offensively though, making people cough their lungs out then chucking in a waxed dynamite is too funny
i will replace my knuc with throwing axes but thats just me
i only really try to have one melee tool any more is a waste
idk i have weird feelings about throwing axes
If decoys looting wasn't fucked, I would pick decoys always!
Throwing axes are for Armoredes and Hives and if i run out of stam.
Knuck is faster at everything else.
It's all about the SPEED!
real as fuck. if it didn't eat every single toolbox i ever used, i would run regular decoys or blankfires for sure
Haha yeah
literally just disabling toolbox resupply outright would be a buff
i dont really care for speed honestly lol, like this might be crackhead but obviously you use knuckle knife becuase its versatile, but its also probably my favorite for levelling weapons
becaues its so common and easy to use, that i use it to figure out how to get enemies to a single weapon melee hit, for xp reasons
It is madding, why AS THE ONLY kind, does decoys get prioritized when looting?!
Anything that's missing charges is prioritized, I think
Ye i did that too but stopped prestiging a while back so i kinda go back and forth. Knuck for clear speed or Knife for PVP
"damn i have zero medkits left and no consumables, but i found this toolbox" proceeds to get +1 decoy since i used one to break a lantern at the start of the match
i always get my lemontiers back
Man i try to read what you guys wrote but its like youre in bar talk here
cant keep up D:
Yes, but if you miss all your medkits charges, all your choke bomb charge, but ONE decoy charge, then the game will ALWAYS give you decoys
Stop doing other things man ๐ this is more fun!
Murphys Law
its always decoys man 
i think they're so funny but god its actually griefing to ever use them
make it so i cant resupply decoys unless i've used every single one of them
or i guess, put it at the very end of the toolbox priority cause jesus
Just move it to the lowest priority or at least make it random
Yeah sry meant Sod's Law
Regarding remedy:
Before the event i thought maybe the shipwrecks were altars to offer Hunter hearts or the like.
So i think this would be cool to have in regular Hunt. If we take trios as an example - every hunter can loot a Hunters heart and have that in the inventory. Maybe on the supply points there are some little altars where you can offer those and gain 1 Bar back for the group.
So in a fight a single player isnt as effective slipping away but a whole group that looted another can regain 3 full hp bars.
i kinda like the idea of a +1 bar instead of a full restore
This! This is pretty much what I want.
I would make it: You can at most carry one heart, and only get it when you loot the first hunter from a team for the first time. But every player in your team gets one.
For solo's: Frontiersman or Doctor or something gives the benefit of getting all bars back for 1 heart?
that also would make big bars slightly less punishing to lose
Ye big bars need some love, Right now they suck
yeah i just do 4 smalls, i feel like a lot of people do as well
Hmm
On that note. Can we get health bar respec loudouts. So i only have to click 2 buttons to respec health.
Since theres a new element thats been introduced into the game, the necronomican goo or whatever which is basically undead juice
the arc bloom?
What about a syringe which temporarily restores burnt/lost chunks?
The thing rotjaw shits out
yeah, that's the arc bloom. it's described as 'rot' which is ig why she's named rotjaw lol
Seen that suggestion before. I like the idea. But as a shot it's just the strongest shot consumable when you need it, otherwise it's a dead slot.
That is if he even had regenshot which i did not see on him.
I don't think you see the regen effect in the damage log, do you?
When you spectate
It only works on lost chunks tho, and it doesnt heal those chunks, it just temporarily restores them, you have to heal them yourself
applying it without having any lost chunks will have no effect
Or maybe it could deal damage?
u do but only for yourself i think, Pretty sure he specteated after and the guy didn't have one
I hope so. Your +25 hp idea isnt bad in itselfe but i just dont like that is just anooother trait. I kinda dont wanna have the trait pool bloated and also dont want the game to have so much "must have" ones. The more powercreep we put in traits the weaker new hunter become.
But in general the idea is pretty much insync with my idea of nerfing long ammo and shotgun damage peaks. Deleting the damage spikes on both sides of the spectrum will level the playing field and reduce stalemates.
to be fair, there was a ~6 second gap and normal health regen takes what, 5 seconds to kick in?
What about making it a tool item instead of a consumable?
3 charges, each charge restores 1 healthbar
That way big health bars would kinda matter
I like the idea but it's probably better as a trait than a shot. Could be a fun trait for next event instead of Relentless
trait that lets you pop a medkit and get up to 25 missing hp back temporarily? ๐ค
That's a cool idea. One guy in the team runs that and med kit consumable and hes the team healer now?
This just gave ne another idea
Crytek should maybe start to sort out shitty traits first or rework them with those idea instead of adding new ones.
absolutely true
we've got a lot of junk atm that could stand to be tweaked.
blade seer should just be tacked onto assailant tbh, staying at 1 point
How about a trait that when you get revived you still have all your healthbars there but the health bar you were supposed to lose becomes kinda veiny and dark, healing it will take 3 times as long with regens and such and if you get downed again then you'll have 2 dark veiny healthbars
Yea i think combining some minor traits would really help
True, but crytek isn't doing that so if we burry shit trait under good traits we don't need to see them.
๐
flat out remove dewclaw, and probably make it default on the bow
The dark veiny healthbars act as burnt healthbars except you can heal them without restoring them
I think the idea to come back with full life is pure powercreep in the first place
i hate relentless with all my heart because its just a time sink ultimately
Blade seer should make it so you auto pick up with proximity. AND be added onto assailant. AND be combined with dew claw
A death should come with a hard penalty for as long as the fight takes
Without a disadvantage it would never work out, i get it
So the syringe idea or tool idea is still superior
For sure it would instantly become a new must pick trait. And I even initially was tempted to say the overheal was capped at 50 extra ๐
eh idk about autopickup, you can just hold F for that anyway. dewclaw should just be default tbh, bow melee is 31 heavy which is the same as most pistols (horrible)
It would be a good start if stuff doesnt vanish or get stuck
the amount of arrows i loose lately is over the top
yeah but that's a lot easier said than done
They are just gone, not in game anymore even
i even filed a bug report because its so frequently
If it's proximity you don't have to look down nor wait for the game to decide you've held F for long enough, which sometimes takes a bit.
i like that
QoL
honestly just making a real hold-auto-interact would be nice, there's such a huge gap between inputs right now that i don't even use it for dauntless or doors because it can get me killed
I've suggested it before, i rly want that QoL. It wouldn't do much. But you'd notice.
I have Auto Interact on, But for dauntless I always click. Unless i have to catch it mid air.
that's what im saying, the gap is so huge i can have throwables fly right past me and pop up as prompts but auto interact will miss it
spamming F myself is like 30x more likely to actually defuse it midair
Jupp, it's dumb how it works now.
if it stays its gotta be a drastically reduced range though, shouldn't be like 'oh im safe rn because instinct isnt active' it should be 'oh someone is literally inside this building i was about to walk into'
I have a very hard time to understand why this is a thing to defend even - as if anyone ever said
Oh well played by this dude who sat in the corner and waited to pop out and nobody was expecting him because he made no sound for 2 min and nobody thought he was there!
Getting killed by something like this doesnt feel good and is not really a skillful play to begin with
If ones playstyle relies heavily on suprising unaware victims so much that instinct destroys a major part of their game...yea maybe youre the problem than.
Im a very tactical player, ambushing, rotating and playing much solo aswell.
While i agree that getting people out of the blue has gotten way harder it doesnt diminish the importance to still play stealtily and using avoiding tactics to get around EVEN THO people know youre somewhere close by.
Right now it just feels so good having this tool and finally have something to work with playin pro-actively.
I already dread the time after the event going back to randomly getting shot by somebody while you walk around a corner or the like.
The hiding meta needs to be countered with something.
The beetle wasnt the solution. Throwing consumables in every second corner surely isnt aswell.
Instinct is the first thing that works at all.
yeah its definitely nice to not get ambushed but also god it sucks when my team and enemy team gets instinct flashes and we proceed to have a standoff in separate buildings for the next few minutes
its sucks having a fight? Oo
teams tend to just camp extra hard when instinct goes off
and they dont know where from
i heard this very often and i start to think thats a low MMR skill issue than
i mainly play 5* and there is hardly any camp with instinct
people use it to sniff you down
Split ammo would be fine but the choice is poor, incendiary (while stronger than it use to be) is not an ideal choice for fire fights and spritzer is expensive and frankly not needed in the berty even with the deadeye scope.
yeah i think i play mostly like high 3-star lobbies
yea thats a basically a problem in those MMR ranges in general
people are to afraid to move
although i did have the same experience when i was playing as a triple 5-star group
albeit briefly
As a sidenote - albeit a bit paranoid
But instinct also lessen the advantage ESP has on non cheat users
But in a perfect world this shouldnt be no argument ofc ๐
I'll stress again, it hardly matters what you or I want personally. What is important is what the games desgin philosophy is. However i believe that my personal likings align well with what i believe to be Hunts design philosophy, hence me being active on this discord at all (I wont guarantee that i got the ideals completely right, since after all its just an analysis. For actual knowledge you would probably need to have a long talk with all relevant devs.)
Hunt as a game has always favoured asking people to adapt to situations outside of their control (match structure, aside from time of day, comes to mind) with a heavy focus on meaningful decisions (meaning without an ideal correct answer, any choice comes with a drawback)
However i can still agree that giving people a choice to opt out of maps they dont like, at a reasonable cost. I have been tinkering with my double queue solution and how to refine it in a way so that enabling random wildcards is something to strive for, but extracting early from all wildcards becoming a suboptimal strategy.
I still propose a double queue system. [A] for all map modes and [B] for day-like modes. However instead of [A] granting more bounty/XP by base (which would make extracting the optimal strategy), instead only wildcard matches in [A] grant increased rewards. (I would couple this with a base nerf of bounty value, so that the EV of [A] is around old bounty value and [B] will therefore be slightly below). This way if you dont want to have random wildcards happening queue [B] is always going to be the better choice, since you wont loose anything compared to queuing [A] and extracting each wildcard match
Its hard to say what their philosophy is because they aswell seem to adapt and shift to the wishes of players - which is good and why we all do this here and discuss in the first place.
I mean, OG Hunt had a contract system where you could pick between different maps with different targets and time of day diplayed (or random if that was your thing).
So it ain't like it is too wild or too new of a suggestion you coming with here :v
I wasnt around at that time but if thats the case thats a damn valid point.
And if I recall correctly, they only did away with it bc too little player of a player base at the time
I dont see why one should have more reward than the other
every map and weather comes with its own ups and downs and isnt inherently harder or smth
The reason crytek did things like increase bounty reward on nights was to get people playin in those conditions and try
So while you cant see well on nights and sound is very important you have much crossbows/bows and silencers
Daytime you therefore have many snipers
and rain many meeles rushers and shotgun pushers
Its more of a personal preference and shouldnt result in biases because of more/less rewards
Agree it shouldn't be more rewarding, I get that the do it to see if there is any interest at all. Also the wildcards have been on weekends and I believe they may morph into more interesting modes, where they feel like limited time challenge game modes. Which could be fun to keep the game fresh.
Yes, i was playing at that time. And the random contract featured higher rewards
If someone is making an opinion on a suggestion, it is flawed to say that they understand or know Crytek's design philosophy if they themselves do not know exactly the intended reasoning for design choices.
Just because something already exists, doesn't mean it is perfect. Just like how Crytek decided to rework ammo supply after all these years.
You are going off a wrong assumption here. Implementing something the community suggested doesnt mean their core tenets shifted, instead it only means that a particular suggestion was in line with them, or was made to be in line after some reworks.
Plainly adapting to the wishes of the playerbase hasnt been seen as a good thing in a long while now. Listening to the needs of the players and trying to accomodate them, yes, but without mutating your games identity.
It still remains untrue to claim that one knows the design philosophy of Hunt.
They have not stated nor shown a clear history of independently developing design choices or adopting suggestions from the community
You confuse identity with implementation. The ammo rework in no way hurt or changed anything about Hunt's identity. And yes, improvement on implementations is a constant.
With enough knowledge in Game Design you can look at design decisions and implementations in a game and try and deduce what ideals they are based on. The more data you have the more accurate your prediction is going to be. It however, regardless of its efficacy, remains a prediction.
Dark Sight Boost originally was a player suggestion
and did not exist in the game
So what exactly is this "Hunt's identity" that you speak of?
Some have argued in the past even that Scrapbeak and Rotjaw aren't part of Hunt's identity
My point being, no one can claim to know what Hunt's identity is
Hunt identity was a strong focus on Duos
While the current event clearly was done with Trios in mind because its (unfortunately) the mode with way more player participation.
So one can argue that even Crytek themselfes doesnt stick to their vision forever.
I dont claim to know. I claim to have a high confidence prediction, considering this is within my area of expertise
Crytek has even overstepped their own statements themselves
The rule of two is still at the core of Hunt's design and balancing.
I'd say duos was more focused implementation.
Scopes were never supposed to be added at one point, and then they were
And still remains so
Again, you are talking about an implementation
I am talking about Crytek's design philosophy being fluid, not held to strict guidelines
Not denying that but its undenyable that Crytek is no stranger to change/bend their vision or adapt to players vision/wishes. So saying "thats not cryteks vision" because the game was so and so 5 years ago is a bit of a killer argument.
Again, they change implementations, not core tenets
Saying "I would like to stick to the vision 5 years ago because i like that more" is completely valid.
Until they do and than what.
To some extent, yes
I am not going into religion, but I am using this as an example:
if someone were to say, "I understand what God wants next, because I like God's ideas and what he's done so far" is not a solid credibility point
Well, I would argue the ammo supply rework happened due to a slow and steady power creep of ammo venues.
And players getting smarter and understanding the game better and better.
For now they havent, for as far as i can tell.
And there is really no reason for them to do so, especially considering that it is generally considered to be a very risky maneuver in the industry
No one is saying that tho
The implementation of death cheat even as Event trait could be seen as breaking a core tenet already. So theres already an example.
Every change is also always tentative, it's a best guess at what could shift the environment towards a desired result (being less long ammo, less massive ammo pooling, etc. Long ammo meta was very real, not opinion)
Its more like an art critic analyzing paintings of an artist and then making assumptions on their motivations
I would say the Sparks pistol was the drop that spilled the bucket. But yeah I get your point :)
You did kind of. if I can quote "However i believe that my personal likings align well with what i believe to be Hunts design philosophy, hence me being active on this discord at all"
Yea and telling others their interpretation is invalid is to be enjoyed with caution aswell.
Also the existence of Dolch and Avto makes me guess that sometimes Crytek doesn't even know what hunt is suppose to be :b
Or the damn officer carbine and its latest buff 
I think i might not have formulated this right or you might have misunderstood. My interpretation on what Hunts ideals are, is in no way based on my feelings towards Hunt. However my personal ideals align well with that interpretation. If they wouldnt i most assuredly wouldnt care enough to be active on this discord and probably wouldnt have played the game for as long as i did
if we analyse the latest trends it looks like crytek is on a path to make hunt more casual and less punishing
This is a claim, now support with reference points of facts
so in this light your interpretation lacks what i perceive
Adding self revive, buff resilience, nerf AI damage ...so on and on
I never said your interpretation is invalid. I only said any argument based purely on the wants of the playerbase or personal feelings would be invalid, as the only thing that matters is cryteks opinion on the matter
Self-revive is more a band-aid solution of another problem than casualization I would say.
Sure. They are the developer at the end.
But what are we doin here than?
I don't think anyone means a game should be purely designed by community feedback
nor is that realistically possible
I think this is debatable. It could just as well be a trend to offer an easier entry into the game. Considering that most of the more "casualizing" implementations where limited to events (death cheat, relentless, shadow..)
You wanna say that over the last years Hunt has become harder?
we talkin about the trend
It's been known that events with gameplay changers are used as "live testing in the normal game"
not beta testing it, but testing it live
our recent example being solo necro testing during Devils Moon
solo necro was very popular in feedback, can only speculate that the data didn't show anything crazy about solo winrates going through the roof, and was therefore implemented
in fact they chose to buff solos even more, improving serpent and magpie
well okay lets not dig to deep into this rabbit hole
i see how some people like a more niche/hardcore approach than going more casual or something alike
And i see how Hunt has this niche vision in mind and is/was known for it
Im just against setting this in stone and speaking like an ambassador for the developers
We are all just players with preferences, taste an opinions here
and this channel is to voice them
So all power to us i guess 
So yes, this is just a guess, but Death Cheat is just an event special to entice people to play
It waters down the game a bit, and watering down means less punishing because Death Cheat is a safety net for feeling like losses don't hit as hard
The most difficult part honestly I think boils down to the transparency of changes and decisions
I'm here wondering why Resilience was buffed to what it is now, but maybe Crytek has a very solid reason for doing so
except we aren't told it
and I don't know why we aren't
It was also crazy unpopular tho, still is. While it is not all warranted tho.
Think there is also something about they having a huge solo player base.
Well... the unpopular feedback did come from people who ddn't play solo
I don't think this is far stretch to jump
Fun is a two way road.
ofc not everyone can have equal fun in a competitive game.
But there is still parameters
A solo with self-necro really isn't an insane concept
A trio vs a trio was familiar, and enemy teammates can always be trapped and burned
the same way a solo can always be trapped and burned
I am sorry if i come off as trying to be an ambassador to the devs, i am really not. I really just want to give feedback to ideas (or giving an idea as to whether and for what reason i believe Crytek could see an idea as fitting / not fitting to the game) using my knowledge of the field.
People complained about solos reviving, yet not considering that it already is a 1v3, and solo's had 1 chance, meanwhile trio or duo teammates can always revive each other if at least 1 is alive. Solo necro was eventually going to be a no-brainer
Its a two edged sword. Solos also get massively easier enemies. (and much higher rewards, so their winrate needs to be lower to have an equal EV).
And as i see it most people dont have an issue with self-res existing, its mostly some aspects of it that are often called to be reworked
Well, difference is that trios doesn't have a choice facing solos, but solos have a choice playing a stacked game.
You can, on fundamentally level, not make the game fair for both parties.
Solo-necro ain't even that good, that said, it is annoying to deal with as trio, which I think is almost worse than it being too good.
Thats why i think it should be sidegraded. Make it stronger in opportune situations, but nerf the hell out of the waiting game
Have it be a conscious and deliberate choice to keep your momentum going. Basically an actual second wind
Solo-revive of some sort is necessary to allow a solo some decent gameplay. 1 life versus teammates who can revive each other.
The inherent advantage of solo-revive is no one has to stay alive to revive you, but there is the inherent disadvantage of having no one to cover you
it's not even about good or bad or fair. I don't think I've ever lost to a revived solo. Because I know how to deal with dead bodies. The problem is that it's not fun to deal with them.
Same, but I get told to "JuSt WaLk AwAy" or "JuSt BrInG tRaPs".
Besides walking away is getting asked to get shot in the back of your head later, bringing traps should be a clear indicator of that self-necro is doing something wrong, no trait should shift the loadout meta around it.
We need a meme for when discussions end in solo revive debates 
right
I can see that and again, most people don't mind the solo being able to come back from a trade (albiet a little cheap feeling) or being able to revive in the chaose of a fight or if they get hit by a long distance head-shot. Just the moment where a trio is holding their gun on solo that is burning and just... waiting.
That point we need to adjust.
On it
My take on solo revive:
- Its good to have
- Its annoying that its multiple revives and can eat an obnoxious amount of time and focus from others
- Trapping/burning bodys is always a good mechanical layer to have - it should be more reliable tho
Why shouldn't traits shift the loudout meta exactly
There are plenty of already existing functionally required items in load outs
If anything increasing the number of them would be good as it makes it so you have to pick and choose between multiple very useful items instead of always having the same 2-3
The issue is trapping/burning in itself is never a reliable mechanic. People can die in spots that cant be trapped/burned
A solo getting up for revenge I think is faulted for a sloppy team (and not the solo-necro), the same way the sloppy team could die to another disciplined trio getting a necro off
You don't need traps, you need to have one watch the body, and another retrieve a lantern if no one brought fire to burn the enemy's "life pool"
Compare that to fighting a trio, you know that the enemy still has "life pool" left if enemy teammates are still alive even if one is downed
The trapping mechanic in itselfe is to restrictive. how many times i have to find a tiny spot to place a trap in contrast to all the space i cant trap - its ridiculous.
There just needs to be a 100% surefire way, (that isnt loadout dependent), to make sure that a body you have under control cannot come back
Again, then we still end the state of "three people having to look at a solo burn thru".
(unless, in a teams case, the team manages to fight the ground back from you)
So would you suggest being able to get rid of a solo faster?
If you have their body under control, yes
In that sense, is downing a solo once, then burning them, the same effort as taking down a whole trio?
for a complete team wipe, no returning enemies?
Its not that simple. If you have control over a body of an enemy team you can use that to usually force an engagement in that a burn will make the enemy team act. (Or you can just forego the waiting and hunt down the rest of the team). Burning a solo is different. There is no danger, its guaranteed to work and just takes time
And you can still make the argument that the solo is still getting that MMR boost, which is quite significant
Especially in higher ELO, burning someone out while watching their body rarely happens
I mean, besides of just having the ability to interact to off them (dunno snap their neck or something).
But I think self-necro should get reduced the timer to start reviving, but have a window of 10 seconds to get up. So if they timer is 5 seconds before you can revive, you get 10 seconds from that to get up or die permanently. Also solves situtations where the solo dies in water.
A solo with necro is never comparable to fighting an enemy trio as a trio
I think people still forget that a trio is three times the firepower and positions
Yes, but solo CHOOSE to fight trios. You know what you go into.
It ain't supposed to be fair
for the solo
Again. MMR bonus and increased reward. You are supposed to loose more so you have the same longterm efficiency
So then, a 4 star solo is better than 3 3 stars?
And it doesnt change the fact that watching the burn of a solo is non-gameplay since no danger is attached to it.
I keep hearing that this is significant, but solos really don't bully trios consistently
I think it is not only about consistently, but also individual player experiences and percived fairness. I can understand the bitterness if a 4 (or in worst case, low 5 star) comes down and clown on your 3 star squad.
It's the same as burning one teammate of a trio. One teammate sits and watches the burning body until that player is truly dead
The only difference is an enemy trio can be wiped for a sooner teamfight victory, but 3 people have to be disassembled
The solo is just slowly disassembled at the same rate each time
the difference is a trio disassembly can go extremely quick with a trio wipe, or last even longer than downing a solo and burning them
Solos are found to be annoying because it differs from an enemy team offering you an instant wipe
an enemy team has the option to hang back and play a long teamfight
I dont agree on that part. Makes revive to predictable.
Watch the body count to 10. No revive? good move on.
Thats not how team revives work neither - so it shouldnt work that way for solos.
The end to all means should be burning (and trapping to some degree) and it should be equal for everyone.
If you dont do that - thats on you.
Thats why i always preach how this process should be more reliable and be an easier process as a whole.
True.
If we only measure in time spend killing off a solo completely is probably still faster then wiping a trio in a full on duell.
It all boils down to the get rid of the body process that a solo can slip out of way to often and disrupt this process so many times.
This needs to be shutdown.
Reliable and easier process for whom?
for the ones burning/trappign the body
If you go the extra lenght starting and doin this process it should be rewarded and not disabled 5 times by multi revive
Eh, the reward is you get two loots of a corpse.
Arent you the one whos usually pissed off by people standing up 5 times and wasting your time...?
Yes, but I also don't think the solution is to reward the burning of the body. Because it is more the time investment that needs to be shorten.
Burning was added to hunt to break up stalemates over bodies and that should be primary reason to burn a body.
You COULD be semantic and say burning a solo's body is also "breaking a stalemate", issue is just it is a stalemate between a corpse on the ground and a team, not provoking an active player outta hiding.
Thats why i said easier
or more convenient
I don't mind that change actually.
This whole coming back into game nearly unharmed multiple times thing what crytek is pushing is a bit annoying as a whole
Tho it is still only some of the issue, dunno if solo-necro just burns faster.
But it is not in hunt spirit that traits gives upsides and downsides.
It still doesnt solve the issue of a solo being downed in water / heavy rain
Be it solos or teams
True
Well, to be fair, as long that THE BEST BULLET TYPE IN THE ENTIRE GAME also deals 125 damage or more, it is needed.
Why?
If youre down once dont expect to be fully fight capable.
I agree that after a won fight there should be means to come back to full strength.
But im not a fan of long ammo high damage meta aswell.
Being 1-tap chest-shot by the meta guns just feel awful for failing once.
The "we won the battle, but lost the war" issue.
I agree that after a won fight there should be means to come back to full strength.
We wrote in paral lmao :v
But yeah, being 125hp already opens up more chest + arm shots risks.
btw liquid fire does burn bodys in water right?
For me i kind of want to have necro fulfill the same purpose for a team as for a solo, not necessarily work exactly the same. The purpose of a burn with a team is to get the other team to push / choke or otherwise make themselves known. And usually that works. You rarely safely sit out a burn against a team. Against a solo there is just not enough gameplay in burning.
Sadly not
:S
Unless they changed it
This, active vs passive gameplay.
And even if, that would be a bit too unreasonable to ask for
Yea if they want to implement such a core mechanic they should make this a viable tool at all times
having bodys dropping in water not able to get rid of them is stupid
I think a core difference is that with a team a burn isnt necessary, you can just hound them down and get rid of them.
With a solo it is since you cant get rid of them permanently otherwise.
So thats why i think its ok if necro works a bit different for a solo than for a team
I just wish I had more time between thier res
like give me time to heal up and res my teammate please
and to find a beartrap
75% Spawn chance fog, dark, Rain? Why
nerfs long ammo, promotes aggressive plays, tanks ur fps
You also cant exactly compare an active revive with a self revive, considering an active revive always needs an active combatant risking themselves
@hollow raft
#game-ideas message
You sabotaged my idea! xD smoke gives the position of the boss away too easily still people vote agaisnt their own interest.
Well atleast the idea gets attention ๐ 
Actually, talking about solo-necro, we should totally put it back on the table that solos (and teams for that sake) had a little visual/sound playing when leaving a match.
It was an unintentional feature from the Devil Moon event, but it meant at least that we knew that the solo have given up if we start burning them or shot them down once.
What would be the use of self revive then? You want it to be too easy. It should always be a danger.
I even argue its to long. Most skilled players can restrict it too reliable.
And i would agree with the initial timer being too long. Its meant as a tool to come back after trading / dying in a good spot. 10s can make a good spot into a bad one easily
In my opinion it should be somewhat kill range based.
Shot a solo sniper 150m away? 15sec
Shot a winfield player 50m away? 5sec
Shotgunner 10m away? .....yea well maybe not 1sec but 3-5 sec minimal
Self revive would be way more playable for any loadout
But people hate the idea
Maybe as a compromise: The addition of an intrinsic ability for each hunter to touch a body and make it impossible to be revived with necromancer specifically, be it team or solo, until revived manually
Means: If you control a body then it cant ever necro
just make necro burn a bar on use
Putting 2 coins on the eyes for the ferryman - goodbye revive.
Good idea maybe
That doesnt solve the issue of waiting
I'd still say necro only
yeah but i dont have to camp the person 5 times at least
not revive in general
its not fun for me or them
Tbh if your scared of solo revive thats on you and thats not really the problem ๐
cause they just pop up with a shotgun every time
solo revive is probably underpowered right now
If you cant prepare in 10sec thats on you
Depends on what you want it to do
people cant prep against me when i use self res either so
@brisk timber did you mean revives in general, or only necro?
Like, people talk like necro for teams is just free too, but most of the time, if you wanna necro it is always a risk for the body getting right back down.
solo self revive.
Team necro is annoying at times especially in trio and prologns fights. there i would argue its op.
Remember necro is good when your friend is dead out of reach places, being in the open or right next to the enemy.
just dynamite ur own teammates body
Or for the guy necroing to die. Necro is pretty loud
I'd be fine with it also shutting down team necro, just not manual revives
i mean thats what you have to pay for for risky spots
it would insta solve all of the problems.
Combine that with the coins and it would solve all of them
Honest never had a trio fight where necro was prolonging the fight.
I'd reckon
What? 3vs3vs3 is even worse
necros left and right
Its like a zombie party
i think its more relevent when you get 3rd partied
Depends of the ELO
3vs3vs3 is all kind of crazy, don't think that really something that should be balanced for.
But 3v3, eh, not really
For high ELO Necro is a) easy to hear, b) taking very long, c) making you unaware of sounds
Well im coming from duos. Necro there is like not a thing at all most of the time.
So my judging 3vs3 is tainted by that.
A 3v3 necro is usually the stalemate breaker if you get a buddy up inside the bounty lair.
I see it rarely, but if used right it can be a game changer
Yes, necro is a thing in trios, but again, rarely a factor, most competent trio teams push you as soon one of you goes down, rolling the momentum.
i have played many trios because of the event lately and also playin in 5*
rarely having a clear 3vs3 for more than 1min
and even at the 3vs3 fights arent push fests and usually evolve around heavy flanking rotating and landing hs on range because rifle meta is stronger in this MMR
so necro is a big part even in those 3vs3
Its probably more obnoxious because of relentless and the resilience buff
i feel like you cant just have both - unlimited necro - while buffing the revive to come back full health
Its because of that a 3vs3 can easily evolve into a 3vs3vs3 because the fights take longer with a strong necro
So either limit necro or dont buff the revive
I would totaly be fine with a resilience buff and having relentless in game if Necro would burn on use.
probably would like it even more this way than the other way around.
Well, I'm a 5* too, dunno man, we push fuckers so they don't get free revives, even just chugging throwables in the directions to keep people off the bodies.
Relentless Resilience is too strong I agree.
@hollow raft Replying to your added fog for Rotjaw suggestion. I'd move the information that the fog only appears after Rotjaw is "attacked" to a higher up point on the post. Many people will just read the title or first line of a suggestion, and I myself was an immediate "no" but then warmed up to the idea when you presented it as activating on attack, and therefore there would be no visual queue of where Rotjaw is (the fog), before Rotjaw is actually found
God dammit!

the whole idea of this dome was to shield people from sniper without telling the whole map where rotjaw is and that a team is fighting it - and now all people vote for basically saying HELLO WE DOIN ROTJAW
why D:
because the dome is bad
When rotjaw was revealed I actually thought fighting it was what would trigger heavy rain
or at least be one of the triggers
Still would like that or something similar to be a thing
But by that you give away instantly your and the boss position
this would be even worse
people would see these clouds
the problem isnt nessecarily people knowing where it is
The problem is people sniping at you from miles away
Clouds and/or cover that prevent it sure people will know the bosses spot, but then that means theyll have to get up close and personal to go for it
not snipe
and fog doing that is much more immersive than yaknow
electric dome
i still think its a major issue. maybe no so much in trios because the kill time is faster
but in duos or even solo doin this boss without people knowing is a big factor
If you dont have a dynamite on you this boss can take a while
Depending on your gear sure
but a fight starting mid bossfight isnt really an issue either imo
as long as its a fight you can actually respond to that is
which crossmap snipers at you in an open area ofc isnt
Every boss lair can be accessed from multiple sides, so you should rotate to break the line of sight
i feel like people heavily downvoted because they took the picture too literaly and though it was a big ass glass dome or some shit. while i was thinkin in a game mechanic
this dome is pracitcally invisible and is only there as a metaphor to visualize the area of effect
We are talking about rotjaw specifically
There could be cases where there isnt many ways to break line of sight while still being able to kill the boss
Obviously like a normal boss compound idm that
yes
Being inside a massive dome of choke smoke would be more annoying than being in a foggy daytime area
the problem is how you wanna implement "foggy daytime" in a daytime map
The same way you would implement your choke smoke idea
When boss trigger occurs, x area around boss becomes foggy
changing the weather condition needs global illumination and many stuff to change tho
and making a massive dome that makes models inside it invisible to those outside doesnt need large changes?
nope not really
just like i though - people take the "dome" to literally because they dont know how coding work
The dome would just be an designated area in which models would be invisible
it would be like a button switch
other people wouldnt even see "the dome"
I understand that
the dome is just a metaphor for an area. a visualization for people to understand the concept
But I would rather fog
the perfect scenario would be when rotjaw moves into the water b/c they were aggrod clouds slowly start moving in
Then when they rage heavy rain starts
and when the banish ends or maybe like a minute after the banish ends heavy rain ends and clouds move away
That probably takes quite a bit of work sadly
That would give also aways that somebody is doin the boss
I dont mind that
with how large rotjaws area is you can know someones fightin her from quite far away
And even then its not like everyone rushes rotjaw
most people tend to go for the main bounty
Not really. You probably wouldnt even know if you were standing in Lockabay docks and somebody is fighting her under blanchett graves in the swamps
and thats right around the corner
With fog clouds? instant giveaway across the whole visual area
isnt the detect range like 100 meters
you can be quite aware in your example
the perfect rain scenario thing I said was crossmap so it wouldnt give an exact location
and they kill her in 2 seconds and banish and you know where she is then
Yea but that is a bit of wishful thinking
She dies so quickly that people knowing where a fight is imo isnt that much of a problem
You just think in trios
i play primarily duos
i was speaking a bit hyperbolicly
but she dies very quickly
and most people tned to go for the main boss over her
so they arent paying the most attention to rotjaw specifically until after shes banished
In fact something that causes people to go to her earlier would be interesting imo
i know but still than. You can get 2-3 hits then she dives several time, than rage timer, then some diving and hitting. If you only have meele knife on you it can take a while
Maybe more like 2 min than 2sec
i can run half the map in 2min
Id rather have no dome or fog or whatever atall if were going this route.
Atleast if nobody sees or hears me doin the boss from 300m away i have my freedom.
the great thing about hunt is how sandboxy it is
Players can actively choose to now go and fight the people fighting rotjaw
who will have the ambush since well they have fog surrounding them
Or they can go continue going for main boss bounty
Another great thing this can create is a strategy where you purposely activate rotjaw to lure people in
The fog imo would just be neat for these reasons
But we can agree to disagree
yea great than we have people sitting in fog
nobody moving again
Instead with my idea with the invisibility of people inside the dome
as soon as people step into the boss area everyone is visibile and we can have a proper fight
Another note is the invisibility thing seems a bit abuseable
if one person is right outside the dome and another like 20 meters within would that 20 meter within person be invisible
could be fine tuned like visibility grows stronger the closer you get
or once you shoot from inside the area the veil lifts itselfe
no problemo
stills sounds like a nightmare to sort out all the variables
But hey whatever happens happens
Your star confused me
Thought someone snuck in a new icon

why is the hit registration in this game so dogshit?
Bad mmr system still bad
cause they don't care enough to improve it. they prioritize other stuff
Man i've been slackin on hunt lately
The biggest reason being the challenges
Theyre so boring and tiresome, legit not even challenges, just chores
I literally shot a guy who jumped down onto me directly in the face with a shotgun and his barrel was aimed 10 feet over my head. I died and he was untouched. Watched the clip 10x. I have to stop wasting my time with this game. Rewards shit players and ping abusers.
Yeah, apparently most people like them tho. I suggested a rework and it got downvoted to hell. ๐คท๐ฝโโ๏ธ
Yep. Itโs making the game unplayable starting around 5 star and up. You just get matched with people who have thousands of hours more than you and you donโt stand a chance.
its not ppl, its ai
Are you inferring the people who like the shit mechanics are ai?
Cuz that would make lots of sense.
yes
Yeah, does Crytek buy these bots to suppress improving the game? ๐ซ
yes
Sorri sorri did not intention sabotage
I liked the part about preventing sniping on an open area boss, but I'm not sure how an invisibility dome would be programmed to behave. People inside would also not have to be able to see outside the dome from inside too. And I was theorizing that the fog is supposed to be formed in the range that you would still already notice Rotjaw by noise if she was already being attacked. It's kind of like giving Rotjaw a spawning compound of clouds
Thereโs always a bigger fish๐
A maze of dense (opaque) clouds for visual concealment to fight among
Yes that is the case, the first "discovery" (boss found sound cue) would start the cloud spawning. Fortunately, it seems people do understand the idea of it appearing on first attack, besides maybe someone who downvotes suggestions often anyway
Sure, but 1000s of hours bigger just shouldnโt happen.
Speaking as currently a 1500 hour 3* I can tell you, we exist everywhere at every rank 
I have I think over 5000 hours now, want to guess how much is actually gameplay? Go ahead and see if you know how good I am based on my 5000 hours.
The point here is obviously I have not played durring all of those 5000+.
It is a bad metric to measure a player by as ALL time is counted equally, if you are just sitting at the menu, your hours are ticking up. It is not a metric describing "gameplay" hours.
Iโm not going and checking their total time played. Iโm just looking at their kills and KDA. If you have over 10,000 kills, you probably shouldnโt be playing against someone who has less than 1,000. At least it shouldnโt be happening every single game. Especially when thereโs duos and solos in the lobby. The other teams are not stacked like the team of 5/6s that all have seven or eight thousand+ kills. Thatโs clear they have thousands of hours of actual game time. Itโs not hard to tell those players who have thousands of in game hours. As opposed to those who are approaching or well under 1,000 hours.
And I understand, no system is perfect and there will be instances of this in any game and it of course should be expected. But at a certain point, when players are unable to play the game successfully at any rate, itโs a problem.
And thereโs clearly a large portion of players who think the MMR system is broken or at least needs an overhaul.
And solo necro doesnโt help in regards to deranking abuse.
And soul survivorโฆ
I still want the option back to turn off SBMM entirely. I'm a 4* that wants to torture 5*s, not 3*s
Sounds like you're really good and the only competition you have is the tippy top
Also, KD is a misleading stat. If a 3* plays consistently with their 1* and 2* friends, their KD will be nearly 3.0 whereas a 5* playing consistently with 6* friends might have a KD of 0.7, but if that same 3* (3.0 KD) faced that 5* (0.7 KD) player, the 5* would win nearly every time, despite the huge disparity in KD appearance
^ that right there is why I can't figure out why anyone would use K/D in this game as a measuring stick.
It would be a good start if crytek would stop making deranking so piss easy
People need to accept their rank and play against people on their ranks even if its nOt FuN tHeY aLl sWeAt
Yea dud and how tf you got up there?
MMR systems have a legit purpose - and not just a d... measurement contest - its to create somewhat fair matches.
Right, which is why itโs important to look not just kda but their total kills total assists total death. Itโs a pretty clear indicator of how skilled they are. Obviously itโs not the end all way to tell how good someone is, but when you see people every other game with 15,000 kills and less than 10,000 deaths itโs either a clearly skilled player or a player who does not play much or do much else beside play hunt. Or a hardcore rat. Not much else fits in that level.
And because itโs so easy to drop your MMR itโs a lot easier to tell, oh this guy is not regularly a three star. Itโs clear because heโs got 15,000 kills.
Total kills and deaths wouldn't explain my skill level, and I'd be forced to play with players who are beyond my capabilities
Those three stars exist right in front you. No MMR drop needed. I'm a 1.5 KD, 3* 1450 hour player
How many kills you got?
Are you trying to say a three star player can not accumulate 15,000 kills and 10,000 deaths? If so, why do you think that is not a possible, and even likely, combination of stats?
I think the point weโre trying to make is that amount if time playing isnโt a very accurate measurement of skill, and there can be 20k hour players at 2*
Big difference between having lots of time and low kills. And Iโm not saying that time is the way to tell skill. But you cannot have a 2* player with 20,000 hours. Thatโs a crazy statement. Unless youโre just complete garbage at the game. You have 3500 kills and youโre a 3*
MMR rank is more about playstyle.
Show me that player.
To a degree.
if someone plays reckless, they could be 2-3 star for any amount of hours.
Iโll be that 3* at 30k hours in due time๐
In fact, Iโm getting older. Probably be 2* by 100k ๐
Iโll believe that when I see it. Highly doubtful unless you just stop playing and sit at the menu.
How youre 3* with a 1.5 kd
I sit around 1.4 and usually play in 5*
Let me guess...many solo games?
K/D is relative to the rank you play at. why would you assume he would be 1.5 when playing against you? But at three star, he can do 1.5... is that strange?
The MMR is also bound to kills/deaths so theres a correlation
Honestly. Clearly isnโt getting many kills but is dying just as much.
That does not change the point I made. what of that?
Usually the K/D adjust with the rank youre playing at. So sporting a high k/d while not going up ranks usually means something is holding back.
Either the k/d would drop or the rank would rise over time. Thats a basic logic
Thats why i ask if he playes much solo... The mmr distribution is very skewed and can result in that
However it does not always apply. If a player is casual, he will do fine at low ranks, but not rise.
That makes no sense when MMR is basically made up of kills and deaths.
sure it does, its not directly correlated. In part, but not in full you could say.
It isnt how so?
well, mmr does not have a history like K/D
it is flexable and changing, while K/D gets more ridgid the higher your numbers go.
The two diverge
in the long run.
At higher numbers, K/D cannot reflect your current play style because it would take 1000 kill or deaths to move it by a decimal place.
KD is a misleading stat. If a 3* plays consistently with their 1* and 2* friends, their KD will be nearly 3.0 whereas a 5* playing consistently with 6* friends might have a KD of 0.7, but if that same 3* (3.0 KD) faced that 5* (0.7 KD) player, the 5* would win nearly every time, despite the huge disparity in KD appearance
Ahhhh there it is
while MMR is flexable, by reaon of it not accumilating like K/D.
plays with his 1 or 2 star friends
Thats what im getting at
Yes
Yea solo is prone to rank you lower
Because you lose more MMR then you gain because of low MMR opponents
except for one of my friends, or if they haven't played in a really long time and I've put in the time and gotten up to 4* again, or maybe get back up to 5*. But for the most part, I'm a three star player
then you go up in rank, die because you play casual, and come back down to three, where your K/D remains 1.5...
its not a weird idea
@karmic ivy no offense but you didnt understand the logic of the opt in queue not increasing queue time and now you dont understand how MMR is relatef to k/d and which factors can meddle with it.
Let's not get personal
none taken. we can agree to disagree
The MMR should change and focus more on raw kills than the MMR your playin against. If you drop kills left anf right you would rank up higher. If you kill a 2 3 or 4 star shouldnt have that much effect on the MMR
Joining low/high MMR friends or playing solo really screws with the MMR distribution
You canโt disagree that k/d is directly correlated to MMR.
It cant even be more direct
KD is a misleading stat. If a 3* plays consistently with their 1* and 2* friends, their KD could be nearly 2.0 whereas a 5* playing consistently with 6* friends might have a KD of 0.7, but if that same 3* (2.0 KD) faced that 5* (0.7 KD) player, the 5* would win nearly every time, despite the huge disparity in KD appearance
The intensity of the correlation could be more static tho
I think we talking more about semantics here
MMR in Hunt is made up only by kills and deaths - in that sense the correlation to those two stats cant be more direct.
Your example tho is legit but its not about correlation but about the distribution weight between 2 players with different Elo points.
@analog willow I think I see where youโre coming from I just donโt see it adding up though.
The MMR system is currently almost a direct copy of the chess system where a player's rank is raised or lowered depending who they kill and who kills them
Right
They're also looking into possibly changing this in the future, as per David
The elo system works so wonderful in chess because you have an 1vs1 environment
This system breaks apart by multiplayer
Thats why most fps games use alternate versions of it
I think i hear of Glicko or smth for csgo
But nobody knows for sure
I think the problem that I have is that the matchmaking is not working with the current MMR. My issue is that when I play, I play mostly duos v trios. That like when playing solo should put players with slightly lower MMR into your lobby right? It doesnโt ever seem to work that way. I still get constant teams, and see others with the same issue, who are premade teams of 1-3 6* and the rest are 5*. This is the real issue.
Youre NA player? @azure elm
Iโm not so sure I know what that means.
@brisk timber can you clarify NA player?
north america
Oh yes.
There aren't a lot of 6 Star players. Unfortunately, the top of the heap usually plays against people of lower skill
And therein lies the issue of the current MMR system.
So since when can hunters steal your weapons completly leaving you with nothing ?
Some guy mentioned something the other day, I still can't wrap my head around. How does this work: every kill is a death. If you play around your still level everyone should have a KD around 1, yet in 4* for example ppl tend to have a KD of 1.2-1.5ish. How does that work?
That being said one issue needs adressing asap. Solos shouldn't play below their mmr and repeated deaths due to self revive shouldn't count towards mmr. It simply has to be done otherwise you dont Match players evenly and defeat the point of having MM in the first place.
KD =/= MMR
@flat sandalMMR is based on multiple things, and doesnt factor on them combined. I read someone saying just extracting wiht bounties with no fights can significantly raise your MMR. I think it more influenced by that. So if you never get into fights it doesnt matter because your MMR will still raise. Also gunfights with no extractions can lower your MMR.
@crystal plumeNo actually thats false
Extractions do not affect MMR
@crystal plumeExtractions heavily effect MMR. My KD has done nothing but rise but when i never extract It goes down to 2.
My KD is 1.13 currently
Extractions have 0 effect on MMR
As far as I know, mmr is and should be only about killing
I'm gonna go with what I've heard from the devs multiple times with that
don't forget that the kd display is actually kda, and assists don't move your mmr
When i extract more my MMR goes up, when i never extract and raise my KD it goes down sometime.
I only play solo
I'm gonna assume you're just confused when the MMR updates with a delay
And getting changed based on what happened a match prior
No because most matches I dont get the bounties
I get 3-6 kills per game as a solo on average
MMR only changes based on who you kill, who you get killed by and their MMR compared to yours
Assists count as kill?
I've heard this from devs multiple times
So you havnt heard people and or experiance yourself.
1000 kills + 200 assists against 1000 deaths is 1.2 kda and well, 1 kd.
Oh interesting, ty
It updates with a delay which can lead to confusion when you don't get any kills in a match and you go up a star after it, when it reality it was just catching up with what had happened prior to that match
That doesnt change the fact that it constantly goes down until i start getting bounties
Probs cause it also means you die less
no not necessarily i have been constantly raising my KD
My MMR has gone down after multiple matches with no deaths
Again, KD =/= MMR
The amount you lose or gain MMR when you die or get a kill is dependent on the enemy's MMR compared to yours
If you die to someone with much lower MMR, you lose more MMR, if you die to someone with much higher MMR, you lose less MMR
MM is meant to provide a good experience by not marching noobs with super chads. Doesnt make sense to inklude anything but killing
Well if someone is able to extract bounties way more than others they are more skill as well
skilled in extracting bounties. Matchmaking don't care about that. Shouldn't too.
Nah sry ๐
You're arguing against something that the people who made them game have stated 
If you never get bounties, which might you realise is the objective of the game, you arent neccesarly very good
I go off of what i see and experiance.
instead you should look into how the system really works imo
Nothing about extracting
because now it's just embarassing honestly
Yeahโฆextracting just gives xp and money.
Please read the official ways to increase MMR to include LIFE TIME BOUNTIES
Where is the artical stating it?
The post where they explain it after they actually implemented it mentions nothing about the extractions being a factor https://www.huntshowdown.com/news/hunt-s-new-skill-based-matchmaking-system-explained
Neither does the update to the system https://www.huntshowdown.com/news/update-on-matchmaking-improvements
Just imagine you play to get bountues only and raise your rank that way. Now you are bound to the rat playstyle because ppl around you are way better shots.
It makes sense. What doesn't is sticking the solo Player and quickplay mixer in it
There, from the mouth of one of the game designers ๐
So I actually also misremembered, it was never a factor
@crystal plume can you explain how i and my friend got 5 stars?
We was 4 stars, started game, killed boss and extracted.
0 hunters killed, 0 assists, even we didn't meet anyone.
But after that we are 5 stars who playing vs monsters on 6 stars : )
What happened in the match prior to that?
@crystal plume means articles which explains that only pvp makes sense
Are fake
I know it can update with a delay
@crystal plume in prior
We died from 5 stars duo
@crystal plume all our games now just die die die
Our opponents are 5 or 6 stars
We really aren't such good at this game, for last games we just farming event points and dying : (
And still have 5 stars
I don't know if the system can be delayed by more than one match, but I do know that they have absolutely 0 reason to lie about how the system works and they wouldn't simply forget implementing bounties as a factor to the system especially when they have done changes to it even after it's implementation
So if they say that bounties are not a factor, I trust them on that
@crystal plume now we just buying free hunters and dying from hunters
Just fast drank
But and this doesn't help
@crystal plume fact that i see that bounty leveling my stars : /
Cuz we do not killing hunters, we are dying.
1 of 5 games is lucky, cuz we spawn near boss, and running to extraction with 0 kills : )
Just try it out solo don't kill anyone and steal the bounty for a while
@flat sandal ++
And it affects stars for me and my friend
Also for several guys in here
@flat sandal was 4 stars
After extraction with 0 kills but with bounty insta 5 stars
That can be subjektive
I don't know if 2 is considered several 
@flat sandal yeah
Could be
I mean, if you figured out that there is a Bug there. You'd become a hero:D
@crystal plume mb
But i see what i see
I know that crytek doesn't try hard for making game better
And much bugs which are not fixed after time proves that
You lost me at "crytek doesn't try hard for making game better"
So I'll just go and continue my morning, have a good one
Trying and not succeeding is not the same as not trying...
@crystal plume good luck
Do the experiment and record it ๐
But funnily hunt does do better and is still growing after 5 years
@unborn smelt Fixing fake death for 1 mont
Ppl speak about the good old times. I have been watching a bunch of 5 year old Videos. The game has improved a lot actually
@unborn smelt Hunt getting bigger
It's good
But lats update with bloodbones
No way to earn it now
Yes ... Its almost like a premium currency is there to make money...
To fund further development in a service game
@flat sandal it is
But i dont want to play 5 games on rain map
Don't want to play vs 6 stats lobby
Cuz i play bad and im not even 5 stars
@unborn smelt Skins are nice
Gameplay also is good
But NOW
Crytek doesn't care what community wants
That is sad
I love this game
But the more popular the more they donโt care about quality and they only want more monetization
Maybe rain is a lot atm. I can understand that some ppl don't like it but this too will pass. You'll see ๐
@flat sandal what is your rank?
That is just proovably false...
@flat sandal rain is toooo loud
Just white noise
Many of the latest affitions have been community requests
4-5
See, I like that. It would be boring if its always the same. Also the Sound is stellar as usual in this game
The hammer melee was, the drilling was, rain was, gator was...
Hecc even some divisive obes were, like the trafing changes or QS removal
@unborn smelt Bloodbones also?
Necromancer buff?
Infinity revive with bounty?
Only ranked matches?
No solutions to chose map?
Players asked for this?๐
Bloodbonds weren't. But you can't run a business by giving people what they want all the time at as little cost as they want...
Self-revive was requested many times by the community
Being able to "save" permanently dead teammates was requested by the community
There were never "unranked" matches, every match counted towards your ranking since the introduction of MMR in 2018
@unborn smelt There are alot of skins
Yes there are
@queen jungle meh
Then players are toooo casual
And the game has continued support since 2018 funded almost entirely by cosmetics
hey so there are third-party trackers that allow you to see your actual MMR number at the start of the previous match, not gonna name any just incase that's not allowed but it's definitely possible to see EXACTLY how much mmr you gain/lose from a match. I can tell you right now that the number is exactly 0 on all the games where I extracted bounty without fighting anyone or dying.
Unlike other games that lock new huns or maps behind the DLC itself
To All the haters out there. Do you realise how many games fail? It's hard, don't think you could do it better or even have the slightest clue at all. It's Evolution Baby, it's inevitable. Crytek seems to be trying at least.
Well there you go then ๐
Change the spawn frequency of the maps Rain, Night (serpent) and fog. it isnt funny, to play 6-7 rain maps in row.
mid game
@brisk timber Just to comment on some of your points, not saying I disagree with everything:
-
Nobody wants to hear this, but people are notoriously bad at identifying cheaters. In other FPS, devs have stated that about 90% of cheating reports are not cheaters and the Hunt devs have stated in the past that the support system got clogged up by people reporting others without thinking (which is why reporting was moved to post-match, to give players some time to think about it and clam down)
-
Matchmaking preference was changed based on player feedback. Just go back a year and you'll have people complain about not having full matches due to matchmaking trying to be as fair as possible, just like you have (other) people nowadays complaining about matches not being as fair as possible to get full matches.
-
Matchmaking based in KD would be a bad system, ELO matchmaking has been proven to work in many, many games over the past decade(s). It'll never be perfect, but it's a well-proven system.
-
Plenty of people asked for duos on the new rain map, so instead of splitting the matchmaking even further by introducing a fifth queue (and thus causing an even worse matchmaking experience), the modes were integrated.
Different times of day are meant to force you to play differently, it's a challenge to overcome and being able to succeed despite disadvantageous conditions is a sign of true skill in Hunt. -
An indicator for resistances doesn't really make sense in my opinion. If I use an antidote shot to rush the enemy through their poison cloud, them having an indicator would entirely ruin the advantage of being able to surprise them from an angle they considered save.
i can't find the original comment but i thought i read it having something to do with specifically bullets for poison, so if i tag somebody directly with a poison bullet and get a hitmarker, i would know if it actually poisoned them or not
i figure it wouldn't work for stuff that already doesn't give you a hitmarker
Are there Details regarding the next Patch yet? I need more contend ๐
Also, who thinks focus should be on a new map or other big things?
Nope, no info yet, Based on past experience, there will probably be something soon after the end of the event.
Can we please pin this?
Nah, it's just a response to another user 
It's still about stuff that's being brought up regularly
Imo indication for resistances does make sense in cases where you know you hit the person anyways, the enemy going through your poison cloud doesn't give a hitmarker so obviously that wouldn't and shouldn't be affected but imo the hitmarker color or sound could be different based on if they have antidote active or such
For example a green hitmarker with a more "hissing" kind of sound when you hit someone with poison ammo and they don't get poisoned
If Hunt were more of an RPG, I'd agree. But in the Hunt we have such indicators are bad.
That should be the very least done though I'd prefer these counters were just removed.
That would turn the game into more of an Excel/Counter Strike simulator ๐
wut?
Why would making the special ammo actually do what it says on the tin make the game like CS?
Where's my counter to regular bullets?
Basically all the interactions in the game are consistent and predictable. This being broken by certain traits, which border into being gamebreaking (bulwark) makes the game harder to balance and the gameplay less fun and deep.
Removing potential counters to special ammo would make them a straight upgrade, but they're meant to be a sidegrade.
Having the game this predictable is what makes it into an Excel simulator. You put in A and B and get C. It's boring.
So balance the special ammo? The game being more predictable and consistent hardly makes it boring.
And I really don't think having your bomblance shot nullified by bulwark makes the game more fun.
Or just explosive ammo in general being made useless by said trait.
Currently the special ammo types are generally too strong if you don't have the traits and too weak with them, this makes for inconsistent and frustrating gameplay on the side of the shooter.
It's not being made useless, just like poison ammo doesn't become useless or fire ammo doesn't.
With your logic they'd have to remove choke bombs as well, because how can you reliably set somebody on fire or block a pathway with an oil patch?
Dealing half your damage makes it useless. Poison ammo doing no effect to antidote shot users makes it usless and fire ammo not igniting vs salveskin also makes its point almost moot.
That is a direct hearable thing that the enemy player has to be in position to do.
Completely different from a passive effect that anyone could have with zero indiciation.
The counter to poison ammo should be using cover, even shooting the enemy through a wall. Same for the rest of the zero pen ammo. The counter shouldn't be to pay a couple points for a trait or using an antidote so you can just treat it like a worse version of regular ammo.
But it goes for all traits. An opponent may or may not have Determination, giving them an advantage in CQB/melee combat.
They may have Greyhound, enabling them to move faster and for a longer duration.
They may have Serpent and steal your bounty if you don't immediately pick it up.
They may have fanning and kill you with their revolver unexpectedly.
Could just turn it into an RPG with health bars and status indicators 
Det is a tiny advantage and you are, at the start, at a completely level playing field.
People can be anywhere and greyhound doesn't remove sound traps, though I do believe base stamina should be raised a little bit as it's a little low. Greyhound should be more a 50-66% increase instead of doubling.
Serpent is countered by simply picking up the bounty.
Fanning is something you always predict they'll have and is counterable by close range weapons since you'll have the oneshot and they won't.
Special ammo counter traits are countered by... not using special ammo.
So why should I use special ammo that just randomly doesn't give me the effect?
Oh, because it's OP when it does because it's terribly balanced. This is my argument.
You hit somebody with your Bomb Lance and they survive?
Well, they are now significantly weakened and you just have to adapt. The ability to react and adapt to such unexpected situations is part of being a skillful player in Hunt.
Oh the counter to that is just not using the bolt on players because it's garbage.
Why bother trying to risk a shot with that when two tapping them with anything else is miles easier.
I don't see why one of the hardest to hit things in the game should be randomly countered by a 2 point trait anyone could have with zero indication.
Your appeal is what? That I should be better? I am, I don't use it.
The wealth of options in the game is reduced by these traits, not increased, so remove them.
Because the chance of somebody running the trait is rather low with the plethora of useful traits to pick (and many more useful than Bulwark).
Oh so it being even more random makes it better?
It's what keeps the game dynamic and interesting. You never know what you encounter in the Bayou and better have the skill to deal with any unexpected situation.
I simply disagree that it's "dymanic and interesting"
Oh wow, my poison ammo didn't do anything, so interesting. My bomblance harpoon that I only landed on the 5th shot didn't kill? How dynamic.
Poison ammo does the same damage, right?
It does the same damage but you have no effect vs antidote and obviously still no pen and worse pickup.
Poison bullets are already best PVE ammo, it's natural they need to balance it somehow. If you want to rely on your status effects, I suggest sticking to bleeding ammo. Fire bullets can be offset (but still status can be hard-forced, if you hit enemy twice). Poison can be mitigated completely, and it often is, especially considering favourite combo of poison and concertina traps.
"PVE ammo" is pretty pointless.
not really, I favor it often in side arm, it helps with pve part of the game, helps you rank up faster after prestiging.
You kill bosses faster with an axe you can simply find, usually in the lair. Poison ammo on silenced guns can be good but often you're just better off with throwing axes.
I was not talking specifically about bosses, they have unique resistances from what I understand.
But immolators, armoreds are worth a good chunk of xp, if your aim is to level fast, poison sidearm helps tremendously. EDIT: They also provide combat healing utility factor with Ghoul, letting your next hp chunk to start regenerating after single mob body shot (up to meathead and unless hive, hives still need headshot to kill with poison bullets).
You know - i'll have to disagree on that...
If you stick someone with a BL and they have bulwark you now have one of the worst and longest reload ranged options empty and the enemy is down smth like 80 hp. Which is comparable to having been shot once with one of the lowest stopping power ranged weapons in Hunt.
I do kind of agree with the core idea of the argument but you chose propably the worst example IMO
So you are faced with a significantly weak opponent, while you yourself carry a weapon that is primarily a melee weapon with a ranged secondary function.
Either make use if the bomb lance's primary function or switch to secondary.
Adapt to the situation.
Or fail and die.
So a knockoff sparks that is significantly harder to hit with?
Nahh I don't think bulwark should protect your from bomblance base ammo
Not to mention a hunter with 1 hp is still just as dangerous.
Not really, as a hunter with less than 125 HP better look for cover to heal.
I don't think it's "significantly" weakened
Thats the issue
Last time i had it happen to me a bomblance harpoon dealt 75 dmg through bulwark
Adf to that another 5 impact dmg and you're at 80 dmg - which is quite poor
That it does, the dart deals exactly 150, then halves by bulwark. What a joke
For a weapon you are incapable of aiming precisely, with that long reload and single shots, dealing dmg lower than many high rof single slot pistols is IMO not constituting as "significantly weakening" enemies because just about anything else is weakening them far more significantly
Bulwark turns a high risk high reward weapon into a high risk extremely low reward, all with a cheap and invisible buff
Or - do as most people do and don't play the BL because its so weak and never get into the situation to beginn with.
Which i think is quite the sad outcome
I think bulwark is okay the way it is - the BL should just ignore it. (And while we're at it - its a whaling harpoon, it should go off in water)
Thankfully we can one-shot at close range with the shotgun shot. But it's pathetic to take the bomb part out of the bomblance to make it remotely viable
Thankfully it has 2 ammo types now
Yeah that was a great buff
It's not weak at all, it's a powerful melee weapon and a one-hit kill with the harpoon in most cases.
Not sure who people play against, but in my experience Bulwark is extremely uncommon, most people choose more universally useful things like Greyhound or Doctor over Bulwark.
So it's the most powerful of the by far weakest category - and it can oneshot, just not in any way reliably because you can neither aim it relia ly or theres traits that make it go from OHK all the way to garbage damagr
Sry but thats not a strong weapon
Esprcially not for 200โฌ and a big weapon slot
The rarity of the trait, based solely on what players consider useful, should never be used as a balancing factor.
Bulwark may be uncommon, but you can still get it randomly off meatheads or as a world spawn
Damn hunters switched to euros
I think it should be a balancong factor - but it shouldn't be a too strong one
-
tbf thats what an Anti Cheat is for in the first place. A good anti cheat would reduce the strain put on the system by player reports (true or false) naturally. I know its an uphill battle that you just cant win. But having some people tracking through walls and shit with people reporting them half a year ago shouldnt be a thing aswell.
-
You make it sound like its the only option. Rather full or fair. Thats not true tho. The queue waiting times could be prologned. The queue time could be even without a a hard limit. Many games have a system where you just wait until a match is ready. Maybe we should trust players waiting rather 3min than 2min for a good match.
-
What? ELO system had been proven to be lacking in most gaming environments. Thats why there are many derivatives of it that are catered to the needs. In an 1vs1 environment like chess the ELO system works fine but in an multiplayer with many unpredictable factors and variable a rigid system like ELO breaks apart pretty quickly. Devs even said they wanna look into it more.
-
Thats true to some extend but i would argue that during an event the player numbers are probably solid enough. And there are ways to counter queue seperation (see my "opt in" queue suggestion). I know this would come with its own quirks like way less chances at those conditions. But it would probably be the best compromis.
Just wanna add:
Hunt Devs themselves have stated they don't think the ELO system is good and want it changed.
Morso, modern cheating and the market it have created is reaching a critical mass fast with little tools too do anything about sadly.
Many speculate what actually can be done about it if anything.
Not to say cheating is okay or we should ignore it, but it is the sad reality of the modern market.
"A good anti cheat would reduce the strain put on the system by player reports (true or false) naturally."
Even if we had a theoretical magical perfect anti cheat, it wouldn't stop people from doing false reports at the heat of the moment and/or from lack of deeper knowledge about the game
So idk what that point is really supposed to mean
Well, ideally an anti-cheat prevents players to cheat to begin with, so it should be put on the players reporting.
It would by significantly fasten seperation of reports by validation if true or false. If a filter is effective and cleans itselfe fast it will clog less.
Tbf i only included this point into the list because its one of the things most complained about. I myselfe am somewhat okay regarding the cheating problem. Mostly encounter the blatant ones if i get close to 6*
Everything below i rarely encounter them at all
I rarely encounter them at 6*
So every time I see these arguments about all of the cheaters being in 6* matches, I can't help but wander where, because I can count the amount of blatant cheaters I've seen during my playtime with 2 hands even if couple fingers were chopped off 
And I'm not the only one, even Rachta with way more playtime than me has stated that he's only seen something like 8 blatant cheaters
The use of blatant maybe wrong i agree. I rarely see really hard aimlocks pinned to the head and stuff like that. Those cheats seen to have been become way less common in the last decade in general.
But blatant in the sense that you still see this scetchy stuff by eyes like tracking people through walls and unusual amounts of prefireing position without indicators.
Maybe some things look like cheating because of exploiting
Walls not rendering and the lile
When I say blatant I mean tracking through walls and such
Yet the amount is still significantly less than some people make it seem like
Its hard to not blame players not thinkin that wasnt esp/wallhack tho
You don't have to search hard on the internet to find esp and cheating videos/services for hunt.
You don't have to search hard to find such videos for any game really
Those are not a sign of there being more or less cheaters
Even if people love to share them around treating them as such
Ah, just wanted to point out how common the market it
Id like there to be some way you could decide to play on the old weathers or the new ones like before when rotjaw was on the wildcard gamemode. Was much more enjoyable
#feedback is probably better for a statement
there is plenty cheaters on 6* lobbies, movement makes the difference, stand still too much and you dead
Also, most cheaters don't cheat obviously.
Not to say that makes everyone in 6* guilty.
But it is just important to remember.
Cheating ain't just flying thru the air 1-tapping the whole server.
Most cheaters cheats smart.
Exactly
And if you live constantly in the fear that you are fighting against hiding cheaters, that's an easy way to spoil the game for yourself more than the actual amount of cheaters do ๐
I always forget the definition of cheating changes from person to person. I was really confused when someone talked about the many cheaters they had encountered recently when they meant derender exploiter or some stuff.
Though exploiting is cheating, I assosiate the word cheating with external software
Call me naive but since my experience has been fairly free of obvious cheaters and I can perform well, I don't care if I die to a cheater if I couldn't tell that they were cheating
Unlike some people who instantly go yelling cheats as soon as they get wallbanged
There was this "700 hour undetected cheater" post on Reddit, where I suspect the OP had fallen victim to a ragebaiter, someone who claims they cheat on their Steam profile to incite reactions.
The alleged screenshots they had taken that were uploaded on their Steam profile were found with a simple google image search, i.e they grabbed the pics from the internet, uploaded them in their profile, and claim that they took them themselves and are cheating.
They depicted some kind of wallhacks.
I haven't seen a blatant cheater for a long time, but they exist for sure. Hard to say what's the percentage of soft cheaters are, as they tend to be more common than the obvious ones.
Soft cheating is an interesting issue. If I die to someone, but don't suspect they were cheating (when in reality they were), I end up having a better gaming experience.
To be super pedantic about it, anything that changes the "rules" of the game is cheating, that includes surpassing graphic options.
Ofc it is more greyscale than that.
Oh yeah, I agree 100%
Oh, I tend to only suspect absolute impossible shots if I'd encounter said person twice and does it twice... Got a good memory on that part.
Anything else is just Hunt and it's luckshots
Doesn't really matter if it's because they have aimbot, esp or graphics changed/taken out of the game like bushes... Take me out twice in impossible conditions.. There's a report coming.
While i agree that people can borderline slip into paranoia about cheaters - i have seen and experienced this phenomenom in decades of playing Counter Strike first hand - the other side of the coin holds very true aswell.
Many high rank players - especially the ones who are trying to break into the esports scene and the really high echelons - have a very strong coping mechanism established to somewhat stay sane. To take counter strike as example again - those players often didnt even acknowledge there were cheating at all and had a hard time getting their head wrapped around if there were banwaves with some numbers attached.
Its okay and that is what i mean by "staying sane".
Unfortunately cheaters nowadays work around this point - always beeing just slightly ahead of the critical mass of the skilled players - staying in the closet.
Are you trying to essentially twist the narrative to people like us to be just coping...? 
That's a new one
Im not twisting anything. Its another side of the same coin.
Reality is inbetween.
Im not saying Hunt is cheater infested like other games probably are
But to say theres such a low amount of cheater that you maybe meet one or two in thousands of hours (even more so playin 6*) - yea thats coping to me.
Its the other side of the spectrum saying there are cheater in every match!
On another note
Im highly susceptible of the opinions of streamers the same as esport players
Everytime money is involved in playing a game
Other side of the spectrum would be denying cheaters existing at all
Which is not what we are saying
There are cheaters, just not nearly as many as people are making it seem like
Nope. This would be like saying "everyone cheats" tbh
thats blatant fatalism
you gotta be extra crazy to say this
I agree on that note that many people tend to put the blame on others for losing and therefore call someone a cheater prematurly in affect. Its probably what we are reading most of the time here or on reddit - people venting.
If i would have to put a number down especially for the high MMR regions i would say there are probably atleast around 5% of those people atleast with some form of ESP/Walls.
The use of Aimbots with leading bullets seems to be a bit more complicated in Hunt by design.
For the lower MMR brackets i would even argue the percentage of cheaters maybe even lower than 1%
5% is way too high of an estimate. That would be 1 in 20.
Doesnt sound that far off
CSGO in its high times of cheating had around +10% in semi high ranks and even +20% at highest rank cheating. Atleast in valves matchmaking / faceit was always better.
You gotta always keep in mind that those high ranks is like a pool where those people end up naturally
It always baffles me how people cant wrap their head around how common cheating has become
Its like a game on its on today - there are discords and reddits just for cheating.
This aint CSGO tho
If it was csgo oh boy we wouldnt speak like that
The feedback channel would be burning
Cheating in CS wouldn't even be that high. It's not x% of players cus that's hard to measure, maybe x% of matches.
Those were relative numbers. They had 10% more cheaters in high ranks than in average ranks, not a 10% cheating rate.
Even rates of 1% are considered problematically high rates.
Actual cheating rates are way below that in games that dont have a current systematic issue with cheating
Is it cheating if you use the cfg edit to turn off shadows?
I would say so...
Its hard to tell because its a function of the engine obv - on the other hand it isnt accessible via ingame setting i guess?
Its like those exploits are a grey area
I would argue reshade is more cheating than those things
Well I'd personally say crosshairs are cheating.
Since the game doesn't intend them and balances around not having them. Same would go for shadows, the game is balanced in having shadows.
Turning them off is cheating.
Just like there were forums dedicated to cheating 20 years ago.
Cheating is not as common as 5% of the player base, nowhere near as close.
They just need to turn off the commands, like they did with the filter a year ago.
The question better to be asked is:
Is it bannable cheating
then its a clear - no.
If you have specific questions as to what is allowed and what not, please contact Crytek's customer support.
Its more common than it was in the past. Back before it became more common most people wouldnt see a cheater in years of playing.
Its worse nowadays, but not the amount you make out to be.
I think you could make a (high) assumption of seeing a cheater per a month if you are playing regularly in high ELO.
The much bigger issue is that people that just make it into 5* are often enough going to be matched with a 6* who had a bad day, and those two groups play like night and day
Yea and no.
While cheating was always a thing the access nowadays has become way more user friendly ? if you wanna say so. The economy around cheaters has become a luckrative business.
A lot of people are going to assume that people are subtly cheating, just because they play on a level they believe impossible
Yea its really hard to tell definitely.
Also i think you severely overestimate the amount of people that would pay for cheats without making moneyy off it
I think in the future this gonna be AI wars devs vs cheating providers ๐
there is a whole bunch of games where you can make actual money by cheating
like selling tarkov loot on E-bay and the like, or selling skins in other games
Hunt has none of those options to make money off cheating
so the appeal, to create an account, buy cheats - make some money off it so you can buy your next account+cheats and have some spare at the end, is simply not present
You don't even have boosting in hunt really, the individual players need to get the kills, not just win.
I know thats why Hunt isnt really attractive for cheating in the first place. Never said that was the case.
That ofc doesn't meant there are no cheaters - but that significantly drops the appeal, both to cheat and create cheats for the game
because of that i think 1 in 20 is far too high of an estimate
But even i on my 5* already encountered more cheaters than "Im 6* and have met maybe 1 or 2 in thousands of hours hunt" statements
Getting HS shoot from 300m through 40 bushes and 3 solid walls by spitzer (definitely no derendering)
Again, i'd ask what makes you so sure they are cheating?
and now we're all the way back at "can we believe individuals judgement of what's cheating and what's just a better player"