#feedback-discussion
1 messages · Page 107 of 1
i meant reduces the amount of damage drop off a bullet receives, increasing its effective range
On the contrary
If they would increase the recoil of HV further this could be a method to nerf it on high rof weapons but make it viable on the single loaders in particular
So you wanna play HV ammo? Bite the bullet of high recoil or play springfield
i think he agrees, since hes saying HV on single fire weapons wont notice the recoil- implying high rof weapons do (but even then they really dont but thats my addition)
also paxmas will never come, crytek ensures this
This, it was more to point out that HV downside doesn't matter on single shot weapons or weapons that have too slow of a fire rate to being able to fire before the recoil have settled back to 0 :)
Yeah, in general HV only really has upsides unless you run a silenced variant
Compared to FMJ which doesnt really have a downside at all, BUT unlike HV where the benefit can be made up with simple familiarity with the base MV- FMJ provides a benefit that cannot be made up (the damage drop off)
which is why I feel it is a straight up grade, especially in cases of compact/med ammo
Oh to me it read like "putting HV on single loaders is bad because it has minimal downside" so my thought was turning a bad mechanic into something worthwhile balance wise
Like a desired effect to mainly push single loaders
Christmas Event Santatek gonna lay a Pax Buntline under my tree! 
@hybrid forum solid suggestions
Remington revolver and pax double would be awesome.
We don’t need more high rof weapons
I’d prefer an accuracy focused weapon like the pax bunt/deadeye
As for the Remington, I don’t see a niche it would fill other than being another swift essentially
that's why I said maybe. I mostly meant that they should add a slow firing remington. It would reload just like pax, but would act like a medium ammo uppercut
also what's y'all opinion on the second part of my post
If we went the higher dmg route it would bridge the gap to uppercut somewhat. Same as a pax buntline (which they refuse to make lol) would do.
Also the fact we're already past the high rof barrier (which i don't like) means why not a pax double action. Especially being they actually existed in the 1800s.
We crossed the spammy stuff line long ago.
And im all for period accuracy in added weapons.
I disagree with that. Hunt has not passed into "spam" territory. Not even close with the way reloading works.
Its the lowest ROF shooter I know of, with the least amount of bullets availible.
asking for remington two years 
It would reload just like pax
better like this, gun should have unique feature to not being another mid ammo gimmick
https://www.youtube.com/watch?v=FyUC1YS9wfE
https://www.youtube.com/watch?v=OiYVblWZY3M
Can be pretty quick once you figure it out.
Made by Uberti.
Demonstrating how to remove and insert the cylinder of a 1858 Remington the fast way. This is a Pietta model 1858 Remington chambered for .454 round balls but it's considered a .44 caliber. I only have the one cylinder for this gun so removing and inserting the same cylinder is the best I can do right now.
The Salvator-Dormus has the distinction of being the world’s first semiauto pistol, being patented in 1891. It is chambered for the 8mm Dormus cartridge, and holds 5 rounds in a Mannlicher type clip. Only about 50 of these pistol were made, mostly for an Austrian military trial in 1896/7 (this particular one has an 1897 Austrian military accepta...
forgotten weapons did a video about the gun i suggested
No doubt, which is why I love hunt. All im saying is adding a period correct double action wouldn't break the game. As I said we crossed that line already with officer/carbine, cyclone, spitfire etc.
Id say I'm more about, did it exist back then vs what it does.
I see.
@weak pine #feedback message
So in the past we had the problem that the events (that are meant to be played for a couple of weeks and give players something to do and to achieve) were power grinded by people in a handful of days if coupled to only playing.
But if you cap the ingame earning of event points tho people will complain "why should i keep on playing if i dont can earn further event points?".
So the points were bount to the challenges to give the feeling of proper progression over the course of weeks.
You hop in and you do your challenges - they are not even really grindy compared to past events.
Im not a big fan of challenges aswell because they are an artificial layer put ontop the game id would like to enjoy instead.
But i see their use in the Event system.
So maybe you have another idea how to solve this?
And on another note - maybe this is a bit controversial...
You can also pay your way through the battlepass without spending a single minute.
But if one doesnt want to take this route but also dont wanna spend the time...why even care for the battlepass?
You can also pay your way through the battlepass without spending a single minute.
But if one doesnt want to take this route but also dont wanna spend the time...why even care for the battlepass?
It's always gonna come down to cost, both in terms of money and in terms of time.
The price of buying BP tiers is quite steep, the value for your money is extremely poor even if you just compare it to buying regular DLC
The time required to grind, and also the medium~long term commitment of needing to log on and grind every week for the whole event is probably also too high. This compounds with the fact that there's a sunk cost once you buy the pass; you don't buy the items in the pass outright, you buy the ability to grind for them. You're also punished for buying the pass later in the event as it will make your grinding less efficient.
Frankly I think the crowd of people who would grind the events out in a few days and then complain are like... sort of sabotaging it for everybody else LOL
Not having any chores to complete shouldn't be something to complain about, it's sort of mind-numbingly selfish. This'll be a tiny minority of players with an extremely abnormal amount of free time, they shouldn't really dictate the balance of the events.
Further, those events had next to no mechanical changes associated with them. These were the old christmas/halloween events where we had no pacts or special weather/ToD changes. All you had was pumpkins/presents or altars. The new events come with more meaningful gameplay changes that keep the game interesting even if you aren't actively grinding.
As always, whales with free time ruin it for others-
Anything but challenges would be better. I come on hunt to relax, have some fun, get cool stuff delivered to me by crytek devs. When I am cut off from being able to access this new stuff because of a massive wall of grind that I am literally unable to do due to other responsibilities, why should I play the game? There is nothing new for me in there, I am basically paying to be provided chores on which I am on a time limit for and with very specific instructions. This is not healthy.
Also.. paying to finish the battlepass? That is somewhere around £80-100+ for like 10 skins? I am paying £10 for 1 skin, a syringe skin that nobody else can see and charms (which nobody wants, they are literally little pieces of garbage stuck to you gun, they are so boring), just so I can get 1 I like out of the 9 other uninteresting ones? This game just needs to get out from my steam library at this point because endless skin DLCs and extremely scummy events is not what I got the game for.
For an idea on how to fix it? Make challenges less limited, I don't want to kill 5 bloodhounds with poison ammo, this makes me get a poison gun, which I despise or a useless poison grenade taking up my inventory space, most likely only getting 1 of 30 points for that task too. Let it be more of "Kill hunters", "Banish targets" etc etc. Things that are more broad that don't require you to sacrifice all the fun when making interesting loadouts.
Another idea on top would be to add a way to pick what to work towards, I don't need 2 gun skins I will never use + 3 useless charms just so I can get that 1 cool skin I actually like 4 weeks into the grind.
The battlepass value if compared to buying skins for blood bonds is pretty good
I agree the time it takes is decently high but most battlepasses are like that
That was in reference to buying all the levels in the pass outright
Also, I didn't say buying skins in-game for BBs, I said buying DLCs outright
Ah ok
The BB shop is majorly inflated
But DLCs are much better value and for $10 you can get a fair number of skins ,comparable to the BP in some case
I finish league battlepasses without even doing any tasks provided, I just play and get rewarded for it, dont even need to buy it to get points faster. Hunt battlepasses are not suited for the audience in my opinion, most poeple have jobs + education. There is no time for grind unless you're a full-time twitch streamer etc.
More if you grab them from the Crytek store with a discount code or on sale
The main issue imo is how long it takes to unlock the new weapons
If they lock cosmetics behind money or a grind that's fair, but if you're playing casually the guns take forever to unlock and in the past that's made me not try the event at all
Whereas if I could play with the cool new guns I might be inclined to play more to progress the pass
I think the main differences is the challenges in hunt is that lots of challenges won't get complete unless you focus on it. For me compared to the apex and valorant battle passes (purely anecdotal) they take about the same amount of time, hunt just takes a more concerted effort
Which can also be frustrating when you get bad challenges and have limited time
This is pretty much the reason I dont like it currently, it is literal chores, I have to finish them before i can actually be allowed to do what I want or else I lose the 1kBBs I invested
I assume distributing point gains evenly across the entire event duration is a way to keep a consistent concurrent players metric, not because of the people completing events in one weekend.
@vernal haven great points
Honestly Roll backs of decisions shouldn’t be as impossible as them seem
It’s clear Crytek overstepped in allowing too many custom ammos to be used amongst too many different weapons
It's a bit of both
They're sort of intrinsically linked. Players who have a ton of time clear the event too quickly and go "why play anymore", average players are enticed into coming back week over week
We agree on something 🗿
yeah I'm sleepy. I meant not because of time-whales complaining about it
if they're a minority anyway, who cares
You’d be surprised
The loudest, squeakiest wheel does get the grease sometimes
But I agree with this sentiment
These are also the most dedicated players who are most likely to continue playing the game and spend money on it, they're a demographic that pays better
I don’t know, the average fan (more dedicated than average player) isn’t clamoring for a longer challenge cycle in this case
But I get what you’re saying
I feel like the players going for a much longer event layout are actually very sparse, even within that dedicated fan base population-
I’m not saying most of the dedicated fanbase would enjoy a one day event either but, in terms of the length of the events- I think it’s pretty universally agreed by the fans that it’s a bit too long/chore like
But Crytek makes it that long for a reason, it’s a business after all
And considering they want to push BB sales, the strategy is to drain our saved BBs so we can buy more
It’s why they put headsman back on sale despite the glaring problems with it -> more people want an advantage so they buy it -> event ends and sales slow -> they nerf headsmen after everyone is 1000 bb poorer
Yeah I agree the "average fan" isn't asking for this, but the people who are asking for it are also more committed to the game
Feeding your whales is profitable
I mean I think it's pretty uncontroversial to say Crytek is pretty bad at balancing events and since As the Crow Flies has consistently leaned on the more predatory side of the spectrum rather than the more generous one
It's not a surprise that they'd go "oh the people who buy every DLC want more to grind for? Fuck it, add a time gate to the grind"
Yeah, it’s not surprising-
It’s just disappointing that one can predict in quite a few games. a minority of players tend to cause changes that aren’t truly popular for a majority of players
Crytek seems to be having a particularly hard time finding a balance that gets them the income they need without burning out their players or making them feel taken for granted
Light the Shadows was the last event I really got invested in and I basically decided afterwards that they weren't getting any more of my money lol
I was happy to buy DLC before but at this point the monetization is far too intrusive. Needing to grind or wait 2 months to use any new weapons is pretty goofy
I really do wonder if the new monetization truly helped bring in a more steady revenue stream
Before I see people would buy a dlc here and there and then make up the difference with the BBs they earned
Now I heard in response to the changes, people decided to stop buying DLCs-
Maybe the new event scheduling and emphasis on DLC is to make up for that? But at the same time I’m tired of constant events…
I'm sure they're making more money than they used to, it's almost certain
The average number of purchases a player makes has almost definitely gone up due to the battle pass
Noone wants to play rain and fog half of their games, fix this =please
Well, I’d actually prefer more inclement and extreme weather
These “infernos” pale in comparison to the average bondfire, nonetheless an actual forest fire 
Get moderators and admins who aren't 500Lbs+ and don't have small pp energy 😁
So silly to have a bunch of racists run a official discord, but that’s life
And what about this is discussion worthy?
I mean ..ok
Whats wrong having a small pp? 
I mean it’s pretty blatant why it’d be worth mentioning
But I’ve wasted enough time, chow chow
I mean you probably dont even want to discuss but vent
Here are just normal players discussing game mechanics and stuff
#feedback is probably better to vent

@cloud siren there's a setting that turns that off
It's hidden somewhere I think in ui settings
Thanks for that
Getting one shot by a baseball bat to the arm is fucking stupid. Fix that shit.
eh, more like make the other blunt weapons make sense looks sadly at railroad hammer
is there anyone who use axe or railroad hammer beause they want to
its literally the most useless thing ever
Eh, I like the axe, but rn the bat has wiped them
hammer was never good sadly, hoping they show it some love
the axe feels so sluggish in my opinion
would take saber instead
honestly i think they should make it so tomahawk works with weapons you bring
at least you would have an option
but i know it would make people trade weapons
Yeah, before bat i mostly took saber
with friends
would be cool. I'd love to be able to throw bomblance akin to how shovel is thrown
yeet
it could be a funny secret interaction
if you have 0 ammo
on your bomblance
you chuck it
hunt needs secret interactions
bonus if you can do it to any weapon
it would honestly be so good
XD
if its a uppercut it one shots from head
that thing looks like solid 10 pounds of metal
deals like... 2 damage, but be funny af
brass
yeah
america
well, "real"
iwant some of that freedom for myself
It's a replica cap gun
Sorry, at work. It fires caps- lil gunpowder packets that make a bang like a gunshot but not projectile
Have a glock for actual defense lol. Got the replicas for a Hunt themed DnD campaign
yea the whole team just got taken out by the bat, they should make that a 3 swing
A melee being 3 swings to kill is basically never going to be used
2 swings even
I’m not sure that’s 100% true depends on the swing rate and the damage multiplier to the head + monster effectiveness
Don't do to the bat what was done to the RR hammer. IMO the bat should have been a medium, not a small, and could have a slightly slower swing but it should still absolutely kill on a single swing.
A 3 swing to kill melee is absolutely useless in pvp and will kill the weapon- a melee that takes the slot of a gun will never be used if it takes three swings to kill a player to the body-
Dusters take 3 hits to the body, but are a tool slot + blunt + Stam efficient- even then, they are not considered great tools due to the lack of pvp reliability unlike the knife or godsend known as the Knuckle Knife (I love dusters because they are cool tho)
Just run Hornskin vs the bat, otherwise we will end up with another hammer situation
Is it true tho that bat kills 1shot to the arm?
If thats the case that sounds really a bit too much
But i also think shotbolts or general any weapon in the game shouldnt kill on a limb hit.
It’s not to the arm
It goes through the limbs like other melees
And hits the chest
i just tested it by attacking the arm from the side by being just slightly in range and it seems to be the exact same damage multiplier as upper torso
can't verifiy if actually is hitting the arms tho
That must be a bug then cause I’ve survived a bat hit without horn before
They should release the multipliers on a page somewhere
heavy attack to the legs deal 102 damage
the thing because of the horizontal swing its almost impossible to only hit arm. guess they gave them the same multiplier so it feels more consistent and people are not wondering why their attack doesn't kill sometimes
the swing is so wide i can hit a dummy who is not even on my screen
dummy to the left dies which we could argue should be a arm hit.
what is up with so many people asking for the rocket ball chain rifle/pistol
like jfc
Why is everyone asking for shotgun nerfs recently? They're hardly strong.
People get angry that entering within 8-10m of a close range weapon means that the close range weapon performs well
especially slugs for some reason-
people act like shotguns are instant wins when they absolutely are not
they require you to aim and be on target, slugs even more so-
man, the amount of times someones survived cuz of the shotgun spread being just a smidge enough to where they dont die, shotguns really dont need that much of a nerf
they dont need a nerf period
i definitely think slugs are overtuned, at least on certain guns
they really should be balanced per gun, not by the barrel length category
shot guns are all balanced by barrel length- the only thing that changes is the spread, with slug the spread doesnt change leading to the current similar/same performance in all shotguns of the same category- I think thats fair
slugs already got nerfed and have been fine since tbh
buckshot on crown, terminus, and some of the handcannons need to be tightened
Happened to me before where this dude with terminus shoots me and only does like 25 damage then shoots me again and completely misses
I put him down with chain pistol
you know its an issue when handcannons are more consistent with pennyshot lmao
(and yes i already watched cornf and i reject his solid, evidence based numbers with my personal experience lol)
buffing the crown 
its very unreliable without slugs or pennyshot
if i was forced to use buckshot, youre generally better off with the slate (which is insane honestly) or another shotgun
seriously the slate is probably the best shotgun in game overall
also, it looks like they changed the crosshairs on lemat slugs
dualies at least
before you aimed in, and the crosshairs got BIGGER- now they are reasonable sized and get small when aimed in
i just wish lemat had pennyshot 🗿
would be perfect to supplement my perringer
speaking of lemat why is that thing's shotgun so horrible
I kinda wish shotguns got a complete overhaul from what they are right now. Shotguns currently feel too unreliable to be fun to use in my opinion
Slugs
because it was made back when combo weapons alone meant it had to be mediocre in all stats to balance being 2 guns in one lmao
and the LeFat just follows it for tradition
Slugs are kinda silly. They don't really have a downside, which is weird.
the only real downside is that you can be punished for not aiming down sights, and the ammo count
They do, ridiculously low ammo reserve and require increased precision via ADS
which imo isnt quite enough for the massive upside
Yeah, having to aim isn't a downside. Low ammo count isn't a massive issue either
There's a way around that
the loss of jump/mobility shooting can be huge
needing to aim definitely is a downside, it takes extra time and increases the cycle time for certain guns iirc
besides, slugs are only worth it within the ohk range- beyond that, you are better served with a compact rifle
Being able to jump shot hipfire with buckshot is very strong
Yeah, I can see that
I dunno, slugs have a pretty damn long two tap range
less on average compared to compact ammo rifles with less ammo, fire rate (except crown), and worse handling
What irks me the most is that slugs get pen and flechettes dont
yes you're better off with a compact but you also get the insane upside of a oneshot up to like 15m
slugs not only oneshot at a better range but they also mitigate some of the downside of shotguns, which is that it deals like 2 damage past the effective range
as i said, its good really only in OHK range otherwise you can just swap to your secondary for the same benefit tho
not saying its not worth mentioning but its not ideal to use slugs for the two tap potential
because buckshot has some nice two tap potential too, and flechette has AMAZING two tap potential
Sure, but the same argument can be said for those two
and flechette trades off oneshot potential for that twotap
Why not just pull out your pistol
buckshot's two tap is.... not that crazy
yeah but no one is arguing that flechette is op either lmao
When will we get pen on Flechettes
thats my point, youll do it with slugs or buckshot- so its not something to really have as a slug strength
flechette pen would be nice
atleast one wood plank
I mean, I was saying that because you had said it earlier. There are some instances where you'll need to two tap with slugs. And it's far easier than with buckshot
It should be able to pen like medium ammo at least. Perhaps more
Flechettes were originally designed to penetrate better than buckshot
So I was excited for shotgun fmj.
And it turned out to just be bleed amm9
yeah but, its useful in such niche situations that- i wouldnt really consider it when considering how to balance it- currently slugs are fine as it, they reward precision but come at a cost otherwise- they are not straight upgrades like many believe
flechettes are garbage irl tho so at this point their justification cant be based on irl but rather just the idea lmao
I say compact ammo level of pen would be fair at range
Flechettes can still just kill you
i mean so can suffocation from mama maye but there are far more efficient ways
How are they garbage?
look up ballistic testing of 12g flechettes, they rarely fly straight or penetrate deeply
very inaccurate, expensive, inconsistent, damaging to barrels, less damaging than typical buckshot loads- i mean
its not a good shotgun ammo
now, a SINGLE flechette (aka essentially a saboted slug) can do very well
as an AP round
What kind of flechettes are we talking about here
Well, there's still different numbers of darts
?
I think hunts is 6 darts
Meaning they're larger
The traditional flechette load is 14 little darts
yes but they dont work as effective as buckshot which can be different sizes too
but since this is a video game
i like the idea of flechette having increased pen at range on top of bleed and tighter spread
pfft, why even bother pulling out a pistol when crown slug deals more at even past 40m
this shit is more outrageous than i thought
this is why i bring a nitro
with shredder so i am always in optimal damage range

47m two tap range on crown slugs to upper chest
meanwhile pax can't even two tap at that range
with base ammo, at least
Can't find an amazing picture, but here is ballistic gel for 8 flechette darts in 12 gage
if you run fmj like everyone does, you absolutely can lmao
yes, they can be effective but now realize the most common 9 pellet 00 2 3/4" 12 g shells can do the same thing for cheaper and more consistently
pax fmj two tap is like 55m
theres a reason flechette hasnt been adopted in 12g in many organizations
if any actually?
ya, within the same range BUT you dont have to use a slug to do it
Buckshot usually gets stopped in the gel if I remember correctly.
Yeah, because it doesn't pierce armor
To be fair, it wasn't made to be AP, just be able to pierce walls, and other things. I believe it was originally made to pierce the thick hide of a hog.
overall in game flechette should get pen i agree
Didn't work, because hogs are supernatural creature from hell
But yknow
Yeah, you gave me an excuse to look up some bullshit related to flechettes. As a gun need, I couldn't pass that up
i understand, i adore the subject
Overall, I kinda want shotguns to change. They just feel not very fun to me right now. Considering you either die instantly to them, or take no damage from them. It just kinda sucks that hunt did what other games do with shotguns.
I'd love increased range, decreased spread, and somewhat decreased damage to counteract it.
Enh, they currently are unique compared to rifles- i feel like changing that would remove that uniqueness
play with flechettes to get an idea of how ur idea would be like
yeah i'd like the damage ranges to be a little closer to flechette, but obviously still able to oneshot at really close range
Well yes, I think some of that uniqueness would go away. However, I don't think that uniqueness for uniqueness sake is good
Especially if that uniqueness makes it unfun to use/play against
no but it serves a role
a specified role, cqc
and its fine to play against considering we have anti cqc tools/weapons
no one likes losing though so- you cant defend the idea of losing lol
have yall used dragonsbreath on the lemat/lematc? its actually comical
i dont use dragons breath at all
lematc's buckshot is actually half decent for what it is, but holy shit dragonsbreath is horrendous
on bomb lance its insane tho
Well, I think it's currently contributing to the stalemate meta pretty hard. Since, if you have a shotgun, you don't want to come outside because firstly, you can't compete with the range of rifles, and secondly, you one shot anyone who would come inside.
People say theres a hardcore stalemate meta but... I rarely go a game with that issue unless I enable that playstyle, most of the time its just people slowly working around defenses until an opening is allowed
all explosives, fanning, pulling back, wall banging, team work-
again shotguns arent an instant win
also penny derringer should be buffed
I'd just like to see penny derringer made cheaper tbh, it's kinda meant as a meme tool but it should be dirt cheap to reflect that
yeah it should be 2/2 and 2/4 with frontiersman tbh
tru
anyone know what this gun is I don't know have enough info to write up a suggestion but it looks sick
it's from 1900
not too anachronistic
it looks like its a horrible addition to hunt 
I mean it's got that little text there but I don't know how much detail they want
it would be such a good meme gun though
I feel like i definitely saw that exact image in suggestions recently
I mean isn't that what it's about now, adding ludicrous contraptions at Hunt dollar prices that you would never bother paying for
yessssssss
not complaining by the way I'm here for it let's get weird
that's the best part of this game is the non-traditional "modern warfare" gunplay
and what's more fucked up than a revolver with also a clip literally what even is that shit
can't seem to find it, maybe it wasn't in suggestions
but either way, i feel like general consensus is that a lot of people don't want more fast guns in the game
i just dont support even more high rof fast reloading weapons in thisgame
the ironside and alamo are cool but awkward and still slow
and reload super slowly lol
so they are good
the cyclone shoots fast, reloads decently quick top off or even from empty- bad
#game-ideas message there was this, which is the same gun
cyclone is obnoxious, but doesn't seem terribly overpowered, from what i've seen. Glad the price is that high, it keeps the pickrate low, which it should be.
I think officer carbine should get the same treatment of a big ole price hike
officer carbine was a mistake
and officer just gets the brawler lol
i take that back
no carbine in general for nagant lmao
i mean base nagant with a carbine wouldnt be so bad
i think lemat carbine is cool, love that gun
yeah but i also like stocked pistols
so id wanna keep that
lemat carbine is cool on paper, and i would adore a pax carbine
true yeah it already has the precision
I wish the shotgun special ammos for lematc were better though (besides slugs lol)
for sure
might have been the automatic pistol i suggested
automatic revolvers are a thing too
I think that's a slightly different one, but I saw that one too
I very distinctly remember seeing that exact blueprint though, with the cylinder that holds two rounds.
maybe whoever posted it deleted the suggestion, or maybe it was just posted in general or something
Amen
Thats what im preaching for a long time now.
Cut the OHK range in half but double the general damage dropoff range or so.
The gameplay would actually open up way more because in the significant ranges you would have way more 2tap duells.
While a rifle would still avoid going super close and a shotgun avoid going super distant - there would be a fighting range where the two meet on relativetly equal grounds.
Single loaders like the Romero could maybe even still retain a high OHK range for the long reload window as compensation.
But repeating shotguns would gain more consistency over range in tradeoff for higher RoF and lesser OHK range.
When i picture it in my mind it looks so much more fun shotguns actually peeking outside a compound because they have the range to do so. While rifles would take a bit more risk pushing cause the wont get insta 1tapped from 10m.
Gameplay would flow so much better.
Yeah, I agree. Unfortunately any suggested change to shotguns is met with mass disapproval.
would need to nerf crossbow aswell
Maybe. Shotbolt probably.
But i think regular crossbow or bow have still big downsides like longer reloads, no penetration, veeery slow MV, one single shot - compared to repeating shotguns.
nerfing shotguns so people would peek outside. Sounds like a plan. Or does it 🤔
close to mid is what secondaries are for
making shotguns better than pistols at that is meh imo
I mean... one is a shotgun. The other is a tiny gun
The issue is that if you neft shotguns they become completely useless. Unless you want to spend 600 for the crown, if a shotgun doesn't 1 shot body then it is garbage. It would just do the same damage as a rifle but you can't use it at long range. Sure, its easier to get a head shot with it but considering that you can't even use it at medium range, it would be dumb to use a shotgun most of the time.
exactly my point
sadly can't undo that by making it into the single action cuz then lemat carbine says hi
Shotguns are really only an issue because there aren't effective counterplay options. The tools we have to disrupt powerful positions and dislodge players off of strong cover are very finite and are generally countered by team play and crossfire. A frag bomb might move a shotgunner out of position temporarily, but a teammate will often be able to prevent you from making use of that opportunity to push.
Its much easier to play passive than it is to play aggressive in Hunt, and this is especially true now that the flash bomb has been nerfed.
I don't think shotguns are frustrating to play against, I think passivity is frustrating to play against.
I almost never feel like a lost fight against a shotgun was unfair, with the slate and C&K being the standout exceptions
I don't really think theres a way to adress that without loosing lots of Hunts tension
Hunt is kind of designed around having limited ressources. So handing high grade nades out all willy nilly is kind of counter productive to Hunts theme.
And usually the shotgunner plays passively inside because they have limited options to fight outside.
Like you make shotguns really weak and you'll get most people tactically waiting outside for the bounties because they picked rifles.
The passive playstyle is largely due to hunts high consequence design
just ran into my first cheater in a long time. Something new on the market?
I've actually found that a lot of people in my filthy scrub 3 star range don't know what to do if you play aggressively after securing the bounty. Making a breakout quite often catches the rifle toting passives off guard.
But then again if you come up against a team who have deliberately tanked their MMR to clown on the lowbies, you get domed the second you step out of the lair.
As many "issues" as some say shotguns have, that same logic can and has been applied to all else. Just as many complain about fanning, Bush sniping, long ammo in general. Theres a reason long ammo is and has always been meta. I'm totally againest changing shotguns or any other weapon category unless its a sweeping change across all. Otherwise, its a I dont like dying to x so it needs changed statement.
At least the penetration should be changed so you can't get one shot trough corners anymore. Feels super dodgy every time. Still don't really know what penetrates what tbh but pretty sure it's detrimental to gameplay for shotguns.
shoot outs indoors without shotguns involved are super fun whenever they happen, just saying^^
comapring shotguns to long ammo doesn't really work imo as they don't compete. Is "long ammo is meta" something that shotgun enthusiasts say? I read it a lot but can't really fathom how that could be the case. Perhaps the time to kill average should be increase across the board though.
you can really lower your mmr like this constantly picking yourself up
ik its getting reworked but thats pretty crazy
How about fixing matchmaking?
I dont think that shotguns would massively lose their appeal if the OHK range would be lowered.
It would be comparable to the 2-Slot variants we have right now for the OHK range BUT with the addet benefit of an extremely longer damage dropoff. So shotguns would get way more reliable and probably alot more deadly out of their close combat zone.
Its also a thing that shotguns really feel inconsistent on range right now aswell making most shotgun players scared to even attempt mid range fights at all.
So you would basically still have a weapon for indoors thats extremely deadly when you hold corners and angles
What further distinguishes a shotgun from a rifle on midrange is the pellet spread which would make it way more reliable for hipfire 2taps - you could compare that to flechette but with OHK ability in close combat
I think it would be massively more enjoyable to play the upper variant of a shotgun and most player would probably aswell if they adjusted to it.
real life huh
its an google pic mate dont pick on single words pls
I just don't understand what problem is being solved here
its about the general idea i couldnt care less about realism
some people never saw a problem with flashbangs
you maybe dont see one with shotguns
yeah no shit lol
i dont say my subjective thinking is the truth tho
I just typed exactly that
But we are here to talk ideas arent we?
On another note - to not make the impression im just shitting on shotguns - i also would love to see to make long ammo less about pure damage but rather range and penetration - basically nerfing their pure damage output and give that crown to medium ammo.
So we would have guns that have their usecase niches instead of some kind of damage/price tier
this is like a really simplyfied model i always had in mind
The pic you use would support making shotguns like insurgency sandstorm where you can one tap people with buckshot out to around 50m 👁👁
what? shotgun pellets not even in this pic xD
In regards to this?
ah thats the general damage range
not OHK range
it would be comparable to the 2-Slot variants we have right now for the OHK range BUT...
I mean, flechettes exist already doing what you are asking for already
Also two slot shotguns suck with buckshot, if my 3 slot slate or specter acted like a terminus handcannon at that range- even if it two shotted- I would never use a shotgun again
I would literally just rather use a rifle which would be a near guaranteed two shot all the time rather than get pissed when my long barrel shotgun doesn’t one tap a guy 7m away
Yea flechette is basically what i feel like is where it should be at + to retain the OHK ability at closerange to body that flechette right now doesnt have.
I know many people wouldnt like it because it would drastically alter a gameplay they are used to and rely on
But this is somewhat the nature of a nerf that it effects people that are used to the power
Yes, but let’s say flechettes are now the standard shotgun pattern and will ohk up to half what a typical buckshot does now (like you say, make HC range normal for full shotguns- which would make HCs fucking useless beyond what they are currently with buckshot) shotguns would be absolute garbage
They would be worse rifles
I mean flechette gets memed on already for being the ammo that turns shotguns into a worse rifle
I don’t see how turning shotguns into faux rifles and, in turn ruining HCs more, will make the game more enjoyable :/
They would still retain OHK ability and are still no joke the same way a sawn off handcannon is no joke if you fight inside a compound
Flechette is memed because it 100% looses its OHK ability as far as i know (besides Headshotting ofc)
No offense but it seems like you deliberatly let some of the advantages fall under the table or ignore parts that are important
Regarding HC - yea this would be a bit problematic case tho but also not.
We could keep the HC's OHK range and make them both the same.
A big shotgun would still retain its now massively boosted and improved ranged damage.
So a 2slot shotgun would still be viable for close range OHK but only that.
Nah I gotta agree with the guy from earlier. Sounds like you died to a shotty and are bitter about it.
Have you tried using buckshot on a Caldwell HC? It is a joke inside compounds
Also, deliberately I am not because again- I know what a HC range is like and it’s pathetic and unreliable, so to make a full size shotgun act as a HC would be so detrimental to shotguns it would literally be a few tiers above the flash nerf we just had (which I will say, I’m ok with the flash nerf)
And then to make the OHK range the same as HCs and the only change to HCs is they don’t even get a revision is worse-
Again, it’s making a shotgun a worse rifle- how is that useful at all? It just ruins shotguns without helping the overall gameplay at all
The OHK range on shotguns is already pretty short, nerfing it even harder would make it basically pointless to take one over literally any other gun.
the entire MMR system is borked, its so easy to abuse its a joke
Hell an added effect to your change is that flechettes would become useless, since their niche will be taken from them… that’s something I just thought about @brisk timber
The only benefit would be to HCs w flechette
Sounds like you jumping to conclusions here
I've died to plenty different guns in all my playtime and am not particularly salty over any special weapon
just basics thoughts about how to improve and open up the game in my opinion
because one thing im particularly a bit bored by is the stalemates that sometimes happen because neither rifle or shotgun wanna go into each others territory (besides that active play often is disadvantegous because you emit sound reactive players play off of)
#feedback-discussion message
And like you see here i also campaign for nerfing long ammo damage
But i think at this point we can just agree to disagree
i got my point across already so yeah 
I think the issue here is that nobody is playing to their advantages strongly enough here.
I can totally buy what you're saying, the problem is as players become more skilled your own ability to do funky shit is diminished; players will punish you for making smaller misplays which pushes all parties to be more conservative in their decisions.
I don't really disagree with this fundamentally, that you can still see success as a shotgunner if you play aggressive. I love playing aggro shotgun and prefer to play an active playstyle over a passive one. The problem here is that it takes much more skill and puts you at much greater risk to play this way.
Systemically, your most advantageous choice is to stay inside the boss lair and force opposing players to sacrifice their own advantageous position, vice versa for the players outside.
When I made the assertion that there are no good tools for aggressive play, what I meant was that when the opposing team decides to foresake fun or interesting gameplay in favor of maximizing their chances of winning, you and your team have very little option other than to meet them on their wavelength. Against a team who wants to "play their strengths" you either have to meet their pace and play passive yourself, or accept a massively disadvantageous fight (which most players don't want to do).
As a shotgunner in the boss lair, if you choose to push out you are making a "bad decision" from the perspective of maximizing your advantage. If you chose to stay indoors the opposing teams would have very little in the way of tools to punish you for it. This is where "not having good aggressive tools" comes into play.
that is why the lair, or the bounty when stationary, or the bounty on the floor, should affect players around in a negative enough way to make them move
too scared to play the game, fine, stay away from the bounty
I mean yeah I generally agree
This discussion often boils down to "shotguns vs scopes"
And "both sides" of this weird false dichotomy will say "well my side has every right to sit still, it's on the other guy to move"
Fundamentally, the bounty create unique, easily identifiable game states. Players with the bounty have a host of unique mechanics, they're visible on the map, they have DSB, they can redskull revive.
It's sort of obvious from a game design perspective that players who have the bounty are the ones that should have some sort of systemic pressure applied to them to prevent stalemates. "I got here first so you have to come take it" doesn't really make sense, it's not a sustainable dynamic.
He who chooses to take the bounty must accept the risk of having a target on their back. The Bounty is meant to be a risky tradeoff, not an invitation to create a perfect killhouse lair.
This is why serpent is in the game: you can't just sit on the bounty token without taking the risks that come with it, it's a commitment. Leaving it on the floor means other players can serpent it away without entering your killbox
Taking the bounty and then just going AFK in your concertina lair needs more risk associated with it.
I say this all from the perspective of a close range/shotgun player, and as somebody who thinks scopes shouldn't even be in the game. Personally I benefit from forcing players to push into boss lair more than I do from forcing bounty carrier outside.
Corners yeah thats dodgy. Single wood piece is fair.
The thing i find annoying is when you play shotgun and guys outside with long ammo bitch about you staying inside lol. I play all guns btw. Its just dumb, like sure let me take my short range gun and rush you outside with your mosin.
Despite what some say its 100 percent the attackers job to push and take out defenders, which is why they're called defenders. Not thier job to rush out and die in a hail of gunfire.
When I attack a compound I expect traps and close range weapons to be out. They're defending lol.
Play to your loadouts advantage
Tbh what a weird take to artificially force people down a route and deny boss lair area (especially nerfing shotgunners) instead of capping the power curve of the weapon arsenal on both ends - far distant and close combat guns - so that you encourage more active engagements.
If I run a rifle I'm watching cracks windows etc waiting for my chance. Always get one
My strong belief is that people are sitting inside not because of their weapons not potent enough. They've been sitting inside since the beginning of times with all sorts of weapons. Shotguns, rifles, avtomats.
Well first and foremost ones job is to survive and at best get out with a bounty - in any way. Nobody has inherent job to push or defend anything. The time at some point presses action anyway.
So anyone complaining that the game isnt played how they wish shows a bit entitlement.
Bit it rifle complaining about shotgun camping or vise versa
Sure but just imagine you dark sight and see 3 teams around the lair waiting in every corner and suddently your team gets forced out of the lair
That cant be no solution aswell
While the match time basically is that already to some degree
Right, it should not instakill you of course, I just sketched the general direction. Pyrrhic explained the whole thing fancier than I ever could
Yep, exactly. People telling others how to play is another level of stupid.
yeah idk the idea that you should be able to "play however you want" is sort of insane LOL
The bounty is the game's objective, and taking it is a risk. It's not about nerfing specific types of weapons, it's about making sure the central objective of the gamemode encourages good gameplay
"Lets rebalance the entire game's arsenal" is a much wilder suggestion than "lets make some gamemode changes to discourage unhealthy gameplay around the objective"
Shotguns are not unbalanced outside of situations that FORCE other players into their effective range. The issue is that the game gives players low effort low skill ways to create those situations
Engineering a fight that plays to your advantages and creates a big barrier for other players should be skillful and dynamic
Nobody has inherent job to push or defend anything.
That's true currently, and that's why the game slows to a fucking crawl when players wanna min/max their positional advantages.
The suggestion is that the game SHOULD encourage players to make active choices and take risks. Not shotgunners, not snipers, anybody who chooses to take the bounty.
The bounty is not meant to be free, it's meant to be a risk, and right now there isn't a lot of risk to taking the bounty and hunkering down.
Looking at this as a "shotguns vs snipers" situation is goofy
This is about bounty carrier having too much control over the pacing of the match
Don't wanna feel pressured into taking some risks? Don't take the bounty lol. Wait until later in the match to try to grab it. If you pick it up you are consenting to both the benefits and the drawbacks of having it.
So then play how someone else feels you should play isn't insane? I agree with much of what you said here, but most definitely not that first part lol.
I do like making adjustments to game modes aka timer lowered when bounty is picked up or something.
Just not hey lets nerf x weapon because x
So then play how someone else feels you should play isn't insane?
Of course. You have to realize this is just... the entire job of being a game designer
Shotguns are close range kings and long ammo is long and even mid range kings
As it should be
When you make a game your job is to decide how the game should be played and make subjective value judgements about what would make the experience the best it can be.
But I'm with you on the camping for 30 minutes dilemma
"I want everybody to play however they want" just doesn't make any sense from a design perspective. There are obviously ways to play the game that are good and ways to play that are less good or harmful
Its not a weapon or person's fault though
When the devs add red clues, they're making a subjective value judgement; players should not be at an advantage by camping clues
I absolutely agree with you. No individual person can be blamed for this problem because it's a systemic one.
The game rewards players for playing in a way that makes the game less enjoyable, and players want to win more than they want to have fun
That's why the suggestion is a systemic change; make the mechanics and systems encourage a healthy type of gameplay
Yeah, its just how and if they'll do that.
Those are big changes, maybe next year after engine update
Making changes is easy, making GOOD changes is extremely fucking hard
I agree that the solution to the problem isn't obvious or clear cut, but the type of solution does feel quite obvious
Yeah paths are there
It makes more sense from a design standpoint to create unique pressures and incentives for the bounty carrier. They get to choose to take the bounty, they have to make a tactical decision about the risks and benefits.
Just not the so vocal nerf shotguns, make scopes glint in sun etc lol
For sure
Even if you completely removed shotguns from the game
People are just gonna use fanning and levering lol
Pushing into a building where a player is holding an angle is always going to be risky in Hunt. Players move very slowly in hunt and jump peeking is a relatively weak aggression option. You can't really manipulate your hitbox or use peekers advantage. The game just rewards passive play by default in the vast majority of situations
Oh ofc its wilder in the sense that its definitely more work and a bigger change of the core mechanics.
But its like... you can sweep dirt under the rug and call it a day or you can just clean the room properly.
Not saying that this is the proper way but i would refrain from judging a solution to a problem purely by its scale or workload.
So back in the day (wasnt there myselfe but i heard) that bounty completely came without the DarkSight boost.
People were afraid to pick it up because beside the target on your back you didnt gain any advantage.
Now imagine what would happen if you get slowly forced out of lair...
People probably wouldnt pick up bounty or do the boss at all
Everyone would hunker down around the lair and we have exactly the stalemate we wanted to avoid
So we created the problem we wanted a solution for in the first place
Also heavily putting shotguns on the short end - what you all so wholeheartedly refused.
With a mechanic that pushes bounty team out of lair you know how i would look with my mosin?
i somewhat think maybe QM with 2x3slot weapons wasnt that bad of an idea cause everyone could just carry a shotgun AND a rifle

i would refrain from judging a solution to a problem purely by its scale or workload.
I agree that something being a lot of work isn't a good reason not to do it, but the issue is that this approach suggests the balance of the entire game's arsenal is problematic, which I totally disagree with. I think for the most part hunt's weapon balance is pretty good, and upending it to fix lair camping seems to be putting the cart before the horse.
People were afraid to pick it up because beside the target on your back you didnt gain any advantage.
Now imagine what would happen if you get slowly forced out of lair...
Everyone would hunker down around the lair and we have exactly the stalemate we wanted to avoid
I disagree that this speculation would hold true. Bounty on the floor means players can use serpent to dislodge it from boss lair, those players would then be likely to move because typically buildings surrounding boss lairs are smaller harder to defend and weaker to pushes and explosives.
Further, sitting in boss compound but not killing boss creates the same dynamic. Players who approach the compound will get warning from boss whispers, and since the "camping" party will be further from the center of the compound any approaching team will have more opportunity for flanks and rotations.
If you choose not to kill the boss other players can rotate around you to do it instead. This creates an opportunity for a fight.
If you choose to kill the boss and leave bounty on the floor it's vulnerable to serpent.
If you choose to kill the boss but don't want to take the risk of picking up bounty, you can leave the boss lair and wait for another team to take on that risk before reengaging (something I already find myself doing fairly frequently if I find boss lair early)
I don't think this would create a negative dynamic for shotguns. I think it would simply increase the skill and reactivity required to wield them effectively.
Quartermaster shotgun builds are incredibly powerful, and don't really lack the capability to fight at mid range, it's simply more powerful right now to play passive because it's such a low risk high reward playstyle
hm i dont know if im too pessimistic or you too optimistic
those scenarios would probably hold more true on the both ends of player skill spectrum
the noobs not caring for the downside and the pros playing around the downsides
i think a big chunk of players tho would just not kill the boss because it gets stolen and run off with or you put yourselfe in massive disadvantage inside the lair
Yea but this is not the shotguns doin but that the sidearms have gotten rather potent over the last years
But than the question arises why i should pick a really expensive loadout like Shotgun + UppercutP when i get forced out lair?
Probably better of taking a Martini + Handcannon at this point
I stand by this point
Its not healthy if the guns are so strong in their niches that you just deny one gun category their playground
But limit the powercurve on both ends
All guns exist in a loadout. If you pick really dogshit loadouts that force you into one niche frankly that's sort of on you
Why would you take a 3 slot shotty with uppercut? Because it's insanely strong at all ranges
Is it THE BEST LOADOUT at all ranges? No. Nothing is the best at everything all the time
But why should i pick this if the game forces me to play open ground majority of the match?
I could probably fare better with a rifle loadout for less money
if i have to play 90% of match outside anyway
i think a big chunk of players tho would just not kill the boss because it gets stolen and run off with or you put yourselfe in massive disadvantage inside the lair
The chances of an entire lobby sitting in a circle outside boss lair doing nothing for the whole match seems slim. I don't think is would realistically happen. Somebody is going to get to lair first, and even if they choose not to kill the boss, the chance that every following team will also just sit outside passively in a circle seems to be very slim
I mean if you feel that shotguns are only good if you can sit in one spot and camp I would just say your experience with them is completely different from mine lol
Shotguns are great for aggression, they're great for pushing, they're great even if you're fighting in the woods
You're not forced to play 70 meter angles for most of hte match just because you can't AFK in boss lair
That's definitely a matter of not being skilled or knowledgeable enough to create situations that favor your loadout.
No but i think if youre in the open map and have all the means to rotate and make meters thats a completely different playground then fighting inside a confined space
I never even said camp in one spot - you put that words in my mouth
Well that's what's being changed
You can't sit in boss lair forever
I'm not saying you can never be in a building or in a compound lol
The only change is that if you have bounty you can't be in one spot forever
Every other situation where you get to play a close range fight will remain the same
Welp id be open to test it
but i bet my prediction would hold true
yeah idk. the idea that the only reason shotguns are good is because you can sit in boss lair forever with no pressure to move besides the timer feels
Not like Hunt Showdown
And hell for all means
Even if we do the "force people out of lair"
i think my idea to change shotguns and long ammo would make even more sense 😄
Well, you think almost half the game's weapons need to be completely overhauled
So
Again there's nothing wrong with feeling that way
Its not like a gunsmith has to be called and handily change gun parts
its numbers at the end of the day
hehe well that we can agree on 😄
or atleast have much more downsides
But I know that that's not something that can really get any traction, it's not realistic
like slower walking and scope glint idk
I think scopes have a paradoxical, toxic quirk to them
What happened when they nerfed scoped move speed? Scope players camp more
they encourage risk free manhunt playstyle which is fundamental toxic to the game
They already do tho, atleast you could keep up with their rotations
or ...maybe increase the scope in time so less quick scoping
idk speaking out of my arse here
Generally when a tool is too good in a game the most straightforward way to balance it is to make it more niche.
The more generalized a tool is, the more situations it performs well in, the more dominant it will be.
The problem with scopes is that the less generalized they become, the more you force those players to rely on their narrow set of advantages.
If you make quickscoping worse you just make it so scope players never want to stop playing at long range
well
Scopes were LESS problematic when you moved at normal speed when scoped in because people would be willing to play deadeye and marksman scopes in close~mid range compound fights
Now that you just get instantly headshot if you scope in, deadeye scopes are far far less popular
Because they don't allow you to leverage a powerful advantage in their effective range
I don't think scopes can be balanced, I think they will always be unhealthy, and I think any nerfs will only serve to exacerbate the playstyles that make them problematic.
The game is just better when people are in close~mid range duels. Sure that's a subjective take, but that's game design baby.
tbh i think this was a good change tho
quick scoping was too strong and deadeye had a very good case to use
now you literally have to really think about if you wanna trade in the quickness of your ads for the advantage of a scoped in view
Tbh i dont really mind if im getting domed by a sniper if i sit around doin nothing
Or when he leads a bullet from 300m - man this not easy
Again I think it's like... kind of an obviously good change that paradoxically sucks
Spitzer tho made it a bit too easy
Nerfing scopes by making them bad at fighting in close range makes sense
it just has the opposite result that we're looking for
it doesn't make them less common or less problematic, it makes them more likely to play the toxic campy playstyle
i dont know - sure the times you encounter a sniper at far ranges have gotten relatively more
but at the same time you probably also encounter less total snipers overall
Nah definitely not
I encounter fewer deadeye scopes but far more marksman and sniper scopes
Not only because the meta has shifted but also because there are just more marksman and sniper scopes in the game now
I'd rather have a guy with a deadeye scope come into a compound and quickscope me than sit outside the compound with a sniper scope for 15 minutes
@upbeat slate at first i was like "whut why are there three rings on that vett"
then i saw it was the archaic 1871 model
I'd rather these players feel empowered to fight in close range than feel forced to play at long range, because I want more close range fights and fewer long range ones
there IS an infantry vetterli that's the correct size
trust me i've seen the 1871 and it's not longer
just uglier
yea but they were just...both 😄
for a skilled player there was hardly a reason to not play a scoped weapon besides price
because he could just dominate every range
i know what you mean and we probably are both right
Sniper scopes were still so much zoom that most players didn't wanna use them, they just inherently made close range fights harder because your sensitivity is probably very low, the FOV change too drastic
So players used more marksman and deadeye scopes because they allowed lots of flexibility at all ranges
While that meant there was less cost to playing a scope, it also meant they were more willing to take risks
And at the end of the day I don't care about scopes being strong or not, I care about the dynamics of the gameplay they encourage
If you get to take a lebel marksman for free but you still fight me in the compound I'm kinda just down for it.
All that said, I'm probably not against sniper glint being added and I think a fairly simple way to make sniping less safe would be making all sniper variant special ammo with a very limited ammo pool
That way you can't just run dual uppercuts or some trash to circumvent it
I dont think the answer is in nerfing sniping so much as adding tools for counterplay like smoke bombs
Well, as I said
I don't think snipers should be in the game at all LOL
So my answer is just remove them because they're horrifically unpleasant
Smoke bombs aren't in the game because they're universally insanely good. They're not just gonna nerf snipers they're gonna be dominant period
in a game that has bees concertina wire explosives etc I dont see how smoke would be "insanely" good or dominant. balancing can always be fine tuned by size of the cloud and time active
you could also let chokes counter smoke
Smoke + res would be insane
Extract fights would be horrible, if a team has any lead on you and your only chance is to get a knock to deny extract and they smoke you out it's just a nightmare
thats the idea, it would counter the long range headshot from the guy with a sniper rifle
Like, again, smokes have been a suggestion from the start
They're sort of a universal shooter game grenade type
Gotta wonder why they aren't here, right?
Yeah but they're good at every range
yes, and thats not a bad thing
if someone is hiding in a smoke cloud throw dynomite, beez, choke, concertina, there are a son of options
hell if you had the bounty you could just scan them too
Hiding in a smoke cloud isn't generally the issue, blocking LOS is just incredibly strong
it is an issue for extract fights, but like... you can already throw explosives
Often that's just not an option because of the range and environment
yeah I think having a couple of smokes with the option of blocking line of sight for like 20 seconds a piece is a good tactical adition to the game
I would defer back to this question.
Why do you think they're not already in the game? This isn't like a gotcha or an appeal to conservatism; just cause they're not here doesn't necessarily mean they shouldn't be, but I'm curious what you think the reason is
because I also have thought numerous times "A smoke bomb would be great right now"
But I also sort of go "well, it would be great, maybe too great... I kinda see why I can't use them"
Also being able to res after dying to a sniper doesn't solve the issue
I've asked that question alot to, but just because they havent yet doent mean they shouldnt. the last time a dev talked about smoke they said it was an engine problem not a balance problem but feel free to take that with a grain of salt
iit would certainly help
So you think it's purely a technical limitation and not a design choice?
Say you manage to kill one of the snipers, then they smoke and res?
It goes both ways
I find it... highly questionable that it's an engine problem considering we have giant opaque smoke plumes from firebombs lol
and remember you only get 4 tools and 4 consumables, 2 of which is always meds and choke so bringing smoke would still have its oppurtunity cost
Sure but literally everything has an opportunity cost
It's not really a great measure of balance
I wondered the same thing too lol
you could make the smoke partially transparent at like less than 25 meters and completely opaque at a certain range if that would help
I just prefer balancing by adding things for counter play not taking things away by nerfing them to the point of uselessness
eh I think nerfs are just as valid as buffs or additions. It really just depends
yes but it stops a sniper from instantly deciding a teamfight only to spend the next 5 minutes staring at the corpse while his teamate just hunkers down wondering what to do next
Again I just think scopes specifically have zero positive impact on the game and at absolute best they would have no impact at all.
Smokes are their own issue that have a lot of positive and a lot of negative associated with them, but wouldn't solve the problems with snipers even if added
It's purely defensive counterplay though, there's still no way to fight back. Just leads to more stalemates
The smoke column would be pretty thin to really just block of a fairly small sightline
so no big smoke cloud like in other games or like the choke has
not a bad idea sl ong as chokes could choke the smoke
Choking out a smoke means that area is an AOE hazard for like 2 minutes
it still gives options, still gives a second chance. revive, backtrack, rotate.
yes, and?
You don't even really clear LOS, you now have a visual disturbance AND zoning CC that lasts, what, 6 times longer?
Kind of a dogshit counter LOL
then your problem is with choke bombs not with smoke lol
No my problem is that spending a choke to get rid of a smoke makes very little sense
because you're CCing yourself
Why do we not see people choking out hellfire bombs, or pre-buff firebombs?
because why would you ever do that LOL
Oh shit I can't walk or see clearly through this spot for 20 seocnds, better make it hard to see or move through for 2 minutes instead
not necessarilly, and your complaint was that smoke was to powerful cause it blocks line of site. choking it would solve your problem
Again it doesn't even really clear line of sight, you're replacing one visual CC with another visual CC that lasts way longer
It's a bad trade
then i dont know why your saying smoke is OP when choke bombs already exist
._.
These two things are in no way mutually exclusive or contradictory
Smokes can both be too good, and chokes can be a shitty counter at the same time
If you had said like, oh explosives clear smokes
That's one thing right
so should we get rid of the distortion effect/coughing of chokes?
that would be a neat way to balance it too
Chokes shouldn't make you cough once you leave them
No, I think the effect is probably okay as it is. It's a level of visual CC that is acceptable
But still not one you want to like... impose on yourself lol
my point is add smoke to counter scopes, if you dont like smoke, make it so something counters that like explosives, chokes, etc
Adding a thing and then adding a counter to that thing doesn't necessarily make the thing balanced
It may just be that the thing is more trouble than its worth, and creating a problem to solve isn't really a good play in the first place
I DO THINK smoke would have a lot of positive impact, but I also thing the negative impacts would be too detrimental to be worthwhile.
I think between chokes and firebombs the amount of visual CC we can create is probably enough
Mind you, it's very hard to see through a firebomb lol
You can create visual cover, I think people aren't doing it because the community hasn't really had their eyes opened to its potential power
not really though, i kill people and get killed through chokes and fire all the time
Well dynamite would probably also make sense to clear a smoke
I responded to the wrong comment there lol
Yeah I think you SHOULD be killing people and getting killed through chokes and fire
It shouldn't be that safe to block LoS in hunt
The situations where it would be cool and tactical are there and I totally do vibe with the smoke idea in those situations
But in the situations where they're at their most powerful I think they would be very very detrimental
And "throw something at it" wouldn't adequately remedy the situation imo
To be fair a smoke could even be less valuable as a choke
it creates a LoS block
but if you dont choke in a smoke you could even push easier
somewhat of a false sense of safety
yeah he's talking like line of sight blocking would kill the game or something, I dont understand why thats bad
lol
I didn't say it would kill the game
it would just create unhealthy scenarios that probably outweigh the benefitial ones
The dolch isn't killing the game it's just silly and always makes the game worse when it's present
well a scenario i would see that would become problematic is people creating smoke screens at extraction
would be pretty hard landing any shot at all on them
Extract chases are a huge one yeah
it would actually make fights more dynamic instead of just who's holding the right angle at the perfect moment, you'd have the option to temporarily mix things up if you decide to bring the specific tool
Yeah I agree
I think the strength of smoke ressing would be annoying enough to offset that
Im on the fence about smokes aswell but i would try maybe for an event and see if its fun or not
You can already use other grenades to get the same effect to a smaller extent
like I think you got this idea in your head based on your complaints about snipers and shotguns that all fights need to be straight up skill based shootouts at a range you deem "most fun"
Hunt isn't a serious competitive game
i feel like the dynamit smoke is so unreliable
sometimes i get no smoke at all or it lasts way too short
i dont know what the prerequistes are for a proper cloud

It's built on wacky silly RNG mechanics and AI monsters
I would never try to make hunt a serious competitive game because that's just not what makes it special
if your close enough to a someone downed in smoke, throw something into the smoke to stop the rez. easy peasy. if your far away the smoke is working as intended
true tho
hunt is special to me cause it a permadeath game that rewards a high IQ plays with time to actually plan out what you want to do rather than bouncing off every wall like apex
Hm well
I'm not sure that really conflicts with what I said
Just trying to clear up that i probably don't agree with your characterization of my vision for the game
it doesnt but we still have slightly different ideas about the game and thats okay
It's not about making everything some perfectly fair skill based duel
exactly, and thats why smoke would be good cause its rewarding thinking over who's the best at clicking heads, or clicking heads from 200 m away
there's really nothing unfair about smokes either, I'm not suggesting that they'd be unfair I'm suggesting that they wouldn't mesh well with the game's systems and dynamics in certain scenarios that would outweigh the other very obvious scenarious where they'd add depth and skill expression
Smoking a body and ressing isn't thinking
As I've said, I see the upsides
I'm just not sure the upsides are worth the downsides
Hunt has such complex and large maps that I don't think it needs smokes to create unique situations like they do in a tacfps or other games
I rarely get two fights that go the same way
smoking to rez becomes more obvious the farther away you are from the shooter, which is what counters the sniping playstyle. smoking in close range becomes more risky requiring more thought about gameplay
^ Kinda this. The majority of the times you'd use a smoke aren't like big brain outplays, they're pretty obvious and basic situations where controlling line of sight plays a key role in hunt's pacing and flow
Yes and although I hate snipers I don't think every kill that's past 50m should just be undone
we wont agree on this but I can agree to disagree, in a game of chokes and fire and bees and barbed wire and when sniping is a problem it makes for a perfect fit to me
I don't really see how any of those other consumables fit it
Yes it is at high elo
its still a kill you still get credit and they guy still loses a bar
LOL alright bud
then you might be playing the wrong game if you think all those consumables dont fit the game lol
they are all tactical weapons that change the environment or damage the enemy indirectly
the game certainly has other consumables but beetles and barbed wire and chokes aren't smoke bombs and probably have some fundamentally different features that make their considerations different
barbed wire is basically smoke that you cant walk through
I actually use barbed wire to block bullets during a rez already
You don't think people are competitive at high elo? You don't think they are sweating?
Yeah concertina bombs are 100% going to get nerfed. Flashes being nerfed into the floor has massively increased their popularity, and their massive glairing balancing issues are raising to the forefront of the gmae
Concertina bombs are suuuper unbalanced
Lotta fu ntho
flash bangs needed a nerf because there was no counterplay you just flashed then pushed it was easy, so I agree
barbed wire does not need a nerf tho
I don't think concertina is op.
We wanna nerf concertina just remove concertina and poison traps ty 😁
They could definitely do something about blocking off every entrance with concertina bombs, since that's basically all they're used for
That's not what makes a game competitive. People take everything seriously at the highest levels of commitment and dedication.
Competitive games are characterized by an emphasis on fairness, even playing fields, and a lessening of the impact of factors like randomness or chance. Hunt from the ground up is built around an unfair gamemode where players are given a random hand of unearnedadvantages and disadvantages.
Does that mean skill plays no part? Of course not, but you don't see CSGO having random physics based props like CSS did. One is a "serious competitive game" and one very obviously is not.
What are said unfair advantages
Traits, getting mauled by zombies
you'd be suprized. I run concertina traps and ive used them for all sorts of things. I'll avoid using them on doorways cause most players arent stupid and they'll pay attention to the doors when fighting in a compound
Css was still competitive bro what are you on lmao
You get to pick your loadout based on out-of-match metagame mechanics, you spawn in a random spot a random distance away from the game objective, sometimes literally on top of it.
AI, random consumables found in the world, random resupplies from looting
traps arent op cause counterplay is easy, just dont walk into them
Battle royals share a lot of these factors and those are competitive
That doesn't make it less competitive
Apex you don't know where circle is
I fundamentally do not believe battle royale is a serious competitive genre
You don't know what loot you will get
Yeah that's why it's not a serious game LOL
And apex is waaaaaay more serious than Hunt still
Except people play it at extremely high levels the same as hunt
I mean, they are balanced competitively and have esports scenes
Okay. I agree. "People play it seriously" doesn't make it a "serious competitive game"
So your reason it's not competitive is that it's not csgo
I used to play apex before but dont anymore cause its too sweaty to many streamers and pro gamers just shitting on you every match. many people make a living playing apex alone
My reason it's not competitive is because it's not built to be competitive. The devs do not balance the game to be perfectly fair so that the best player will win any given match with as few external factors as possible.
Many people make a living playing Minecraft that doesn't make it a competitive game ._.
Even if you're playing a funny PvP mode in minecraft that people take super seriously
"People take it seriously" isn't the brightline
Id argue the playing field is relatively even. You can almost always re roll hunters to have necro. Which is the gold standard perk
I dont know how your defining competitive but apex is as competitive as it gets
Also at a high level everyone has infinite money
Minecraft is advertised as a building sandbox lol not a pvpve game
Who cares how it's advertised
Whether or not people take it seriously and play it competitively is totally independent
Me? Because it pertains to your comparison?
you basically cant afford to be a new or bad player in apex you will get steamrolled every time by guys working on their 10.0 kdr
I just want concertina to actually get damaged consistently.
It feels like half the time I hit it with my throwing axe it doesn't break, and other times I break a piece every hit.
Seems hunt has the same problem
People claim they get killed by hacker and post clips of them getting dunked on every single day
I think your argument works with Minecraft for that
Because Minecraft has more than just pvo
Pvp
Fighting the AI is just a means of pvp in hunt
kind of but at least you have a half way decent mmr system and things like ive already mentioned such as dynomite, bees, traps, barbed wire - things that reward caution over sweat
I think it's hard to agree if its competitive because the definition is subjective
Absolutely. That's the issue, it affects match outcomes through unearned advantages and disadvantages
Eliminating influences other than player skill is what I believe makes the difference between a random PvP game and a competitive PvP game
people sure do take apex seriously though, and they compete on apex too so it is "serious and competitive"
We're just using the words differently, this is purely semantics
Such advantages and disadvantages are in every game
Maybe, but some games aim to eliminate them as much as possible
Hunt doesn't
Hunt LIKES that it's not fair
And I like that hunt isn't fair
I don't agree with that
random bullshit adds to what makes Hunt special
Some games do them on purpose like csgo, t side has ak that one taps and ct's have the advantages of being defensive
It's not intentionally unfair for the sake of it
It's just unfair as a result of certain systems being built in certain ways, for certain reasons
Asymmetrical games aren't necessarily unfair, these games have side swapping mechanics for a reason.
They were intentionally built in certain ways for certain reasons, that makes it unfair intentionally
Like zombies serve as soundtraps and also add to the atmosphere, and have random spawns so things aren't so repetitive
Aysmmetrical games are harder to balance but fundamentally offer a greater level of consistancy than Hunt does
I think there's nothing I could say to change your mind. People die in apex from unfair shit all the time and it's insanely competitive
Zombies aren't designed to make gunfight outcomes more random
I agree! so why do we want to nerf snipers, shotguns, traps/barbed wire, and dont want smoke because how dare they block line of site for like 20 seconds?
Because some types of gameplay are more engaging than others
And hunt as a PvP game still relies on some level of balance to be fun
engaging according to you I guess. smoke would make the game more engaging to me cause it increases options the players have
Idk, I love apex, I have thousands of hours in Apex, I think it is a fundamentally unbalanced game that actively cares more about novelty than it does about consistency and balance
Hence why I suggested they add better sound mechanics when ur getting shot at
They should allow you to carry unlimited consumables
To give you more options
All design decisions are inherently subjective. Obviously yes, my opinions are reflective of my subjective viewpoint.
Any changes that actually make it into the game will be based on the subjective viewpoints of the developers. This is how game design works.
TRUE
Lmao i started playing hunt cause i started sucking in apex and I wanted a slower more tactical experience than getting tbagged by a pathfinder and octane every match lol
I think the only reason hunt being competitive or not matters is in the context of certain balance changes
^^^^^^^^^^^^^^^^^^^^^^^^
idgaf how seriously people take the game in 6 star
What matters is what the design philosophy and core values of the developers are
Spoiler alert: It's not making the game perfectly fucking fair
They make it pretty fair though
Idk they sure try to balance the guns besides snipers
Or at least it seems like they want to, they're just very slow
When I say "serious competitive game" I mean the most fundamental balancing philosophy is that players can compete on as even a playing field as possible so that people will care about who wins"
Apex legends and Fortnite do not care about their Esports leagues above their casual audience. They make wild fucking balancing changes season over season so that people will have funny new shit to mess with even if it fucks with esports
more options about what kinds of tools to bring are not equivalent to that, dont be so obtuse lol. we could let every player bring every gun at once into the match too no need to make a straw man out of this discussion
So your argument is the way smokes shape the map is the kind of new options you want to add?
yes, in the context that is gives the player the option to use a tool slot to be able to change the visibility of a single line of sight for like 20 seconds. that way snipers can still snipe but if your sick of getting domed by long amo you could use that as a means of mitigation
sounds cool, but you can double stack chokes and do the same thing
the bullet whiz idea should already be in the game tbh
MOST situations where a sniper is being problematic can't be solved by a temporary LOS block
yup
meh if your hald way decent with scopes you can shoot through choke. i wouldnt recomend using choke as cover
And even if it can you're still just left with the only option being run away
Again I think the most common situations where smokes are useful would be revives, extracts, bounty grabs, loots, etc.
Not really big brain tactical shit
Very basic obvious situations where subverting LOS would actually be more negative for the pace of the game
being able to run away is better than just loosing and going back to main menu without hunter
welp a lot of snipers are already de-render freaks who play on stretched res potato graphics
so smokes arent gonna help
I don't think smoke would fix the sniper issue
Awesome and rewarding gameplay
Running away because you literally can't kill them
Most of the time the problem wtih a sniper isn't that you're pinned down in one specific location and having a single line of sight blocked would fix it
^
lol fair and balanced spitzer should totally be in the game!
Yes but it's worse than being able to fight back properly
thats a good point, hopefully they could be done in such a way that the graphics for smoke would be mandatory, that was always been a hhuge problem for pc games though
fight back properly? what do you mean? how would smoke make it so its harder to fight back against sniper?
also look at CSGO, people abuse one ways a lot
A sniper in a risky spot who gets picked off is easier to revive by a teammate
I mean relative to other changes they could make
Especially via necro
Such as scope glint, or snipers not existing at all (which will never happen)
What do you do to counter a necro smoke revive at range? Just spam bullets forever?
Yep, also snipers benefit just as much from smokes
i can just see the people who can make smoke one ways, or headglitch inside them etc
dark smoke and headsman sniper
method
thats my point, you nerf snipers you get it to a point where they just shouldnt be bringing scoped weapons at all. if we use this line of thinking then we should just have 1 gun in the game that shoots exactly the same for everyone and nothing else at all. then that would be perfectly balanced
No
and to me adding scope glint would make snipers unusable and i dont even use scopes that much
That assumes that the goal is a perfectly balanced hunt showdown 
Most guns are not problematic
If someone has a sniper and is sitting ~200m away you literally can't even see them with irons 90% if the time
idk bout scope glint ive never liked it, maybe a really bright muzzle flash
There's no interaction on your end
You just die, run, or bring a scope
There's lot of variety within every other gun
smh.. when are they gonna add a suppressed mosin sniper
I find that the issue is less about visibility and more about steady aim and the ridiculous dropoff on long/spitzer
Even old avtomat, you can just outaim them and win the fight
correct, much like real life. in real life we use smokes to help with that too. there is lots of cover in hunt if you can just make it to a treeline you can disapear yourself
I run 1080p and i can see snipers just fine but it's gonna take a full second for my bullets to reach them and then not even kill on a headshot lmao
So the solution is extract if they bring snipers?
lol
issue is theres literally 0 counterplay to snipers
no, fade then rotate, or go after other boss
maybe make the flare gun useful and have it blind scopes if they scope in for too long or something idk
some sort of counterplay
at LEAST
not a bad idea actually
You still have a way easier time hitting long range shots with sniper, and getting long range third party kills is also strong. They're just not also practically invisible to normal weapons
my solution was smoke but i think i like that better maybe
The question is, even if you add counterplay, is that counterplay engaging and interesting gameplay?
There's an opportunity cost to having one type of gameplay, it means there isn't another type of gameplay happening. This is why people hate early extractors, because it means you don't get to have as much PvP.
Evne if you add smokes and let people get away from snipers... which I'm not sure would happen and I'm not sure is even the issue, would that gameplay be better than a version of Hunt Showdown where those snipers are playing in mid range with a non-scoped weapon?
I don't think variety is always good, some variety is good, some variety is bad
snipers are strong. so do we remove snipers or give tools for counterplay?
Scopes seem to be bad variety because they only promote bad gamplay. Yes this is subjective but that's game design
tools for counterplay imo
remove snipers fr 😈
frfr
my point exactly!
Although the new matchmaking changes make it so I run into snipers less, I still usually like to have at least one scope in a trio if I care about winning
Feels basically mandatory
yeah
Which is a sign something is too strong
Can I get uhhhhh derringer sniper
thats the problem im having with you guys rn lol
what if you could see scope glare while looking through the spyglass or something? just brainstorming
Problem is what makes snipers inherently op is built directly into them. The size of the hunt showdown map just guarantees they can be abused to get kills from uncounterable distances
then just run away and extract or camp bodies and furthermore encouraged by fucking spitzer
if it took more skill it'd be better
Buffing compact headshot distance was a step in the right direction but wasn't enough imo. I think one of the issues with the long-ranged sniper who just waits for a headshot is steady aim. why do they get to have zero sway >:(
Right now snipers can't be seen or be shot back at by non scoped weapon users. Scope glare would still make it hard to shoot back at a sniper but at least allow you to see them and attempt to shoot back.
Make all scoped variants special ammo, reduce ammo pool. Make it a niche strategy not your whole playstyle :)
Sure you get to play range, but you can't rely entirely on it
True steady aim should only make sway less while moving
At some point your advantage dries up and you have to play the game
if aiming down sites made it obvious where I am I'd never touch a sniper scope ever again
does steady aim actually just remove sway? thats nuts
it's drastically reduced to the point of not really mattering
There's still lots of benefits of running them.
I disagree, broadcasting your position is way to big of a downside in hunt
If a gun's strength is in taking fights that depend on you not being seen at all, I think it shouldn't be strong
like i said they shouldve kept HV ammo to the single shot guns and not the mosin etc
If you're at extreme range you're still much harder to hit even if people know where you are.
if you're in close or mid range people can identify you based on sound, at sniping range you don't give any other telegraphs
maybe only do the scope glare if you are aiming directly at the person with crosshair near to target, then maybe that would be ok
yeah i like that better
but not everyone in the fucking map lol
half the kills in hunt are about killing someone before they know where you are. you'd completely take that away from a certain weapon
A certain weapon that has... a ton of other advantages
And would still rely on people looking in your direction
We're playing very different games, I think dying unaware or getting kills on unaware players is pretty infrequent as someone who runs a lot of compact ammo.
If a sniper is in front of you sniping at you I don't think it's unreasonable to know that before they take their first shot, since it will be much harder for you to shoot them and punish the mfor it
from the gameplay i just dont think snipers even belong in the game
Sure, like if they're within your scope
TRUUUUUE
it would be so much more interesting if there was no snipers
Baaaaaased
There's no way to add counterplay to snipers that would be more interesting than not having snipers at all
well the combat is about going towards and objective and fighting over it, whats the point of adding something that goes against that
Is deadeye scope balanced? Or no?
Doing chores to circumnavigate them is still worse than having a real fight
shotguns belong so well
I like deadeye but I'm biased
I think deadeyes were fairly balanced before the scope nerfs
I still just want snipers to not be able to shoot me from so far that i can't even headshot them. Make getting headshotted while you have a scope always lethal 😈
I think they're too weak now generally, but I think if they undid the scope movement speed nerf deadeyes would be perfect as the highest zoom level in the game
When and what did they nerf, I took a long break from the game
You move very slowly while scoped in
Movespeed
So you can't duel in close~mid range
Ohh
and it makes sense since its the 18th century i think? idk but they really didnt have scopes that powerful
Deadeyes receive the same movespeed penalty while aiming that all scopes do, which is 50% iirc
I just jump shot always at close range
I never minded deadeyes because they would still play in a range where I could always comfortably contest them
exactly
Even most lebel marksmen mains were gonna be in a compound
Yeah deadeye past like 80m is hard
But now with the movespeed nerf nobody wants to risk getting in close range
If you have a marksman scope or higher you're playing in a bush in narnia
True, aperture sight meta
a lot of people just dont like the lebel
i think aperture is the same zoom as the marksman, right?
yep
If you're using lebel you might as well spend the 5 hunt dollars for it
@upbeat slate The moonless nights idea, is something i would love to see
Please Crytek, let us have true nights as a wildcard contract
i don't think the aperture zooms that much
i think it's about the same as a deadeye scope
It's identical to marksman
maybe? hunt has stealth built into it though. if someone knows where you are peaking usually gets you killed. like more than half my kills are to unaware enemies, either completely by suprize or I get a new angle on them they werent expecting.
at lose range scope is at disadvantage to irons and deadeye. at long range you have to give away your position to aim - its a loose loose
yeah tbh im not a fan of the idea of scope glint. It may also just make it even harder to see snipers in general, call of duty style.
Even if people see you you still have an advantage fighting at that range
It's not lose lose it's just not every possible advantage at range lol
if your playing against another long amo guy who's somewhat competent not really. just aim for the center of the glare
man, cod glint was so horrible
doesnt have to be be crazy bright like that
yeah but there's a range where i feel like it's either still invisible or conceals the shooter to some degree
I feel like snipers should actually get higher sway than base, and steady aim shouldn't be a thing
Zoom means a lower FOV, which means a larger target, which means a lower burden on your aim. It is just objectively easier to shoot a target at long range with a scope even if both players know where they are
lol I know how zooms work. I also know that you dont want a 6-8X zoom in ranges that compact is going to be killing you. so why still, would I bring a rifle that has significant disadvantages at close range and also significant disadvantages at long range because of glare? I'd rather be the iron sight shooting back at the sniper, because knowing where the shooter is is half the battle. meanwhile just because you have a scope doesnt mean its going to be clear to you were the enemy is. as I said, significant disadvantage at all ranges
no, its an overall net disadvantage because the enemy will always see you first
If the enemy always see's you first it's 100% a skill issue lol
Players can learn to play around intel
no its not if there is an obvious light pinpointing where the scope user is
Not exposing yourself before you have a good opportunity to take advantage of could be part of Hunt's deep tactical mythodical gameplay 
So don't be in front of people when you snipe them, be off to the side
Scope glint would also promote not being in scope 24/7
if your sniping then you need to be watching out for enemies usually using your scope so you will always be exposed in that regard
if your close enough to hear footsteps then you shouldnt be using a scope anyways
Out of the 360 degrees around a person they will almost never see more than 137 of them at a time
GOD FORBID scope players have to worry about being shot LOL
I want snipers to be at risk when sniping yes, I don't want them to just plink at people for free
so your argument is maybe the person is facing away from you when you shoot them? thats why snipers still have such a huge advantage? be real
again I use scope maybe once in like 20 games if snipers were deleated i wouldnt cry but scopeglares are bad game design

