Think most important of all is to acknowledge that the biggest issue with Hunt is player retention.
Some estimated numbers of Hunt sales are that between 4.38m to 7.67m copies of the game have been sold.
And yes Hunt do have an issue of people re-buying the game over and over to cheat with fresh accounts and whatnot, but still, those sales numbers and the fact the game is currently having 22k players rn is an indicator that Hunt doesn't have marketing problem, but a retention problem, be that onboarding or quality of the product.
#feedback-discussion
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That is a very fair point, but still think it holds a little truth still. When you download Warzone you also download CoD MW (whatever it is called nowadays) ready to be played if you put the money down.
But (anecdotally) I've seen few people stepping into Warzone and then move over to CoD MW.
That last part is kinda what I just said tho, but you acknowledged it
Anyways yeah I agree, Hunt has a player retention problem ON TOP OF a marketing issue
But
With how mainstream and casual hunt is going
If they just focus on marketing, I think the retention will fix itself
Yes, everything is fine with retention. Events help with this. Cheaters are very rare.
The fact is that without marketing they do not attract new players. The game is over 5 years old and you need to spend a decent amount of money to attract more new players.
I also don’t understand why they stopped making free weekends for the game (although Steam may be to blame).
the problem with retention is mainly because of mmr and matchmaking. i agree a new gamemode wouldnt help
you have a couple games in the beginner bracket, after that you either need to find a team to play with or play with a big disadvantage, on top of having to learn the game
casual players that have nobody to play with, im sure a lot of them arent even on discord or dont know about this server, are leaving after they get thrown into the normal matchmaking
Don't think rentention is fine and if we look at the numbers, Events doesn't seem to help with it such.
It have an initial spike, but every event since Tide of Shadow have have lower and lower peak and the retention after the peak seems to drop more and more :)
MMR fuckups are a huge negative in the experience of this game
On top of the learning curve? Yikes
Talk about a hill to climb
Yeah for sure, there is no ease-in difficulty for the game
Also it is sucha shame that very good players of Hunt choose to kill their own game by deranking down to seal club new players without any forsight of how it damages the game long term.
Well, if you don’t think so, don’t think so. Your right.
You have specific solutions or proposals - offer them.
Show me games where the numbers don't drop over time? This is a normal story. People received the content and moved on. The main thing is that when an event happens, people come back and play.
im in a wheelchair
Took a penny to the knee
that is true, but that depends if you think Hunt have reached its full reach or not.
Think Hunt still could be a 100k player game, but it needs to smooth the onboarding and it needs to smooth its quality of the matches playing.
Game runs and looks very bad, too often.
The MMR is hell and the monetization model is very hostile to newcomers.
It absolutely does have advertising, but okay. Maybe not AAA $2.3b advertising, but it absolutely exists.
@hollow kestrel #feedback message Not enough players for that yet. Give it time
Where though?
Funny you should say that, we currently talking about player retention and how hard it is for hunt to grow here :V
I do not see it outside this discord and basically closed loops of twitter and Reddit
Where people already are invested in the game
New engine and map coming. I suspect it'll break the all time concurrent player number 😋
I've had ads pop up on YouTube and Facebook as well as through IGN.
The yearly journalist that goes: *"HOLY SHIT FOUND THIS GAME AND IT IS INSANELY GOOD!" *
That too.
Also influencers.
Yeah I think too, but issue is that after breaking into the 20k bracket, hunt kinda lost its momentum to go above that consistently.
and the playernumbers gonna be back to where they are now after a couple weeks if the update doesnt fix a lot of issues
Honestly think these "influencers" does more harm, so many "high profile" fps streamers constantly gets humbled by Hunt and starts blaming it for being a shitty game.
Most common thing I hear from those guys is that the game is unplayable with lower crosshair.
OMG, get over it. Leave me alone
This
too much hype about the map and engine update. i hope im wrong, but i fear that its gonna be a disappointment
It does not
?
Damn, you showed me.
I think we can agree hunt is under advertised though
And still small as a general game title goes
Sure, but also think no amount of advertisement can help as the game fundamentally just doesn't run or welcomes new player that well.
Crossing fingers for engine update goes well
You just can't accept that people can have their own opinions. Grow up
Think it is past their bedtime and now just throw tantums, just ignore them :p
I think there was a speedbump with the noisy maps, but it appears they learned from that and reduced them. I suspect the new map and engine will right the course in terms of player growth. The game grows when the developers release new content, and they've spent a LONG time building this big update. I'm more than optimistic
No need to get aggressive about it :)
I don’t think it’s new content that grows the game, it’s content that is acceptable and adds to the games quality
Noisy maps? Like in what sense?
Of course
Well, I hinted to you in two messages that I agree, ok. But no, you're making your point
A lot of the “new” content in terms of items for example are bad calls
But new content such as the range, massively improves the game
Rain, Fire, and even the Ash Bloom effect was reduced
Sorry, your hints was lost on me. Happens.
Ah like that, yeah for sure :)
It really is a shame the environmental aesthetic and design of the alpha build of this game was not kept
But we have the hardware to support it now
Think for the past 2 years Hunt haven't really needed content more than just running stable and well without looking like playdough.
A hunt graphics update would be amazing
I remember when The Crew 1 did something similar, was so good
Think if people didn't have to deal with disconnects and wonky hitreg servers they would be more incline to keep the game.
Unfortunately, yes. It's clear the team is passionate about their game. They should stop shooting theirself in the foot with needless changes, though, and focus on expanding the ways you can interact with the fantastic world they've created.
It was very beautiful, but it wasn't good for player versus player, being so dark, I suspect. I think it would be amazing to explore that world but I don't think I'd want to play Hunt on a map like that for too long though. Just too dark, and I'd get frustrated that I couldn't see the other players. Also, it eliminates from the game any player playing in a bright room. I have to leave Serpent's Moon if I get it while playing during the day time for that reason. Just can't see, and my eyes hurt trying
Maaaaaan why you gotta hate lol
Well usually it helps to not have 3 different ideas in one suggestions as people who dislike one aspect will still downvote the whole suggestion :)
is there any proof of hitreg actual having problems that isnt just people coping
Personally I have footage of shots not connecting even when they should. And I've seen other people too with the same issue.
That said a lot of newer players can be very quick to assume such but after reviewing footage it can be seen they miss.
It feels like it have gotten worse the past 5-6 months and it have been an on/off thing over the span of the game :)
But in a game like hunt that already can be salt inducing, having that 1 in 100 (or 1 in 1000) shot that is null due to fuckery can really impacts people's want to keep playing.
Until someone actually does some sort of test in the shooting range to prove it I'll have a hard time believing it's a real problem
And although reconnecting is laughably bad, personally I think something like the (lack of) quality of the random teammate system is probably hurting new players way more.
Reconnecting and hitreg are rarely things I see new players complain about
It ain't something you can "test" in a shooting range tho. It is about the whims of the servers :)
well if its just from the servers lagging then that's not really a hitreg issue, just a server issue
That is ofc a fine point, but I do think if a new player gets a kill stolen it can make them go "why even bother?"
I play US east so I think i'm luckily not affected by most of the server problems in EU and Asia
Guess that is semantics, but I can agree with you if we reach an understanding :p
Not a definitive proof for my case, but Hunt does have some weird server moments
dude that is a straight circus act 💀
I need to make an X-file edit :V
I need to point out the two first hits to the spider counted as hits, with hit markers and everything and so did the last one too.
much ado about hit validation but there was time where hackers could just spawn bullets and kill you .. thinking it actually doesn't exist because otherwise why would crap like that work
I love your pfp dude !!!
God hit detection used to be so rank
So the hunter magically teleported to create the bullet or the bullet magically appeared where there was no shooter either way .. doesn't seem like a real validation system. Maybe god came down from heaven to stop the bullets ... that would be good.
It has its moments now but it’s substantially better than it used to be
Hunt is on sale again. Ban wave incoming. There will be a short reprieve for Asia servers then the fun begins again then the honest player exodus back to US West.
thanks bro :DDDDDD
@prime ibex #feedback message Explosive damage is calculated as distance from the target's feet.
It matters where exactly you hit them, because the explosive part of the damage ignores your distance to the target and instead only drops off from the distance from the explosion to the bottom of the target
It’s so stupid
Should be distance from impact
Aka, basically a direct hit should always be 50 + Ballistic damage
Not the weird feet sniffer special mechanic
Doing direct chest impact with explosive ammo while within the 20-40m range. Finding a consistent missing damage numbers from each gun for each explosive ammo. Explosive damage doesn't care if it originates at the toes as it still does full explosive damage at core explosion.
Yes it does
You do more damage (the full amount) at the center of where a hunter stands
Not even on their toes
Directly on the pixel their axis is centered on
But that’s explosive damage, not overall
Martini explosive does a consistent 100 impact dmg to the upper chest within dropoff, and deals up to 49 (from my testing at least) explosive damage if it's at their feet. It's possible to get higher damage amounts than the listed stat value by limb penetrating to torso while colliding with feet (since the explosion is closer to bottom and it still counts as a torso hit)
I'm only talking about direct chest damage combined with. I've hit everywhere on the Hunter's body with explosive ammo, and the only thing changing is the direct damage, while explosive stays the same. The only thing changing for explosive is distance from center of explosion.
Wait, so what's the issue?
I thought you were getting consistent hit damage and varying explosive
Minimal missing damage numbers. I'm pretty much having a personal issue cause the "In Action" damage doesn't match up "On Paper" type of thing.
I’m having an existential crisis because katana is 1 slot now
Too powerful for that
Whoever decided to make that change, should revert it. As nicely as I can put it.
I mean yeah, the damage varies because even direct impacts have falloff in the explosive part of the damage
The listed damage in the weapon stats (for explosive )are just rough guesses i think lmao
I wish that was the case man
The damage in the weapon stats is to the upper torso at 10 m
If it were a guess, then why is there 3 to 4 missing damage on majority of the explosive ammo lol
In the image I posted, one martini explosive shot deals 145, which is not accurate to the listed stat
the listed stat is what, like 138?
I'm doing all this testing within 10m shooting range. Found out that you can't change a Nitro's ammo type to Explosive Ammo, which is dumb lol
Yea, that's hella weird cause I only got 135 from the Martini
yeah, because your chest shot was further away from the target's feet, so the explosive damage dealt less.
in mine, I shot him in the foot and the bullet penetrated up to his torso for the 100 damage direct hit.
That shouldn't.... Ok lol
Specifically, the distance from the target's feet to where the shot impacts is how the falloff works.
That's kinda dumb.
It doesn't matter where you are. A headshot deals less explosive damage than a legshot because it's further from the bottom of a player.
It's wonky but that's how explosive damage is coded
Of all the explosive damage of dealt and taken, it seemed to only have mattered that it touched a hit box, and how close from center explosion....
A martini to the chest deals 100 direct and varying explosive. If you shoot a dummy in the neck vs the very bottom of the upper torso, I guarantee you the lower shot will deal more damage (as long as they both counted as upper chest shots)
Well... Thanks for that insight. I'm going to question the devs coding decisions for the next 3 days now lol
yeah it's really wonky. it works fine for nades and stuff and i suppose they just copied the mechanics over and tuned damage values from there
Would've it been so hard to write a working code line for explosion damage for the guns??
Nitro explosive is unique, it’s a different type of explosive ammo due to the fact it does 100 explosive damage I believe
Yes, and they just touched explosive ammo so… they won’t touch it again for a few years lol
But they need to continue tweaking it, as part of an overall gear rebalance and tuning- the game has evolved, so shall the gear
Yup, and this old code for Explosive Ammo definitely needs to be rewritten lol
YES HUNT, A TEAM OF 3/3/4 SHOULD FIGHT A 5/5/5
FUCKING MMR
NEVER IS CORRECT NEVER IS FAIR NEVER WORKS
And they were pre made
This game has the stupidest excuse for matchmaking, just get rid of it if it’s going to be so shitty
Honestly
Aren’t console matchmaking brackets super wide?
having "bad" matchmaking is better then having none. the variance in a match might be too much for some people but that's totally subjective and the last person to ask is the one who just lost a match 😄 which is also the person most likely to report back. It's been said a thousand times, stars are not a good representation. We also all know how easy it is to go from 3 to 5 stars and back. That is the real issue and a lot of that is due to the nature of the game. What bothers me is the refusal to address the issues that seem so obvious to the community. There is even a slight chance that we are wrong about this but why not at least let us know?
Don't add any modifiers to stars at all, what you cue for is what you sign up for. Remove accidental/intentional deranking/upranking. Seems so obvious that this alone would stabilise things and it sounds super easy to do as well.
@dire forum I would guess the reason why Event Battle Passes still remain time gated is because the circumstances under which the points are primarily earned aren't always in the game. It would also mean that the Pacts and other new elements see less play, which is kind of a shame because lately Events have been used as a sort of test time for potential gameplay changes (the test servers didn't see enough of the playerbase to get enough feedback).
Honestly, I see no reason why they couldn't let people always earn EP with the weekly challenges and looting Enemy Hunters but I wouldn't want Event Towers and other Event Exclusive elements to become mainstay game elements.
No Fomo, no green^^
to be fair you cold spend 1000BB, farm a bunch of skins and stuff, get 1000BBs back in the process. Rinse and repeat. Basically a constant flow of free stuff, which is the opposite of what it is supposed to do.
i mean you break even through the course of the event yeah but that also means you'll barely get bloodbonds for actually buying skins with
it's just 1000 that float in the BP. Asking crytek to make the BP grindable forever is asking them to just burn all the cash that comes with not doing that. Sure it would be nice from a player perspective and would remove all this modern gaming, live service bs but it is just not going to happen unless it helps with some other way of cash flow. That's up to the masses though and unfortunately we are sheep with this kind of stuff, it's embarressing really 😄
The time it takes to farm 1000BB nowadays by playing it would take forever to gain 1000BB. They're just trying to pressure people to spend money because of fomo.
And I personally think it is dumbest thing ever to pay money for something that isn't yours permanently, if I don't make it into a chore during their terms and schedule to grind it out. Makes no sense in my eyes. Sure i could understand special smaller event during an holiday when people have little bit more time on their hand. But we are pass those events and replace with this new method.
Other thing if I now paid money and unlock the story telling parts why do they also disappear after the event ends? Should there be a option to review it again on later date. Like i said makes little to no sense in my eyes.
In that this game doesn't permanently belong to its players... we've already entered into this "dumbest thing ever to pay money for"... Hunt only exists as long as it financially makes sense to keep the servers running.
I would still be playing Metal Gear Solid 4: Guns of the Patriots Online (Metal Gear Online), if their servers weren't turned off after 3yrs.
Before making a lengthy post for it, how does people feel that Iron Eye/Scopesmith is kinda a mandatory trait due to the knock-on effect of an avarage increase cycle speed of 21.14% (excluded shotguns from this calculation due to the fact it is only a benefit with slugs)?
I think that if it was just the stay in ads alone it would be less valuable of a perk and that the slight rof increase is a nice bonus
I had no idea that the shotguns only benefited with slugs! Where did you see that? Also I'm confused with your question. Are you asking should there not be an iron eye trait and the RoF increase should be baseline?
More that you don't need iron sight rof increase on shotguns unless you use slugs
Better wording on the perk would be nice. The perkless behaviour is also inconsistent between weapon action families
Scopesmith is a bit more on the annoying side
No I think that being able to stay in ADS is strong enough and the increase in RoF is overkill.
I think an increased RoF is only logical when you're not having to realign your aim, due to trained hand to eye coordination.
Maybe I misunderstood the base of the idea? Are you saying that Iron Devastator shouldn't be part or Iron Eye because it gives Shotguns an unrealistic RoF boost?
He's just saying iron eye in general shouldn't give a rof boost to anything, I think
which I agree with tbh.
But a cycle time is naturally going to be longer if you have not trained to keep a level sight.
although I do wish the visual while using iron eye was a bit quicker so the sights actually realigned by the time you can shoot on some guns
it's really hard to take full advantage of the bonus on certain guns because you have to blindfire since the gun can shoot while its still pointed sideways :L
Or else you are going to get jamming... I mean I guess you could shoot while re-leveling your aim... but that would be a weird gameplay mechanic that I'm sure some people would adjust to just to save on trait slots
that's how it works now, you can shoot before the gun is even aiming forward on a lot of guns
That is not the issue, the issue is that Iron Eye/Scopesmith is just a straight upgrade perk that is basically mandetory for any guns that can use it :)
Yeah. I doubt the community would want to retrain their weapon handlings for a trait debuff... I can understand the logic but I just don't think people would embrace it.
Iron eye should be default imo
People will always be oppose to get crutches removed.
It's basically required
As it should be... Otherwise why would people play single shots?
Plus that boost might be to counter-balance other traits (Fanning/Levering) RoF advantage.
?
But yeah dunno, being able to remain in sight is already strong enough, so don't think the increased RoF is needed
This is straight up powercreep lmao
I mean it have been since release so not really
To make iron eye default?
Aaaah that part haha
Yeah would be a little overkill
Just remove the RoF boost to the skill
Make it like most other traits, nice to have.
It's only 3 point it basically is
If it has no rof increase idk if it's worth using
Because it can lock you into being aimed in and unable to sprint around
Most hunters get 9-11 points on average- that’s necro, bloodless, and maybe iron eye if I want it but usually bulwark + kite skin or resilience if I feel like I’ll need it
What??? The amount of bleed I run into
Well worth it
You're console right it must be different
Yes
I barely run into any
Must be nice
It is
During the event where bloodless was buffed I actually ran into more bleed. But now but much
Well that’s because dum dum was expanded
Makes sense
Now, it’s not special-
I run salveskin as a second tier trait though- no one runs fire ammo very often but man when they do it’s annoying
But it’s a fair play so, I’m not against it
Iron Eye should exist as a trait because it does take skill and training to maintain aim & chamber. Plus it is a balancing mechanic for gameplay. If I buy a Legendary Hunter and they don't have a specific weapon based trait - I'll definitely grab a Martini or a Sparks.
Okay, but this is a video game and balance is a factor :)
Like how a Nitro rifle also don't need to have an apature sight, but here we have to balance the game :)
Being able to remain in ADS is already strong.
Sure but, the increased rate of fire allows the weapons to compete with semi-auto/double-action offerings
I’m all for keeping hunt slower paced during fights but
Crytek has pushed us well past that, to the point that nerfing iron eye would not go over well… hell I enjoyed it more when iron eye was separated since it meant requiring a specialized trait loadout rather than all weapons benefitting from it
Yeah, agreed. I'm not against the idea, I'm just suggesting it's probably more about gameplay balance.
could just make the increased rof standard
They still would, Mosin still out shoot a rapidfire gun
That’s just a buff to all weapons essentially
…?
Remember this affects all rifles
to bolties, lever actions, and pumps yeah
Even with iron eye, a mosin doesn’t put fire a carbine, a drilling, cyclone…?
Booties 
mobile moment
Or we could scale back some other rapid fire guns a little to make up for it.
If the argument that it is needed to keep up with rapid guns, it is even more a mandatory trait.
Which is what no traits should be.
I wouldn't think so but apparently lmfao
I mean, I’m all down for slowing the rof of certain weapons but I don’t think the current low rof weapons need a buff
Again, have no idea why they buffed cyclone via recoil control… like why
That was not what I said so that is good :)
I just want Iron Eye not applying a 22% (average) RoF increase on weapons to make it straight upgrade perk.
My bad
But still doesn’t the rof increase come from the fact that the cocking animation is basically skipped
Not being pulled out of ADS/Scope when cycling is already a nice bonus
Well, they can tweak animations
I guess?
cough marathon
That would be ideal but I doubt that'll happen.
So lets try and find out the issue, if there's an issue, that should/could be solved.
Should guns that use the iron eye perk have it by default?
Things to consider:
- We use traits to give hunters abilities that are outside of the norm.
- Will defaulting the perk create too much work to balance the guns. Ie, changes to gun cost, changes in cost necessary to bring balance of guns in relation to other guns. Cost of related traits now that a goto 3 cost is gone
- _______________ fill in the blank
Your statement pretty much contradict itself. They're financing off cosmetic and battle passes. Only thing i want to change is availability. So i can the battlepass and play on my terms not theirs.
I honestly don't mind iron eye having a slight rof increase but the only notable thing I would change is making scope smith cost more than iron eye
Because lets all be real here and agree that while both perks are strong, its infinitely more annoying to have someone perma hardscoped at you from 200m with a mosin sniper
Realistically, if scopesmith costed more, it might dissuade people from doing that, or at least make their target acquisition slightly more difficult
I think they were on something when they made iron eye cost more than scopesmith, likely their thought process was that there's many more iron sighted weapons than there are scopes, but realistically the impact of being able to stay scoped in irons and to stay scoped with a scope is quite a big difference
Huh? How is that self contradictory? The game is finite, until fan-based servers are a reality allowed by Crytek, this game is not permanent.
And what terms would those be? Obviously the way to earn EP is clear... You just meant your own pace, which would still be limited by how the points are earned. Adjustments would have to be made... You just sound like you have not thought this through.
The guy is asking to play his battle pass whenever he wants instead of the arbitrary 3 months they force you into FOMO with
Other games like halo infinite and halo mcc have done this successfully with minimal changes
Buffing the bosses and removing world melee in their compound is the worst imbalance the devs have done.
Questlines are also basically a dead feature so there's no good reason not to bring those back since its increasingly obvious that Hunt's new methodology is to have an event going nearly constantly in style of "seasons" from other live service games
I'm sorry to say it but it has to be said. No one wants to play with fog, rain and night. lower it to 10%. Not to mention the ash, that climate should disappear just as hell did. It is very annoying to play, and the rain should reduce the noise, it is also super annoying. Do what you want but I'm going to get out of all the games in those weather conditions. Greetings
False, the weather aspects add to the game in amazing ways- I adore playing in night, hellfires, rain, and fog/ashbloom
the only thing annoying about rain, ashbloom and fog maps is the amount of whining some people do
Fits the game way more than a picture perfect afternoon/noon
Nights just a blue washed day time anyways except in the deepest parts of the forest
I'm very happy for you, because I know no one likes it.
I like them tho
It must be for a reason, right? 
No one is hyperbole, there’s been a lot of people who enjoy it
Even here, thing is- more people complain about it than voice support
That is why they have reduced the intense rain from 40 to 20%. because people love it, how curious
I mean they also added dolch Custom ammo
Devs are not the best judgement of the community
There’s other examples of supporting this, so- yeah, and it’s not like rain was something the community asked for, for years or anything
But you’re right, actually significant weather effects in the game are totally hated 💀
i enjoy the atmospheric setting the weather creates
Problem is less of the actual weathers themselves and more the way it affects gameplay
and it looks nice
Reducing the duration and commonality of rain and ash for example allows for it to still impact gameplay and be a “difference” but not be as consistent or constant
it doesn't affect my gameplay at all. i just switch up my playstyle
id rather they just separate them with wildcard
They put in very absurd things. The next event that you bet on is that they put sniper sights on the new weapons. They don't know how to do anything other than put telescopic sights on the weapons. Remember what I tell you.
That’s the thing though, the same people who complain weather affects gameplay too much would prefer it to be only Midday, clear, with no ai
And that kills the vibe of the game
Once a game starts being balanced as an esports game, it goes downhill in terms of quality and enjoyability
At least for FPS genre games
The AI is just zombies, it's not cowboys that confuse you, it's not like other games, that's not bad.
They start the trains at once, that's what they have to do
It ain't "slight" it gives 36% increase to the Marathon and about 22% on average.
Winnie gets a 8% increase, yes that is slight and I wouldn't mind too much :)
If PUBG did it, I don't think it would be that difficult, another thing is the desire they have to work.
I think those numbers are slight in the grand scheme of game design but yeah fair. My point is more about ironeye VERSUS scopesmith and not iron eye itself tbh.
Dunno 20% means 1 extra bullet pr. 5th shot, it makes follow up shots more rapid.
They are having luck with the game because there is not much competition
legit this i cannot believe, i work a full time job as well, opting to actively spend your time leaving matches instead of just biting the bullet and playing, or playing a different game is crazy.
It’s ridiculous- people want a game that’s so controlled they are better off playing another one
Siege comes to mind 
People keep pushing for
Faster fights, faster matchmaking, less ai, less walking around, less gear fear, less punishment for dying
Like taking away any of those means hunt won’t be hunt anymore
Siege is exactly what people want without saying it lol
would people be interested in a game mode where you could queue up and filter for whether you want to see solos/duos/trios rather than just the max team size?
as a replacement for the thing where you queue up for up to duos or up to trios
only solo would be a shit fest, duos and trios would choose not to play with solo. It would probably kill solo play and split the player base quite a bit. It sounds nice but the reasoning for having it as it is is probably quite solid.
MM would become worse
custom lobbies were supposed to come but tbh I'm not sure it's going to happen in the current state
I really dislike having to deal with solos but I feel like there's enough of a playerbase that you could have these filters and have it work
I don't play as much as I used to so I dropped to 3 stars and queing as solo the lobbies are all solos like 10 solos and a duo team
yeah, i see this a lot too, its just how they do the matchmaking. same with randoms getting matched into full premade lobbies
People just want to play CSGO or some shit, I dunno man lmfao
At the core the lobby matchmaking problems including those who feel like solo necro is an issue would be solved with a much more robust ranking system than the garbage they have in place now.
MM with an actual MMR and skill ranking system instead of the ridiculously imbalanced system in place now.
The huge and rapid fluctuations in MMR result in there effectively not being a real skill based matchmaking system anyway…
As far as whether choices, I think that there should also be two options.
- Daytime - random map
- Wildcard - bonus xp/money
Those two choices should satisfy everyone in at least the most populated regions.
Especially in 6 star elo, people leave rain, night, fog all the time.
I understand it, but also most of the time am the guy encouraging my team to stay. Problem is, that even when we do stay there’s very often only a few people in the match if anyone because everyone else left! I absolutely hate it.
So now youre basically damned if you do damned if you don’t.
I love when the “Waiting For Players…” screen takes 10 years on a fog/rain/night map. Ready for an empty lobby !!!!
Pretty much man… it’s just a drag and it’s irritating.
Like at this point just give us the choice. Why force your playerbase into it? Clearly it needs an incentive or people will just dodge the match like they are now.
Just punishing the players that stick it through with dead lobbies
The only possible reason I think they haven’t done this when they already have a system in place for it is that they’re worried about people farming dead wildcard lobbies at off-hours or something. Which, I mean, money doesn’t really matter at all at this point so, who cares?
Dude like even when they have both Normal and Wildcard running matchmaking is near instant for both of them pretty much all of the time… like very rare to see a dead lobby
Sure, that’s US east but come on… why change it? It worked just fine for the big regions… maybe tune the small ones separately if it’s that big of a deal
If you’re loading into a map, like actually on the map and it says waiting for players it usually means there are other players in the lobby
If you instantly spawn in and don’t even have time to inspect your weapon, it tends to be empty then (if full red bar)
^
Oh, getting farmed as a random 3 star is fun.
So instead of solo locked to duo Crytek should quit making the matches easier for solo -- a star is a star. Let's go. A solo gets more than a full star's worth of adjustment and that is horrible for the game - especially nwe players who tend to be the ones getting crapped on in the 3-4 star bracket by 5 star solo.
@visual anchor If you add a cone of fire maybe
Wdym
You wanted a trait that fired both barrels on the drilling and the caldwell?
@visual anchor
Yeah. Since most double barrel guns have 2 barrels why not pull both
I think firing a shot that deals 240 damage with enough bullets to shoot that 11 times, and also having an underbarrel shotgun, might be just a little bit busted
i sure would love casually getting oneshotted at 85m by a drilling, that sounds fair and balanced
I think to balance it maybe it works like levering where it's only in hipfire and it's horribly inaccurate. I was just spittballing an idea I had
I mean fair. It'd also kinda overshadow the romero since the rival's twoshot range is higher than the romero's oneshot. Yeah there are other downsides but still
If the guns were balanced around it to begin with maybe, but without like giganerfing them it's hard to justify something that's that much of a power jump
Yeah it'd have to be hipfire only. And I don't know if how you'd toggle it on and off. But sure. Tho balancing it is gonna be odd
Nonono, if when you load into a map with a wildcard condition and the “Waiting for Players…” screen takes a very long time it’s usually because someone has disconnected from the match and it’s giving them some time to rejoin. They don’t (because they left to avoid the wildcard condition l0l), then the match starts and it’s empty. The players hunters actually stay in the match if they leave during that screen, you can go find them and get free kills and steal their weapons.
Honestly, good, more pickings for me :)
@vital fractal First actual opinion I agree with regarding the katana no idea why it's a small slot weapon. Should be medium
Theres two real methods, either nerfing katana alone to 2 slot or buffing up the other melee weapons without making them equally op. And one of these is way easier
100% the best change is to bring other melees up to the katanas level; melee is already meh at pvp and the katana isn't overpowered in a vacuum, but it completely nullifies the use of all other melee single slots
but like snez said, one choice is already easy to implement and wouldnt take much time at all
They have already said they plan on expanding martialist to work with most melee weapons
For unique attacks so I'm hyped
they did!!!?
this is a crytek win...
Check previous dev streams of people complaining about martialist Idk which one
But I remember them mentioning martialist will not only be tied to katana only eventually
Which I am inferring means more unique attacks to melee weapons
Like a sheath attack for the sword
Axe having some special move etc
I would absolutely love a part 2 to the melee update like that
Yes
worlds craziest post ever to remove the extraction shooter from the extraction shooter
hunt discord been on a roll lately of what the actual fuck am i reading
at that rate go play fistful of frags for your cowboy fix because removing bounties and bosses from hunt it might as well be the same game
bro just wants to play fortnite ong
now, a ring or other similar pushing effect isn’t a terrible idea on its own
that or just removing like 20 minutes from the match timer so people actually get moving xd
going from 60 to 45 was fine, could take it to 30 and that'd probably be just right
is the game not just moving fine? If anything it has gotten a bit too casual
most people don't seem to care too much to die
has been ages that I saw an unltra determined bush camper
@coral pulsar bro if you wanted a new game just say it
lol @coral pulsar worst frigging suggestion I've ever read in a while
not gonna happen fortunately
I don't understand why people are downvoting this, it's literally a win-win for players (Halo infinite does the same thing)
#game-ideas message
This is easily one of the worst ideas I've seen suggested in a while. I'm pretty open to an all PvP gamemode but this? This just makes it a generic battle royale game which Hunt isn't. Hunt is an extraction shooter
I'm guessing it is more about the retroactive Event catalogue than the open-ended BPs. A lot of old salts want their earlier participation to not be discredited.
I'm mostly indifferent on this point. I think Events should stay as we know them but it would be great to have purchasable Questlines that would stay open until the final rewards were unlocked.
non-FOMO battle passes are nice but people love having something that makes them "special" over other people so you're likely to get a certain amount of criticism
personally I appreciate games like Deceive Inc. and Helldivers 2 having permanent passes
there's really no reason for them to be temporary other than to "trick" people into spending money on something they don't complete and/or juicing short term player numbers
as a consumer it sucks
A way they could go back it is they could make the purchase window time-limited but allow us to complete the pass at our own pace
even that is preferable
Also it would insinuate/demand a new system to EP (event points) outside of active Events. Which is another point where other rewards or incentives could be affected or shortened.
I just don't want Event Towers around anymore personally... I'm so sick of the warning sound.
They could reward "event" points based on performance during matches "oh you killed a man? here you go have 100 points! You killed twenty walkers? Have 20 points"
much easier said than done though
I think that would earn ire while during Events - looting a dead Hunter (that you hopefully killed and not ratted) was only 12pts.
The only easy option I could see would just be to make EP points available always as part of the Weekly Challenges + the Daily 200pts for the first Dark Tribute.
the numbers are just an example (I don't remember how many points you currently get for stuff)
I could imagine it's pretty crazy how much ppl spend on progression in the battle pass. Why else even making changes to it while other things remain untouched.
the whole concept just needs to go away
Not really, could still reward event points as an addition to normal challenges + reward event points on bounty/looting hunters.
That would also give events themselves a minor attractive point of:
If you play during events you get following benefits:
- Pact Hunter Event Point Boost.
- Event specific Event Point gain (clues and totems).
- Access to Signee trait.
- Daily Dark Tribute Event Points.
So while can complete the battlepass at anytime, you unlock it quicker if you participate in the event itself.
That would also mean events could be 4 weeks long and not last forever.
That's what I was saying too.
Honestly, I get most the Events done within 4-5 weeks and would be so thankful to have shorter events or at least a break that is as long or a bit longer than the lastest event... 2 month long events with only a break of 2-3 weeks of vanilla Hunt in-between is too intensive IMO.
I'd welcome Open Ended BPs and Purchasable Questlines. I don't think BPs should be always available for purchase though nor retroactively purchasable, I think players should stay involved in the Community and check-in semi-regularly if they are honestly interested.
I didn't buy into Hunt Showdown when 'As the Crow Flies' was active and that's okay. I don't need to have every Legendary skin and don't need unlimited access to them.
One benefit to Open-ended BPs would definitely be being able to dodge broken events, ha! That one around -was it Halloween?- where with certain traits Hunters were immune to almost every status effect... That should've seen some mid-event balancing patches.
I would be fine with old passes also be available for purchases.
And I wouldn't even mind if the cost of all this freedom raised the price to 1.5k bb.
Not that I WANT to pay more, but it is a compromise I don't mind.
@lone comet
I do agree that the flashbomb needs rework to be more viable, issue is that your suggestion is kinda just gonna turn it back ot its old self.
Flash was not strong bc you could hold it forever, but because you could deploy it instantly.
So giving it a fuse doesn't matter.
I see everyone still hates everything about death cheat lol
Your suggestion isn't even offensive just because it's the death cheat specifically and but you're just suggesting a win more thing. Why reward them additionally when they already won the match, got bounty money, kept their hunters. You're making a suggestion that's strictly worse for poor performing players because they'll just encounter maxed out hunters on good players that much more often
Not even to mention trying to nerf trait points in the same blow on the side
not everyone, no, I like it. It's rare, takes a trait slot, and feels good to run it
I downvoted your idea though, there is enough death cheat like that, with your idea everyone will be running it all the time
do you like the amount a traits points and traits we have right of the bat now? after one match everyone is practically maxed out and loadout specific traits can be always run with first match
I'm not sure how it would turn out but the idea is to make the rounds more deliberate again
if good players will get even better that is potentially not a bad thing as it could stretch out the MMR curve and ironically help with faired matches
don't know if you would actually get that effect
same with an actual economy btw
idk, I liked that there was something to strive for when I started playing, that's just gone now
I don't like the way death cheat is in the game atm. it's pure chance.
during the event when it was a thing it was perhaps a bit too much and too easy to get but the average amount of traits still may have increased since then
Having guaranteed death cheat for winning is not going to give extra incentive to strive for. It will just make good players oppressive as they always run a 100% optimal skill build.
And that's not how MMR would work. The highest players having higher mmr numbers wouldn't change how match making has to work with the players available.
Why was I @?
I mean in general. if you don't earn upgrade points so quickly but have a way to have hunters live longer, it would be an achievement to manage to run certain builds (if you can ccurrently call it that)
how so?
there could be things that flatten the curve. could this be not one?
not sure honestly^^
if on avarage you have more traits then others and thus a slightly higher win rate it should let you float up where you are more likely to be matched with players who do the same
so making in "unfair" can actually potentially make it fairer and give you something to strive for, aka getting up there with the boys
again, don't know if it would work. would like to see something like that and an economy. Maybe there should be even thresholds in mmr that the system less likely crossed during match making
They don't need additional benefits to raise to a higher mmr. They need to fix the volatility of MMR properly by adjusting some combination of how much you gain/lose per kill/death or adjust how many times you kill/die to the same opponent that is changing your MMR.
if you change the gain and loss, I think you would just run on a different scale but not change anything
And I'm not sure where you think all these extra traits are magically coming from. The only changes to that has been initial hunters. Promised 11 is certainly more than the casual legendary hire, but it's always been possible to fish for high rolls
it came from the fact that better traits are now on vanilla hunters, that you can refund them and currently buy xp
No, you would see players become more static within their bracket for longer. I'm not saying -x number form all gain or loss. If they change the calculations players they can make a system where you actually have to work or perform tremendously bad to move ranks.
refunding was super big in that regard casue you can pick up every clue you find
I'm not aware of any other ranked system that where you can fluctuate from average MMR to the top tier in a night of play
it's cause hunt is special
say you devided the gain and loss by 10
or 1000
how would anything change?
it doesn't
That's not the only way to make adjustments. There are many ways to adjust it
You don't do a static change to all gain/loss
You change the equation for how much it changes gives or takes based on brackets above you.
I highly doubt they didn't model that
if they didn't you call them whatever you want 😄
if you look at the kda from 3 to 5 star it seems actually quite consistent and tbh I super rarely see dodgy matchmaking with respect to the star distribution. what the problem is there is that it does't represent the actual skill well due to all the ways so often talked wbout
what actually bothers be is that the kda actually is going up with mmr ranking. it's weird, I don't really get it though
anyway, at this point I should hope they already modelled a better solution and are just waiting for the opportunity to implement it
Of course kda goes up with MMR. The whole idea is when you are kill positive you will have gained MMR. If you're kill negative you should have lost MMR. The issues we see arise from both the huge fluxes we see within a single game (the ability to farm a higher mmr player as they stand up, requiring very little skill but raising your MMR among other things) and the fact that player population within many regions/time periods puts 4 stars vs 6 stars means if a lower player gets a kill it's huge swings.
if you are at your skill level you should have as many kills as death
so nearing 1 not considering assists
It goes the same with solo manipulation of MMR. Wether they player likes it or not, they're playing against lower MMR players. If they're not many kills above deaths they're simply going to lose MMR, no way around it
that is were hunt is a bit special though. it works super well for, idk, CSGO, or whatever. your deathmatch type games
Except csgo MMR doesn't work based on death match
Csgo MMR is based around their ranked system which is an objective
And you gain/lose based on winning matches, not kills
yes bad example. I mean games where you fight a lot and kill a lot. just deathmatch type games
I dont play it. it would work well there^^
it's more predictable. less noise
Extracting with a bounty isn't a sign of skill though. Zero people will say killing a boss and walking out is skill. We need ranked based on k/d because it is the skillful part of the game.
didn't say it is? there certainly is a correlation though
who knows you might even end up with a better experience doing it by extraction. doubt it but, how know^^
it does bother me that the kda goes up. would really like to know why it is how it is
it's a sign of something, not sure what
Because you don't get strictly match made against only your rank
I wonder if people at the top of the middle bracket (high 3 low 4?) have a higher KD than people at the bottom of the higher bracket (high 4*)
from what I see it just goes up
I was solid 3star for a while, then solid 4 now 5. seems to just go up
Play with a whole solid 5 star team and you will see the game isn't the same
but do you kill more?
that's what I am doing now. it's true, it's different
love the contradiction in you name and picture 😄
We do a little trolling
I would say solid 5 star teams get more kills on average then say a 3 star team
Yea I mean there are days people do really good and days people do really bad
I would say though in my experience kd and stars don't mean much until you start getting in to high kds
I play randoms a decent amount and have seen high kd players and high MMR be horrible and make terrible decisions
oh for sure. I blame the grind^^
it's a game you don't wanna be playing for the wrong reason
maybe it doesn make sense idk
cause of the narrow distribution
This game has devolved into nothing more than spitzer-dolch spam, the charm and quirkiness of the gunplay has been replaced by mindless spam. In all the hours I have played this game, this is the worst balancing I have experienced. (After reading what I wrote, it sounds like I am really mad at crytek, this is not the case. this is just how I feel about the situation. Many of the OG players are starting to leave because current Hunt is fundamentally different than the game was 3 years ago)
I agree the spam is crazy. I would much rather die to getting 2 tapped with mosin uppercut then being spammed or fanned. I personally don't get the issue with long ammo unless you play a mile away
Imo mosin is just as boring to face as dolch
@dense pond I think Crytek is trying to appeal to a wider audience and managing to appeal to nobody. I get what they are trying to do, but I am not sure they are executing properly. I fell in love with this game because the gunplay required skill with every shot, now I am running into dolch after dolch after dolch every single game.
Also, balancing by making something more expensive does not work
When they adjusted the money issue it was really bad. Nothing but dolch and spam in every MMR lobby. Now I feel it's back to just being in high MMR which I run in to a lot. Most of my friends don't even want to run dolch but with the current meta you need something to try and combat everyone else's spam or shotguns
Yeah, I am forced to play in 5 and 6 star lobbies every single game, and the spam just gets more frustrating when Higher skill players start using it.
I refuse to sully myself with that gun
they should just make the strongest performing guns that are meta in high mmr not buyable, just rare finds in a match. Just as a general way of dealing with those scourges
id rather they just nerf it but that would work too
dolch was already becoming super common with the trait/economy changes and then they added fmj, now you're throwing away free kills if you don't take it
The ammount of cheaters in the game right now is nuts
I can count on 1 hand the amount of times I think someone is actually cheating
not many are suggesting every weapon on the planet anymore^^ used to be 90% of suggestions
Okay, you can only pick one increasing tool melee prices, and reducing their damage to bosses, or making in game world melees harder to find which one is it? I shouldn't be forced to bring a 1 slot melee weapon instead of a pistol/secondary, to kill a dang boss. The fact that I can't find a sledgehammer or an ax in the boss compound is really dumb, how am I gonna kill this without shooting it? my tool melee does bees piss worth of damage.
How likely are they to actually look at our suggestions?
they want you to camp the boss and wait for someone else to kill it.
less likely than youd hope
that makes me sadge, a lot of the suggestions are goofy or skins but there are some real good ideas from people
Oh I know they actually don't care about our suggestions, I am still gonna voice my opinion, because nerfing world melees and the tool melees JUST because the newly buffed melees can shine for an update is just dumb. It really is a dumb way to balance your game. Why make tool melees nest to useless then make world melees harder to find? Why in the same update? That is just dumb, I would understand why, if they made it so there was a new type of grunt or zombie that carries a sledge hammer or an ax, but they should have just waited to do this melee update when they released the new grunt or zombie, it would have made more sense. I have 2 weapons slots, 4 tool slots, and 4 consumable slots, Why should I be forced to bring a melee weapon as one of my weapon slots instead of a tool knife? Do they really want me to stand near boss area and wait for someone else to kill the boss? I thought they were trying to get rid of camping.
TLDR, They need to pick what they want to do with melees instead of buffing, nerfing, nerfing, buffing, and nerfing em every patch, the melees were perfect before this update
I don't mind them nerfing melee tools too much, I can deal with that but making it harder to find world melees just feels completely unnecessary. Also making the Katana a 1 slot weapon while it outperforms all the other melee weapons seems short-sighted
Someday people will try as a solo with necro to understand how randomly useful it is and will stop crying about it 🤦♂️
No one wants to kill the same guy 3 times in a row. Necro as it is now slows down gameplay. It needs to be reworked in a way to make it actually fun
This is not a Call of Duty lol to be fast-paced shooter, if you cant cover body - it is your problem. It is the same thing as you can necro teammate in teams, over and over, lol. A yes, after 1 knocked down you are 1 tap to insane amount of weapons.
It is like complaining about bosses: maaan it requires so much time to kill it, its slows down gameplay 🤣
So you're going to completely ignore the problems necro brings. Like allowing mmr reduction and again slowing down gameplay. You're correct that hunt isn't cod. But slowing down gameplay just to cover and burn a body isn't fun. It wastes everyone time. The solo is gonna sit there and wait for a chance to revive and most likely just get shot immediately and it wastes the other players time but forcing them to search for a burn item/use a flare or fuse and watch the body burn. So now instead of trying to get into a gunfight or kill the bounty you have to babysit a corpse. No one enjoys that.
Necromancer needs a rework to make it actually fun to play against
Just omegalul ths logic
Also due to how common necro is. It contributes to the problem of everyone running flares and fuses. Now if you don't run those you put yourself at a disadvantage. So complaints about those tools being used in an unfun way stems from the overuse and unfun nature of necro
How about instead of insulting my argument you actually engage with it so we can try to make the game better
me and my duo friend only run chokes, and we still find time to lantern solos, lanterns are really abundant
I haven't had a solo in my lobbies for a long time. I'm still running flares every round to burn teams.
Which is a problem in itself because it sucks to play against. No one enjoys getting downed and burned immediately. I'm not saying you're wrong to do that but I feel like people generally don't enjoy that. That's why a lot of people wanted that addition to be reverted
I like this a lot better than Mexican stand offs after 1/2 deaths as the last hides. It speeds team fights. Or at least without the caveat of peace keeper
2vs2 and both with necro. You need to like the SAME things, checking and blocking body from reviving, which much easier then self-rez because you hear and see what is happening vs just trying to guess when you self-rez
And yes, flare-pistol is just most stupid update because of easy insta-burn.
There is no argument, you just keep crying because you wanna play in your own game without consequences. It is like playing shift+W, triggering all sound alert and than crying about being ambushed. Coming here and put suggestion about removing sound alerts
Self-rez is OP only in case if it 1vs1 on server and you traded with solo.
It is better than that but when you immediately get downed and flared it puts fights on a timer and actively messes up hunts slower gameplay
Self-rez should be nerfed only for annoying solo snipers, because you cannot push intime untill sefl-rez. It should be more dynamic timer depending on the distance from hunter who killed you.
Again I'd prefer if you didn't insult me that would be greatly appreciated. I'm not saying the self revive is bad in itself. It gives solos a much needed advantage and punishes bad gameplay. But deliberately slowing down gameplay sucks
I think that'd be a pretty good start cause solo snipers aren't fun
I don't think the flare introduced shift w gameplay into the game. If you're in a position to be flared and your friends can't help, you messed up and are in a bad spot. That's not the flares fault
You're just not used to being punished for it like this
There is a difference between burning up via cons, lantern, etc and just a gun with 3 shots (vs 2 choke bombs) that can burn up a player from insane distance.
If they flare you from long range your friends should be able to do something for you
There is no insult lol, you just dont get it. Play solo with self-rez first then talk about necro for solo. It is like 9 of 10 you will not get up with self-rez.
Igniting a knocked down player with a single shot - is one of the stupidest changes in a long time.
Even flares requires some aim and more time for this. You are not even taking e.g. a cross-bow for this, not a consumable, not need to search a lantern (which give some time and opportunity for teammate to deal vs 2). And easily re-supply with custom ammo box.
It just kills fire-bombs itself, which is almost useless thing itself. Before this it was ok balance: sacrifice 1 slot for cons to not spending time on searching lanterns.
I've said this a lot, but just because something isn't op doesn't mean its healthy for the game. Solo necro isn't super strong, but it does artificially slow down the game. If there was a way to disable someone from self revive, then it wouldn't be as annoying.
nerf resilience (either -25 from max or capped at 100) with necro revives and also nerf flare body burning. less solos burned randomly from ppl who just burn everyone and also its slightly easier to conc/trap/poison solos if you bring equipment for it AND think someone is a solo.
solos arent too strong but flares are annoying too and also fuck resilience
@pliant mountain #feedback message its been like that for ages. at least since around devils moon
maybe you don't know how to play it. 😄 I bet you can improve it to more then 9 out of 10 times
what they are doing at the moment is a fun experiment imo. I often feel like that burning has lost a bit of it's effect due to peace keeper. The pressure is now even on the team who downed two players to not let the last one get away. I kinda like that
if they get away or if you decide to move one you still potentially have a team to worry about. Otherwise it's often basically game over when you killed a team before the boss kill, then you kill the boss, get the bounty and leave. Not always but everyone will know what I mean. It's actually quite smart.
beats two birds with one stone really. you have more scenarios how the match can play out and insta burn balance is different. earlier I literelly thought, uhhh perhaps not burn them in this situation.
If goal is playing for stats but not fun - sure, fight from a place that requires a lot of time to get to, from a distance. Self-rez will work only when not a single fight is going in. But still you are reviving by guessing that it is safe, lol.
People complains about solo like it is easy to play 1vs2 without full hp even. The "argument" that this slow down the game - is stupid. There is no slow down for this. Or you are going to tell that you experience 0 cases when 2vs2 fight was too long even if one from a team was knocked down?
There is no logic behind it, in the same way I can complain that immolators are "slowing" down the game, because you need to hit so many times with a stock! What did you say? Use knuckles or knuckle-knife instead of knife or wasting choke on it? No! I wanna play the game as I want! 🤣
Hunt gives you a shit ton of opportunities to handle self-rez or necro but you are still crying about it because you don't want use them. I don't wanna see such stupid things like an avto and nitro in this game, but I don't cry about it the suggestion every time I was killed by it.
Theirs a difference between a slow fight and being forced to sit in one place and watch a body burn. One actually keeps you engaged, trying to listen for enemy movement and trying to find moments to push. The other is staring at a corpse and making sure it doesn't move until it's burned. I know which one I'd rather have "slow down" the game
It reminds me weird Hunt player that cries about AI, that it should be removed because he wants pvp 🤣
So you dont play Hunt much, lol
You're not understanding our argument. Having ai or gunfights doesn't "slow down" the game. That's part of the gameplay loop. You kill ai and you kill other hunters. That's actually enjoyable to do. I doubt anyone here actually enjoys looking at a fire on the ground
So are you saying fights aren't engaging or watching a corpse is?
If you never meet a strange duos, when you kill only one, never see/hear other, and when you thought it was really solo and get headshot from his teammate while trying to loot - than good for you.
There are no arguments here. Just replace solo with a duo. You still need to burn down knocked hunter if another teammate playing too passive.
I dont belive that you cannot understand this simple thing. There is no slowing down - you need to do same things as playing in teams.
No one forcing you lol, you can still knock down, put on fire and run further.
In the same way we can start crying that it should be no revives in game, because “I dont want to burn up bodies ans wait” 🤣
Dont like slow burning? Than suggest to removing effect for knocked down players
I really gotta ask. Why do you feel the need to use some not so passive aggression in your arguments? Do you think it makes you sound smarter? Do you think it makes you better than me? Why not just have a respectful discussion? All I want to do is have a discussion on why I believe necro needs a rework and I want to hear why you think the opposite but throughout this entire conversation you've shown me that you are incapable of doing so. Instead you use sarcasm, insults, and passive aggressiveness to make your points. So respectfully I'm just going to block you
But all you want to do - the game should work as you want it, lol.
It is really funny that a lot of players don’t have issues with solo handling
This area of the server is literally meant for suggestions and feedback on said suggestions and I know for a fact that I'm not the only one thats had issues with how necro works
Funny that you see somewhere insults 🤣
I see only one “argument” - I need to spend like 30 sec, I dont want.
As I said - than dont wait it.
I wanna easy boss fights! Fighting with boss more than 1 minute - slowing the game!
I dont wanna swamps - it slowing the game because I move slower 🤣
Anyways would anyone like to have a respectful and productive discussion about the current state of necro
Dont wanna self-rez? Remove solos or necro in general.
Crytek trying to somehow balance solos.
Self-rez should be rebalanced for snipers for sure.
But these “suggestions” because killed by solo is kinda strange.
brah
I think an out of the box idea for a necro change could be if either you (solo) or anyone on your team has necromancer then salveskin doesn't work on downed hunters. Would still allow for solos to necro and have a chance to fight again (and also teams) but won't have people sitting around for 20 years waiting for a hunter to burn. But salveskin would still work as is while alive or of nobody has necro, giving team mates time to fight and rez 🤔
Crytek shouldn't be balancing anything around solos tbh. They make the choice to go in at a disadvantage. However the people they vs have no choice on if they vs solos or not. Game should have stayed balanced around duos and duos only imo
I like that idea but my only problem is that kinda unfairly punishes randoms
Because you can't discuss beforehand what traits to have
Maybe an idea for when hunt FINALLY introduces in game party chat like they've promised? 🤔
Maybe in the next gen update(my hope is misplaced and I'm delusional)
I dont think you can tell Crytek what to do or what do not. Sadly but I dont think they are care much about surweys, suggestions, bug reports, etc for last 1-2 years.
And there is no way to balance solo vs 2 or 3 😄
But they added some bonuses for solo to have more chances.
I'm not telling crytek to do anything, just giving my opinion on what you said.
I don't have any problems with them adding bonuses for solo to some perks, they did the same thing to trios with vulcher really. My issue is when the people using them then say they aren't balanced around solo gameplay. 😅 like solo should in no way shape or form be as good as playing with a duo in terms of balance/fairness, you should be at a noticeable disadvantage at all times because that was the choice made when queing as a solo 💁♂️
But you will be in disadvantage anyway, just in terms of guns, ammo, cons, etc.
In addition with our great MM system you can be balanced against duo with the same MMR as yours.
However, it will be nice to see changes at MM system, like - it should not be more than 2 solos in duos.
Same as trios. Sorry I dont wanna play in trio vs 3x2x2x2. It makes matches unreadable and impossible to understand who is who.
And being at a disadvantage was a choice that was made by the person queing as a solo.
I honestly believe they should remove the MMR modifier for everything except random teams tbh. I sit around high 5 star to low 6 star on average and when I play solo I vs 3 and 4 stars, in no way is that fair on them 😅
I do agree on the maximum solos and duos in queues not made for that specific party (solo in to duos and duos in to trios) should be added though.
Also my opinion based on the game being based on duos is from crytek saying and proving they intend to balance the game around duos, despite trios being the most preferred game mode by majority of the community the game is still balanced around duos as a whole (can only loot ammo, medkits, loot boxes and players unless you have volcher twice). It's just something as a team of 3 you have to learn to work around, and I think solos should do the same rather than be given things to make it easier
I don't think that removing MMR modifier is a good idea. If you 5 star balanced vs duo of 3 star - this is an issue of MM system. Just look at feedback section - a lot of 'nice' balance examples with the same teams (duos, trios). It is hard to say something about MMR until it will be fixed/reworked, especially with QP affecting general MMR and some players abusing it.
My main issue - people complains about sitting around knocked down player waiting to burn out (which is not some insane time) somehow related to self-rez, while you need to do the same with knocked player in duo. If you don't like slow burning down - ask you re-work salveskin itself.
MMR does have a few issues for sure 😅 but most of the time when I play solo my team mmr will be the same as theirs. The the game finding mmr worked perfectly fine, the issue was the modifier being put on me lowering my team mmr by almost 2 stars 😅
What are your thoughts on my salveskin+necro rework then? I'm a big believer in two opposing opinions will always find the best solution for a debated topic because they will find something that works for both of them and will be the most balanced
First of all, I believe a pretty small % of solo-players playing untill red skull. Simple example, 1vs2 fight, no more teams involved. You being knocked down once, you performed self-rez and killed again because team watching you. You will leave this game or will continue self-rez to abuse MMR.
Simple solution about savleskin - remove salveskin for solo while knocked down. If Crytek already managed to add buffs for traits for solos - you can add in the same way removing some conditions for solo also.
Like for a solo player salveskin only gives a time and hope, that while you are burning some team will move in and you might will get a chance to self-rez. And I don't think a lot of solos using this time 😄
Yeah, I don't like targeting one specific play style for a nerf/perk change though (solos, duos or trios) I feel if you do something for one it should be all. Like vulcher, yes it's most noticeable on teams of 3. But it can be used by all players, a team of 2 or a solo coming across dead hunters that have already been looted can still get vulcher value (especially with lawful Pact this event!!). And I feel if they are going to do something to affect burning speeds while down it should affect all players no matter the team size
We have perks that work well together (doctor, physician and frontiersman for LOTS of heals quickly), I think it would be an interesting game mechanic to have perks that affected each other negatively. Would see some interesting perk choice selection too instead of everyone getting the same perks every game 😆
But it already works in this way. Necro - to have ability revive as playing in team, magpie - to have same amount of time as team, serpent - to compete team's serpent while other mates can cover you.
Yea, which is why I personally have no issues with those perks having solo bonuses because it doesn't give them an advantage a team of hunters wouldn't have, but making it so solos only can't use salveskin while down targets on specific team type. Where as having salveskin deactivate while down IF someone on the team has necro would affect all team sizes equally
You would notice it more as a solo than a trio, but it would be affecting you the same no matter the team size. Just like vulcher benefiting people, most noticeable on teams of 3 for the third loot. But equally affects all players
@snow furnace rule of thumb in suggestions channel, don't suggest another long ammo bolt action
people don't want a 5th one
theres no gun type+ammo type that has more than long bolt action
long ammo also has like 7 rifles
medium has 4, compact has 2 non carbines
this is the only reason these get downvotes
no one actually thinks they'd be bad additions, its just bloat
I mean, as a variant they could add the cutts compensator to the auto 5 but lower the total capacity to 3- like the hunting style Auto 5 had irl
It had a 2 shell tube capacity + 1 in the chamber + a cutts compensator
So in game it could reduce recoil a little bit + tighten the spread a little bit at the cost of 2 shells in the mag
Otherwise adding a gun to this game is a hard task since many niches are already filled and we are more in need of better balancing rather than new gear
Why are insta kill traps even allowed? so scummy
there should be a 5m distance inbetween traps
conc traps should be equally as effective as poison imo
I mean I get that kill traps are annoying but like, they are pretty easily defeated if you just… look where you’re going
If you’re near a lair, just automatically assume most rotates have them
If you’re near a bunch of entrances, most likely ones there
You should never be near a red barrel anyways
Like, it’s just something to make a habit of doing- looking down at times
Yes, but also no.
Issue with the traps are they really punish a moment of weakness unlike anything else.
That is of course a very subjective thing, but it just feels bad to die to something that doesn't really take any effort in from your opponent other than the time to put them down.
It is very much about perception and psychology, like how even in a non-pvp setting it is usually regarded as unfun and bad game design to make instant death traps the player couldn't foresee.
Again I'm more reading into the psychology of why the death traps are regarded as "bad" or "unfun" for the game, not if they are truly "OP" or an issue.
Imo traps shouldn't be able to be placed right on top of each other which would also enable them to balance them individually instead of having to worry about combos
There should not be instakill trap setups other than alert tripmines on barrels as those are consistent in the sense that barrels have set spawns and they are more noticeable
I can learn where I need to be careful while focusing on my enemies instead of my feet, rather than be worried if I might randomly die while going through water or tall grass unless I popped an antidote or got lucky with the concertina wire deployment
Agree very much with your assessment :)
Would rather have we only could bring one type of traps into a match and buff poison traps somehow, but that would ofc not stop teams to coordinate over loadouts.
Otherwise I wouldn't mind if poison traps disappeared all together as it ONLY exist to combo with conc traps.
Could do hive wire (Mini hive with 1/2 hp, damage, and duration upon tripping) and tweak hives to die when touching concertina
Main issue with that is there's already skins for the poison tripmines so there's more than one model they would have to entirely rework for that
True, would think it'd be more interesting though
Give a bb refund, skins shouldn't trump game balance
Current poison tripmines are too reliant on concertina, and useless against antidote. Feels like very boring counterplay
Eh I think just adding a radius around traps where you can't place other traps would be enough
Make it around the size of the tripmine when it's deployed
Also weirdly artificial.
trap placement is annoying as is
i thi8nk death traps are kinda nice. don't think they are overused either
They are the main form of traps I ever see 😄
nice in what way?
nice they exist
Well, why is that nice
if you look at it from the person placing them. without them traps would be useless. it's of course not nice stepping in them but that's one aspect where you have to know the map and good spots and stuff
which i dont 😄
I mean, they would still slow, poison and damage.
You just need to be there to do a follow up on the person getting trapped.
Map knowledge won't help you with not stepping in traps
If traps are placed in common spots they are badly placed imo
also nice cause it's one of the few actual builds you can make
Not only that, even if they are placed in a common place, dying to it ain't a "oh I got out-played" but just a "oh damn, guess I forgot of that very niche mechanic for 1 second and got punished by a death".
Like it ain't an issue for me, I just take vigilant and don't have to deal with traps ever.
But most important at all Crytek said that they never wanted to make a instant death trap, guess they just never anticipated the combo traps themselves.
I've done that yes
like all traps, packmule and 3-4 tool boxes and frontiers
I don't do it much but I'm glad it's there
you can actually put one trap for free wherever you find a toolbox
until you start trapping and using your own
Doesn't matter if you commit that deep or just get the combo, when designing a PvP the competition should be a two-way fun road.
And conc-poison mines ain't that for many.
think it's fun 😄
literelly the same feeling as getting body shot through a wall
or sniped randomly
only you have only yourself to blame
I disagree, there is a ounce of skill expression from your opponent.
Placing a trap is just to hope you kill someone and requires no risk of commitment from you.
you have to sacrifice a lot doing that
Not really
oaky
and consumables and traits if you go all in
not if you take all three
I'm talking full carnage mode
You don't need to invest that all that.
We talking about the combo itself.
I know
Going all in with over-kill is your own fault.
and then I talked about this^^
it's hella fun if it works
you can sit there and listen
but honestly trap placement is also area of denial to a degree, it's not aiming skill but hunting skill
big part of the game as well
yes, but they don't need to be kill traps.
Bear traps proves that
kill traps add to it a lot
bear traps may alert you to someone but you likely knew already someone was in the area
"kill raps"?
traps
Well, it adds to that you don't have to think about that entrance at all
which is not really adding
personally I rarely fight in the compound
I'm talking placing traps around it
door are boring, that I can agree with
still gameplay though and super easy to counter
Easy to counter doesn't means it is fun to counter or it is a fun element to the game.
well now you are arguing that the compound defence gameplay isn't fun.
which is why I rarely do it
Normal traps still defends
they don't have to be death traps to defend
A concertina trap still defends
Someone getting stuck in concertina and giving you a warning so you can run over and get a kill is more interactive than "you didn't bring antidote shot so now you die"
would be boring otheriwse
Marsh understands
Okay, then we can just add a gun that see people thru walls and 1 tap to the chest at 100m, it is just another way to die in the west :)))))
good job we arent actually in the west then^^
I mean, c'mon, death traps ain't thaaat bad
I mean get rid of them for all I care but I think the game would loose something is all.
Again, as I said, I pick a 1 trait point trait and counters them, but still, they add very little fun to the game other than frustrations.
I prefer having to put at least some effort into my kills
on a good run you can probably place up to 10 traps that can kill (including barrels). It's kind of a meme but also kinda of not. If you get a one bounty lobby fight, it's on^^
really struggeling not to talk about shotties rn
that's fair, there is variation is effort
As much as people want to believe otherwise, shotties still do take some aim to kill reliably 😄
Fun is two way road.
Think most people have fun with getting free kills.
But the game should be fun for everyone.
it's not free though
you are doing stuff that isn't being an aim god but it's gameplay
good that stuff exists in hunt if you ask me
but yeah, opinions and all
no point to dwell on it
perhaps it would be good if you had a slim chance to react somehow to prevent dying even without traits
but... nah^^
Risk free then
Again, you could argue a gun that auto aim at anything beyond 100m, but doesn't deal damage to anything within 100m also have risk.
But it would still fucking sucks to die to
I don't see any issues with death-combo traps. But maybe it should not be allowed to place them on the extactin points at least
Would rather remove the combo than restricting placement like that.
There is no issues with combo itself. Almost all times when I died to a combo trap - I blame myself, but not the combo. If you don't look where are you stepping - sounds more like skill issue. In addition you have nice cheap trait for traps.
While it is a misplay to step on a death trap, I still think they don't have any place in Hunt.
They are very safe and very non-committing to place.
I don't believe they create good nor interesting gameplay moments and just serves to do a thing that crytek didn't intend to happen to begin with.
Or well, if we take their statement about "instant kill" traps at any value it is.
If it does intended - Crytek would reduce the damage of this combo to not kill you 😄
Or they they just have other priorties or don't wanna deal with the backlash.
Not like crytek is known for fixing issues fast
Crytek does not care about backlash, just look on changes for last 1-2 years
Well yes and no, but I can see your point
It will never stop, remove the death traps, then players will complain on traps on red barrels
Well, traps on barrels are rather sign posted by design
It ain't about "complaining" but just wanting to smooth out some pitfalls the game has :)
Traps would still be plenty of viable without the combo.
Not as strong, but viable.
Would rather removing the combo and buff poison traps a little.
Bc currently the balance of traps is too parasitic.
Maybe it depends on mmr, but I do not met combo that much often
Like concertina traps itself is too strong
me neither at 5 star and also vigilant is just 1 point.
Agreed, kinda makes the addition of new traps impossible.
Because every new trap needs to take into account how it combos with the conc trap
Hence why splitting the combo would be healthy
If I remember correctly, poison traps before place some small cloud for some time. By poison effect is wickest itself because of full immunte by simple shot 😄
Imo concertina is fine by itself, you still get a chance to fight back and rarely die to it by itself. Hence why I would prefer simply preventing placing traps on top of eachother so that they can be balanced individually
It still does
Still the strongest of the three, always useful and shooting the traps itself just blocks the path
Concertine deals decent amount of damage, applies bleed, and you cannot move
- blocks path + blocks bullets
Which will only matter if people are there to finish off their kills near their traps
As traps should be
Instead of free kills without having to finish them off
Agreed
why free kill. you have to bring stuff and do stuff. Is it a free kill when you chuck a bomb through a window hopeing to get someone?
lets be honest, for most people that is what they do when using dynamite like that
it's fine not to to like something but others do and it doesn't always have to be degraded
Said before, but I'll say it again, "free" is not for what you invest going in, but the risk you take claiming a kill.
Using a throwable requires risk, you can be severely punished for trying to throw something, you are locked into an animation, have reduced movement and makes a loud noise.
you also block that door for yourself
there is nuance and it's also not just traps at doors btw
You can also throw a dynamite at your own feet, but let us assume people ain't playing like idiots
takes time to place them outside, which is also a rosk
what do you mean. you cant run out a door if there are traps
Placing a trap outside is the same risk as looting a saddlebag or tool box.
Yes, but compounds are deep with multiple exits
I can agree there are SOME risk, but that risk is negligible.
yeah traps shouldn't change, placing them and sometimes getting a kill is part of the fun
A boss lair usually have 2-7 entry points, with an average of 3.
Saying that it is risky to block one door way is silly.
Fun for whom?
for the hunter in a game called "hunt"
That is not hunting, that is trapping :)
There's also an entire 1000m x 1000m area to place traps elsewhere, doesn't have to be doors to bosslairs if anything those are the worst spots to use them since they are the most expected
next step we're going to remove guns because it's not fun being killed by a player with a gun lol
get real
To me the issue is more with random trap placements, especially in places that entire cover the traps so you can't even see them
and there you have to know the places
That is just being hyperbolic.
There literally just explained the dynamic of getting active kills vs passive kills.
if you are talking completely random then you just have to laugh about it when that happens
which is almost never
it's not that passive, requires some good terrain knowledge and enemy awareness to find the best spots
and yeah it's fun and part of the game
When losing a bar massively changes the dynamic of fights and your chances of surviving a shot, it's not funny at all unless it happens at the end of the match after all of the fights
The new addition of the POI at the middle of the maps highlights this issue, 2 of them are on grassy fields, I have had already few instances of traps being places around it in tall grass and by around it I don't mean directly next to it as again that would be too obvious
It is very passive, it requires good map knowledge sure.
But after the set up you can be as passive you want.
And I am not going to crouch walk through the entire field looking at my feet to make sure there are no traps even if you are going to try and suggest that to me
Heck you don't even have to be near them.
non-issue
I'm actually not someone who treis to argue like that
casue it's really annoying
that placement is not random then
also quite bad placement as it likely amounts to very little even if you get someone
can't have been a good trapper^^
If they are placed randomly in the tall grass around the center POI, it is random. Otherwise we could argue than none of the traps can be placed randomly because there is always some intent
that's splitting hairs now. if you trap the center point I wouldn't call it random.
but somewhere in the middle of nowhere. I know what you mean by random now then so all good
Yeah, again, I am not affected too much by death traps due to my MMR bracket and trait choices, but still don't think it generate much value for the game.
Either you like it because you use them or dislike them because you don't.
it generates tons of value for people who use and enjoy them, no need to remove fun from others if you don't care
It also removes a lot of value for people who gets affected by them.
And I still think it hurts Hunt overall.
I am just lucky that I can play around them somewhat.
Again, by that logic none of the weapons should ever be nerfed because it "generates tons of value for people who use and enjoy them"
it just doesn't
and it's not op
you're talking like if the majority of the playerbase had an issue with traps, which is really laughable
that's the thing, traps are just not op
but they are something one can try to be somewhat effective with
And you're talking like that literally no one have ever addressed any issue with them :)
can't imagine the game we would have if every single complaint from a minority of the players would be "addressed"
ppl have discord open in the background when playing. always keep that in mind, means they complain about every type of death
or we all have to run winfields^^
vigilant is a perk slot which could be used by a better perk
Again, that argument is dismissive at best :)
If you have not interest in actually contributing to the convo just please refrain to engage at all.
For sure, but don't mind it too much, usually have a point left over somewhere
I contributed by expressing my opinion on the topic, like you did
if you don't like to be contradicted, just add me to ignore
because I'll keep defending my opinions
I don't mind you not wanting them to go. That is fine and fair and I don't mind that.
But I do mind that your arguments are just telling people "no, you wrong" without any real contribution to the discussion.
So far only claim you've made to the traps that wasn't subjective statements of "it is fun for me" or "I find value in them" is that they require map knowledge to place.
Which I did acknowledge that yes, they do require map knowledge to place them well.
I never said "you're wrong" anywhere, I basically said I don't agree with you. Then again we're talking about a video game. What's the point of a video game? Having fun right? If most players do find traps enjoyable and fun to use, then there is no need to change traps because they're not op. It's not like you get killed every 5 minutes by traps either; it's just a nice addition that sometimes can help your team to make a difference in a fight if you've spent some time preparing an ambush etc.
Sure, but again "most players" is a guess at best, I know personally a lot of people I've played and talked Hunt with the past 6 years that have distaste for them. So I usually refrain to argue from the viewpoint of hypotheticals.
And game balance goes beyond OP or not or the frequency of how often one is affected. But what hills and valleys of enjoyment you can reach when playing the game.
While I don't die often to instant kill-traps combo, it always feels like a cheap death and not a "fun" experience to on the receiving end at and funny enough that same feeling doesn't happen to me when it is red barrel trap.
Same with the old Dolch, it was rare you saw one, but it was still awful to die to, because of its strength it had of taking your playing agency out of the fight.
And you just don't go "oh golly gee, that guy sure outplayed me with the high volume, easy to kill weapon, sure did deserve to die because he put down the big money pre-match" :)
Is it dangerous to play hunt nowadays? They have hacked the easy anticheat in APEX.
There was never any confirmation if it was because of EAC
And EAC has already tweeted that it's not them
basically speaking, it's not any more dangerous than few months ago
A person claiming to be Destroyer 2009 later told X user 'Anti-Cheat Police Department' that they used a remote code execution vulnerability to hack the players' clients. The alleged threat actor did not specify if the flaw was in the Apex Legends client, Easy Anti-Cheat software, or another software.
Looking at EAC partner's page it's like a who's who in products that have been hacked to hell and back. Think EAC is more about data collection than it is about actual stopping cheating. It doesn't seem to prevent it -- only attempts to contain it and fails at that horribly.
Our approach is constantly evolving, which results in fewer hacking attempts, no false positives, and a healthier, more enjoyable community.
No false positives! 🙄
to be honest, EAC seems to be doing a fine job in hunt. or maybe hunts manual review team is really on the ball with this sort of thing. I have seen, at the very most, maybe 10 cheaters in Hunt in my 1.8k hours played
It's regional -- if you're on Asia it's as estimated as high as 1 in 4 matches has a cheater. There was a streamer awhile back who would blow themselves up at beginning of match and then look for people who were obvious cheats and that was the tally. US West is was closer to 1 in 12? I don't remember the other numbers. It's an issue for sure.
Most healthy server to play on .. US East.
it's also cyclic ... around patch cycles .. these long events tend to see fewer patches so the cheats stick around for awhile ....
Some of what people chalk up to "hunt taketh" is just the cheats cycling back through. It's a cycle and a terrible one at that.
but I do agree Hunt is better than some games
youtube need to get their act together. it's kind of a hub for people wanting to buy cheats
Does anyone know if your Xbox content will transfer when you purchase Hunt for PC? I have a ton of hours and dlc's on xbox. Craving to play Hunt again, but I don't want to start over
i really dont know man. Unless US East is some VAST outlier to this, I really dont believe it.
Google doesn't care where it gets its money? Heh. I like to watch AquaFPS and the ads in some of his youtube vids are carry services. I am sure he'd be upset to know that is happening.
fancy algorithms but can't spot obviously criminal videos with blatently obvious descriptions
Asia is definitely much worse than the others. IDK about 1 in 4 matches but i've seen way more evidence of an actual cheating problem there
publishers should sue them really
very constructive^^
really glad you are here to share this
what happened?
@cunning stone
It does not transfer
man thats a bummer
@crystal plume why downvote my matchmaking adjustment post?
if you are having an issue with people trash talking after you're dead, there's an option in Hunt's settings that lets you mute voice communication when youre dead
that wasnt the point of the post.... just an addition
I started playing back when long matchmaking queues were the norm, people didn't like it, I didn't like it, I don't want to go back to it
k fair enough
Honestly what the lemat needs is some quality of life changes
Not a hard buff to its compact damage
Like its ads rechamber is awful
the front post veers off to the left when rechambering and recovers to its initial position super slowly. this makes follow up shots REALLY hard to hit with the lemat when ads'd
the uppermat/lemat carbine fixes this by having the front post stay in the same position while the shooter cocks the hammer
seriously the base lemats front post moving everywhere sucks big time
also its hip fire model should be the same as its shotgun model but that doesnt matter nearly as much
I mean LeMat comes with a shotgun, which can be star shell, so you can have a flaregun in your pistol.
Always Dragonsbreath
Way better than flare gun

@long sapphire
Lemat pistol has 9 shots, 18 spare rounds (of which can be FMJ) + shotgun secondary (of which can replace a tool or be slugs) + ability to be fanned
It’s fine as is
And can be dual wielded* relatively effectively (meaning you have a caldwell handcannon without ads ability too if you dual wield, just with way less reserve ammo)
New army only got 6/12 bullets as well
Lemat already gotten a muzzle velocity buff on top of all its benefits
tbh lemat is pretty good and the buffs are real but i can agree with the gun and it’s trigger action feeling a little jank
100%
statistically lemat is completely fine
the action of shooting and rechambering feels really weird tho
If they could add Pennyshot to the Lemat that’d be so good
@sudden drum we need more people who think the way you think
I think that kinda leads the lemat into being more of a both joke but also simultaniously too strong at the same time tho.
For the single slot, you would be getting a good pistol, penny shot/flare usage too
And honestly not to be dismissive but adding pennyshot to the lemat imo basically completely nullifies the pennyshot derringer more than it already is
And this is coming from someone who enjoys using it to farm for traits from meatheads
I just lost a max lvl hunter because the server was garbage. I got to center mass and disconnected. Reconnected and couldn't walk around. If you could take some of that sweet sweet money we give you and improve the server quality, that'd be great.
I feel like the Mako Claw just needs to be a talon variant tbh. It has too much stamina consumption along with its arc feeling really inconsistent due to its incredibly short range.
does anyone know how the spread with dualies works. Is it the hipfire spread value? what if you "zoom in"?
@signal mural
Rotjaw ain't gone, there are just three parameters that needs to be fulfilled for her to spawn:
- Right time of day/weather condition.
- Single bounty match.
- The bounty of the big event cache in the middle of the map, doesn't spawn.
What do you mean exactly?
like, is the dual wield spread the same as for single wield and then what happens if you hold right with dual
Hipfire is the same from a single gun into dualies.
And "ADS'ing" while wielding dualies tightens the crosshair a little :)
Hip conversion
Dualie conversion
Braced dualie conversion
ty, yeah I saw that based on the crosshair. Not sure how trustworthy it is as it's just not for shotguns. The spread value is a bit abstract too. Wondering as well if it's like a percentage of the single spread or a fixed value. it's kinda weird to think about too, if the projectile spawns at the barrel. You have a weird angle situation going on with respect to the distance to the target. It probably spawns at the centre of the crossheir though, idk.
On of the common myths about dualies is that your first shot is always dead center, but haven't tested it out enough to confirm.
want to remind ppl of something about this - if crosshair size stays the same while your view zooms in, you are still gaining accuracy - because now the cone of fire is covering a smaller area
I mean we already got drone beetles and frag grenade+bow,its time we get the bomb hammer
it does get smaller when you zoom in, the crosshair doesn't directly (visually) represent the spread though
Appreciate the response tho,imma add next time throwing knives with a rope or maybe some other crazy shit,i think short crown&king with an axe bc why not
I was just looking at the actualy numbers on the spread to see which gun would perform the least RNGy and started wondering
not least why shotguns essentially dont have hip fire spread
So you've made the assumption that that is also true for dualies?
no, as they are single fire
shotguns are like you shoot multiple times at the same time which is why you get a cone around the exact centre
that's what I currently believe anyway
yes
Yes?
sry. what's the point? might be dense here^^
That crosshairs for pistols actually have accurate spread for what they depict over shotguns that have a much tigher spread than their crosshair
possibly, would be weird if it was different though.
Literally what my pics shows tho
maybe they just put a modifier on shotguns
potentially looks a bit wider then shotguns. need more data 😄
Also I need to make a note that hipfire for dualies chain is larger than single chain
Dude, this is a night and day difference over shotguns haha
Slate in comparison
17m distance mind you
yeah looks pretty convincing^^
Here are some more dualies shots, look at the bottom one.
Don't think a shotgun would ever get a pellet stray like that at that distance
just running dual silencer bornheim and the crosshair actually doesnt tighten
Again crosshairs on dualies are different from gun to gun
Also it doesn't tighten on dualies silecend bornhiems
Here is non-tigten dualies s. bornheim
Here it is tighten from the same distance
well good job it's consistent then^^
So where you might thing there it didn't tighten is because the size of the crosshair when you move and "ads" with bornheim S. dualies is the same size as if you just stand still with out "ads" :)
So if you go from a stand still into "ADS" while moving it will seem like it doesn't change size, but if you then stand still while ADS you can see it smaller than normal :)
that would be super marginal then
thing is the view zooms in so it kinda actually gets bigge now
as in it covers more of the wall?
or less?
confused, just shut off the game
not it's less so it actually does then and just happens to look like it doesn't tighten
anyways^^
I feel single bounty missions would benefit if boss couldn't spawn on edge of map compounds.
It was journey, but you finally arrived to your destination 😂
You do realized you just turned all matches into having like 4-5 compounds only then.
@signal mural rotjaw wasn't removed but the event point of interest token is encroaching on her requirements and makes her more uncommon then before
@slim forum pretty sure if you have the ambidextrous trait it will clip reload
not after the dualies ammo pool rework. You start with 20 loaded / 10 reserve now, you don't have the ammo to perform the ambidextrous reload.
you do if you pick up ammo 👍
20/10 is pathetic though in case of the dolches
So just saying “pick up ammo” is really just a bad position…
The addition of custom ammo for the dolch is the only thing that’s allowing 20/10 to stay since everyone runs FMJ on the dolch-
So they kinda backed them selves into a corner- which is kinda typical of crytek lmao
I don't think 30 rounds is pathetic tbh.
It is when it doesn’t even allow a singular full reload
(But again, that’s in the context of normal dolch ammo… with FMJ I can see it being a bit too much)
Again, they fucked the balance of dolch up lmao
Honestly the dolch shouldn’t even come with extra ammo
it would be great if bolt thrower also worked for the bomb lance. seems like a lot of melee weapons get some sort of perk to alter it how it works at least a little; seems like the bomb lance could use the slight buff
Bomb thrower on the bomb lance would simply work to make it a better Romero
It’s fine as is
I dont really get how bolt thrower would work on the bomb lance, besides just speeding up the animation, but that's dumb. You gotta put the doohickey on, pull the thingy down to reset the spring, take the thingy off, then put on the charge. I dunno how you'd skip any of those? I don't think the ammo can be on while pulling the thingy
also I'd rather just buff the bomb lance idk why you want a mandatory trait for it
not that it really needs a buff imo
Bomblande is fine as is
People need to understand buffing everything isn’t a good thing
This game needs more nerfs than it needs buffs lmao
Explosive ammo? Sure buff it because it’s a meme, but slightly better now
Bomb lance with one of the best Pellet ammos in the game? Nah, doesn’t need a buff
why the heck did hunt go so wrong through the last years? I mean, its not even fun anymore...
@toxic frigate I don't get how so many people didn't like the shrinking map idea. I'm over the corner to corner walks with the don't-wake-daddy mini game along the way.
@wary hinge Its a pvp game.
double bounty would still be normal
?
I would rather a pvpve game with good pve than a pvpve game with tedious pve
The tool nerf thing is very annoying
Of all the ways to buff bosses they chose the worst one imo
I agree tbh, like im fine with bosses taking longer and being slowed down (always felt like they were just a side quest to do more than anything) I think just nerfing tools against them wasnt the way to do it though. Making them a bit more interactive would of been really good! Especially since hunt is a game where you compete against other players to beat the PvE objective and escape. I think making the PvE (at least boss wise) as fun/interesting as a PvP fight would add magnitudes to Hunt as a whole. Right now its just run in, smack the boss until it enrages and walk away. Rinse and repeat. And made even easier if you have a world melee or a weapon slot melee
@frigid folio Its a pvp game.
No its a PvPvE game xD
The goal of hunt is kill the bounty (a PvE aspect) and escape with the tokens.
You are aware it being a pvp game doesn't change the existence of the bosses right Yenii.
So those changes, at least some, allow you as a pvper to better use things against players
PvP can be avoided and you can still win (depending on your definition of winning) PvE cant be avoided and someone walks out the winner. A team has to fight the PvE boss
And also the changes that I am suggesting to be replaced specifically are made slow down you from moving to the pvp stage
At least if you go for bounty fights
Making bosses more interactive wouldnt take away from PvP either, it would just increase the enjoyment of when you do have to fight the PvE raising the enjoyment of the whole game all together
Exactly
Why settle for a pvp game with boring pve when we can have a pvp game with fun pve
Not to mention, making bosses harder/more interactive would mean the boss lair team might be so focussed on the boss the might miss some PvP queues/sound traps making the PvP more interesting in the boss lair
Like right now if there is a team in the boss lair i just run in with my melee, ill either 1/8th health the boss in a swing or hit a player. If the enemy team runs out to get away from me i can kill the boss in 5 seconds banish then walk away to regroup with my team
I swear yall are llm's.
It's like 2 sentences a paragraph 😆 we are just passionate about a game we enjoy
More more interactive conversations than "it's a pvp game" 😆
better PvE could be fun, give the bosses one more attack each perhaps and have grunts attack way quicker, currently they stand there for a solid 2 seconds looking like they are waiting for a high five 😄
also still want grunt swarms spawning rushing the compound during banish, or rather a chance of that happening
I haven't seen her spawn once since the update. Even on her 100% spawn ratio settings (Single Boss/ Rain) - there's no RJ clues. If the cache is influencing that then there's just another reason to dislike the Middle Cache.
I appreciate the feedback - don't get me wrong- I just hate when something gets added and then quickly abandoned, phased out, or reduced to obscurity half-a-year later. (Questlines, Bat/RxR Hammer, 2nd weekly challenges system, Trials, 48BB Hidden Legendaries, Inferno/Dark Inferno)
Granted sometimes the changes are for the better but some times it just feels like loads of lost potential.
perhaps the problem is that melee still works and is just tedious. Could be that melee shouldn't be a viable option at all so you are forced to bring dedicated tool or make noise.
let rotjar drop cheat death then^^
In the water where it is hard to find 😛
it's fiiine
making bosses beter would be a lot of work i think. It be good if they had a ton of AI behaviour that they can vary from fight to fight.
what's even their aim? do they just live there?
Now that you can only Retire Hunters at 50 there would be loads of rat hunters looking to get a free Death Cheat... I smell a bush-wookie'n acomin'!
it would have to be just one
just, idk, I want some difficult to achieve things in the game that rewards with death cheat
and then some indication other then level to see who well a hunter is doing
like hunter based stats and a hall of fame
to bath in the light of the best cheaters lol
then you can hang up pictures of the best hunters in your group on the wall of your groups saloon. It's the highest tier saloon, really nicely customized. Was quite expensive but the perks are worth it. 😛
not sure how the psycho cave dweller do it
She never had any 100% spawn settings except for wild cards that just said she shows up. It's always been two conditions - single bounty and alt weather - gives a CHANCE. And with the event it's now just a third conditional added
That's not my experience. She was always spawned on solo boss/rain, never on duo Bosses or dawn and sunny maps, 50% chance on Solo boss w/ dusk, night, or fog.
Anyone knows if there was any reaction from the developers to the proposal to add a game mode that would make the game more active in terms of skirmishes and shootings?
Been suggested since early access and no responds
so poor
recently saw a video with suggestion about how "active hunt mode" could look like and it was great
if they like to experiment why they cant just add simple mode which will show how much players would like to play on the map where everyone has to be more active to win the game
and it's not like "call of duty active" but just lower situations where two teams fights and everyone just sit and wait for someone to act for 10 minutes
Isn't it what kills the game? This is very boring and unrewarding game formula. 700+ hours btw
@plain stag Please post a proper feedback post instead of linking to a message in the general chat
Well, I am at 1.4k and some even up to 10k hours of Hunt.
Think it is perfectly fine to stop playing after 700 hours or take long breaks from the game until the itch comes back, there are plenty of other great games to play in the meantime :)
That said I do wish Crytek would acknowledge such and not commit to all these FOMO events and whatnot moreso, it would be good to have a mode you can play with friends that is less low stake when you get burned out on Hunt :)
Would I get copystriked if I ever attempt to make an HuntShowDown gameMode on fornite using the UEFN
it would be for personnal learning only
@dull prawn
A VERY interesting take on the solo necro fix.
Things I like about it:
- It creates a very clear and engaging gameplay scenario.
- It gives a little more agency to the solo.
- It ain't passive gameplay for either parties.
- It forces actions for the Solo.
Honestly there ain't much I dislike about, but there are some tweaks and concerns I would like seen.
- Don't think the Solo should get all their ammo back, it should just be the same ammo they had at the time of death.
- Think timer should be sped up by burning the body, same rate it would require to burn the body completely.
- Don't think anti/regen/stam buffs should carry over in the Husk state.
- Think usage of tools would be fine, might even make solos run chokes to choke their own body and don't think med-kit is an issue for the duration.
- Concerned that 3 minutes can feel a little too long and might need to be shorter.
But overall I think this is the best and most thought-out and balanced version of Solo Necro "out of body" version I've read.
Don't think so as long you don't sell the product or try to make it pass a official product from Crytek.
But usually you can just make it Hunt with anything but name.
So if you call it "Hunters and Preys" or something like that, you should be fine.
The small details are easily tweaked and would probably need some pretty intensive balance testing for sure, but I'm glad you like the general idea, essentially what it'd do is turn each solo fight into a much less powerful duo, where you get another "teammates" but that teammate is just you again with some nasty debuffs to counteract the positional and information advantage you have against the team or player that killed you
that said, I'll tweak it since some of your suggestions are pretty good and I'm sure this one will need some sugar coating for general appeal
to adress your feedback:
- changed the timer to 2 minutes, I agree 3 is just a smidge too long.
- ditto with the ammo/uses/tools, tool use is fair since bandages can't heal burned bars anyway and choke-bombing your own corpse is a fun concept
- made it clear that regen/stam/anti effects don't carry over in husk form.
Only thing I didn't change was the burning bit, I don't like the idea of enemies being able to speed up the timer by burning you since part of the onus behind this suggestion is to disincentive the current instaburn meta, I absolutely hate instaburning as a tactic and if you could speed up the timer by burning a solo then it would basically change nothing: people would just instaburn you when you were downed no matter what
@dull prawn I love the inspiration this took to think about. But the glaring issue is the random respawn. Someone puts forth the work to kill you once and then has to kill you at full health again? Its novel but even though this limits the times solos can necro you're GUARANTEEING the first necro by this system.
I don't know if there's a place for respawning as a solo in hunt. To most non hunt players I tell about self-revive they think its immediately broken. Which it is leaning towards.
Hmmm.
Yeah solo mmr squish + 5 revives + earning entire chunks back with this event is uber fked.
Without this event...Its still pretty fkky to revive 5 times.
But without the 5 revives the fledgling streamer content will crash.
Also where would you spawn? You would have to make them spawn loudly and with visual effect if the player chooses their spawn location. That might work. hmmm
I imagine the whole rewspawning process would be pretty loud and showy, maybe something akin to when an Dark Phantom invades you in Dark Souls or Elden Ring, or maybe even more than that - a lightning bolt that's visible from far away, who knows? stuff like that would need testing tbh, but yeah the current system kind of sucks, it forces people to sit and body-camp everybody they kill just in case they get back up, and being on the recieving end of that is equally shitty imo
I wanted to come up with a way to give solos a "second chance" but still give the team that killed them the upper hand as a reward, rezzing yourself as a Husk should be hard, and the odds should be stacked in the favour of your enemies, but at least with this system it actively creates more gameplay instead of stagnating it like the current one does
Thats a good point
sure, the solo is back up at full health again, but they can't heal, can't resupply, and they're on a strict time limit, plus they're glowing blue now so they're easier to spot
on the flipside, if you're a solo you get the chance to fight back in a way that is (hopefully) fair
Lowering the timer is helpful if you don't want the burn to be a factor.
Burning was mostly suggested because of the 3 min timer.
But again, it really depends how it play out in practice, because it gets signalled clear that the solo is becoming a husk, you don't really need to "provoke" rezzing.
exactly
if you kill a solo, you know they're going to be back within 2 mins
you've got some time to prep, and if you can wait them out they're gone
You'd have to set strict limits on the respawn location. Not within any lairs, not within 25-50m's of a player. not within 50m of your corpse or what have you the numbers can flex.
I think that's better than "I need to sit and watch this guy burn out for the next 3 minutes or they might get back up and kill me again, how boring"
I'm trying to think of another limiter you'd have to place.
again, this is up to crytek to figure out, but yeah some pretty big limits - maybe its within 100 meters of the corpse, no closer than 50 meters from any other hunters, not in a boss lair\
Guess it just doesn't have to be "inside" anything.
Which the game already have recognized due to the way audio have "inside/outside" functions.
outdoors only would also be fair imo
Ehhh there's a fair few places you could still be inside and not near your corpse/players/lairs but testing would need to see
Also this is a straight nerf to solo necroing which would receive a lot of backlash if you only get a husk once.
Which I'm fine with.
in some ways yes, but honestly as somebody who primarilly plays solo? self res kind of blows
9 times out of 10 you're body camped and instaburned
and if that happens you might as well just quit to main menu
Should survey solo players.
only time you can reliably get back up is in super chaotic gunfights (in which case you're back up minus health with people shooting at everythintg that moves) or if you die to an accident/AI
the accident/AI death still works with my idea, and rezzing into a gunfight means you can actually rejoin the action
I suspect it'll get a lot of downvotes, ironically from both the "this is too strong!" crowd who hate self res and "this is too much of a nerf!" crowd of self res fanboys
again, though, mostly these suggestions are to keep the conversation regarding self res alive, I think the only thing anybody can really agree on with it is that it fucking sucks for everybody rn, figured I might as well try to suggest something to fix it and, if nothing else, get others to chime in with new ideas
Working as intended by the devs tho
"working as intended" doesn't mean "good"
as I've mentioned, the sheer volume of discourse around self res as a feature, with people on both sides complaining about it being either too weak, too strong, too annoying or too inconsistent shows that it needs work
Well, if I pick the Winnie and expect to headshot at 300m distance doesn't mean the winnie doesn't work badly.
I'm not going to repeat this argument with you again, I know that it's current working "as the devs intended", I maintain that this doesn't really matter since it fucking sucks to both use and deal with
the devs can, and should, do better
Sure, but I still think it is important to acknowledge that the "viability" or "strength" of solo necro is where they wanted.
How it plays out in annoyance factor is valid debate.
But don't think that saying it is not working well is valid point of discussion, because that would allude it was designed to work better :)
my personal opinion on that subject, and the whole matter of game balance for any multipler PvP game for that matter, is that if a feature causes vast amounts of annoyance and displeasure for everybody who contends with it, it is a bad feature and should be changed, regardless of how closely it matches the developer's "intent"
people fucking hate self res, this much I think we can agree on, yes?
we see people complain about it constantly, there's a suggestion to nerf or remove it every other day