#feedback-discussion
1 messages · Page 251 of 1
Think you're missing the point 'bruh', game needs to incentivize pvp/bounty more
I'm out of this one people, if you think the game is in a perfect state with regards to incentvizing gameplay I'm not gonna convince you, carry on
no
Bye bye, then. Game's fine, people can play like that. There's a great deal of ways to counter play it. Just as well as you being able to be counterplayed by playing ultra aggressive and dumb.
👍
oh they are still here
https://www.youtube.com/watch?v=jrcZY4j7TB4&list=TLPQMjEwMjIwMjLUhbZtOQaarQ&index=4&ab_channel=HomeReel brand new from today
A few weeks ago, Dennis Schwartz did an interview with GLHF. In this video, I breakdown everything they talked about including changes to Cain, going Free-to-Play, monetization, night maps, and so much more.
Timestamps:
00:00 Intro
00:40 PVE Only Mode
02:31 Bugs and Legacy Decisions
08:55 Cain
10:05 Consoles and Free to Play
12:20 Maps, Cont...
"Next time you see a change you don't like, or someone sharing an opinion about the game that you disagree with, maybe you could interact with that person
with a bit of courtesy and compassion... The future of hunt showdown can be a bright one, if the community can break out of this everlasting,
rigid, and kind of conservative mindset, and I don't mean conservative politically, I mean as in afraid of change"
"I feel like the hunt community, as an entity seperate from the game, should strive to lower the toxicity in the room"
perfect sums up my experience here
One can disagree with his opinion without saying the game is perfect...
Now what strikes me as weird - is yesterday you complained about QP doing nothing for the game, because its on a large map with too much walking and not enough action.
Today you repost huges video where he complains about an issue that stems from him playing solo in a games dedicated team mode.
You know what would solve huuges issue there? Playing QP instead...
That does not solve his issue at all thats ignoring it playing a different mode
There he and the others could have played the objective and forced the other guy to move
So not playing the objective wouldnt have been the smarter choice at all
Which was what he complained about at the start of the video
You're changing an "issue" that has counterplays. An issue that is related to how you want someone else to play the game how you want it to be played. The devs have given you ways to counter those gamestyles and to play your own.
it's not about counterplay as much as its about incentive
And that incentive to play that way is based off of how you wish the game to be played. They are camping because people run in on them like blind goats, so it ends up working for them. They are playing the game how they want. Much like how you want the game to be played how you want, aka, having everyone be super aggressive and not sit in a location waiting for some dunce to tralalala in with no thoughts on why that bounty's left alone.
It's a strategic team fighting game. Not a run-n-gun shooter where everyone's going to be blasting each other 24/7. There'll be games like that, sure. But that's not what the game is.
Fair, I want the game to succeed just like you do, I am pretty confident the devs will be making changes related to Huuges video so I guess we will have to stay tuned
I'm wanting the compounds to be easier penetrable, because there's corners and undergrounds that are really hard to get into for no reason aside from being a pain in the ass
Yeah I agree some are too difficult to contest and it leads to stalemate/not interacting with other players being the smarter decision as opposed to entering a compound choke point with few options
That's about it for my side of camping. It's people's playstyles, I don't want to conform them to my own just because it's not the way I play the game or enjoy the game. But at the same time, I've got ways around their playstyle to make it my own. I'd much rather extract with my bounty, get my traits, and go into the next one with the ability to counter playstyles like this.
If they've got the only bounty, I'll play it smart and let another team deal with them, or even toss frags and the like to see where the players are.
Because they will move, and I will hear it.
And even then, not every game is going to be about getting the bounty out. That's just how I've come to see it. If I see a situation I've got low odds of winning, I'll go into the next game more ready to deal with it than the last time.
If you want your own special exclusive go buy an NFT.
Please don't support this market. It's awful.
True
We can could use some overhauls (I know that we kinda just got that), think more sneaky holes to throw in stuff would help a lot.
Or, ya know, stop putting fucking metal gates/elevators everywhere and go for stairs instead of ladders more often.
Also more entrances. That's all I'd want. Little holes are nice, but doesn't change the fact that compounds are bitches to get into.
Well, you can think like this, they need to extract at some point.
So you kinda have the upperhand outside.
Yeah, they do. But I'd much prefer having more ways in, myself.
I know it will never ever happen, maybe in a hunt 2, but I think if the devs VERY thoughtfully added specific areas of walls that could be blown up with dyanmite, it would allow some interesting compound sieges. Im not suggesting every surface everywhere be able to be blown up, just strategic points. Maybe not even fully blown up, just add more damage/peekholes to some places when they get dyanmited
Not gonna say it would shift the meta totally, but it would add more strength to the shotguns. Which I'm not sure is good or bad. Shotguns seems at good place, maybe even a little underpowerd rn.
I like this, gives a reason to bring dynamite over frags.
I feel like it fits the game as long as it was done very thoughtfully, like not anywhere near a r6 siege but some strategic points that could maybe encourage breaking stalemates. Just theory anyways it would only happen in a sequel.
Yeah, could also be affected by Axes and Hammers, depending on materials.
Yeah that (could potentially) be awesome, especially with all the wooden surfaces we have
Mhm and also, giving some love to the combat axe!
Still think we need a "Demolisher" perk, increasing damage dealt to doors, gates, windows and shutters when using a two-handed melee weapon.
Well hopefully if we keep supporting the game we will get a long lifespan out of hunt and if the cryengine ever gets a big time upgrade maybe a sequel some day. This is the only game I buy dlc from with wanting to support the devs as a motivation
I would like to see the playerbase increased
And I dont think the game in its current state will increase playerbase significantly, though I do believe its totally possible with some additions
Well, while I'm nearing my 600h playtime and greatly enjoy hunt, I do think I wanna see major fixes to a lot of nitty-gritty techincal bugs and issues, before I hope for much more.
Thats one of my beefs with quickplay, ill stfu about it, totally reasonable to disagree. But something would have to give, or try a new mode during an event at least. I feel like QP holds us back in this department
Think Quickplay should be a weekly mutator mode, where the Devs can go wild with different concepts and experiment with new additions or game rules. Tho think we need a somewhat bigger playerbase for that.
Or just make it one day weekly or bi-weekly event.
I definitely think QP needs to be "Quicker" And more cut in half at least to be more chaotic. Cause it personally, to me, feels too much like bounty hunt at times.
That way it can be a way for you to get hunters, also be something fun for the more intense aggressive players to play while not taking much from the other mode.
I think a smaller game mode thats more accessible would be a huge boost, bring in new players, and help retention giving people an option to more effectively practice aiming and leading. The game as is now makes it really hard sometimes to just practice with a gun considering all the different distances and that new players have gigantic maps they dont know.
It would help retention as opposed to new players dying because they know the huge maps
Just give us a shooting/target range.
@coarse scaffold Your post in #feedback has been removed because it did not contain any feedback. You can post bug reports in #bug-reports-pc
I have rounds fairly often where I never shoot a bullet. Practicing the gunplay feels gatekept too much
Shooting grunts as the most suggested solution is just a testament to that
Telling me to shoot grunts to practice leading shots is just like admitting this game has a problem
Eyup. Also we need a major overhaul to the prestige experience.
Please, I'm 57 prestiges in
I think the prestige thing is one everyone can agree on
I personally havent prestiged and Im around ~260 hours, probably will at some point but just doesnt seem like theres much of a point unless you really want some progression orbe forced to mix up the weapons
Yeah, I'm getting to 20 and ho boi! You getting tired unlocking 27 different ammo types real fucking quick
Hunt got bronze on steam awards for highest earning games so hopefully they are bringing in enough to continue? I feel very certain that when the devs add more monetization or whatever to increase the games lifespan the community will act very poorly, like the video above suggested. I just feel no matter what they do the community will act out and complain even though dlc is pretty damn optional without effecting gameplay much. Camo skins aside, as thats being addressed?
The chary system seems like its opening the door for that as the game gets older, price decreases or if they ever went f2p which would probably ruin the game with hackers
I kinda look at it pragmatically, monetization is not exempt from criticism but the games lifespan has to be funded somehow thats how games as a service works
Well, I will always have good faith towards Crytek, but frankly in most industries, good profit doesn't necessarily means it loops back into the production itself.
Very true, they got bought out by tencent for the engine I assume so idk how bankrolled they are. But they havent had much to make money aside from hunt and old crysis re-releases
And hunts probably not flooding them with cash as much as it is just sustaining itself
Yeah, I mean there is too much good design and thought put into this project for it to be cash grab.
Crysis 4 will definitely be their priority. But the lead designer sounds very passionate about the game so thats actually reassuring
Yeah, as much Dennis is misguided in his Dolch ways, I am happy to see someone express such much affection towards what they have created :b
I guess they make money from licensing the engine as well but not sure how much that is happening
Who got bought out by tencent?
They’re still actively hiring for both Hunt and C4 and stated in the C4 announcement press release, that Hunt will be supported this year and beyond, so a good chunk of Hunt’s profit is definitely being reinvested into the game
Great to hear that! long live Hunt!
And in case the Tencent message was about Crytek, they are still an independent developer. I’m off to bed now 😄
You made me realize how people conplain about that stuff would enjoy NFTs in games. Lol
See you around
@rocky orchid when did they remove gold cash registers
thought i have not seen one in ages and th bb puches are rare but are the cash register really gone
Yeah I don’t think they exist anymore. It’s a shame.
Need some blood bonds in my life 
i can not recall any patch note saying gold cash registers are removed
they arentgone
justsuperrare
somesaidit wasa bugor something,i hadnt seen one too andwent through patchnotes etc.Neveramention of it. then i found 2 in a day
soyea
peoplearentthe most realiablesource
i think they still exist. There a are also the small sacks of gold. But i guess they reduced the spawn rate of the gold register by far..
Officially they still exist but the last one I've seen was a few month ago and I know most spawns and actively look for it
I guess like 0.1% spawn chance so they can say they're still in the game
I've not seen any for a long time either. And all my friends I've asked haven't either.
My friend who consistently scours the map after wiping lobbies would find a lot of cash registers and end up with a decent amount of BBs by the end of the week (He's one of those weirdos who prides himself on his knowledge of Cash register locations) Hasn't seen any either. Either they secretly lowered the chance of finding them, or they re bugged.
I mean i seen them i think last was november or so
the question comes just cause in suggestions they talk about bringing them back so i was wondering if i missed the memo if them being removed
The devs haven't said or wrote in the patch notes about it.
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**Test** : Pitcher trait should allow near and far throw.
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i honestly only prestige because i like to start again from the beginning...
since i dont play most of weapons once i get past level 80
courtesy of Tarkov wipes
@pliant totem Please refrain from reposting your own ideas
But it’s not my idea it’s been posted by like 8 people before
simply reposting it is still low effort
feel free to add additional effort into it and to expand on the idea
Fair enough
Me too, but how many times have you prestige yet?
i dont know... about 8 times?
Okay, I'm reaching my 20th prestige soon, so I have a little difference perspective and there is many small annoyances to the system after you've done it this many times :)
1: Loadouts are basically useless BC you can only use them if you exactly have all the saved preset, so when you prestige you might miss a regen shot or a specific throwable variant.
Solution: Make Loadouts buy what you have unlocked.
2: After a certain level you can't choose unlock legendary weapon as a prestige reward, making the exp boost the only viable one as the extra Hunt dollar means very little for overall prestige run.
Solution: Make the hunt dollar a % increase like the exp gain.
3: Over the years we've gotten a feature creep of weapons, which in itself ain't a issue, but especially with the ammo, there is simply too much to unlock, before you hit your next prestige, nudging players to hyperfocus on a small pool of weapons every run.
Solution: There is many ways to go around this one, we could make ammo unlocks a single unlock per weapon or increase the weapon exp gain.
4: Consumable like the big Vitality shot is now a pain to get, making players shoot each other to use healing items to get there faster as you'll never get there fast enough thru normal play, which feel like the antithesis of what the whole economy system is based around.
Solution: Can either increase the consumable exp like weapons or just lower the requirements to unlock them.
I just saw the sportsman's ideas and since he's requesting feedback, my feedback is: Get a grip
From your ideas it seems like you have no understanding of what's the real issues with the game
Don't know, I don't mind the suggestion/idea. Sure it is ain't the most pressing one, but more diverse name pool would be nice and also a very low effort task to do.
Not saying it should be the first priority, but I feel it is bad faith to assume people don't think they are aware understand the more pressing issue, just because the add more suggestions to the pile.
After all, there is no sense in parroting other people's complaints.
Most of the time I don't even check the name of my hunter. But if the name is Russian it should at least match the gender of the hunter. But I guess that adds to the fun I can get from having African American hunters with 100% Nordic names. For a reference the first time I saw people with that skin tone here in Northern Europe I was over 10 years old and that was in the mid 1990s. In general I don't care about genders and skin colors I only see people. But I do care about accuracy in portraying a time period.
the slavic names with wrong gender endings are a little annoying
Exactly
@fossil egret I agree. Tho I do think Cain is the biggest sinner in this case, the issue is that even if we make Cain Neon green, those players, playing Cain for the advantage, would just shift over to characters such as the Reptilian or Headsman. So we need a general overhaul and revision in design philosophy when it comes to character design.
Ofc there will always be a "most camouflage/tryhard" hunter, that is the nature of a competitive environment, by Crytek should try to minimize the gaps of Hunter "viability".
Nerfs cause a downward spiral, once you nerf the more effective thing, they move to the second most effective thing, then people whine about that until they nerf that, then they move on to the next, and so on and so forth, until all you're left with is a bunch of mediocre and terrible choices.
@hot vigil I'm glad someone else shares my plight. I bought Cain because I like the idea of memeing on dudes as a mostly naked weirdo covered in dirt. I don't think he should be the brunt of redesign nerfs, especially with hunters like the Reptilian at play. Fundamentally, I don't care that Cain "blends in" to the map palettes in the game, but I find it odd that people complain about him more often than Monroe, who has the exact same color palette, or the Reptilian, who is even better camouflaged than Cain has ever been.
The alternate solution: Buff the bad skins until they're competitive with the good ones. Then you have a host of good to great choices instead of a level playing field of trash.
Good example: Gunslinger, nobody is complaining about her, but in dark areas or indoors, she blends in better than Cain.
@pliant wren I like that idea, although I'm not sure making characters less visible overall is the best way to retain a playerbase
Fucking mood, I love the Reptilian, my play-group have always meme'ed about being the "Gator gang", so his skin just speaks to me like that. But tbh, let him have some albino alligator leather on him bc I feel bad for playing sucha tryhard.
I partial agree, still think we should put an upper limit of what is acceptable and I think Cain and Reptilian is breaking that a little too much. In the end I feel that trying to bring everyone else up to their level would make a less diverse cast of characters bc they all have to be competitive with very dark and brown shades.
Most of the complaints I saw is that Cain/Reptillian/Headsman can't be seen from far off like most of the other Legendaries. To me, that's not an issue with Cain, that's an issue with the other Legendaries. White shirts are supposed to be visible, they're free, and visibility is the price you're paying, it's why most of the Tier 3 hunters have a similar color scheme to Cain, cause you're actually paying a high amount for them. And I get that some Legendaries are meant to be seen, like Redshirt, but there's no good reason for Llarona's to be running around in the bright ass white shirt.
Well, the biggest issue is that Cain and Reptilian have effective silhouette breaking shapes, making them hard to distinguish as a human.
See I didn't think that was the issue cause the Beasthunter hardly ever gets play and he's got spiny metal bits all over him.
Though I guess his bald head gives him away.
Well, that comes around that Cain/Reptile is the best rn. As I said, if we nerf them into neon pink, more people might shift to play Beasthunter.
Which brings your valid point that we should be careful that it ain't gonna be a race to the bottom.
@hot vigil honestly even a single albino gator skin Mohawk on his hood would make the Reptilian more competitive and less try-hard.
MORE competitive and LESS try-hard?
I've never felt the big issue with Cain cause every time I ever encounter Cain, i'm about 10 feet or less from him, I've accidentally walked up on his hiding spot and now he's cooking a throwable.
Like, I understand that dark- colored hunters blend in better than whiteshirts, but I just find it weird that everyone is sh!tting on Cain when the weird sister is Right There.
True ^
Again. bc Cain is still the best of the "sweaty Hunters"
So you experience more Cain than most other
Heaven help us if they release the plague doctor and headsman again.
@hot vigil oop,, more discernable and less camouflaged
Gotcha.
On top of my head I think we need to down tune Cain, Reptilian, Headsman and arguably Black Coat. Giving them something to pop a little.
And then forward looking just not making things like these again.
Black coat doesn't blend in at all once he's looking at you, his bare chest is like a beacon.
Like, just because your swamp-waifu got domed by a naked weirdo doesn't mean it's the Cain's fault you weren't checking the treeline
yeah I know, that is also why I wouldn't cry too much about him not getting a overhaul.
yeah, but there is still some hunters that can get away with some more risky hiding spots than others.
Exactly, I think all of the legendarys deserve a fairness-pass if Cain is getting remodeled
I understand that tier 1 to 3 can have this jump, but it gets muddy when we have paid for real money Hunters.
Also lowering the sweatyness of hunters gives more design space to make some more colorful Hunters, I know this ain't Apex or Fortnite, we ain't gonna see that amount of color, but still a little more :b
You're right. I think legendary skins should not equal pay-to-win. I love the redneck and the redshirt, I think high-vis hunters should be embraced, not shunned
cain and reptilian have really ruined an otherwise excellent game. it pains me to say it. every match i play it’s just all cain and reptilian sometimes a headmen. that’s it. the pay to win is painful
That there is also a very psychological aspect to this, I know I might be a fool and "should just do whatever I want in the game", but I see at my rooster of hunters and think "I'm getting punished for playing a Hunter I like".
I had a moment where I as a fresh white shirt was next to the plantation, I was going in, but as I did, I heard melee shouts, two destinct pairs of melee shouts. I almost always play solo. So I panicked a little, doubled back, but as I did, I heard their footsteps coming my way. All I had for cover was a little berm with a bit of a hollow in the back side of it. I tucked myself into that berm and just waited. The pair got louder and louder, and then one of them passed the berm about 3 feet to my left, the next followed about 4 seconds later. I just had a sawed off Romero and a Silenced Nagant or I would have blasted the rear one. The front one had a Rival so instead I didn't move a muscle. They never turned around. It wouldn't have mattered if I was a Cain, Redshirt, Tier 3 or the free Whiteshirt I was using, if I had a better armament, I probably could have taken them both. But I guarentee they only would have complained about it if I were using Cain.
Yeah, that is what is makes video games hard, there is fair and then there is perceived fairness
Like in Wolfenstein: Enemy Territory, there existed two guns (one for each faction) the Thompson and the MP40, they had EXACTLY the same statistics, but the Thompson was deemed OP bc it was louder and had more bass to the audio which made players think it dealt more damage or were more precise or shot faster.
That's exactly what I'm saying. If you get capped at 300m with a sniper-mosin or ambushed by a Colt side-by-side at 4m, it doesn't matter if it's a whiteshirt or the best camouflaged hunter in the game, you're still dead. My thing is why complain about one specific hunter model if it could happen with any model?
"It" isn't getting sniped from afar. "It" is being unable to see one model when you would be able to see another . Because "it" can't happen with any model: Cain, Reptilian, etc. have an objective advantage in blending in compared to most other hunters.
Personally I've had cases where I glanced an environment and missing a Cain where another hunter would have stood out. Especially in Hunt that have such lethal consequences.
Me using 2.5 sec to spot someone over 1 sec can make a difference.
I walk into the woods, I see person wearing Red, we fight. I walk into woods, I do not see person wearing camo, they have advantage.
^ This ^
Human brain is limited in what it can look after. So if humans are the danger it will try to spot that first.
I wont think: "Look after cain shape"
See like I’ve never really had an issue seeing reptile or headsman or prodigal daughter
My main issue isn’t actually seeing the proper outline of the skin it’s seeing the limbs
Like most skins look like just blobs in like half of any situations where the light is dimmed just a tad
Personally I do agree Cain is an issue right now but really I think the main issue is just the lighting and contrast between light and shadow
That is a very good point
That’s just my personal opinion but honestly it’s just really annoying how often I’ve been killed from some dark place or from inside a building that I’m looking directly at and just is pitch black so I can’t see
Electrical Lamp OP
Got a feedback idea - would it make sense to have special skins appearing in loadouts of hunters you can buy? Not sure if that suggestion was here before or not, but I don't see why it wouldn't be implemented
There is a massive flaw in that logic tho - Cain is the most human shaped character
he has no cloak obstructing the shape, no headgear or anything. he has a loin cloth and a backpack
neither of which do a good job of obscuring the human shape
@devout axle While a headshot range buff for slugs would be realistic - it wouldn#t be great for gameplay.
Slugs are already pretty strong, both with 2 taps and 1 taps.
Adding a decent HS range to them would allow them to double as a medium range rifle while maintaining the very good oneshot abilities.
There is more to it than just thinking him as a front facing silhouette. Is skull backpack does break up his shape a lot as soon you look at him at an angle and profile.
More so the backpack peaks up over his shoulder breaking the "shoulder-head-shoulder" silhouette a bit and ultimately it his colouring (or lack of it) compliments most surroundings helping him blending in. That is why we don't see as many complaints against solid colour Hunters, bc while a completely black clad hunter might have an advantage in certain environments, they stick out in others.
The backpack breaks up the silhouette from behind, but the front and side profiles are still perfectly visible
to actually hide the outlime you'd need to turn your back to the enemy and ideally crouch
a cloak works to obscure the outline of a human from the side because it covers what you're trying to hid
cains backpack is just put next to the silhouette not actually covering it from either side or front
But it still breaks up the silhouette. Again it benefits in certain cases, but not universally. I have people mistaking a crouching Cain for a rock multiple times bc of the backpack.
Something that wouldn't happen with any other hunter.
It really doesn't break the silhouette that noticably
Well, what can I say? That is what my experience and others have been?
There is nothing actually trying to or hiding the human outline
The classic human profile
However nothing stops you from recognizing the Human pattern
because nothing covers anything, there's no camo pattern to break up the lines (other than the 2 shadows from the static lobby lighting) nor is there anything physically covering them
Well other that they blend in together.
That's the important thing you do to cmouflage. you apply a color pattern to specifically break up the typical lines you'd see in a humans silhouette
being similar color is better than one being white and the other black - and it does resemble the most basic form of camo, but it's not actually good or particularly effective camo
Well clearly effective enough to make people miss him.
as an example of how decent camo works lets look at the ghilie
Now they ofc didn't make him a godlike camo skin for obvious reasons
But the basic principles are still there - there isn't many clear lines
Counter point: This is not as effective bc of the solid colors.
the edges are jagged on cape and hood - the cloth covers long distinct lines around the face and upper arms
I get what you’re saying and 70 may be too far but still it’s crazy even hitting a headshot with a slug in a compound and not killing like it should at least have 40 mtrs just any increase in range
the branches break up the otherwise clear lines around the shoulders
I hinestly think they shouln#t buff the slugs we already have
they are already very strong
Personally i'd love to see a second type of slugs that excels at headshots and pen but gives up the high OHK potential either in part or fully
Id just like a headshot buff if you have the skill to use it it shouldn’t be punished
I can see the reason on like specter and stuff yeah
Not gonna dispute it is a good camo, just that this one is not as good bc:
1: it is a little weaker in the sense it only have strong play in green brushes, which limits its play area.
2: Solid colors does makes it pop a little more.
Cain's other issue comes to with the consistency of purchase, as long you have 200$ you have a Cain.
But combined with a body 2 tap rivaling a vetterli and a oneshot potential to surpass even the romero it would be to strong of a package
But my main issue with them is the Romero which I probably should have mentioned
Like maybe just Romero slugs should get a headshot increase
I wan't to see cain changed as he creates a lot of frustration - but i don't agree that he fulfills camo principles well in any form
He's not breaking silhouette and has a pretty monotonous brown color pattern that's really only effective if not moving
With multiple shots yes I agree slugs with like a 70 headshot distance would be just a mini faster shooting rifle
well but they have deliberately unified all slugs performance.
so taking just the romero ones out again would be kind of weird
Well, not moving is very effective in Hunt.
Yes I know which is my issue lol
Like i'd love to have at least a type of slugs be focused on headshots rather than bodyshots - but i think just stapling that to slugs we already have has very big potential to get too much
Absolutely - not disputing that, but it is with just about any skin that's not a whiteshirt or revenant
altho cain is propably the undisputable best for just sitting somewhere, as light brown is very common and still blends okay with off colors like the brick red
Do you mistake humans with backpacks irl for something else?
Because that looks like the same exact profile of a backpacker 
Ofc not, but muddy character with muddy backpack in Hunt can affect the time of sight-to-action.
When I complain about all these camo issue about Cain, it is not just a "he is completely invisible you guys!" but also how quickly I can process what I'm looking at. Most other Hunters sticks out, so I can quickly react to that, Cain might cost me a few more seconds to realize what I'm looking at, which is very lethal in this game.
also real life tend to have more resolution to it compared trying to make out information from bunch of pixels
@steady steeple wrong picture format it seems 🙂
No worries, just thought it would be nice for you to know :b
Also yeah, this menu is doooope
@hot vigil the functionality was bad, but I like the look and style better in the old version
Just want the haze underwood back
Is there an answer online as to why they decided to give up that look?
Not to my knowledge.
But sometimes development just goes around to do touch ups and during that time the devs opinion of what they like change.
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lots of hunt gameplay is also basically just hunting for a couple pixels that stand out as well
Agreed.
@timber star Like the idea, but already now I can see how a 10min timer is gonna get gamed hard, making people wait until the last couple of seconds to pick it up and therefore this not really solving anything.
Anyone knows if Crytek is going to rework their matchmaking?
After over 800 hours of gameplay I can say: Best shooter out there, with the worst matchmaking ever
And then what, they pick it up and can now be tracked. How is that "gaming" anything. The goal is to get the campers to pick up the bounty and play the objective.
For those who want a discussion-----Bosses are currently killed, banished, and the bounties are often not picked up because people who are trash at this game want to camp until someone pushes them and dies.
Here's how you solve this---if the bounties aren't picked up within 10 minutes (this time can be tuned by the devs), the bounties teleport to a random compound, where a 10 minute clock starts again, rinse and repeat until the server time is over. 10 minutes is more than enough time to run between the farthest points on the map, so this should work fine.
Now here's how it will play out. Base campers will be forced to pick up the bounty unless they want it to teleport to another compound. Once they pick it up, they can be tracked and seen and ultimately forced into a fight. If they let it teleport, this forces said base campers out of their cozy little compound camping trip and will cause a fight if they really want that bounty. Problem solved, done.
Still doesn't solve anything other than making the camping last 10 min. or people waiting to banish at all. stalemate lasting 10min or 20min matters little.
Serpent is a thing too.
And even if they want to pick up and the bounty and continue camping, we now know where they are and can hold them captive in the base until the clock runs down and they die. When there's just enough time left on the clock, we head toward the nearest extract and make sure they dont have enough time to get out
Serpent is a selected trait, not something everyone carries. You can't tell me that an optional trait is the solution to a game's broken core mechanic that makes it so that people don't play the objective.
Well, it makes it a risk for people not picking up the bounty.
I agree there is an issue with the meta, but I also don't think your solution truly solves anything.
And well, serpent is just this much better pick of perk now if that is the meta.
I don't think you understand what a meta is. Metas are not built around a core mechanic of a game. People having serpent makes it a risk for base campers not picking up the bounty? Yes....it does, but it shouldn't be just a risk. There should be a guarantee that if you camp a bounty and don't pick it up, it will disappear, rendering your camping pointless.
Amazes me how so many people argue a point without a valid counterpoint.
An example of a meta is people running levering with winfields because it's cheap, far too accurate and deadly. The core mechanic of the game is not altered.
Not picking up a bounty with the intent to extract with it is game-breaking, not a meta
Well, you can argue extracting with the bounty is a the ultimate objective of the game, how you reach that point is where the meta forms.
Exactly
People camping a base with no intent of grabbing the bounty is breaking the ultimate objective of the game
Aka the game should be designed in such a way that this is impossible.
Not really, bc if they kill anyone else with said tactic, they'll extract with the bounty after all.
Further more, Hunt is more than a rootin' tootin' shootin' game, there is also a lot of stealth and mind games to it and not picking up the bounty is one of those.
Is too strong of tactic? Arguably, but I still don't think your solution is not really helping other than making people camp for exactly 10min if that is what they wish to do.
And if they camp for 10 minutes, the bounty disappears from their base. Back to point 1
This forces the OBJECTIVE OF THE GAME to proceed
Well, as I said, they'll camp for 9min & 50sec then. Still making a long ass still stand in my opinion.
And ofc we can shorten the time of that.
Great, and then they pickup the bounty and reveal themselves to the map. Problem solved.
Now they have to extract with that bounty, no?
And if they don't want to leave the base now, everyone can happily wait until there is not enough time for the base campers to extract
Okay, in my 600h play of hunt, I've never seen people left a bounty for more than 5min, let alone 10min.
So I hardly see how it "solves" your issue.
Well in my 1200 hours of Hunt, it has happened plenty, especially in 5-6 Star MMR
People like to camp and not die in high ELO
Maybe, it is more an issue of you moving into a compound where you know an enemy team have been banishing a boss and not thinking "okay, they might still be here".
I'm 5 star myself.
I know it is boring, but I can't really see how it is a sure way winning strategy to just leave the bounty.
Most people assume someone is camping if they enter a compound and the bounty is just sitting there....
There are a few options when you enter a lair where bounty is just sitting there. 1) campers 2) people trade killed 3) they left the bounty for bounty 2
Well... then just wait for them to pick it up? I don't know? If you are unsure it seems silly to run in?
Dude jesus christ, my whole point is that people currently are waiting the whole length of the match for someone to pick the damn bounty up.
that should not be happening
guys. camping is not the problem in this game. you can do around 200 things against camping. But matchmaking is a problem.
Beeing matched with people having +2 mio hunt dollars more than you or haveing a kda twice as good as yours is fuckin broken
Teleport the bounty after 10 minutes of it not being picked up, and you solved this problem, screw the base campers over, and the game advances
Sorry, just never seen that, but I'll take your word for it.
Separate problem entirely, but point taken
In my 5 star bracket they might wait 2-3 min, but eventually someone is picking up that bounty.
I don't know about you guys, but this has been something in the game ever since I started playing, and it seems the higher ELOs you get to, you see this more and more often. What do you think?
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Dunno if this is an NA problem or a duo problem, as I play EU and mostly trio.
Maybe that is why I couldn't recognize the issue.
I personally just think that extraction should only be available with a bounty. People fights to the death 9 out of 10 times anyway unless they are KDA farming.
I think that isn't a big issue. Let people do what they wanna do. Thats part of the game
This mans problem is, pEoPlE dOnT pLaY lIkE i WaNt ThEm To
I mostly agree, you can argue that solo's kinda muddles the dynamic of play bc they have to play some more scuffed tactics :b
My problem is people like you commenting with nothing useful to contribute. As was stated very clearly in the video, "once the smart thing becomes 'don't play the game', I feel like there is something to be fixed". In situations where people base camp with little to no intention of picking up the bounty, the game is de-incentivizing playing the only actual objective in the game, which is to extract with the bounty.
Would a bounty glow up akin to the clues be an solution?
I've also realized in the course of dissecting counterpoints in this channel that no one here actually understands critical game theory, yet perpetually give Dennis shit for game design choices.
It helps, but it still doesn't force the game to advance
To force the game to advance, you need to incentivize pickup and extraction with bounty
I would say it does, bc now you can't camp around the token.
That was the same issue with clues as soon people couldn't safely camp around them they stopped.
The bounty is a "waterhole" that is why people does it. Otherwise they'd camp whatever bush anywhere on the map.
I agree with you that it is a GREAT suggestion, but still think the dynamic in the situation is a bit different, because bounty tokens are not out in the open, like clues. Therefore, the bounty camping team has a distinct advantage
Clues are out in the open and you can be shot from many directions as you are capturing the clue. Not the same for bounties
That is true, but the clue sound is rather loud, so you'd still be able to get the information of hunters nearby it if it was applied to the token.
But yeah, I've played more duo than usual the past couple of days and I've noticed the game is waaaaaaaaaaay more slow compared to trios and tbh, I think it is due to the numbers of teams being too high.
In duos you almost always will get third partied. Making any aggressive play risky.
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Can we make weapons lottable? Like kill a player take their guns to sell!```
164 meter springfiled headshoot, where can i report player where they realy look after him and bann him?
You can report him via in-game means, but be aware you can in fact get killed by a Springfield headshot at that distance.
2500 hours i know what i can get or not but this is not legit, 3 shoot from there 3 heady
and i need something better than the in game report
!report
If you would like to report a player, you can do so on the Team Details tab on your Match Summary screen. It is also accessible in the Last Match tab at any time. If you have additional proof you would like to provide, you can find out how to reach out to official support here: #customer-support
ty
Ah okay, not something I could decipher from your text and pictures
lol wtf?! 2500 hours of hunt and you report that guy? 164m headshot kill with springfield? Absolutely doable man!
y if he had any los and if we weren't 3 shoot from that distance ...
one of my teammates killcam
Yeah, it was a little hard to see on my phone (and also the shitty kill cam icons blocking vision). But yeah the no LoS is a huge red flag
I feel like the only one who doesn't really care if they added battle pass/loot boxes if the tradeoff was funding this games lifespan and increasing the playerbase. Cosmetics in this game aren't really that important
but I know I'm a minority there and the community will rage without an ounce of maturity
Like Dota2 has been funded, supported and going strong for 10 years because of cosmetics that don't effect the gameplay, the tradeoff has clearly been worth it if we look at the issue with some nuance.
Game is gonna get older and cheaper on steam, will struggle for players without action. If anyone else has proven monetization strategies be my guest. I'd rather keep this game around as long as possible, and if that means a battle pass or something, big whoop get over it
1: Dota 2 is free, so is more reasonable to expect microtransactions where Hunt is a 40€ title.
2: By principle I do not endorse any immoral business practices such as lootboxes or battlepasses, even if I ain't affected by the predatory nature.
3: Hunt already have many venues of generating money thru initial sale, (tons of DLC) and Bloodbond skins/"pay to convenience" shopping options.
Thats true i have a ton of dota2 hours and neglected that its free. I agree that lootboxes lean predatory and its reasonable to oppose them. But I think the community is gonna lose their shit over any sort of expanded monetization
#feedback-discussion message Good news
I mean, I think I'm one those guys bc Hunt already is a 40€ price tag with around 200€ worth of extra DLC. Even if I were generous and expected a game to have "1 year of lifespan pr. core prize I invested into it" that would total a 120€ extra on top of the base game price.
reasonable take, I personally don't mind not having all the DLC in the game but thats a debate that not everyone is gonna agree with me on. I think it's kinda cool seeing certain legendaries less because of rarity. I wish I had the headsman but am okay with not having it, is just cosmetic. I hope for the sake of the game they pull it all off in a manner without community outrage, which is a tightrope
Yes cause people paid 40$ on the game. To say that the community will outrage without an "ounce of maturity" is just you being ignorant to any legitimate concerns that people will have.
This especially applies to people that are just now buying the game.
I don't mind events giving limited available skins, especially not for free. Tho my playgroup and I did experience a "content burnout" and stopped played the game for 2-3 months after Christmas, it simply was too much for us. In the span of half a year we had 3 events and one 4 days twitch drop event.
I like hunt, I play a lot of hunt, but I also have a great interest in other games and that was a tad too much to ask for.
I also don't mind said event skins becoming a purchasable options a year down the line. If you are there you are rewarded with free skins and the right for "timed exclusivity" and usually a year most people grow tired of said skin anyways.
Its pretty clear that Necro is a terrible trait used by disrespectful allies to revive you while your body is being camped, at least make an option for the person being revived to cancle necro so your own team mates dont just farm you for the other team.
@red atlas press enter, usually cuts them
Ahh. I always tried escape, but that never worked for me. Cheers
Aww man, if you’re playing with ransoms with no method of communication, then maybe. But necro can be so incredibly useful!! I will almost ALWAYS buy it when playing with friends, it can make for some great sneak attacks and fun plays.
I do think you have a point though in having a cancel option for the downed player. Would definitely help in randoms.
@queen jungle Use the correct bug channels for bug reports please, thanks.
@topaz prawn Posting videos with zero context or text-body descriptions is not feedback and thus being deleted.
@cunning shuttle Your post of a screenshot with zero context and no text-body description is being deleted because it is not feedback.
@distant chasm Your post in #feedback is actually a bug report. Please repost your post in the correct channel.
Oh yeah, ez fix for that : half the matchtime
:D
people only ever answer with logical fallacies to that
if they dont like it, that is
I have a hard time believing anyone can want shorter matches when about 1/2 the matches I go into, a team is already banishing a target at 5 minutes. I've had enough short matches to last a lifetime.
5 minutes is already a late banish, 2 minutes into the match when they spawned on it. And reducing match time is not about how fast they banish is about those guys who sit 30 minutes in the boss lair before they come out and fight. No matter how the fight ends you could had this fight 30 minutes ago. Like the 9nly reason those dudes come out of their concertina fortress is because the match timer is running out. The longest matches without camping I had were around 30 minutes, my normal match is 15-20 minutes with fighting every team. The only times I've seen the 50 minute mark was in matches against shotgun or scope campers
So, you're just waiting outside for them to walk into your fire?
Not trying to be rude, but I am trying to put it blunt enough that it's obvious why they aren't doing that.
Besides, what if you get disconnected and it takes you 5 minutes to reconnect? Or your game freezes on load-in so you're 5 minutes behind everyone else. If all you have is 30 minutes, you're basically screwed in either of those scenarios. Or if you spawn in with a white shirt and all the extracts are in the corner you start in, and both targets are across the map from you. Without greyhound, it's going to take you 6-8 minutes to cross the map. That's a 12-16 minute round trip. If you get into a gunfight that last more than 7 minutes or more than a couple gunfights, you're probably not making it back to extract with a bounty.
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play back system```
I don't push into a lair with concertina at every entrance into the waiting shotgun. For most guys it's enough to go out of dsb range and wait 5 minutes but when they want to sit 50 minutes inside I wait for them
Just tell me what are you doing after 25 minutes into the match? At this points all fights are done and bosses are banished unless we talk about pleb fights who can't hit a shot and crouch for 15 minutes in their bushes afraid to do a move until hey get rolled by the third team
Had a match yesterday, my friend's in-game sound was bugged. He literally had the time to mess about with his windows sound settings, then go get his second soundcard and replace his current one. Then use an external one. I had the game minimized the whole time away from the pc... and after all that we still had time to run from salter to hamlock to kill the last team remaining, one of them was one tap to the vetterli too. Left with 20 more minutes remaining on the server!
When the best strategy to win is launch up and go grocery shopping, we can safely say there is a problem in the game
the time that im writing this, is the worst time on eu servers cause they are empty. i would like to see servers that are not full just with 1 boss so that we have at least some action. having 2 teams in 1 map with 2 bosses makes 90% of the time a get in get boundy get out round.
@plush ledge @pliant wren
I am honestly on the fence about it. I don't feel the timer going down to a 30 minutes match feels like the right thing to do. They did it because they needed more server space, but hunt was designed as a sandbox, 1 hour timer, bounty hunting, PvEvP, shooter.
On the one end I totally agree with Bahzresh about people sitting there for 25 minutes doing fuck all. And I really mean fuck all. No peeks, not listening for sounds, nothing, just waiting. Being boring bastards just aiming to make you waste time.
On the other hand I agree with Kolchak that those longer matches are needed for those very stalemates to be broken. Run around, find toolboxes, try to find a shotgun somewhere as long as they sit in their cozy concertina lair (psychoghosts latest video comes to mind) then you have time running around.
In defense of the lair occupiers (if you sit in the lair you're a camper, but what if you're that 150m+ sniper boy scoping that lair for 25 minutes? That's also camp). Those 25 minutes can also make the others antsy enough to crawl up into your gun range because the enemy lost patience. Or at least have them move to a spot where you can actually engage them without turning into a rabbit running about an open plain.
I would go for 45 minutes anyway and yeah I know that it wouldn't prevent camping but at least 15 minutes less. I almost can't remember the last match I hit the 30 minutes mark and I think even with ultra slow gameplay 45 minutes are enough to do anything you want on the map. I just don't get where the difference is for both teams when the campers fight it out after 15 minutes or 45 minutes of waiting. The result is the same with the big advantage that both parties wasted 30 minutes less of their life
I am trying to wrap my head around why people'd camp in the first place. Taking a look at lair campers:
-often have close range weapons to kill the boss and anything that pushes in. So they rather don't push outside against people with long range weapons. You see them push a Winfield out there more than they push a mosin out there.
- they are always revealed on the map and are unable to hide in the world to set up an ambush they are the hunted now.
- without darksight boost seconds you can step right on top of ambushers without warning.
To counter some of these:
Darksight seconds have to be used to guage how far an enemy is. If it's blank then either you run into an ambush set up someway out, or a sniper sitting far away.
I feel people feel newer players are stingy with their darksight seconds because they feel so special. Yes you can loot seconds back from a gauntlet clue or hunters, but its still a draining resource they value as way too precious.
No. That would swing the problem the other way around. As in you can never get ambushed since you turn from. Hunted into apex predator hunter
not really... u are always visible for all people.
Going from 5 seconds to unlimited is quite a leap don't you think.
lower elo players most certainly value dark sight highly, this i have noticed
The accuracy of darksightboost to lightning bolt in darksight and map is laughably different
The problem is that many people see their shotgun as defensive weapon and not to push. Like most guys who play passive shotgun camp are plain bad at the game but they stand a chance when the other guys push into them holding the door with a Romero
I still think that camping isnt a really big problem in this game. Even if it sucks sometimes, you can do a hundred things against campers
I admit shotguns are powerful but are they the sole reason people camp?
On the contrary I can imagine that someone sitting out there with a sparks is a good deterent for trying to stick your toe outside the compound.
nades, dynamites, wallbangs or sitting it out. There are even traits to pick up the bounty from a distance... so wtf, let them camp
I totally agree with you.
There are plenty of options for the patient person. But hunt is played like a 15 minute game in a 60 minute sandbox setting. People want to play 4x faster than the game was designed around.
🤷 game max is 60 min. so its not designed to be finished in 15 Minutes
They are not that's for sure but a shotgun is the best weapon for someone who lacks skill due to the oneshot potential
Does it need to be slowed down? Sometimes I think it does because it sometimes feel more like a wildwest bank heist rather than a bounty hunting game.
no it does not. But sometimes it happens. thats the game 😄
every single game is diferent
So how would you go by addressing that?
Please no its already slow enough
Reminder there was a change from 40 - 60 mins in the last year
@spare roost
I am honestly on the fence about it. I don't feel the timer going down to a 30 minutes match feels like the right thing to do. They did it because they needed more server space, but hunt was designed as a sandbox, 1 hour timer, bounty hunting, PvEvP,
I mentioned this before yes 
You can't do much about it even when you destroy them with sparks vs 3 shotguns behind concertina while pushing them the only thing they take away from this match is "Kevin we need more concertina and traps next time, also these guys were cheating no way someone can hit so many wall bangs. We clearly only lost because cheats"
That's them trying to blame their own shortcomings has nothing to do with the interaction of sparks vs shotgun. It's not addressing the assumed problem. How would you go by addressing that a shotgun is just easier to hold a door with?
I mean look how every good player plays, it's go fast and go for pvp. Playing passive and slow is a sign of them lacking confidence in their skill
I dont know. I think that's asuming slow players are poorly skilled. Slow doesn't always mean passive. Although we both agree that passive play is not a smart thing to do when in a hard-core pvp encounter.
wasnt sure just adding context
I think of all the constraints and incentives in the game when i determine how long a game of hunt should go for. i do not think there is enough reason to clear the map of anything except for the monstrom (blood bond reward entry, still limited eventually) or upgrade points for maxed out hunters that have chunks they want to accommodate for or perk changes if you think that is important to spend blood bonds on. there has to be a lot of indecisiveness or wasted time if you use the full 60 minutes imo.
so you say, you spawn in the map, rush every pvp fight, get the bounty and extract?
that'd be ideal
i mean this is somewhat true. there is a large discrepancy in the way people like to enjoy this game and thats what makes it great. im more inclined to do fast pvp games myself. doesnt mean i cant sympathize with those that wish to enjoy it slower. the only thing you can ask for is balance and a middle-ground.
at the end of the day, there is no zone closing in factor in a battle royale-esque game like hunt
i really like to walk around the map and look at the buildings, the map itself, enjoy what devs and graphic designers have made.. if i would rush every match i could play CoD or counterstrike, because these games are just made for "ADHS" gameplay-style
well said
there is one thing i will admit, there is a lot of attention to detail in this game which i can really appreciate
everyone is complaining they cant find any golden cash registers or other stuff anymore.. BUT HOW ? if you only go for PVP and rush through the games.. the maps are hugh
so every match you hop in and enjoy buildings and other design stuff?
I really dont mean to be rude or nothing just rying to understand the mentality
to each their own
No, but i was asking @plush ledge because it sounds like this.. i am often enjoying the maps and lurking around yes.. but often i go for bounty (as this the main goal, isnt it?
) and after banish i go for extraction.. if there are enemies in my way.. i try to take care of them.. if i spawn and hear nearby gunshots i also go there and take care of its source.. but i dont run through the whole map, if i hear gunshots.
Another thing I notice is once gunfights start people are incredibly bullheaded to keep fighting in that very same spot.
Got ambushed and only drained some meds? they stand and fight in their absolute shitty cover until the bitter end.
I'm not talking about rotating within the same 100 meters. I'm talking about actually moving away, run away from the fight if things turn south and then restock on supply points or set up an ambush a little ways over
People are incredibly bullheaded in just duking out the 2v2 3v3 outright even before one of their teammates has died
the question i always ask myself, and i think more people need to as themselves is, "what does reducing the timer actually achieve ?"
That's how most people play really, I don't think there is much to argue here! Nobody expects you to run across the map because someone shot a winnie once! 
i do that often,.. unfortunatly i play a lot with randoms and they always think i am running away, so the disconnect
instead of waiting i got my resupplies..
Hunt is built around that open snadbox playstlye, this is why it doesn't restrict time, or space to fight at all and allows you to build elaborate loadouts
Anyone here, in terms of special ammo vs. standard ammo feel like it should be possible to swap to standard ammo when there are no special supplies available?
i know.. because hunt become a pvp shooter more and more.. but for that the maps are too big.. thats why people are complaining about map time.. a.s.o.
Reducing the timer really only serves one purpose then - if you're camping the outside of the lair you get rewarded faster.
change the ammo at a supply spot? Had already the same idea, and I like it!
in a perfect world that should be the case.. also selecting different ammo from ammo crates..
If you don't camp you usually don't need the 60 min matches

And if you camp blaming it on the other one camped first you're not one bit better
despite many thinking they are...
so the the solution probably doesnt lay in the match timers then? no? fair statement?
yes but than we could get smaller maps.. 250x250 instead of 1000x1000
I also feel like long ammo special should be unlockable for all long ammo weapons at once because it's all interchangeable.
So realistically reducing the timer really only changes who camps more sucessfully
It won't reduce camping or make paople play much diffrent
well people are complaining about map time because there are players that use inactivity as a crutch for their lack of shooter skills. Reducing the map time is the band-aid you put on a blood gushing wound that is winning via inflicting boredom and making people take risks, because I just dont have to!
Knowing how and when to push and playing passive because you have no clue what to do and get shot every time you try is a difference. Waiting a minute and doing a push right isn't what I meant with that. I was talking about those guys who are scared of noise and need 15 minutes to cross the map and in a fight they shoot once and start camping a bush or camp when you killed 2 but died to the third letting the other guy revive to make a 1v1 into a 1v3
the issue with that is that basically everyone would run into matches.. get "slug ammo" (or spitzer) at supply points and extract to farm special ammo
If the aim is to "combat" camping, especially in a sandbox environment like Hunt - i think creating incentives to move is the better option, adding to gameplay rather than subtracting from it
It doesn't matter if someone is camping, or being camped... The time doesn't matter either. Now we're talking about impatient vs. patient people. And if you camp or rush doesn't matter either because you play your load out. Frankly, I've done both, been camping and been camped and it just depends on who's better cause I've lost on both accounts many times. So what's the real objective here?
no, extracting the ammo you picked up shouldn't be possible
That's why, if you're not already running a special ammo, you just get a random special for your weapon type.
that is what i was hoping you would refer to, an issue ive been thinking about for a while
or it should cost you also hunt dollars in game
For example - make new resources available in one way or another
Are we really talking about limiting play styles because you don't like them?
have a bunch of occult grunts spawn that drop useful resourced like dynamite sticks and maybe 1 or 2 low end weapons
That last bit sounds so familair in my party. Killed 2 out of 3? one of my mates goes full ape overconfident while the 3rd is cowering in a house not having a plan.
However would you say that this whole camping complaint is more of an issue for the medium to low skilled players?
Then the attacking team yould use the dynamite for a cheeky pickoff or to at least blow up concertina on an entrance
and the defending team could restock some of the resources they might have lost killing the boss, or could trade their C&K temporarily for a Winnie so they have a better chance fighting outside
I believe the camping complaint is not only one from low/medium skilled players, but one from people who complain about how long it takes. The game has a timer, there's no moving field so it gives us freedom to play the way we want to. I think it's better to leave it the way it is. Eventually these people will learn how to push out when they're pinned by long range and to defend against pushers in the compounds.
If not, that's on them.
It's not a matter of taste. Literally nobody would win if everyone is just waiting. This type of playstyle requires somebody to be the nail by taking initiative and making decisions! And at the end, the team with less activity gets rewarded the most!
personally I would consider long ammo to be too centralizing in the camping matter, not shotguns.
Not always... But, to the point, and as I've stated previously, I've done both and been successful at both but there are times where camping doesn't yield a win. For instance when the other team leaves out the opposite side of the compound and hits extract before you. It really just depends, but I don't feel like telling people they have to play the game differently because someone doesn't like waiting is kinda lame.
It's a combination of both - long ammo has very generous power allowing it to camp very effectively - especially if you lost some HP fighting other players before.
But shotguns are pretty strong up close with very little to give them a bit of an edge in ranged combat
I personally would say it's easier to push with long ammo than run out with a shotgun - because you get many ways to make a long ammo loadouts CQC capable, including secondaries like fanning, the officer, the LeMat, dualies, bayonets even up to throwables like frags, flashes, hivebombs and hellfires
or dolch
With a shotgun your range is pretty much limited to Uppercut and FMJ CCP
what im hearing is we need more ranged secondaries
Personally, I like to be able to push when I need to or camp when it works. So I run Quartermaster and a full sized rifle with a hatchet romero or something like that. Works really well!
there are also the springfield and obrez but they are so uncomfy to play most people ignore them all together
Long ammo can easily control the pacing of the game from many ranges including close range with penetration (wallbanging is a large part of this game). Without map design or vision obstruction (smokes, very little in this game), shotguns are strictly at a disadvantage. Shotguns are hard to balance, but in this game with the size of the maps and incentives, they really aren't that good when others are playing range.
I think the Uppercut is way too centralizing on it's own, as for the reason you mentioned
while im with you there with lack of smomes there is no shortage of cover and cocealment in hunt
even in that situation, you didn't win but didn't lose either! again, I don't really care about feelings and whats lame and whats cool! It's a balancing problem to me! Rewarding people for doing as little as possible. As hunt stands rn inactivity is the most risk-free and effective way to win, and definitely to not lose!
But i'd say that's not the shotguns fault - more that they don't get enough tools to overcome the situation
you never have to try too hard to break los in hunt
throwables really don't do anything for ranged combat
because they are limited to 20m range
and we lack something like a smoke grenade
Alright, so how do you address the issue where a team get's caught up dealing with AI and they don't meat the timer or aren't able to get inside the "wall" or what ever. Think about it, if they're going to do that, they have to restrict AI to compounds, or reduce to nothing in order to make the new parameters fair.
and range focused secondaries are rather expensive and few and far between compared to CQC focused secondaries
That's true we talk about bad players here but what do those guys do to compensate their skill? They use tactics like camping because they refuse to get better and keep complaining
getting better doesn't mean running at people head first
No but it also means not immediatly asuming you're powerless.
well yes
i use springfield with explosive as a door and window breacher and obrez as my fighting weapon 🙂 i like that
I don't understand the circumstances of your example. how long are you fighting ai? :d
and people get discouraged easily thinking they have no agency over a situation, no options while we've already stated there's plenty of options.
Some people just aren't super sweaty gamers too. I think doing this would also narrow the player base.
but being good also conteing weighing your options against the risks
and that is a skill that must be developed
and if you are inside, often even with some lost HP du to previous fights running head first at the mosin that needs to only hit a bodyshot or eats a third of your meds with each hit isn't great
but if someone is unwilling to develop and continues to rage... then what do?
Right now, in this game, you literally can't avoid AI unless you're moving at such a glacial pace it takes you 20 minutes to get through two compounds. If you're walking, you're still loud and will still set off sound traps, hives, and Immos. Now we're getting into 1 minute here, 1 minute there, sneaking, fighting AI adds up over time. You need to run across the map and it's a single bounty... It basically forces you to extract or die...
It would also change the extract locations and how they spawn.
well you can't avoid AI - yes that's intentional
But you can absolutely move silent and fast
Wouldn't it suck if you got a bounty and then the extract wasn't getable because of the timer/wall so you had to run to another and it forced you to take even more risk? People who aren't super good at the game will just quit.
I'm talking about players who don't play all the time or who aren't really great at the game.
even those need to learn the basics on how to move about in Hunt
moving as fast yet stealth as possible is part of that
my man that's not ai issue, thats a whole other issue 
I understand that but I'm saying those types of people don't have all this time to sit and learn every little detail they just want to play a game. These mechanics would cause them to lose more than they already do and they'd just stop playing it and do something else.
speed crouching ? i think thats a hack
I'd say learning how to deal with AI so it wont take somebody 20mins to traverse the map is not really asking too much! It's not a highly detailed extermely deep part of hunt really
You don't have the Gollum stance, sprint speed with crouch stealth ?
Have not found yet i think i do not have enough fingers to pull it off
But for real, the most important thing to learn, if you don't come with god aim from another game, is move fast but stealthy when needed
yes definitely knowing when to not make noise is advantageous on the other hand if you move fast enough you can make all the noise in world
aka Micheal Bay simulator . set every barrel on fire blow them up shoot like crazy and the scoot out of the place faster than you sit on the toilet after taco bell
I've had two team members die in the first 5 minutes of a game because of unlucky AI spawns... Hive, then hounds, then poison from him attracted meathead. This isn't something rare either, maybe the dying part, but too often do I see players, sometimes including myself that get down to one bar from just a few hounds. Imagine that, and then running from a moving wall that will also kill you.
Damn. Those legs would be dummy thicc. Never skipped leg day
more like every day is leg day
They need to learn to maintenance better. lol
But ya Ai spawns can get real goofy AF . had three meatheads on clue
LOL
I've had a spawn where there were 4 hives within trigger distance of the clue that had a concertina armored on it.
or my favorite combo is meat head emulator and hive and dogs just 10 meters away
me shoot the emulator to set the hive on fire and then deal with the dogs after that kite the meat head away partner pick the clue
fav combo is immolator and concertina armored
that one is rare
It is but it sucks so much if it happens
But zombie cons are fun
when in one circle you get 5 or 6 zombies and having two or three those in one place
imagine my blessed sensation when I pulled up on them having a silenced vett and handcrossbow with poison.
Honestly - i'd love to see more throwing weapons
my favorite combo is a pack of dogs near a red barrel 
Tomahawk is expensive damn it
tomahawks are only 30$
When you are sitting bleeding from getting hit by a zombie with a butcher knife, then you have to shoot was before you can start bandaging so you're still bleeding and then from your shot like 5 more show up and you die because you bleed the whole time. lol
Gimme grand mallet of the throwing kind make it brass
god damned satisfying though
I've never seen someone actually use that perk and get a kill... But there's a time and place for everything.
Tomahawk is the best perk change my mind
that achievement was my favourite to unlock
i got the hammer kill
there is an achievement for it, so plenty have done it
hella fun 😄
that's a lot of hammer throws over the total pop tho
five ace hand I still need to get
but I started playing solo so it's tricky
when i got it it when it was 0.5%
if I stopped prestiging I guess it gets a lot easier
you just hold every 50 forever
but thats still a big 'just'
Wanna cheese the 5 ace ?
not really, prefer to just earn them 😄
there is one hidden achievement id like to know though so I can try to do it
is there is a list somewhere?
I figured it would just happen after 100s of hours but it hasnt so id like to track it down
I got my 5 ace literally via getting carried when I had less than 100hrs. Found two absolute juggernuts in discord randomly. THEY won every match, I also was there!
Tomahawk has been more invaluable for me than I could have imagined, has a lot of utility
Tomahawk is exceptionally fun - but i think with throwing knives, and axes it lost a lot of it's usefulness
bomb lance stan shots low pop server in the middle of the night gauntlet done
because you are limited to either carrying a melee weapon everywhere or need to be lucky with one being close by if you neeed it
Actually thought tomahawk was the throwing axe, not the perk lmfao
Yeah throwing axes are amazing
you cant tomahawk the combat axe though 😦
it is also the name of the only throwing axe skin I believe, hence the confusion
Yeah maybe
i have em in every single loadout since the first day i unlocked them
the perk should be renamed oi you can throw shit with this or short oyctswt
I really think that the tomahawk perk should apply to the combat axe.
I love throwing axes, and hate them at the same time
they said they wanted that to work when they implemented it
the amount of deaths ive suffered trying to drag the bastards out of a horses corpse
took me a while to add them, they compliment the knuckle knife very well considering the knuckle doesnt deal with concertina wire well enough
the fact it doesn't this long after the implementation makes me think there's technical issues with it
or trying to find when they fall through the floor after killing a hive
or disappearing then reappearing in a grunt
yeah it should, see no reason not to give it that feature
Maybe just make a variant of the combat axe that is better suited for throwing
My guess is there's technical limitations to tomahawking a weapon slot melee
achievement unlocked, kill someone on the back of the head with a boomerang
Otherwise i'd demand shovels be added as a melee wepaon
definitely yes
Throw shovels like spears. lol
HA
in that case, i'd demand a perk to burry bodies with the shovel, instead of burning
they are already in game just lemme pick it up i have some kung pao to dish out
LOL they have to dig them out in order to revive.
look around in the hosues you will see cast iron frying pans on the walls hanging
imagine redneck running at you with a cast iron skillet
you ruined my lunch now you pay the price
Can he scream "Gimme em' gibblets booaaa!"
wait you mean someone plays a skin other than reptilian?
which world are you living in
I play several different skins.
I just play the Rat
i play plain ol tier 1
but play vs about 5 million reptilians
I see plenty of tier 1s and 2s.
free camo in a skin
yeh I mean if they are playing a legendary, which one are they playing
i see more unga bungas than reptilians
T1 and 2 will always been there because of the eco of the game
its horribly inefficient to play legendary all the time $-wise
Yeah, I see more tier 1 and 2s than anything most of the time.
But I think it really depends on what skill group you're in.
on special ocasion i play monroe with a nitro and a silenced nagant
The high you go, the more cains, reptilians, and headsman you'll see.
You mean ubga bunga lacoste and Boo
T1 are amazing - at least the free ones
T2 and T3 got really inefficient with the latest partch reducing the sell prices
Only when you play free hunter instead. Even tier 2 hunter are 300-400 bucks for 2 traits after selling their loadout most of the time and a legendary is 200. Aka 9/10 times you're better off using a legendary
Tier 1 have a chance to costs only 200 after selling the loadout but than its still a 1 trait hunter vs a 3 trait hunter
So many people complaining about the game in feedback these days. I am not surprised. 80% of my friend group has stopped playing as well.
Any plans on fixing hunters broken backs and updating animations like death ones?
Also move up the camera a bit? The camera seems to be at torso height, so when you think you are behind cover, the enemy can actually see your head but you can't see them.
Camera has always been like that it was done by design. It's actually somewhere around your collar bone and it's off-center to the left a bit.
It's being looked into
The broken backs
Ah that's great to know, thank you!
True, I have been playing for a while but I really noticed this with one of my latest deaths where I couldn't see anything but the enemy saw my head and headshot me without penetrating the cover.
If you were crouched honestly it was probably the crouch bug right now where some weapons make you sit up straight.
Ah I don't remember, that's probably a bug I wasn't aware of.
Oh that's the one I meant with broken backs
What really confuses me that this bug for certain weapons is in the game for years and only after a video about it people start to notice it
@quartz garnet, your post below has been deleted, as it doesn't follow the required format.
You can find all guidelines pinned in the ideas channel.
Please feel free to re-post your idea using the correct format:
Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
Anyone else wanna add starshell to the Terminus shotgun to have fun with roman candles?```
Ah I was talking about the standing pose, they all have hunchbaks, it is pretty obvious with Lulu, it is just a matter of changing the default idle animation. Some variations for death animations would be nice as well.
Idk if it's just a matter of changing the default idle animation I have no knowledge of animating and rigging. Thanks for the feedback nonetheless :)
I have a very basic experience, but it doesn't look like a rigging mistake, maybe it is. It is just quality of life feedbacks though, not that urgent but it would look better :)
@fallen delta, your post below has been deleted, as it doesn't follow the required format.
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Please feel free to re-post your idea using the correct format:
Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
Agree, this bug has been in for way too long. Extremely annoying, and I can't imagine this to be a hard bug to fix. #QoL```
@empty sigil not sure what you mean, every DLC with 4 items was 9.99€
you can check Live by the Blade or Crossroads
ah yh i suppose your right actually, i think the amount of pictures was what threw me off, felt like it was a hunter and 2 guns, forgot the medkit, my ba :p
I play solo 95% of the time. So it depends. Where I am in the current prestige? Does this hunter have Greyhound, Determination, Gator Legs and Beastface? What is my loadout? If I come to a compound and hear a pair, especially if I hear them using a combo of long ammo and shotgun, I'm not rushing into that place and getting pinned down and flanked. I may have to wait until they reach a good ambush spot, or go a compound over. My focus isn't to pvp all day everyday, especially not on a fresh prestige, alot of matches it's to get XP, or level a weapon to unlock a better variant. So when you hear the same pair with the Mosin and the Terminus wipe 2 compounds, you don't go charging into that headlong, and at about 10 sometimes you realize that this match is going to be a Meathead/Armored headhunt.
There is the difference I play for pvp only, ai is just annoying at best in this game and I won't miss anything if they got rid of any ai but the bosses to force some pvp. For pve or immersion I would've played this game for like 50h and then stopped it's simply the pvp loop that kept me going for 3k more hours so far
(sorry for late reply, I slept)
Np im still at work ^^
Once I stop doing prestige, I might be the same, but for now, progress is my goal. so a bounty's nice, but for solo players 3 meatheads is as much, if not more XP than a bounty.
I mean if you don't realize all AI is there to facilitate the PvP - did you really understand the game ?
That's why I said but the bosses to force the pvp
the point of AI is to force people to make a minimum amount of sounds, and missing Ai allows you to track targets
Getting rid of that AI wouldn't be a good move. It would make some fights less interesting.
The Boss alone won't do that reliably
The boss serves to get people into the same hotspot on the map
Nonetheless we would meet at the boss or on the way out
If we got rid of hives, then we'd lose the best item in the game: A JAR OF BEES!
The sounds of killing AI / soundtraps etc is what gets people to know of each other
AI forces you to think about the items you bring too
I don't want to get rid of them I just said I don't play this game for pve and won't miss killing pve at all. Of course you need ai for sound and so on but some people here act like pve is the big thing in this game or that it's challenging
Personally I’d really like it if they just reduced the sound of crushing a zombies head or when it screams in your face slightly
It’s just like absurdly loud
Yeah you bring a knife that's it or what do you mean?
I got a friend to try Hunt by telling him "one of your throwables is just a jar of angry bees."
And I mean for the person closest not like as a sound trap
well certain thinks like hives on roofs or armoureds in bad spots ect make you think about your loadout to some extent
You basicly said "I won't miss anything if they got rid of any ai but the bosses to force some pvp" 
We need that AI for good PvP. It could be even more at some places.
I’ve won fights that I wouldn’t have otherwise if the enemy had throwing axes or a flare gun because of a well placed concertina armoured
Lol what if building were like dark zones from dying light 2
You know I've this gun thingy with me I just shoot the hive on the roof and move on
Just like 50 zombies packed in the building
and then the AI has forced you to give away your position
Yeah, and they know what you're carrying
but you can bring throwing axes instead and can maintain stealth when sneaking up on a team for example
It's different if a team can push you in one direction. You have to move with or against the AI sometimes and that's when the AI shines. At least for me.
Some tactic aspect of the game. Ofc AI isn't easy to kill, but you have to waste time for that midfight.
you’re always going to have a better chance winning a fight against a team that doesn’t know you’re coming
If you go shooting all the time, that might by why those guys at the bounty refuse to come out. They know what you have, and they know you've probably got range advantage on them.
Especially if you're carrying sparks, Mosin, Lebel, or Nitro.
I won't miss fighting ai and I kinda think maybe ai should be dangerous and not a sound trap
I'm 200m away before the first team arrives or I've a spawn fight anyway at that point. No matter what I got pvp aka what I wanted in the first place
AI can be dangerous at the wrong place and wrong time
Sure but when you don't take out the dogs before you approach the team in the boss compound that's up to you. I died maybe 3 or 4 times in the last 1k hours because ai fucked me up mid fight. While we're at it hello Mr grunt who charged me right after the sparks tag while I had my medkit out, I really missed you in that corner
they exist to make your life harder and make you think more about engagements and loadouts, they’re not meant to be super hard to deal with threats
When they ever release the hardcore mode ai should also be a challenge but until then it's just annoying to kill grunt number 80,000
But AI is a part of the game (design).. if you don't like it and prefer pure pvp.. just play CoD or Counterstrike 😄
Like I said I know that they're there to force pvp and that they're needed to do that but they're not the reason for me to play nor do they add something to the atmosphere for me. And 80k wasn't just a number by now I really killed already 80-82k grunts, I'm guessing here because I'm at 88k ai kills at most of them should be grunts
where you see how many kills on ai you done? 
In you stats where you also how many bounties you extracted, kd, duos wiped, bosses killed
You really don't care to listen to anyone's reasoning huh?
I would certainly love more challenging AI. At least then I'm not being bored out of my mind killing them
never saw that.. will have a look on it
I have been killed by tree, cause I CANT see enemy's head and for some reason he can see mine 🙂 ggs crytek, put your game into trashcan
What about this: After 20 minutes, a second tier of AI is added to any spawn groups that haven't been cleared, or haven't been triggered to spawn. Think of them like Pack leaders. For grunts it would be something like one super tall, lanky grunt that runs over and jumps on you, holding you in place, you have to melee to get him off, and while he's holding you, the rest of the grunts attempt to wail on you. For hell hounds, there would be a blood hound that's gone feral. He's actually smaller than the hell hounds so he's harder to hit, but if you come within 50 meters of a pack, he starts sniffing you out and pulling the pack towards you.
I genuinely don't understand the AI conversation happening I think it's in a fine place and the AI becoming second nature to deal with is part of the learning curve
I'm all for adding tougher variants cause that means more possible XP.
I mean I guess but it just feels unnecessary when they aren't meant to pose much of an individual threat in the first place
They exist merely as sound traps and inconveniences
And an alternate XP pool. For a solo player, 3 meatheads is as much or possibly more than going after the bounty, depending on how many clues you were able to get before stumbling across the boss lair, and how much of the map that bounty took up.
That's just not what the game is for though
Is it? I mean, they don't have to give XP if the devs don't intend them to. And if you get screwed out of a bounty by bad circumstances, it's a way to salvage your time.
Okay, so why can you extract early then?
XP is there to make it so the AI gives you a little bit in return
Because it's nice to have the option for whatever reason
And also creates uncertainty around how many people are in a game adding to the paranoia
I'm not saying that headhunting is meant to be a main method of play, but I feel like they intended it to be there as an option.
It's also because hunt is based on an economy
As such you are given the decision to get out if you think the risk ain't worth the outcome
Even if that were true why would they give more to something that isn't the main objective of the game? Seems pointless to me
The main gameplay loop ins't going after AI, and it likely will never be
However it should be an option to either prepare for a good round or as an emergency play should things have gone south
Well, keep in mind, for duos, The 200 XP for Meatheads turns into 100 XP for each player. Headhunting isn't really a viable option for trios.
Like for example you can as a solo do a Clue/AI run to afford perks that you feel you need, like snek or Doc
Ok but Meatheads weren't put into the game for that purpose. They are there to guard clues and be one of the biggest inconveniences in the game if you are being full silent.
Kind of yes - they are essentially area denial AI
I have no issue with things working out that way but it shouldn't be the reason thigs are added
I'd love to have new AI as long as it serves a good purpose to gameplay
Agreed
that could be creating new dynamics for how to deal with them (like concertina armoreds or immolators are supposed to do)
This^ Greyhound, Determination, and Gator Legs I feel are essential for solo players to be viable against enemy teams.
or that could be rewards for killing them, like the traits of meatheads or what i'd love to see a way to get back lost HP
But even that on its own keeps getting harder because you can't have too much AI variants that have unique handlings because it forces players to do certain things and I don't like that
well or take a diffrent route
you usually don't need to kill that immolator or concertina armored
you could also take a diffrent path than you intended originally
Which is what they were going for when creating the more disruptive AI
I don't think I should have to completely avoid an area for that, I don't think immolators or carcentina aromourd is a problem but if you add things that need more specific handlings it limits what a player can bring in because they have to compensate for it or bring themselves to a time disadvantage.
especially for the immolators and concertina armoreds the intention was to break up the usual way of dealing with them by stabbing them with a knife
you can deal with them in another way but it's gonna take you all your stamina or some time to find a source of fire
And that's fine because lanterns are rampant and people mostly already brought things into the game that could deal with carcentina aromoured and immolaters jsut need blunt
I'm not the biggest fan of the ones that were presented - but i think New AI is one of the things that adds the most replayability and variance to the game
more so than any weapon...
Yeah, but if it comes to it, you can still just shoot both of them. And they also open up new tactics. I like to shoot an arrow or bolt into the ground around an immolator's feet in an area I will not be going into to put them on a wider more erratic aggro path.
Agreed but not in the way they've been presented by these conversations
generally yes altho the ones you suggested are a bit to disruptive for gameplay IMO
what do you do if you're on low HP and limping back to an extract
Just brainstorming really.
just for one or even multiple packs of hounds to aggro you from way further than you can see
Not further than you can hear though. 😉
Which is fine and good but I'm seeing talk about AI being too "easy" a lot and I think it's just veterans forgetting the learning curve and just being upset that they mastered a system built for them to master
the grunt one is very interesting i think but implementing a system where he holds you in place is a lot of work and may be a nightmare to play against
especially if other players are involved for easy headshots
Also not solo friendly at all
for the same reason bear traps don't lock you in place
I was thinking more of the slowing effect concertina wire has extended to a longer duration, but I get what you mean.
I wouldn't mind a type of AI that alerts a lot of surrounding AI to your location
however i think it shouldn't sniff you out on 50m
Depends because again if done wrong would force people to bring things in their inventory if they want to be on par with everyone else
And I am extremely against that
Not necessarily
Note the "If done wrong"
i think one would need to very specifically design it to achieve that
Not saying it would be the only way just something to be cautious of and consider
Well, the question is, are we considering a throwing weapon a thing most people don't bring? Cause I tend to bring one any time I don't have a silent primary or secondary.
because world melee, and lanterns deal with pretty much anything
We aren't working on any specifics here I am simply saying that we need to be carful with these things
I agree with the sentiment that it shouldn't enforce bringing certain stuff in a loadout
Cool than we agree
i think immolators enforcing blunt melee in every loadout is bad enough
because it highlights how most melee weapons were made without the existence of immolators in mind
seeing as all of them poke or slash
Yeah I don't love it but it's passable since there aren't a lot of others
Which is why new AI scares me
Because we already have a micro version of this in immos and carcentina
On their own not bad but if paired with many others could get pretty bad
I mean i think theyshould be a bit disruptive - not much use in AI that works exactly like all others
however the degree to which they are needs to be very carefully balanced
Agreed which is why again I am just broadly saying new AI is spooky and needs to be carefully considered
Yeah that's why a constructive discussion is helpful
I believe there will be a point where new AI just simply isn't viable
Unless we start rotating them or something but that's not something I would like either
More does not equal better
True - but i think we're quite far off that point
This doesn't include bosses by the way since they have their own space and are a controlled encounter
there really is only one ranged AI, there is only one "mini boss" AI, and only one slightly beefy Ai in the grunt
I definitely think we don't need more ranged AI
I think making them a bit more interchangable wouldn't hurt, so you have a second version of each AI stereotype
like a diffrent ranged AI to replace some of the usual hive spawns
Maybe
i wish immolators took 2 heavy and one light bash from a gun to kill
a diffrent "mini boss" Ai to replace some of the meathead spawns, maybe with diffrent rewards
but i'd also love new stereotypes of AI
I see the AI as one of the most unique parts of this game, like it's one of several things that sets it apart from other shooters, and while we have a decent mix now, I'd just love to see some more variety. Cause to be honest, I don't feel any of the AI is much of a challenge except hellhound packs.
for example a stationary AI
Someone made a suggestion a while back of a Hive Mound, sounded like a decent idea to me. Like a big termite mound that spit out 3 or 4 hive swarms that radiated out from it in all directions.
yeah something like that would be cool
heck it would be awesome if you as a player could use it to your advantage too - thinking similar to Bioshock bee/crow plasmids
I'd suggest mutated Gophers, but I think too many would get Fallout PTSD from it.
I would love to see an AI predator that actually hunted other AI, like grunts and hell hounds and if you clear out too much of it's hunting grounds it starts getting desperate and erratic.
You could escape it simply by running past another AI and it would go for the quicker meal.
i do, i just outreason them. then they hit me with logical fallacies and misunderstandings.
thats why i usually shut my mouth, you know ... when im not right.
No you really don't. You think your opinion is "correct" so there's never a point in arguing with you.
i think my "opinion" is not an "opinion" but the very best way to fix the problems this game has right now.
HAH sure whatever you say.
@unborn dagger You really don't care to listen to anyone's reasoning huh?
Look, this is feedback-discussion for Hunt Showdown.
If youre here to pick a fight with someone, youre in the wrong place.
If you think im wrong, thats fine too. Discussions shouldn't be a contest.
I dont see a reason why you would @ me here for a discussion about me, not the game.
I'm definitely not gonna listen to your reasoning since you think it's factual. Get out of here.
blocked.
Finally
I mean you claim that everyone is just wrong, basing their arguments on logical fallacies, and you're right based on nothing objective really
saying that in the discussion channel you shouldn't be surprised to get @ ed
yeah, im not. i just dont see a point in arguing over anything else then this game.
I mean you'r reasonings were you're all wrong because i claim all you say are logical fallacies which you never proof
you just claimed all that said something that didn't coincide with your way of seeing it as wrong
which really in't arguing about the game either
no no, i always counter argument and then theres something like "yeah thats just your opinion dude"
and thats where i get mad too ... i admit it.
and then there is this one dude, that just randomly gives me life advice instead of actually thinking about my proposition for once, instead of judging by feelings. wich is what you just saw.
in wich he basically prooved me right, right after i told you that its gonna happen.
🤷♂️
I mean your answer was "the easy fix is half match time" (which could be but also could fail massively - depending on what exact Issue of the video you mean)
and you then claim all the others said is factually wrong by being a logical fallacy
and that simply isn't true - people brought good arguments why that's not the easy solution to the issue, if you even call what he complains about an issue
how could it "fail massively" tell me?
because it restricts how people are allowed to play - whcih isn't good for a sandbox shooter
New players, solos, disconnects, it's a pretty big list.
the point of being a sandbox game is to allow people to take their own approach to things
In regards to the video - the issue was Huuge played Solo in the dedicated team gamemode
and then ran into the issue that he as a solo was to afraind to take up his bounty to move to an extract
or to the other bounty
because its a stalemate, right?
because the game forced you to play passive, and camp.
It didn't
He was a solo.
he didn't take his bounty out of fear he gets ambushed on the way to the extract / other bounty
which admittedly is reasonable for a solo, but BH is not a solo gamemode, so if you go in solo that's on you - not the games issue
The game offers QP to solve that issue, it's solo only and enforces going after the objective
As a solo player, I can confirm, lots of times, getting that bounty out just ain't happening.
exactly the same thing happens when you play teams tho.
Or he could have just taken the bounty anyway and and moved to an extract - in that game it would have been a free walk to extract and if he decided to go for second bounty he would have seen the camper
its just less scary maybe, but the issue is even deeper then you potray it.
beeing solo only enhances the issue
well but as a team you get a combined 10 sec of DSB to even out the odds of everyone seeing you and you don't have to fear a direct confrontation with other teams
because you're on roughly equal footing and not outnumbered and outgunned
And i think its great you bring in QP into this ... because it also has the solution. a shorter matchtime. Or something that actually enforces you going for the objective. Time as a currency in encounters, not as a "you have been camping and staring at textures for over 40 minutes now, we gonna have to close this server so you dont take it hostage"
all the issues you describe are issues that are on you when you play solo in a team mode. wich is absolutely not importand in this discussion. again.
But QP also has a zero risk environment where you don't loose money - which enables the enforcment of going for bounty
more akin to a traditional BR
sure you CAN give solos more DSB time, You could give them other abilites or whatnot ... but how are you ever going to even out a 1v3? in any game? what is YOUR point right now?
why should you
A solo knows full well he's going in disadvantaged because he's ignoring the games dedicated solo mode
i don't think you need to taylor BH to solo's too
so you think that the zero risk environment is a better way to fix Bounty Hunt?
no
why bring it up then?
i'm saying leave bounty hunt be
so you dont want any changes to bounty hunt?
Or you could push, throw consumables, leave one of your team there to watch, while you go restock at a nearby compound or resupply, then him do the same. The team inside has limited resources, which they probably dipped into after they started banishing. You have the entire surrounding map open to you, they're pinned in. You're the one deciding to camp.
It doesn't need changes to enforce the objective
that's what QP is specifically made for
QP was bor out of a community event of solo only queue for Bountyhunt
there are like 4 compounds on the whole map, you get a limited amount of consumabels. going for said compounds takes TIME in wich they can get away or engage in a 3v2, your tactics work, but theyre still just a crutch for a far better way of playing the game right now. Camping. because you can do it infinetly, even after the throwables have been thrown.
It was such a bad experience they had to make the objective mandatory, which intern means you need to decouple it from the economy
So QP is quite literally the result of them testing this and changing exactly what is framed as an issue in the video
Many people enjoy using their own tactics and ways to get to the solution in bountyhunt - and enforcing certain playstyles takes away from that
camping isn't the best way to play, but even so shortening the timer doesn't fix camping it just shifts to favor a different type of camping
And just cause it's what you consider meta doesn't mean it's the best choice, especially if it's making you miserable.
Even tho i personally wouldn't want a shorter timer - it's also not the worlds end
most of the time 45 min would be enough
most of the time it is
But the bigger issue i see is that QP is the result of them fixing endless stalemates
so if you want a gamemode taylored to that play QP
also the major factor pushing the pace of QP, is the zero risk high reward
makes it pretty easy just to go in gun blazing and if you die its nothing
doesn't mean people don't camp
No, because the objective is the only thing to do anyways. the problem is how people go about it. Because they dont want to die and lose all their stuff, and because they want to abuse whatever gun theyre using right now in its optimal way, people are gonna camp. nothing stops them from doing so. And youd be a fool to try and tell me this doesnt happen. and cutting matchtime would make camping an additional cost. theyd have to waste TIME.
or make it so the people camping outside the lair have shorter wait time
why do the boss when someone else will do it for you, then you can just sit outside and pick them off
Oh it does happen - but it's a part of it's sandbox nature
I just don't see a point in shortening it, if camping in the people in the boss lair is so annoying to someone, wouldn't it be better to succeed or die than to just sit there? Players determine their own level of involvement in this scenaro. You don't like the camping, then push, make them move, cause nothing the devs do will make them run out into your bullets.
get the skill to kill them or die trying
But the one thng that shouldn't happen is the game forcing somebody else to play in a way you like
the actual theoretical "best choice" in anything is not neccecarily the meta because of many other factors. But youre implying it is, and that this is what i was trying to say. spoiler : it wasnt.
wich is a logical fallacy.
do i really have to prove it one more time?
neither am i, its not fun.
But i disagree with the sentiment that it needs to be eradicated at all costs
if you don't want to camp - then don't
^
are you playing competetively? or are you trying to win? @unborn smelt (missclick sorry)
that is the one time i'll say git gut and go kill them campers

I mostly play for PvP and fun
I never implied it was meta, I even said you considered it meta cause you claimed, and I quote " a far better way of playing the game right now. Camping. because you can do it infinetly, even after the throwables have been thrown." Your words, not mine,
not particularly competetive
well than that might be the issue. because i play to win. wich is fun for me.
and if losing on purpose is fun for you, thats fine too.
why do you want to win ?
If I get into the mood, sometimes I play to make sure everyone loses.
What is the purpose of winning ?
I play to win to, but I consider campers canon fodder
because camping is actually a poor strat most of the time
trying to outplay someone is the most fun thing in pvp games for me. tbh i dont see a reason to "play" anything against anyone, if they dont try to win. whats the point then, lol.
But why win ?
because its the objective.
and anytime its not, its a compound design issue, not a timer issue
Is it tho ?
wich the whole game is based upon.
yes.
we can play a game of chess, and i will flip the table every now and then, because i dont wanna win anyways, its more fun that way
is the single win the objective - or is maintaining a good economy, playing well including knowing when to back off not also part of the game
would you join me?
Winning usually has the purpose of finding out who has more skill
who is the most skilled
and maybe just maybe your skill just wasn't enough to win in the end...
not really, there are enough random factors in any game. and some are based upon it.
so your point is simply wrong.
i have no time anymore, im sorry
then why go for a win if winning is based on this much randomness
gotta eat, waste my time with something fruitfull
Lol, My stomach gets grumbly too when I have to resort to Ad Hominem.
Play games to have fun, even if 'winning' isn't the way you're having fun.
In the words of Hunter S. Thompson "No, no, stay calm. Learn to enjoy losing."
even if you play to win sitting in a liar with shotgun isn't the best way to do it
it will only get you so far before people actually know how to counter you
thanks, you too @unborn smelt
I agree, but to me, sitting in a bush with long ammo looking at a lair isn't much better.
no it really isn't
My point was not going for winning is bad, i do go for wins too.
My point if this would have continued is, since winning is usually a way to determine who is the most skilled, if you need to demand others to rig the game you play to your liking - you weren't skilled enough to win to beginn with.
and that is the point where i stop going for purely the win and can accept there is others that just best me at this point in time
I may leave and come back later to hopefully be good enough then to win
Oh yeah, completely. But I tend to be a little more vindictive. Occasionally, I go in with two bows with nothing but concertina arrows, throwing axes and knifes, Concertina trip wire, poison trip wire, 2 vitality shots, and 2 concertina bombs. And if they decide to camp the inside, I camp the outside. Concertina bomb off the main exits, wire trap tertiary ground exits. Concertina arrow every upper door and window. You really wanna camp? I'll help.
Traps work both ways. 🙂
what the fuck is going on in the cover art background
i see da hunters be shooting eachother
but like
big zombie house
what
I do as well. To me Hunt is like a "sand box" game. I really like that we can camp if thats how one plays, or we can rush around, or any in between. Not many multi-player FPS games have done that. Its often one or the other, and sometimes both but NOT both together. Hunt has achieved something special with its carefully constructed maps with copious random elements to ensure matches are not repetitive.
I especialy like it because I do not feel like I will get bored of Hunt's game-play, the way I did with some other "arena" like shooters where the rounds are so familiar and same after a few thousand plays.
its the butcher and the assassin back to back
ok that makes sense bruh
maintaining a good economy, playing well including knowing when to back off is all part of winning 
Yeah that's what i meant
To win consistently generally one needs to keep a healthy economy which does include knowing when to back off a fight
@teal tusk, your post below has been deleted, as it doesn't follow the required format.
You can find all guidelines pinned in the ideas channel.
Please feel free to re-post your idea using the correct format:
Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
https://www.forgottenweapons.com/hatchet-stock-for-a-c96-mauser/
Can we have a Hatchet Dolch 96 now? 👀```
Yeahhhh figured that one out pretty quick. Formatting my idea now lmfao.
@outer imp, your post below has been deleted, as it doesn't follow the required format.
You can find all guidelines pinned in the ideas channel.
Please feel free to re-post your idea using the correct format:
Matched regex in message in #game-ideas (#suggestions-ideas, 524577494863708180):
NEW MOBS , the game has been out for 4 years now and there’s only 7 smaller variety of mobs and 4 big contact monsters , with the swampy seething and creepy atmosphere there should be easily larger ideas for new mobs and weaponry such as melee weapon cosmetics and mob cosmetics at the least.```
@sharp arrow can’t you already put out fires by going to knee deep water?
Oh damn I'll test that right now
I don’t think it works for shallow water iirc but knee deep should put it out
I'll just boot up the training thing
I also know for a fact you can prevent a immo from exploding if you shoot him while it’s in water
It needs to be deep enough to significantly slow you down and you need to be moving in the water
If that’s the case then that shouldn’t be a perk it should be already be a feature in the game
I'm testing this right now. I'll delete it if I found out that's true
I'm at crypress huts so, the deep water there should work
It's basically immediate, I'll have to think of something else. Thanks for letting me know
No problem
I was surprised when someone told me haybales and water also reduce fall damage as well.
Maybe they do happen often in the game
But like I said it shouldn’t work in shallow water only deep areas
If you can try to simulate the scenario in training and see if that works
speeding up burnt health chunks could be nice as I mentioned in my post but. I only thought with those two features together it would make for a decent trait. If you can already go in to the water like that as I tested, its basically redundant.
@outer imp they technically already do this with bosses on certain special events. It makes them look stupid but I remember seeing some cosmetic changes on them.
I think vigor can do that but I could be wrong.
Salve skin is the one
Ohhhh
So salveskin paired with vigor is why I thought it happened
That makes more sense
I might need to take salveskin more then honestly
@civic thorn I’m sure others would love that hunter look but I personally hate it because it makes me think of tachanka from rainbow six siege. Discount lord tachanka anyone 😉 $1 at dollartree.
Lmao
Any official response from Crytek for Linux/Steam Deck support? There have been so many suggestions with overwhelming support and I haven't heard a peep about it from the developer. Proton support is a toggleable option now - even for legacy (non-EOS) versions of EAC.
Some of the (un)answered suggestions related to this:
#game-ideas message
#game-ideas message
#game-ideas message
#game-ideas message
#game-ideas message
#game-ideas message
#game-ideas message
I think they're primarily limited by the anti-cheat software. Other games that use the same software are also not compatible.
EAC added Linux support and it's a toggleable option now.
Don't know enough about linux to know what that is. Just repeating what I've seen.
There are lots of games that use EAC that are now playable on Linux with Proton.
Exactly. It wasn't as easy at first, but with recent updates to Proton/EAC, it's literally a toggle that Crytek has to enable. See here: https://store.steampowered.com/news/group/4145017/view/3137321254689909033
Well, provided they don't respond to any other criticisms, or long standing bugs, I HIGHLY doubt linux support will be added anytime soon. It's another platform to support.
That said, it would certainly be a nice to have
It doesn't have to be officially supported
What @queen jungle said
Alright, well good luck then.
The Proton team will work out the incompatibilities, but they can't do it with the EAC roadblock
I haven't used the GE edition, but probably haha
There's no added expense. We realize budgeting money towards officially supporting a native Linux version is a losing game
That's what Proton is for :P
Where did you contact their support? On the site?
I'll give it a go as well
Wouldn't hurt
Got it. Thanks! :)
Looks like ALL those suggestions with "overwhelming" support occurred in a two month period. By the same 30 or so usernames.
1/24/2022 cxsey #game-ideas message
1/27/2022 np932 #game-ideas message
1/30/2022 div #game-ideas message
1/30/2022 takyon #game-ideas message
2/13/2022 takyon #game-ideas message
2/17/2022 kervek #game-ideas message
2/17/2022 plock #game-ideas message
If you go look at the steam forums, they got a response from the Technical Lead over there. In case you haven't, seen it... Good luck tho, I hope for your sake, you get second official answer.
There's many more than just the ones I posted, but for the sake of brevity, I think a handful of recent posts gets the point across. It's a feature that lots of people would like to see that costs almost 0 time in developer effort. I don't see why you'd be against it.
There's no need to be passive aggressive about it. A simple "there's a developer response about it on the forums" would have sufficed. I don't have the time in my day to sift through 100s of posts to find one buried developer response, but thanks for your two cents about it.
I think you have misinterpreted my post. It is not "passive aggressive". I am sure there are more than just the ones you posted, from the pattern, it looks like the same user names do this a lot.
Regardless if it's the same 30 people or so upvoting those suggestions, it doesn't matter. The amount of effort it takes is almost none. As the Steam Deck is released, I wouldn't be surprised to see more and more support for this. You have to remember that Linux is such a small portion of Steam's marketshare currently. But that might change drastically with the Steam Deck
Read this forum post I found for a more in-depth explanation: https://steamcommunity.com/app/594650/discussions/8/2954914688105803176/?ctp=8#c2957167122123459678
I don't think its lack of desire to put out "effort" that is keeping them from doing what you propose. They said they want to properly support it, and they can't do that right now, maybe in the future.
They're able to do both. Enabling Proton support in EAC would just be a stop-gap in the interim. The cost in the current market to take a 4 year old game and port it natively to Linux wouldn't be worth it. It makes much more sense to let the Proton foundation do it for free and then profit from a market that you otherwise would have not profited from. All of this with a $0 investment.
But where in that 'possible' future does their desire to properly support their product fit? you just gloss over it, and say they don't HAVE to. But what if they WANT to? And what if they DON'T want to accept anything less? That is basicly what they said to those that asked on the steam forums. Which is most of the point here, you started by asking about official responses.
It doesn't make sense financially to port a 4 year old game to Linux. As time goes on, Hunt will become less and less popular and the budget for a full native Linux port (especially if it's not already on the roadmap) will dwindle. I don't really foresee it happening if their plan is to make a native port.
Plus, there's no drawback to allowing Proton to do the work in the meantime. Gameplay may be less-than-desirable at first, but as Proton irons out the kinks, it'll get better (assuming there's issues to begin with).
if you ask me the drawback would be that crytek could not support the game in the way they want to. They stated they want to, so it would be a drawback, if they could not.
I can understand what you want, but I am not understanding why you insist there is no drawbacks involved with your idea.
That's what Ned Kelly essential was. He was a Bushranger who made his own armour out lf scrap iron so he could fight cops and his gang. He even used a Springfield rifle :).
I thought he'd be a good 'inspired by real life' legendry like The Kid and Carter.
Realistically, if the game functions identically on Proton as it does on Windows, I don't see how using Proton is a drawback. If anything, it's a net positive by all accounts.
Ned Kelly is a bloody hero that’s what he is
The drawback is they want to support it properly, and they would not be able to.
Correctly is very subjective. Put it this way. If I gave you two options of getting from New York to Los Angeles:
-
I'll give you a free plane ticket with all expenses paid.
-
you have to ride your bike there and pay for all your food, hotels, travel expenses, etc.
Which are you going to choose? You get the same thing in the end, but one took much longer, much more effort, and was much more expensive
Why reinvent the wheel?
If they want to support their products to a high standard, I can understand them not wanting to enable something and then NOT support it properly. You did not include in your example that the option picker already wants to bike there. Therefore it is not a good likeness.
I am sure they will make the decision that is best for Hunt.