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[Hunt: Showdown] 1.0 pushed to PC early, LIVE NOW! Consoles on the 27th!
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We flared up the big fish-gutting facility, or whatever it's actually supposed to be, in the one game I took down the butcher. Nobody showed up - I think everyone else shot each other up and whoever lived extracted - but they'd have had a very hard time figuring out what was going on in there if they were just walking into it.
Pretty certain the elephant gun is the one that one-shotted me that one time, now that I know it exists.
FWIW re: the PVP, there are few enough people per round that it doesn't feel nearly as prominent as I was afraid it would be, and I'm turning out to be okay with it.
A few people have said the pvp isn't a major portion...is that just due to low population? So if this ever takes off there will be wall to wall campers?
Any indication of a console release? I cannot do PC shooters without a controller and if I'm the only one of a controller it is a big handicap
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PVP isn't a major portion because there's only up to 5 teams in a single 1 km^2 map per match. Are you likely to run into a player, yes. Could you complete a match without running into a player, also yes. But it's not 100 players dropping onto a single map. It's 10 at most. And yeah, camping is the best strategy right now unfortunately. At least until you know 2-3 teams are dead.
No Console talk just yet.
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Check out this run I linked last page @WingedWeasel . It's an example of a 'good' round IMO.
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Was planning to and then just fucked it up yesterday. I'll correct t that when I get home
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Even the melee weapons should make some kind of sound if you get hit with them, right?
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For me, a large part of it is that it's all but impossible that the game will be adequately balanced to be fun, prevent people from griefing, and prevent cheating. Throwing PvP in the mix means there will be people looking to break the game in general and other people looking to straight fuck over other players, and it seems like virtually none of the developers making this style of game are interested in putting in proper effort to stop those issues.
Hopefully, the fact that it's in closed alpha right now means this is at least getting a proper development cycle with adjustments to be made before release, rather than just getting thrown out as an incomplete Early Access title that gets abandoned after the first rush of players falls off.
I was off to an okay start solo, too! I'd blown a guy's head off with my revolver after he picked the wrong spot to hide in while camping a clue to lead things off. Run would've paid for itself already.
Hmm, I dunno how to tell you this...but we EA now boys.
Developers seem to be actively patching it though with server tests and patches almost every day since EA release. I don't think they're abandoning anything.
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Do we camp these guys or do we head for the other and try to get it quick?
Maybe everyone is going for the known bounty, we could sneak this one quick or at least have a good lead on it.
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General bug & crash fixes - Implemented some fixes for the more commonly encountered bugs and crashes
General backend fixes and improvements – In the coming weeks, we will be creating a developer blog to detail some of the changes we have made to improve and stabilize our backend
Binaural Audio fix – Improvements made to the directional audio in-game
General Updates
Audio
The game audio will now default to headphones when launched. We will be adding the option to change between headphones and speakers through the UI in the near future.
Bug fixes
Major bug/crash fixes
Fixed a crash that was caused by unexpectedly leaving the game while loading into a match. This could also occur by pressing ALt+F4 during loading if the unresponsiveness of the loading screen was perceived as a game freeze.
Fixed an issue that would cause you to spawn into a match with a broken loadout (no weapons, 1 bar of health). This was being caused by a slowdown on the backend. The game will now perform a check to see if your equipment/bloodline are in sync, and if not, you will be kicked back to the main menu in order to preserve the hunter and equipment.
Tentative fix put in place to prevent the error code 0x107D1 from occurring. This was caused by a slowdown on the backend as well as spamming the friend invite button.
General
Fixed a bug that was causing in-game models to stretch when approached
Fixed an issue that would cause the visual geometry of certain doors to not match its actual state (in some cases, doors that require a crank to open were not reacting as intended)
Fixed a rendering issue which would cause a position offset for the chicken coops and dog kennels (the position was rendered offset from its actual position which caused confusion for some players)
Fixed an issue that made it possible for your hunter to “jump on air” when the network latency was too high
Fixed an issue that would cause the mouse cursor to become detached from the game after alt+tabbing
Fixed an issue that would cause the lighting in game to “break” in some instances
Fixed an issue that caused the gamma to not reset correctly when closing the game
Early reports are saying that the lighting bug is still there, and that this patch does not fix shadow issues or flickering lights.
There's also a paragraph on the announcement thanking players for early support, and announcing that players will be compensated with in-game currency for any hunters/equipment lost while they work out the server connection issues.
Edit - Also noting, CryTek CEO has stepped down and will be followed up by his two brothers. I don't know if that will change anything in Hunt, but hopefully it helps the company promote better business practices.
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On the other hand it's a real fucking good feeling when you squeeze the trigger on your revolver and just watch it thunk into some poor dude who thought he was sneaking up on you in the swamp land. Plus it helps make it easier to justify not taking a rifle.
I like the way it works in combination with the enforced two-step ADSing as it makes fights more deliberate. You'll lose to someone if you just pump out random shots while they take their time and get a single headshot off on you. It punishes twitch panic fire.
FFXIV - Milliardo Beoulve/Sargatanas
Actually another thing I've being really enjoying is how rifles penetrate through a single barn wall really easily. I had a really fun 2v2 firefight where they were in a barn and we were ducking behind outhouses and farm fences. With a lot of pretty heavy fire exchange because both sides could hit through soft cover.
I also like that single wooden walls can be penetrated by bullets.
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Still feels like I'm getting carried by people with better aim, but at least I had the right instincts a couple times I got myself killed and was trying to do the right thing. Snuck up on some guys through the Crematorium tunnels, but they were watching the exit I took and killed me, etc.
Found 3rd clue early, set up camping shop. Killed two guys, watched another get sandwiched between an armoured and the butcher.
Wait ten whole flupping minutes to see if the gunshots in the distance are guys moving to extract early or guys coming for me.
Spend three minutes killing the butcher by cheesing him.
Wait for the banishment.
Wait another minute.
Step out to grab the bounty.
Shot by the last duo.
And it's like, at a certain point the game just entirely punishing any active play is killing my desire to play.
Because that round was a lot of fun.
But it was also, like, fourty fucking minutes and what I did 'wrong' was to not make it fifty fucking minutes.
Yeah, the game could really use some more incentives to hurry the heck up about things, probably more than anything else.
FFXIV - Milliardo Beoulve/Sargatanas
Though honestly the issue is just that anything to do with the boss/banish/bounty requires you to give up or hugely hint at your location.
Which considering the game is primarily a hunt about getting an effective ambush on players means you can't act until you've counted out every other team or you get bored enough to convince yourself 'they must have left or died earlier if they're not here'.
Diminishing bounty value the longer it hasn't been claimed might be okay too, but your idea would be way more fun.
Like who cares about $40 less bounty if you've got a semi decent hunter with 150 HP on the line?
It's a really tough design issue because right now it's making the game functionally 100% PVP with the PVE not mattering in the slightest. At which point I might as well be playing any other battle royale where there's the Circle to ensure good match pacing.
FFXIV - Milliardo Beoulve/Sargatanas
tbh I'm not sure they're really adding much that's worth having at the moment.
But I don't think they really add anything and I think they're sabotaged by having the main progression be a shitty, run of the mill treadmill unlock apolooza.
Basically Hunt's a game that I chat about a lot because I think it's so close to something perfect. Though I think they definitely should've leaned harder into 'weird rogue like bounty hunting game' and less into 'hardcore PVP mandatory battle royale'. The PVP is definitely fun but it's not the USP of the title at all.
Yeah, this is a game where the roguelike features could be very cool. You could have a stable of guys with different things that were convenient for different sorts of hunts, etc.
At the moment... that's not really what's going on.
Dont even give the lightning in ghost vision.
Right now, banishment is basically saying "DINNER TIME RIGHT HERE!"
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Like I said it’s a really weird design issue that’s pretty deeply embedded in how the game works right now.
The clues and stuff you're all collecting allow you to find the location of items/talisman bits to help fight off or avoid being hunted by the boss. The items drop when you die, the team or players with the fewest bits (components for a talisman, trinkets or uncharged gems or whatever) are the first ones the boss tracks down.
I'd rather multiple roaming bosses with different trinkets to assemble that can do different things, I think it would offer more variety and give a reason to move your ass.
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