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I personally liked and am excited about everything in the live stream
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# ? Jun 19, 2019 21:06 |
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# ? Jun 6, 2024 05:58 |
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Chomp8645 posted:stuff Yes, it's largely a PvP game with a bit of PvE elements. The monsters are generally never a big threat once the other players in the game are eliminated. You're definitely right that a lot of the game comes down to ganking/avoiding ganks. Part of that is avoiding making noise on your end and capitalizing on others that do make a ruckus. It is a big problem though that the winners of a game can often be the ones who stay back and avoid conflict until most of the other teams are dead. This can often lead to some slow standoffs where nobody wants to make a move at all. Alternatively you just get your skills good enough to go Rambo and gently caress up any passive players (but you can still get screwed with this approach at times as they may only need one good head shot on you). Chomp8645 posted:Oh look, that horse you thought was dead suddenly looked up at starting making noise. Wow haven't seen that ten times in just four matches. What a shock!!! Chomp8645 posted:I understand this game has been playable in early access for two years or some poo poo? What have they been doing this whole time? Varkas fucked around with this message at 21:29 on Jun 19, 2019 |
# ? Jun 19, 2019 21:20 |
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Yeah the game is a sound game first. The whole world is crafted to have very dynamic and telling sound scapes. Horses, chickens, dangling pans, are all intended to be sound traps. You learn to identify them early. They are all triggered at different distances dependent on how loud the sound nearby them is. They alert other hunters and monsters in the world about you. Monsters aren't meant to be a threat but an obstacle. See a team ahead but there are dogs near you? Thats a decision you have to make, take the shot and risk attracting the dogs or reposition. Alternatively you can also use blanks to attract monsters onto other hunters and take them out when they are distracted. Stand offs are often. Its especially tense when you think another group is nearby due to sound triggers but don't have confirmation. I personally enjoy this tense gameplay. I find the fights in this game much more impactful than most other titles.
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# ? Jun 19, 2019 21:26 |
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AbsoluteLlama posted:Dev livestream this morning: Am I reading this right that the weapon unlocks you're talking about are just cosmetic skins? You just said you dont care about them so who gives a poo poo if they're "a huge loving chore" ?
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# ? Jun 20, 2019 01:14 |
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Can't kill devilmen if I ain't the prettiest
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# ? Jun 20, 2019 14:29 |
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Basticle posted:Am I reading this right that the weapon unlocks you're talking about are just cosmetic skins? You just said you dont care about them so who gives a poo poo if they're "a huge loving chore" ? He's talking about two seperate things. Gun skins are unlocked through prestiging or earning/buying premium currency, but actual weapon variants are unlocked through use. So the way I understand it, you'll unlock a regular Sparks LLR at, say, rank 15 or whatever, and if you want to unlock the Silenced/Scoped variants you'll have to get x number of kills with it first. How much of a chore this is definitely depends on the value of x, I think.
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# ? Jun 20, 2019 14:55 |
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Mordja posted:He's talking about two seperate things. Gun skins are unlocked through prestiging or earning/buying premium currency, but actual weapon variants are unlocked through use. So the way I understand it, you'll unlock a regular Sparks LLR at, say, rank 15 or whatever, and if you want to unlock the Silenced/Scoped variants you'll have to get x number of kills with it first. How much of a chore this is definitely depends on the value of x, I think. So they are basically going the battlefield route where you use guns to unlock the mods for them? Chore indeed.
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# ? Jun 20, 2019 15:06 |
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If it's around 5 to 15 kills then eh, if it's 50 then pffffffffffff. Though I think I've mostly been using non-variant guns anyways.
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# ? Jun 20, 2019 15:28 |
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Mordja posted:If it's around 5 to 15 kills then eh, if it's 50 then pffffffffffff. They could as easily make it an across-the-board "XP earned" gauge which would actually be tolerable. Let any 'use' contribute, not just hunter kills.
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# ? Jun 20, 2019 15:59 |
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What have they added since I got this game like ... A year ago? Is it still the butcher and the spider?
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# ? Jun 20, 2019 16:15 |
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Glenn Quebec posted:What have they added since I got this game like ... A year ago? Is it still the butcher and the spider? Assassin boss New world enemy types (water hazard and a flaming psycho zombie) New gadgets and some guns - generally more toys across the 1-100 track New map
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# ? Jun 20, 2019 16:37 |
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Nothing wrong with long term consumables. Giving players a goal to get to, even if its grindy, is a decent way to maintain a playerbase, otherwise the playerbase will say there is "nothing to do" and it drops off a cliff in a month.
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# ? Jun 20, 2019 16:38 |
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Also various changes to progression (free hunters and general newbie-friendliness) and significant performance improvements.
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# ? Jun 20, 2019 16:40 |
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A quickplay mode, too. Its kind of BR ish.. But actually pretry drat fun, lets you get money and experience basically cost free, lets you play with potentially any item in the game, and if you win you get a free decent hunter.
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# ? Jun 20, 2019 16:44 |
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Basticle posted:Am I reading this right that the weapon unlocks you're talking about are just cosmetic skins? You just said you dont care about them so who gives a poo poo if they're "a huge loving chore" ? Weapon variant unlocks. One example they gave is your BR unlocks hand crossbow, and you need to grind achievements to unlock any of the other crossbows.
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# ? Jun 20, 2019 17:53 |
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Weapon unlock grinding and real money currency - are they going f2p? e: i actually don't think that would be a bad idea Captain Beans fucked around with this message at 13:38 on Jun 21, 2019 |
# ? Jun 21, 2019 13:18 |
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Captain Beans posted:Weapon unlock grinding and real money currency - are they going f2p? It honestly might not be the worst way to get folks playing? Right now a lot of folks I try to get involved are put off by the price tag and the seemingly endless EA status. Free weekends are an easy way to at least get folks in on it - but again, most I end up playing with don't commit to actually buying a copy. Of course they need to loving -market- the game in some way, too. I had a brief convo with one of the devs earlier, and much to my chagrin they have no intent (as of yet) to release a dev kit to the public. I fielded the idea of something like a map making contest - I would love to do something like that (but I'm a huge nerd, ex-level-designer) - and I think another map would go a long ways towards longevity. Admittedly, more bosses would probably be just as, if not more important. I'm really hoping they take to the idea of a 'world boss' that isn't glued to the compounds, as that seems to be the best suggestion rolling around. DarkDobe fucked around with this message at 22:04 on Jun 21, 2019 |
# ? Jun 21, 2019 22:00 |
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DarkDobe posted:I had a brief convo with one of the devs earlier, and much to my chagrin they have no intent (as of yet) to release a dev kit to the public. Community made maps would be a great option to have. Naturally they could have some approval process to white-list such maps. After playing the recent versions quite a bit, I mostly don't approve of the long duration it takes to loot a hunter right now. When there's a team fight between teams 1/2, a 3rd team doesn't have to engage directly--as they can just camp bodies from a distance for a super easy head shot. I feel like the duration should be maybe 1/4 or 1/3 of what it is now. Right now I'm deciding to not loot the recently deceased unless the bodies have plenty of wall coverage, or if it was a super fast wipe in the early game.
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# ? Jun 26, 2019 20:16 |
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Varkas posted:Community made maps would be a great option to have. Naturally they could have some approval process to white-list such maps. I usually burn the first one I kill to draw out his buddy - easiest and fastest way to make sure there's nobody shooting you later. Yes, this is ALSO helped by the fact that they scream if they have friends - IMO they should always scream, even if they are alone, to remove that really cheaty aspect. Won't stop me toasting the first guy to try draw the other out of hiding, though. VERY few people will leave their buddy to die outright.
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# ? Jun 26, 2019 20:40 |
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DarkDobe posted:I usually burn the first one I kill to draw out his buddy - easiest and fastest way to make sure there's nobody shooting you later. Oh I actually mean a scenario where you wipe another team completely, but then *another* 3rd party shows up while you were engaged and decides to just wait until you start looting the team you just wiped. They'll sit there for the longest time and just wait until you start the looting because they know they'll get a perfect opportunity to knock someone out. The long loot time gives too much incentive to play that way.
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# ? Jun 26, 2019 21:32 |
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Varkas posted:Oh I actually mean a scenario where you wipe another team completely, but then *another* 3rd party shows up while you were engaged and decides to just wait until you start looting the team you just wiped. They'll sit there for the longest time and just wait until you start the looting because they know they'll get a perfect opportunity to knock someone out. I don't think I've ever had that happen, actually? Getting third partied is sort of a 'you're hosed anyways' scenario, though? Are you both looting at the same time? Or do you take turns looting/guarding? Just seems like you're -already- being ambushed, so having it happen during looting is a matter of convenience for them.
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# ? Jun 26, 2019 21:42 |
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DarkDobe posted:Getting third partied is sort of a 'you're hosed anyways' scenario, though? We tend to be pretty mobile and do indeed loot one at a time. You can only spot so much though if folks are approaching from the right angles and making use of trees/bushes. I've had instances where clearly the 3rd team has eyes on us and could have fired at any point, but they deliberately wait because of how long it takes to loot right now. I should add that this tends to occur around double-clue compounds that tend to attract a lot of players anyway. Having a 3rd party definitely tips the odds against you, but we've been able to pull through at times depending on how much ammo/healing we spent with the first fight, and when the 3rd team decides to actually engage. Varkas fucked around with this message at 02:01 on Jun 27, 2019 |
# ? Jun 26, 2019 22:49 |
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I personally have had several instances where my partner and I run to what is clearly a fight going on, come upon a dead body, look around to see where people are and watch some derp run out to loot the body in the open with no cover. 1 headshot. We're neither camping nor trying to abuse this strategy however the current loot timer is SO LONG even if you spot someone halfway through it you have more than enough time to line up an easy headshot. Assuming you don't suck.
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# ? Jun 27, 2019 01:40 |
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The new patch is going to have some fine changes and alot of ehhhhhhhhhhhhhhhhhhhhhhh. https://www.reddit.com/r/HuntShowdown/comments/c68cxc/627_livestream_full_recap_new_content_weapon/
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# ? Jun 27, 2019 19:11 |
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Rysithusiku posted:The new patch is going to have some fine changes and alot of ehhhhhhhhhhhhhhhhhhhhhhh. All of these changes sound awesome to me.
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# ? Jun 27, 2019 19:55 |
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I'm intrigued/indifferent to most of those except for the Iron Repeater trait:quote:Remain in iron sights after firing a shot while using lever action rifles - Repeaters such as the Winfield now slightly fall off target in between shots, this also slightly decreases the firerate; having this trait will make the Winfield function exactly as it does on the current version I always thought the big strength of the Winfield variants were that you didn't really need any accompanying traits and that you could be pretty spammy with them compared to long bullet weapons. So I'm not digging what sounds like a big nerf. All that aside, I didn't realize how little protection you get from doors: https://streamable.com/nd4vc I had a few bright moments in this engagement and one really embarrassing potato: https://streamable.com/sxd8q
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# ? Jun 28, 2019 07:07 |
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Varkas posted:I'm intrigued/indifferent to most of those except for the Iron Repeater trait: i think they straight up said Winnies are over performing and they wanted to make them have SOME investment required to bring them in line with other guns
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# ? Jun 28, 2019 07:49 |
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I don't think they're wrong in that, either? Winnies are -really- good, especially as a cost vs efficacy consideration. They get a lot of work done, and for most engagement distances are perfectly capable of 1-tapping a hunter, and doing it while laying down rapid, accurate fire versus the bolt guns or even slower options. That being said - I really think they need to add a hefty penalty to accuracy while moving. Being able to sight in and strafe and still hit shots (be it shouldered or iron sighted) quite goes against the grain of everything else in the game being slow and deliberate. Yes, it runs the risk of making shotguns even more potent... but that's kind of the point: they -should- be the only weapon that is 'viable' to run and shoot. Right now I can get by perfectly fine circle strafing pumping rounds into dudes firing a winnie from the hip and it feels 'off'.
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# ? Jun 28, 2019 07:57 |
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Rysithusiku posted:i think they straight up said Winnies are over performing and they wanted to make them have SOME investment required to bring them in line with other guns I could see that, despite them losing a ton of effectiveness at long ranges (unless you're landing consistent head shots) and through surfaces. The change is probably just going to push me more more towards the Caldwell Rival/Uppercut combo even more now. Varkas fucked around with this message at 23:54 on Jun 28, 2019 |
# ? Jun 28, 2019 08:30 |
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Varkas posted:I could see that, despite them losing a ton of effectiveness at long ranges (unless you're landing consistent head shots) and through surfaces. Is this a thing? I haven't fooled around with the rival enough to form much of an opinion on it.
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# ? Jun 29, 2019 01:27 |
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DarkDobe posted:Is this a thing? Yeah it's pretty cost effective. The main benefit of the Rival is its firing rate over other shotguns. If you need a second shot to finish someone off, it lets you get it out faster. If money isn't an issue, there's always the Crown & King of course. The Uppercut complements it well for those medium to longish' ranges.
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# ? Jun 29, 2019 05:21 |
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Women in the bayou: https://www.youtube.com/watch?v=Q-ZOpIbwZSs
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# ? Jul 3, 2019 00:20 |
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I'm honestly sick and tired of watching people dance back and forth while strafing and immediately getting a headshot while I'm lining up. makes me suspect hackers or that like Apex this isn't meant to be a realistic, but an arcade shooter.
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# ? Jul 3, 2019 19:31 |
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Oh yeah, also notable is we've got a release date of August 27. https://www.huntshowdown.com/news/hunt-release-dates-confirmed
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# ? Jul 3, 2019 19:34 |
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E-Tank posted:I'm honestly sick and tired of watching people dance back and forth while strafing and immediately getting a headshot while I'm lining up. makes me suspect hackers or that like Apex this isn't meant to be a realistic, but an arcade shooter. The game really needs some sort of replay/spectating option on that note. Despite having plenty of deaths, my inclination has never been that someone was cheating as to why I died. The game definitely rewards players that have great twitch skills. Take Wizzdome for example.
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# ? Jul 3, 2019 21:08 |
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Replays would be nice. I don't get the feeling of playing against hackers mostly, although hacks do exist. When me or my partner keep getting 1-shot headshot through walls by the same guy multiple times in a game I get a little suspicious, although sometimes the game fails to render a wall. I've been guilty of headshotting someone through a wall that didn't render.
AbsoluteLlama fucked around with this message at 19:18 on Jul 4, 2019 |
# ? Jul 3, 2019 22:17 |
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AbsoluteLlama posted:Replays would be nice. I don't get the feeling of playing against hacker mostlys, although hacks do exist. When me or my partner keep getting 1-shot headshot through walls by the same guy multiple times in a game I get a little suspicious, although sometimes the game fails to render a wall. I've been guilty of headshotting someone through a wall that didn't render. The 'shot through walls with perfect accuracy three times in a row' are about as suspicious as I get. I get headshotted through a solid wall - I go down. Buddy gets me up, gets his brains blown out a moment later. I run outside - and the dude goes from knifing a zombie with his back to me - to 180 Mosin headshot by the time I raise my pistol. Pretty much the most suspect thing that's happened to me. That said - I'm going to keep throwing the suggestion to the devs that moving has a penalty on your aim. Right now you are still laser accurate while shuffling around and it feels so -off- in this game I don't know why they keep to it.
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# ? Jul 4, 2019 00:34 |
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Another thing this game needs: in-game voice comms that are private to you and your partner. Most competitive folks are going to be using Discord anyway. I would probably be more inclined to play with randos if this were a thing.
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# ? Jul 4, 2019 16:28 |
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I played again for the first time in a while, and my first time on the new map / boss. Overall the new map didn't thrill me too much. My partner and I stopped worrying about anyone seeing us enter compounds because, well, how the hell would they? Every compound has about a dozen outbuildings. It's a weird mix of the compounds being heavy on LoS blocks while the transition areas are flat with a few railroad tracks and rivers. Not great, not terrible. I do really like the new guns - the Lemat is interesting and neat, the Lebel feels really good, and the Bomblance is 100% my game. I'm not sure they needed to add in the tripwire items. They're handy I suppose, but why are we encouraging the bounty holders to turtle up even more? Tales from the swamp: On the old map, under the chapel we finish off the spider. A team tries the stairs on the east side but realizes it's bear trapped at the foot of the steps and tries to retreat - we blow one guy away away with my shotgun / partners lebel and wound the other. The second guy yells "YOLO" and vaults over the railing above to drop down. Hit hits the trap, takes fall damage and dies instantly. ------- Sometime between these stories I decide to prestige. I wanted a fresh start and to challenge myself because I was fairly rusty after a long hiatus. My guy is a white shirt scrub with contraband weaponry. We get the bounty from one of the SW compounds on the new map (forget exactly which one.) One of the guys we killed had a bomblance, so I trade my stolen Specter bayonet for reasons. The second bounty is NE toward the station. We were thinking there was a good chance that we were alone after killing off two teams at the first bounty but a random darksight check shows two behind us. We attempt to ambush them while they cross a field but my partner gets Mosin'ed through his skull. I have an uppercut, a bomblance, and a dream. I toss a dynamite stick on my buddies corpse to get a smokescreen. I get him up but he goes down again very quickly. The guys push me but we're in an area with a lot of shrubbery so they don't know exactly where I am, also they may be confused because my partner got back up and thought he was me. As one grabs my partner's bounty and checks his DS I charge him. I like to think he saw a massive blob of orange right before I cut him in two with the bomblance. His partner gets a hit off with his uppercut but it isn't enough and shares the same fate. Two Tier 3's kitted out dead to my stolen bomblance.
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# ? Jul 8, 2019 11:35 |
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# ? Jun 6, 2024 05:58 |
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I think the new map isn't quite as good as the original, but I do like how different the gameplay is. Rifles really shine on it in a way they don't with the old map. Shotguns are still viable for the large interior spaces. As for tripwires? They aren't all that useful for turtles. At this point people are looking for them in obvious places like entrances. They seem to work best when used at the edges of compounds as more of an early warning, or set next to an explosive barrel for a fun deathtrap. Personally, they mostly get used as end of match celebration fireworks.
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# ? Jul 8, 2019 16:36 |