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번역 관련 문제 보고
Hunt is a PvP game, all the AI elements in the game are there to compliment PvP and the bosses being the most important as their purpose is to serve as main a objective for players to converge to and fight each other for. now i know there are a lot of arguments on both sides and everyone is entitled to their opinion im just gonna link this video which is from way back in 2017(!)
https://www.youtube.com/watch?v=giguwjdoidU
you can hear the devs stating that! at 8:00 "this is a competitive multiplayer with AI" and at 8:50 "our game is not a boss fight game, a souls game" "they adequate a hotspot of action" so you can see Hunt has always been a PvP game.
with this out of the way and to answer the topics question, it should be "2"
right now, as you said, is more of a "1" which is ok as it serves the purpose of a focus point but it doesnt compliment pvp much. as its so easy to kill it doent really affect pvp fights. by making a bit more challenging it would create more interesting PvP fights around it
i like what they did with scrappy and and the hoarder attribute and i would like to see the other bosses updated in a similar way. not necessarily a direct buff on their damage or HP but an indirect one by changing the surrounding area. they can make the butcher spawn random fire patches, the assassins lair extremely dark and blah blah or whatever you get the idea.
I personally would like to see more options like this as opposed to just more bosses,skins etc..i dont think a hardcore mode (no hud,tougher ai etc) would be that difficult to implement and it would give the vets somewhere to 'go' thus alleviating some of the mismatching in skill level in BH
Obviously this is the internet so i may be wrong :)
Happy Easter everyone!
The problem which you're all ascribing to the bosses is in fact a problem with the multiplayer modes offered by Crytek. If they actually had a solo BH and a separate duo/trio BH, rather than a weird singular semi-merging of all three, then the boss meta issues would be fixed instantly. Why? Scaling. Somewhat unfortunately, in order to keep the game on some kind of fair and playable ground for solo hunters, the game has no scaling of difficulty; you encounter as many monsters and the same weak bosses as a group as you would if you entered solo. It would be a relatively simple matter to implement difficulty scaling if the servers were split firmly into solo and multi.
I don't necessarily like this idea myself because I genuinely enjoy having to be stealthy and thinking more tactically if I'm going up against duos and trios. But I don't see another way to implement a more difficult or "hardcore" meta without making the game almost impossible to play solo. IDK whether or not solos are much more of a minority these days, it's quite likely, but I don't think they should simply be relegated to QP so this solution may well be the most agreeable to all.
People will always seek the path of least resistance. The bosses hit harder now, have an enraged mode and move faster. The sticky bombs are intended for bosses, their long fuse time is useless for pvp but i think they may get nerfed. The bosses dont need to be any stronger otherwise people wont really bother fighting them. People will only attempt bosses on an empty server or people will just camp and wait for someone else to do all the work.
I've suggested before the idea that the boss AI should act differently when fighting trios, duos, or solos in the lair. For trios and to a lesser extent, duos, boss AI can be much smarter, more accurate, faster at decision making, more aggressive etc.
Maybe make them invulnerable in their enrage phase. So even sticky will do enough damage to next enrage but no further. Then I would give them some AoE attack on the entire boss lair at the end of each enrage phase if they didn't hit anybody. To force you to leave the lair on each enrage.
and if the money system in this game were balanced as example: no free weapon unlocks, no clue money reward etc. it would make also a sense
players would be also faster go extract and not camp endless in the boss lair, because money would be play a more important role.
the boss does not have the function as is always claimed here:
• To bring players on one place
• As PVP Holder
• AS Healthbar revive maschine or as a bodyguard
the problem is, that they need more special attacks, to make the boss fights more interesting, (butcher, spider, assassin) like with scrapbeak.
They should not are super strong, but a little bit more challenging.
I also agree also with the sticky bomb ♥♥♥♥, that they are too strong. Sticky Bombs should be open world items, that you can only found in loot boxes
That is honestly my biggest issue more than anything
SImply fixing that would be a good overall change
Good contribution
Thats a fair point by the devs, and I cant just demand that their whole game model change
But we agree that "1" is kinda lame for these bosses
"3" may definitely be TOO much
"2" is definitely the best sweet spot. We just need to make it "2" for everyone, not just noobs