Hunt: Showdown 1896 (Test Server)

Hunt: Showdown 1896 (Test Server)

Remove Bounty Hunter Vision & Bounty Tracking.
The mechanic with the clues changing color when a hunter is near is good. The same type of formula should be applied to the banishing.

The bounty carrier hunter tracking should be removed. It's far overpowered and detracts from skill-based gameplay.

A much better way of balancing the odds for target killing teams is this: when banishing, if an enemy hunter is nearby the banishing should change color, similar to how the clues do, and the progress should slow down. This is a good way of alerting players that an enemy is nearby without giving them a significant advantage. Other players should be able to see that the banishing has changed color as well through dark vision so they would know that the other team is aware of them.

The reason I say the banishing should slow as well is because the bounty tracking should be removed.

Escaping with the bounties is beneficial but not essential. The players that pick up the bounties should have a high chance of extracting with them. Removing the tracking pushes the game more towards skill-based gameplay. It would force players to battle over the bounty when a banishing has started and give more time for there to be a victor. The victor would have a higher chance of escaping with the spoils, as it should be.

If removal of the lightning bounty tracking would be too unbalanced in favor of the bounty carriers chance of escaping then you could do something such as have monsters more attracted towards bounty carriers and animals, such as the birds, more afraid of them and likely to trigger.

A way to warn players of extract camping would be to have the lights on the extracts turned off unless a player is nearby them in which case they would turn on.
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HuskyDelta původně napsal:
i think the original post made some sense. i don't see it as good or bad, but i see it would make things interesting.

the idea of the current state is that, after the boss is banished, everyone would go gun blazing, because everyone knows where everyone's at. the tension would be in the aftermath of killing the boss. more action, because now you see me.

but if you put OP idea in it, everyone would be force to challenge the boss, because they don't want the bounty hunter to escape. with slower banishing time, the tension would be during the banishing or early on. this would give more or less action, because they can actually hide and camp, but then would they want to?

also, it is very manageable when the bounty hunter try to escape the boss room. every boss room has limited escape route. put the game into strategic action where you can split out and camp them. not to mention that the extraction point is there for a reason.

tl;dr: people will put more action during the boss fight, banishing sequence. turns match into strategic action because players can't locate others easily. interesting.


Pretty much this.

Once the banishing started people would want to go to it because they know they have a more balanced chance at winning the battle. If they win the battle they have a better chance to reap the rewards. They know they won't have constant stress while trying to escape after already winning the battle and picking up the bounty.

Slowing and changing the color of the banishing would offset the travel time for outside players and add balance to being able to more easily escape with the bounty. It would offer the team that killed the boss an early warning system so they know how long they have to prep defenses. Outside teams would know there are enemies nearby but have no other information other than what they collect through the gameplay and their own skill at the game.

I'm confident it would make the game more enjoyable because it's more skill-based and rewards skill directly while being much more balanced for everyone.
if you can't "banish" enemy players away first why complaining about being hunted with bounty then?
if you want farm money and save equipment all you need to do to pray RNGesus and get the boss in first location kill it with melee weapons start banishing and leave map you will get 150-200 or so
Without the lightning marking your location with the bounty, this is just another shooter. The whole idea was competing to get the bounty and escaping with it without getting murdered. It was supposed to be challenging. Some players prefer to fight every team on the server and they gave them DSB (because it isn't fair, whhhaaaa~!) which they only use to hunt the other players instead of avoiding ambushes. So the dynamic has changed to something even more run-n-gun in a lot of matches. The old way was intense. You'd kill the boss and start sweating the moment you picked up the bounty. You didn't know where anyone was. It was supposed to be difficult. Maybe a better fix would have been to put an extraction on each edge of the map so camping 'the extraction' would be a lucky guess. Otherwise they'd have to 'camp' the boss exits along with all the other teams. Which they could always add more exits to the compounds (in some locations they did). Also, the Banish can sometimes still be completed before teams that spawned on the far edge have time to get there.

I'm okay with a few seconds of DSB to allow you to avoid a shotgun in the face at the compound exit. Because that is cheap. DSB still ruins the challenge of the original game. Which was the most fun I've ever had in a game.

There are "campers" in every game. Its a cute name for someone who got somewhere before you did and shot you first and you didn't like it.
Tom Foolious původně napsal:
Why reward bad play-styles with training wheel features?

In Hunt's early days, when you banished you couldn't hear anything but the tornado of dark energy swirling around the creature being banished from where it came. That was ♥♥♥♥♥♥♥ great. The mistake many players made (that promoted the idea that training wheel features were needed) is that they stayed inside during the banishing.

The compounds are compounds for a reason. It's not only the boss building that is a defensive position (tip, it actually isn't), but the rest of the compound is. So while my buddy and I started banishing we moved away from the banishing site to keep an eye on our incoming bounty token from the outside. This gave us an advantage. While every other player figured we were camping inside, we were on the outside able to see and hear what's coming. If we missed a duo or solo, we'd know because they picked up the bounty. So, us planning for where they'd go or wehre we would go with the bounty would give us a good indication of where we can collect our bounty.

While we have a bounty and are heading to extraction, it was the wonderful feeling of US now being the hunted. We had no idea where anyone was. All we could go off of was our eyes (no not the dark sight vision thing) and our ears (no not the players nearby the extraction alert). It was ♥♥♥♥♥♥♥ great not knowing what was about to happen.

But, as the game ages and more players with various skills (or lack thereof) join the community, training wheels need added in to accommodate them. And now we're here. If they ever add in a Hardcore mode (to make the game more how it used to be in regard to gameplay) then I'm all for it.
this and only this
DainBramages™ původně napsal:
Picking up a bounty and being hunted by other players is the original game. All these other handicaps and freebies have been added to make the game easier. This is the "its not fair!" generation. Can't even play a game where it is supposed to be challenging. Need a trophy every match or you take your toys and go home. If it is hard to win or you can't win every time, you don't even want to play.
this
Psychobob původně napsal:
HuskyDelta původně napsal:
i think the original post made some sense. i don't see it as good or bad, but i see it would make things interesting.

the idea of the current state is that, after the boss is banished, everyone would go gun blazing, because everyone knows where everyone's at. the tension would be in the aftermath of killing the boss. more action, because now you see me.

but if you put OP idea in it, everyone would be force to challenge the boss, because they don't want the bounty hunter to escape. with slower banishing time, the tension would be during the banishing or early on. this would give more or less action, because they can actually hide and camp, but then would they want to?

also, it is very manageable when the bounty hunter try to escape the boss room. every boss room has limited escape route. put the game into strategic action where you can split out and camp them. not to mention that the extraction point is there for a reason.

tl;dr: people will put more action during the boss fight, banishing sequence. turns match into strategic action because players can't locate others easily. interesting.


Pretty much this.

Once the banishing started people would want to go to it because they know they have a more balanced chance at winning the battle. If they win the battle they have a better chance to reap the rewards. They know they won't have constant stress while trying to escape after already winning the battle and picking up the bounty.

Slowing and changing the color of the banishing would offset the travel time for outside players and add balance to being able to more easily escape with the bounty. It would offer the team that killed the boss an early warning system so they know how long they have to prep defenses. Outside teams would know there are enemies nearby but have no other information other than what they collect through the gameplay and their own skill at the game.

I'm confident it would make the game more enjoyable because it's more skill-based and rewards skill directly while being much more balanced for everyone.

enjoyable? rewards skill? it rewards coming to the end of the party and sitting in the corner with a shotgun while not caring about killing boss at all. it will revert the game backwards, where everyone was complaining that everybody camps the boss lair instead of going for the boss and waits till somebody kills and banishes the boss. the only problem was that whole ♥♥♥♥♥♥♥ map was waiting for somebody to kill the boss. all 10 players. and these are those players who were complaining about the stuff written above

"Boss now banishes so ♥♥♥♥♥♥♥ long. Enemy now can come here slightly farming XP by killing mobs and choose whatever position he wants. What am I stupid or something? I will do the same"

you think that you are so clever and fresh minded calling stuff you don't like (which made this game hyped on E3 before it failed with unoptimised alpha start and brought here the majority of hunts community) "bad gamedesign" and suggest some BS shallow obvious stuff which most likely was raised among devs and players and rejected because it cures current problems by creating dozen of new (in your case even old, lol) ones
Naposledy upravil Rinky; 8. srp. 2019 v 12.38
Marty Winfield původně napsal:

enjoyable? rewards skill? it rewards coming to the end of the party and sitting in the corner with a shotgun while not caring about killing boss at all. it will revert the game backwards, where everyone was complaining that everybody camps the boss lair instead of going for the boss and waits till somebody kills and banishes the boss. the only problem was that whole ♥♥♥♥♥♥♥ map was waiting for somebody to kill the boss. all 10 players. and these are those players who were complaining about the stuff written above

"Boss now banishes so ♥♥♥♥♥♥♥ long. Enemy now can come here slightly farming XP by killing mobs and choose whatever position he wants. What am I stupid or something? I will do the same"

you think that you are so clever and fresh minded calling stuff you don't like (which made this game hyped on E3 before it failed with unoptimised alpha start and brought here the majority of hunts community) "bad gamedesign" and suggest some BS shallow obvious stuff which most likely was raised among devs and players and rejected because it cures current problems by creating dozen of new (in your case even old, lol) ones

Nothing I suggested is training wheel feature. I suggested the opposite which is skill-based gameplay.

The original designs for the game are bad. When a team overcomes all the odds and loots the bounty, they've won. The problem in this game is that, for some reason, those players are continued to be punished with an incredibly unbalanced system despite them having won. Then to help balance it they finally gave the bounty carriers 5 seconds of even more overpowered ESP instead of improving the system. That is terrible game design.

My suggestions would correct it and other poorly designed systems while also countering things like camping.

You can't just camp in a corner with a shotgun when other players know you're nearby which they would because the banishing changed color. You can't camp an extract if you don't know where the bounty carrier is going to extract.

I don't see any problems the suggestions would create either, other than potentially being too unbalanced in favor of the bounty carriers chances of extracting. Which I also gave a suggestion on how to counter if it were an issue.
DainBramages™ původně napsal:
Picking up a bounty and being hunted by other players is the original game. All these other handicaps and freebies have been added to make the game easier. This is the "its not fair!" generation. Can't even play a game where it is supposed to be challenging. Need a trophy every match or you take your toys and go home. If it is hard to win or you can't win every time, you don't even want to play.

Couldn't agree more. I hate that developers with a love for creating an awesome game will give in to these types of people.
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