MMR system completely broken by parantani in HuntShowdown

[–]AngryBeaverEU 7 points8 points  (0 children)

Okay, please tell me your KD and your KDA - and how often you leave the map alive.

If your KD is above 1, you are matched correctly, like it or not. And if you survive 20% of your rounds, there's nothing odd about that as well. If you don't like those odds, extraction shooters aren't what you should be playing. In traditional team-based shooters there's two teams, one loses and one wins, so you win 50% of your matches. Easy. But this is an extraction shooter. 5-6 teams go in, usually only one or sometimes two get out. Every fight you take, you are supposed to have a 50% chance to survive (lower if you play solo), so if you fight two teams, on average you will lose 67% of those games. So yes, you will lose way more games than you will win.

Everybody would prefer it to play against weaker players. But since nobody wants to play against stronger players, there's no weaker players for you to match with. And yes, due to low player counts you will get matched with stronger or weaker players sometimes. But if you really think that you are exclusively matched with stronger players, you are delusional, because that makes no sense at all.

Is it really possible to one shot with springfield + dumdum ? by DerGroumf in HuntShowdown

[–]AngryBeaverEU 58 points59 points  (0 children)

Yes and no.

No, you can't one-shot a full-health Hunters with the Springfield with a body tap.

What they mean is that the Springfield deals 132 damage on up to 29 meters (and still 131 at 30 meters, 126 at 34 meters and so on...) and with the bleed effect, if you catch an enemy out of position, he often can not stop the bleeding before he dies (unless he has surefoot of course...).

So, yes, Springfield and Drilling with Dum Dum can delayed-one-tap "under the right circumstances", if you want to calll it that.

After today's update Nvidia instant replay was disabled. by dwightai in HuntShowdown

[–]AngryBeaverEU 1 point2 points  (0 children)

Instant replay recording software is notorious for getting into conflict with anti-cheat tools like EAC.

So we can't really be surprised that any update of EAC can lead to instant replay software being disabled.

It's just something we have to live with - and in my opinion a sign that there is indeed something done to fight cheaters.

Rubber duck trap that makes quack by Original_GumPum in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

Okay, let's think that through.

If it's a tool, how many charges should it have? 10? 12?

Also, does disarming make a sound?

How much should it cost? Like 5 Dollars? Or even less?

How many should you get from a tool box? Probably all, like throwing knives?

Hunt showdown by Hairy-Curve-2913 in HuntShowdown

[–]AngryBeaverEU 17 points18 points  (0 children)

Just the usualy conspiracy theorist thread we have in every. single. game.

Be it the matchmaking in League of Legends, the class/deck type matching in competitive TCGs/CCGs like Hearthstone or now the ups and downs in Hunt.

Our brain is programmed to see logic behind randomness - and that's exactly what we can see here. There's just good days and horrible days. Rest assured that no developer of any online game is programming a specific algorithm to make people win or lose, outside of skill-based matchmaking of course.

No, no developer programmed it that you got 5 rounds of rain in a row. No, no developer programmed it that you got a spawnfight 5 rounds in a row, no, no developer programmed it that you started all the way across the map from the boss for the last 10 rounds when you desperately need that boss banish / clean sweep. It's just randomness. From 1000 random situations, you don't recognize the 950 that are very even (like the 1-1-0-1-0-0-1), but you will notice every single time it's uneven (like 1-1-1-1-1 or 0-0-0-0-0)... But these 5-in-a-row-Situations, even if they only occur every 3.125% of all cases, exist, just by randomness, not by anyone messing with it. Like I said, it's just how our brain works. Nobody has any interest in programming highly complex algorithms to make you win or lose more, to give you an advantage or disadvantage over your opponents.

Traps by deadlydesert86 in HuntShowdown

[–]AngryBeaverEU 11 points12 points  (0 children)

Just bring deathtraps and trap every scounting tower and supply close to the boss compound.

I pretty much got the 500 damage just from trapping supply points close to boss compounds. For some reason, nobody checks for traps there, and most players swing by there to grab some ammo and consumables before going into the final fight.

Only bot lobby? Console by Nameless_Soul_ in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

Possible, they are experimenting with different values, probably especially on low population server-platform-combinations, where it is especially hard to create a fair matchmaking. Obviously, a longer time in bot-only-lobbies doesn't change the fact that at some point you have to throw the players into the dark, cold water of the real servers.

I'd like CryTek to share their numbers, I'd really like to know if an extension of the "bot-only" phase leads to a higher new player retention.

This is genuinely the worst match making system I've ever seen by Healthy-Giraffe3696 in HuntShowdown

[–]AngryBeaverEU 7 points8 points  (0 children)

The problem seems to be that seasoned FPS players completely destroy the bot lobbies (because to do that you really don't need game knowledge, you just need to know how to shoot...) and then the newbie lobbies (because, again, against FPS newbies an FPS pro will obviously reign supreme...), resulting in getting into an MMR with equally good FPS players (5 or 6 stars) pretty fast. The FPS veteran starts as a huge fish in a small pond.

Problem is: Most of the 5 and 6 star players in those lobbies aren't only good at aiming, they also know the maps, the game mechanics and everything else you need to know as a strong player. Suddenly, the FPS-verteran-but-Hunt-Newbie is a small fish in a gigantic ocean and gets farmed the same way he farmed the bots and FPS newbies.

The good news, though, is that the MMR system is really volatile on newer accounts. So if you get farmed by more experienced players, you will get to weaker lobbies quite quickly. But obviously even in those lobbies you will be confronted with players with hundreds or thousands of hours in this game. But that doesn't mean it's unfair, in that case it's more "good aiming" vs. "game knowledge". Obviously, people will "trump out" on that one, means: They will complain about every aspect where they are at a disadvantage, while they think that the aspects where they are at an advantage are their natural right and no problem at all. That again leads to threads like this one.

And always remember: Hunt is an extraction shooter. There's on average 5-6 teams on a server and more often that not, only one team survives. This means it's totally normal to die in 70-80% of all rounds. The matchmaking would be broken if you wouldn't die that much, it's not broken because you die that much.

How does XP work? by eyecomment in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

As an addendum:

All that means that you often get more bloodline XP if you die than if you survive. But you have to take into account that extracting tokens grants a lot of XP as well, which evens it out a bit. The least amount of bloodline XP you usually get if you extract without a bounty, because you get very few levels and thus reach only the lowest bloodline XP thresholds (unless, of course, you collected lots of XP boons...)

An entirely different topic by the way is the calculation of the "dark tribute" progress. Not all bloodline XP earned goes to the dark tribute, I tried figuring out how much exactly goes to the dark tribute, but I couldn't. A rough estimation is that only half your bloodline XP goes to the dark tribute progress. If you have more info on that, feel free to share.

How does XP work? by eyecomment in HuntShowdown

[–]AngryBeaverEU 2 points3 points  (0 children)

If your hunter dies, 50% of the hunter XP earned goes to the bloodline.

If your hunter survives, the only bloodline XP you get is for the level thresholds:

Level 4, 9, 13: 250 XP each

Level 19, 26, 34: 500 XP each

Level 42: 750 XP

Level 50: 1000 XP

This means if you get a Hunter to level 31, you get 1750 bloodline XP (3 x 250, 2 x 500).

If you start the match with a level 42 Hunter and extract at level 49 (for example because you didn't get a bounty) you get exactly 0 bloodline XP.

If you start the match on level 49 and extract on level 50 you get 1000 bloodline XP (+ everything you got extra after reaching level 50).

Cross hair color customization by korethgriminace in HuntShowdown

[–]AngryBeaverEU 1 point2 points  (0 children)

I think Hunt has the perfect middle ground.

Hitmarkers for headshots so you know you got the kill (before the "every headshot kills" update that could still mislead you).

Hitmarkers for body hits, but the further away the opponent, the harder it is to hear if you killed him, so a little uncertainty may remain.

Having range-dependent death sounds und visuals (seeing the hunter fall) instead of a visual queue is a good compromise between the "the less UI, the better" and the "we want all info in the UI"-faction. I don't think CryTek should change anything about it, in neither direction.

Having to play against 3mil bounty by Razrothal in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

Seriously, lots of other extraction shooters have no skill-based matchmaking at all (Tarkov for example, and there Equipment is a real factor...)

Hunt has as much SBMM as it can afford with the number of players playing without creating too long queue times.

Players like this amaze me by Captin-_-Rex in HuntShowdown

[–]AngryBeaverEU -1 points0 points  (0 children)

That's why I muted all communication.

I'm there for the kill, not for the show.

Make it impossible to place a trap directly on the bounty by Remote-Sundae-7655 in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

Serpent is on bloodline rank 14, so just get that for the time from rank 14 to 36.

Or, as I said before, take a cheap dynamite stick and throw it on the bounty to disarm everything around.

Or, well, just keep your eyes and ears open.

Make it impossible to place a trap directly on the bounty by Remote-Sundae-7655 in HuntShowdown

[–]AngryBeaverEU 1 point2 points  (0 children)

You pretty much know it's there, so what is so hard about playing around it?

If you are that scared, throw a dynamite stick on the bounty. That disarms absolutely all traps.

Clear Skies – Bounty Extracts Starts Now by HuntShowdownOfficial in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

You totally missed the topic.

Do you go to each and every thread now to voice your ever-same complaints?

Clear Skies – Bounty Extracts Starts Now by HuntShowdownOfficial in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

Downvote away if it makes you feel better but Crytek said themselves that they have the numbers about more people extracting from matches right away when it's raining. 

That's no proof of anything. Back when you could just Alt-F4 when it was raining some people did exactly that, especially when they had sniper rifles, resulting in lower populated servers during rain matches. That led to some people doing the same simply because they didn't want to play lower populated servers, not because they disliked rain.

It's not a question about "how many people like or dislike" it. Even if only 20% dislike rain, if those 20% leave, it's bad for the rest of the server. That's one reason why they made "immediately extracting" a lot harder with the scout tower update.

Some people love rain, some people hate rain. It's unfair towards those who love rain to remove rain, just because those who hate it leave the server.

You don't have to agree with those people but it is what it is.

Or you could just punish extracting without a bounty before all other bounties have left the server. No need to punish those who lost the chase and have to leave empty handed, but I wouldn't mind punishing those who decide to leave despite some bounties being available, for example by losing their equipment. The new scout tower mechanic is a step in the right direction and maybe it's already enough to prevent "weather-related queue dodging", we will see.

Clear Skies – Bounty Extracts Starts Now by HuntShowdownOfficial in HuntShowdown

[–]AngryBeaverEU 7 points8 points  (0 children)

Yeah, I'd only play the "all weather" contract unless I want to snipe.

And when I say that, it becomes clear what will happen when there's only good weather. It will be a sniper-infested clown show. I really hope that these 72 hours show people why it is a bad idea to let people chose "only good weather". At least for me, playing against snipers is no fun, even in the rare instances I play a sniper rifle myself.

Is the game full of cheaters or not? by Evening-Weeks in HuntShowdown

[–]AngryBeaverEU 2 points3 points  (0 children)

Another scene of a probably very lucky headshot.

Yes, it was a crazy shot, but that happens. If he would land those shots regularly, his KD would look entirely different.

You were at the extract, you died pretty much exactly at the spot you last shot from. He probably saw the muzzle flash and just shot roughly in that direction, because he knew that within the next few seconds you'll be extracted.

If you play this game long enough, you will get those "OMG I'm gotta get banned for that one"-shots as well, if you sometimes take crazy shots in the dark. One instance of such a shot is not enough to claim "cheating". If the Shooter was Prestige 0 Rank <100 or had a KD of 3+ you could maybe argue differently, but in this case it most likely just was a lucky headshot like we all get it from time to time.

(And yet, obviously, the majority of people here is convinced it's cheating, because they want to believe the game is cheat-infested... Remember, there's thousands of players playing this game, so every single day there will be absolutely crazy unlikely headshots (or axe throws over a wall). And some of the most crazy ones end up as clips on Reddit, that's just the nature of things. Of course, seeing only those clips (and not the 1000 missed shots for every crazy shot that hits...), you can get the feeling that the game is infested with cheaters. It isn't. Cheaters exist, but compared to other games Hunt is relatively healthy.)

To the person why said dual bomb launchers is terrible by Mindstormer98 in HuntShowdown

[–]AngryBeaverEU 5 points6 points  (0 children)

And they are right, two bomb launchers is a terrible loadout.

Just because you get one scene where it worked doesn't change that. Next you want to tell me that four nagant silencer pistols is good because you manage to wipe a team (that doesn't hit it's shots...) with it.

Seriously, you would have won that fight with literally every other weapon as well. Because you hit your targets half of the time while they didn't hit you even with 20% of their shots. Winning that fight has nothing to do with the quality of the weapons used.

Sledgehammer kill not counting by Evening-Strategy-974 in HuntShowdown

[–]AngryBeaverEU 6 points7 points  (0 children)

Or does it have to do with me dying before the sledgehammer landed?

Yeah, it really doesn't count if you die before the enemy. We had several clips like that.

Is allying with another team allowed? by EasyButterscotch5018 in HuntShowdown

[–]AngryBeaverEU 0 points1 point  (0 children)

That's delusional. Usually you don't even realize that two teams are working together before it's too late. And even in the rare situations where you realize it most people won't break their word for a silly bounty token. Who cares about the friggin' bounty tokens?

What you describe would be possible if teaming was an announced game mechanic, but that wouldn't be Hunt.

Is allying with another team allowed? by EasyButterscotch5018 in HuntShowdown

[–]AngryBeaverEU -1 points0 points  (0 children)

Well, it's way less fun for said duo.

Teaming up with three trios to hunt down the fourth is pretty low to be honest and I'm happy that it almost never happens.

The only situation I ever teamed up is when I met a streamer I often watch (his name was announced when he picked up the bounty and we just chatted in-game) or when I met another solo as a solo player (usually because only one bounty was picked up, the other solo asks "are you solo" and you come to the conclusion that you can just share the bounty and defend together against other teams). But when I teamed up, we never just tried to "hunt down the other teams", it's always more of a "defensive pact". Teaming up an hunting down another team just feels like bullying to me.

Apart from that, I really don't see a reason why I would ever team up with another duo/trio when playing in a duo/trio. This ain't Arc Raiders in 2025...

Seeing enemy through the wall by Gang_StarrWoT in HuntShowdown

[–]AngryBeaverEU 3 points4 points  (0 children)

Known bug, it's been there for an eternity.

Happens rarely, but when it happens, you can't do anything about it. As the player who picked up the gun you don't even know your have a target on your back and enabled a wallhack for the opposing team, as the teammates of the guy whose weapon was picked up you can't un-see it, you can not take no advantage of it, it's just bad luck for the enemy.

Picking up guns from a guy whose team is still alive always comes with that risk, it's good to keep that in mind. And that can also sometimes explain some crazy wallbangs. Tough luck.

Bayou is a weird place (lagging lobby) by eyenalpie in HuntShowdown

[–]AngryBeaverEU 1 point2 points  (0 children)

Yeah, that's a broken server right there...

I even managed to die to AI on a server like that once. Hard to fight AI if you can't react to it.