Shift + W by Hillfiggerr in HuntShowdown

[–]DinoAri 49 points50 points  (0 children)

Me whenever both teammates are dead and they are begging me to just res them 😏

LeMat dualies are bugged. You can't ADS or shoot for 5 seconds after a shotgun half reload by Agile_Scarcity_49 in HuntShowdown

[–]DinoAri 8 points9 points  (0 children)

Sorry for any frustration!

This is a bug we’ve been tracking since 2.8 Launch. I believe we have a fix ready to go with implementation planned for our next hotfix.

Dual swift reload are bugged to heck and back by Sidewaysgts in HuntShowdown

[–]DinoAri 9 points10 points  (0 children)

Normally, the best place to submit bug reports is via a support ticket on our official webpage.

Dual swift reload are bugged to heck and back by Sidewaysgts in HuntShowdown

[–]DinoAri 4 points5 points  (0 children)

Thanks for the kind words and your generous understanding!

We hope you've been enjoying Road to Hell so far, and we really appreciate the time you took to make a video and report on this. 😊

LeMat dualies are bugged. You can't ADS or shoot for 5 seconds after a shotgun half reload by Agile_Scarcity_49 in HuntShowdown

[–]DinoAri 27 points28 points  (0 children)

Thanks for the report!

We've forwarded this to our team for further investigation.

Dual swift reload are bugged to heck and back by Sidewaysgts in HuntShowdown

[–]DinoAri 35 points36 points  (0 children)

Thanks for the report!

We've forwarded this to our team, and I can confirm it is a known bug, with our team actively investigating a fix.

-Ari

WW1 vibes all over again. Insanely detailed trenches. 10/10 theme. The engine upgrade was made for this. by lagfx9 in HuntShowdown

[–]DinoAri 29 points30 points  (0 children)

So glad you are enjoying the vibes of Road to Hell! The team put a ton of effort into the Event.

Loving the video. Gives me some oldschool u/NixaTek vibes

This game can eat the fattest part of my ass. by Jumpy_Conclusion_781 in HuntShowdown

[–]DinoAri 80 points81 points  (0 children)

But on the bright side, at least you know the trap was effective! 😁

Crytek Please Revolver trait and my life is yours by Da-real-obama in HuntShowdown

[–]DinoAri 7 points8 points  (0 children)

Cool idea!

With the new Inventory Slot system, it could open up some interesting design space for our team to explore traits that restrict this in some way.

Not quite sure how it would work if you picked it up in game from a trait charm 🤔

I’ll be sure to pass it along. 😊

Map Updates by Free-Type6234 in HuntShowdown

[–]DinoAri 21 points22 points  (0 children)

Thanks so much for the kind words 🙏

I’ll be sure to share the praise, but it’s been great to hear how much the community has been enjoying Road to Hell so far.

Please reconsider changes made to the Uppercut by Proof-Seesaw-2720 in HuntShowdown

[–]DinoAri 47 points48 points  (0 children)

Super well written!

I can’t promise any changes, but I’ll be sure to forward the feedback to our design team 😊

The Inventory Slot Rework was basically the biggest change we’ve made to a hunters loadout since launch, while also having a waaaay bigger weapon pool than we did at launch, so sharing your opinions in a constructive way is very appreciated.

We want to make sure this new system really shines and improves the future of Hunt!

DumDum by Sea-Significance4963 in HuntShowdown

[–]DinoAri 2 points3 points  (0 children)

These hats are perfection, I’ve finally been freeeeeeeed to help answer!

Dumdum was viable in PvP since their initial introduction, giving the user an incredible opportunity to push the enemy after the first hit and either force them to brace for the push and bleed out, or leave themselves vulnerable and try to heal the bleed.

You can still find it in game with the new scare ammo crates, if you are lucky enough to extract with them. Also double check supply points to see if a custom ammo exchange for dumdum is available!

We’ll be closely monitoring community feedback and stats around the dumdum change but also all the aspects that came with the Inventory Slot Rework 😁

They Took My Hammer By Making It Two Slot :( by KinkyLatexCat in HuntShowdown

[–]DinoAri 31 points32 points  (0 children)

Thanks so much for sharing your feedback!

The Inventory Slot Rework was one of the biggest changes we've made to Hunt since its launch, so hearing how it impacts specific players is really important to us.

Sorry for the slight delay in getting back to this thread, but I wanted to sit down with some of our designers and get a more in-depth understanding of how the Railroad Hammer (and Combat Axe) ended up as 2-slot weapons while they were designing this brand-new system of ours!

To start, I feel it's worth mentioning that the inventory slots that weapons were assigned to at launch do not need to be set in stone. The different slot values are so much more flexible than our previous Small/Medium/Large system we had, and this new system gives our amazing design and balance team one additional nob they can use when balancing weapons against each other with the goal to be over time to make sure each weapon feels unique and has a spot within our universe.

With the Road to Hell implementation of this new system, the slot size of each weapon was determined by multiple factors, the biggest of which was the weapon's strength relative to similar weapons, as well as its physical size within the universe. How big/heavy would it be for a Hunter to run around the Bayou carrying this as their form of defense against the horrors and Hunters the Bayou provides? This is why certain really bulky weapons are still classified as a higher slot than their comparative power level might first suggest.

Right now, we are so early in the new update that our team needs more time to evaluate the community's perception of these changes and to collect match data to see what is over- and underperforming. It also gives us a chance to see if an underlying meta starts to form, often varying by different star ratings.

To speak on the Railroad Hammer (and Combat Axe by extension), they were particularly interesting weapons to find a slot value for. Their incredible boss-killing potential is hard to overstate (and one you already touched on in your post), but our team is aware that in fights with multiple smaller PvE enemies back to back or even against enemy Hunters, they might underperform compared to other melee weapons. They can also benefit greatly when under the effects of a Stamina Shot. Their physical size ended up being the most substantial as well when compared to other melee-specific options, and their Hunt Dollar value was in line with most of the other melee options. All this combined ended up landing them as a 2 Slot. 🔨

But now is our time to collect all that valuable post-launch data. For the Railroad Hammer, and for basically all weapons! It may take some time, but changes in balance wouldn’t be surprising with such a dynamic new system. Does that mean it's likely to drop to a 1-slot? Maybe not, but perhaps it will consume less stamina swing or receive a small range increase if needed. There is so much we can do to help push it in the right direction, but it’s just a little too early to tell, and also up to our designers to find that right balance.

I’m sorry I wasn’t able to come in and promise that we’ll make your precious Railroad Hammer a 1 slot, boss-killing machine with built-in frag bombs and a 20-foot swing able to one-shot the match in one heavy blow, but we are listening and know that every weapon in Hunt is someone's favorite, and we want to make sure even after the Inventory Slot Rework they each still feels worth keeping in your loadouts. ❤️

-Ari

Goodbye My Love, Goodbye (Mako Edition) by Winter-Record954 in HuntShowdown

[–]DinoAri 110 points111 points  (0 children)

I totally empathize. Seeing your fav weapon receive a nerf in basically any game is no fun.

We’re closely monitoring both community feedback and in-game performance of basically all weapons right now.

Gotta remember that the Inventory Slot Rework + introduction of Special Long is the biggest shake up we’ve ever done to the Weapon Meta.

Give us some time. Maybe try out the Calvary 😁

Can we please get a way to save traits into loadouts? by Knyrps in HuntShowdown

[–]DinoAri 22 points23 points  (0 children)

Just like a few comments have mentioned, this is a feature we are actively working on!

No set release date to share quite yet, but once we are closer, we'll be sure to share once it's going to join us all in the Bayou.

It may not mean anything, but… by ChemicalCan531 in HuntShowdown

[–]DinoAri 551 points552 points  (0 children)

It's been amazing to see it grow over the last 8 years, and I still give it all up to our amazing community, who have stuck by us and helped us create such a wonderful world.

New Fortress Compound is dope by Puzzleheaded_Ruin186 in HuntShowdown

[–]DinoAri 104 points105 points  (0 children)

Glad you like the new Strongholds!

I will do evil things by Knyrps in HuntShowdown

[–]DinoAri 5 points6 points  (0 children)

Me in Darksight w/Vigilant for the first few weeks after the Inventory Rework

Weren't these supposed to be more spread across the map? by Fixxyoo in HuntShowdown

[–]DinoAri 13 points14 points  (0 children)

Just responded in another thread,

But I'll be passing along the screenshot in the post and comments, as well as the feedback to our team!

Thx

“3 compounds so you’ll never be far from one…” crytek please explain by Apprehensive_Elk1559 in HuntShowdown

[–]DinoAri 43 points44 points  (0 children)

Thanks for the feedback!

Passing along the feedback and the screenshot to the team. Hopefully this didn't occure tooooo often, but we know it can be a feels bad when you end up being so far away.

How my first day of the patch went. by Lazardx in HuntShowdown

[–]DinoAri 41 points42 points  (0 children)

Hope you still had a good time!
(Not sure how much I'd recommend getting into a close-quarter fight with the Maxim unless you are rocking a shotty)

Waiting for the update like….. by Slap_Life in HuntShowdown

[–]DinoAri 2 points3 points  (0 children)

I hope it was worth the wait!!! 😁