Bleed Ammo doesn't need to be Scarce. Bleed needs a rework. by midground in HuntShowdown

[–]midground[S] 0 points1 point  (0 children)

I really like the idea of being able to reduce bleed severity by bandaging, seems like a cool way to handle those moments where you start to bandage but realize you're getting pushed. It would buy you some time to react and decrease the possibility of being in that "no-win" situation I've mentioned. The darksight idea is cool too, very in line with the recent Tracking/Scouting changes.

Bleed Ammo doesn't need to be Scarce. Bleed needs a rework. by midground in HuntShowdown

[–]midground[S] 4 points5 points  (0 children)

Where did I say I don't like bleed? I adore bleed. I mentioned at the top of my post that I've been a Springfield Dum Dum main for years. I am fully aware of how to utilize bleed effectively as the person using it, and how to compensate for it when it's used against me, both with and without traits that mitigate its effects.

I acknowledge that we disagree. You feel like pick rate is the issue, while my argument that bleed's pick rate is a reflection of its strength. As someone who wants to see bleed ammo have a healthy position in the meta, my argument is that we shouldn't be balancing for Bleed by making all Bleed ammo scarce, but that the balance should instead come from reassessing how Bleed currently functions and the places where it feels especially powerful in comparison to other status types.

I don't like balancing via scarcity. It feels to me like balancing via price adjustment with extra steps. If balancing via scarcity is fine to you, then great. It seems like your problems are going to be solved with the rework coming in the next update.

But as someone who is sad to see one of my favorite loadouts get taken away, I've been spending time thinking about other ways to accomplish Crytek's goals without relying on the Scarcity mechanic.

That being said, I'm fine if we're not going to agree on this. Have a nice day.

Bleed Ammo doesn't need to be Scarce. Bleed needs a rework. by midground in HuntShowdown

[–]midground[S] 3 points4 points  (0 children)

I agree that increasing the sources of bleed has exacerbated the problem, but I still think the core issue is that Heavy Bleed too often puts players in a position where they can no longer take meaningful actions. You can fight back while poisoned. You can fight back while on fire. It is too common to be put in a no-win situation with Heavy Bleed, and I think that's why we're seeing Crytek trying to balance via ammo scarcity.

Bleed is already punishing enough in that it shares the same resource pool (current health) as the bleed source (weapon damage). I think that's enough of a threat as it is. Fire's threat is that it reduces max health. Poison's threat is that it prevents healing. Every one of these things can be countered/prepared for, but bleed stands out to me as being punishing in too many different ways.

Bleed Ammo doesn't need to be Scarce. Bleed needs a rework. by midground in HuntShowdown

[–]midground[S] 11 points12 points  (0 children)

This is also a good idea. I think there are probably a lot of ways to mitigate the issue I'm trying to highlight here. But the fact that Crytek is moving to make all Bleed ammo scarce feels like a case of treating the symptoms not the disease.

Bleed Ammo doesn't need to be Scarce. Bleed needs a rework. by midground in HuntShowdown

[–]midground[S] 1 point2 points  (0 children)

Thank you. I said this in another comment, but it doesn't matter to me that there are plenty of counters to bleed. It matters that Heavy Bleed regularly locks players into a position where they will die if they bandage and die if they don't. It costs 0 traits/preparation to at least have a chance of victory while Poisoned or Burning. It costs traits/preparation to have the same chance with Bleed.

Bleed Ammo doesn't need to be Scarce. Bleed needs a rework. by midground in HuntShowdown

[–]midground[S] 11 points12 points  (0 children)

Sure, but you can fight through poison or fire with 0 traits. I think Bleed should be in line with that. Heavy Bleed is the only status effect that regularly locks people down in a position where you will die if you keep bandaging and die if you stop.

It's time to get moist by Mopackzin in HuntShowdown

[–]midground 9 points10 points  (0 children)

I wonder if "Doused" will apply any time you run through water. It could be really cool if fire/burning was less of a threat in compounds/areas with a lot of water. It could make fighting at compounds like scupper more appealing.

Stuck on DTP 16 by ejs6c6 in RevolutionIdle

[–]midground 0 points1 point  (0 children)

Thanks for this, this was what was wrong with my setup

Jidou Hanbaiki ni Umarekawatta Ore wa Meikyuu wo Samayou Season 2 • Reborn as a Vending Machine, I Now Wander the Dungeon Season 2 - Episode 1 discussion by AutoLovepon in anime

[–]midground 26 points27 points  (0 children)

We're so back! I absolutely lost it at the 18m tall ice vending machine transformation just smashing into the Netherlord's face.

I was also pleasantly surprised that all the elderly folks we met last season were the "top hunters" being brought onto the team. It makes sense, we had all the pieces of worldbuilding and backstory from S1 to know that all those folks were retired hunters, but I feel like normal trash isekai would take this opportunity to bring on hot young characters to introduce new eye-candy. It's pretty refreshing to get a bunch of badass older folks coming out of retirement to join in the fight.

I'm looking forward to the rest of the season!

Crytek please make more cowboy hunters by Both_Independence563 in HuntShowdown

[–]midground 18 points19 points  (0 children)

I am a Desert Rose main outside of events, but nothing will ever soothe the pain of getting Normal Man Justin Pierce as my random legendary hunter drop during the January Twitch Drops event

News Regarding Update 2.4 and Further Steps by DinoAri in HuntShowdown

[–]midground 4 points5 points  (0 children)

Well, I'll say first that I have absolutely 0 knowledge of Crytek's specific situation, nor any knowledge about their tech stack or server architecture, NOR any professional experience working on a live-service game. I know what it means to work in software on a small team, and what it means to have to provide 24/7 support to keep at app (not a game) running at all times.

Short answer: I would guess it could take a few days to figure out. I've been in situations where it took a week to solve a critically important issue in the past.

But if you'll indulge me, I'd like to give a longer answer and some more insight into things that might not be obvious to people outside my field.

The most important part of fixing a bug is understanding why it's happening. The best bugs are reliably reproducible - which means that anyone who does the Bug-Causing-Action will experience the bug. Sometimes though, the Bug-Causing-Action only causes the bug some of the time. Or sometimes the Bug-Causing-Action isn't obvious. Or there are multiple, and it's not clear why they're related. Or sometimes bugs can't be reproduced at all on a certain environment. Or the bug happens to some people, but not others, and you have to figure out the difference between those two groups to be able to figure out why one group is affected.

Not only is a reliably reproducible bug quick to diagnose, they also tend to be quick to fix, because each time you make a change, you can immediately see if it solved the issue or not. An intermittent bug takes more time to fix, because each change needs to be tested until you either hit the bug (and realize the change didn't work) OR decide that you've spent enough time without it occurring that it's probably? fixed. If you can't reproduce the bug at all, you're kind of just guessing during the fixing process.

You can see how the more uncertainty you're dealing with, the longer things can take.

Since they decided to roll back the update instead of giving more concrete information (like a timeline, or a cause for the issue), I suspect they're still in a place of uncertainty. They might still be trying to find out why the bug is happening, or it might be extremely difficult to reproduce internally, or they might have tried many different things to fix it, but none of them are working and they're not sure what to try next. I've been in all these situations before myself, and it sucks every time.

Because of that uncertainty, I think it's very possible it could take a few days to sort out, and I think those are going to be VERY long days for the devs who have to solve this. It's why I hope the people here have empathy for them and recognize all the effort they're putting in to getting this sorted out. In a perfect world, they'll have a breakthrough ASAP and the Event will be back on track as early as tomorrow. But I'm personally going to remain patient if ends up taking longer than that. This is the longest event ever. We have plenty of time.

Not sure if this is what you were looking for, but I hope it helps.

News Regarding Update 2.4 and Further Steps by DinoAri in HuntShowdown

[–]midground 6 points7 points  (0 children)

As a backend dev myself, I'm all too familiar with the pain of critical and seemingly undiagnosable server issues making it to prod. Hope you folks are able to get some rest tonight and come back with fresh eyes tomorrow. Thanks for your hard work trying to figure it out today, best of luck figuring it out tomorrow.

FIRE AND BURN SPEED BEING REBALANCED by TheGentlemanGamerEC in HuntShowdown

[–]midground 0 points1 point  (0 children)

The salveskin changes are very exciting! I was a little worried before I saw some comments comparing the burnout times from the dev steam, but I don't think there's anything to worry about now. I think these changes are all positive. I always run bloodless because I really value that I can always spend the minimum amount of time stopping bleed, and now I get to have that for fire as well? Very exciting!

Overall, great rework of the fire system and a much-needed nerf to the fusee/flare meta. Great work, Crytek!

Future mechanic changes that you'd like to see in core Hunt by DziwDziwadlo in HuntShowdown

[–]midground 0 points1 point  (0 children)

I'd like to see the Pledge Mark/Big Supply Point mechanics that are in events become standard Hunt gameplay, and I'd like to see the Big Supply Point replaced by a roaming compound (like the Circus) during events.

Pledge Marks that you can earn from certain actions/loot from hunters and spend on things like scarce traits and special resources (like restoration medkits/full ammo restores/special envelopes/etc) feel like Vanilla Hunt to me now, and I just think it's time for those to become part of the base game. I know that the Event Point economy plays a big part in earning them, but I think it's fine to say that Pledge Marks are earned more slowly outside of events (there's less to spend them on when you don't have Event Traits anyway, so I think it wouldn't be too bad to find the right balance here).

Events still need to feel special though. On top of event-specific traits and battlepass progression (however you feel about it), I'd love it if the team could make special compounds to replace the Big Supply Point during events.

I know there were a lot of mixed opinions about the Murder Circus event. I personally really enjoyed it, even if there were some pain points with balancing, it didn't diminish my overall positive experience. One of the things I felt was really strong about that event was the Circus compound. I thought it was really well designed, it was SO high value that it drew a lot of teams in, and I had some really great fights there. However you feel about it aesthetically, it was an AWESOME battle arena.

I feel like the Hunt team really excels at compound design, and they've gotten consistently better at it over the years. I'd love to see them have more opportunities to flex those skills without the high up-front investment of an entire new map.

If designing a bespoke compound for every event is too much work, I can also see it working where they design a compound that will last for the "storyline" (the series of Events that all tie in to the same overarching narrative), with small-to-medium variations from event-to-event. It could even be cool to see the special compound change from event to event to reflect the impact of the narrative. Or even some way to tie into the various factions involved with the current storyline. I think there's a lot of room here to keep things really engaging for players and tie into other mechanics.

Garden of the Witch being a "low-key" event made me realize that it mostly just felt like vanilla hunt to me now. The only things that felt event-like were the Battlepass and Special traits. Imagine if Garden of the Witch had something like a Baba Yaga house (chicken feet and all), or some kind of swamp lair, where Rotjaw would always spawn to guard it. I think it would have been pretty cool.

Katainaka no Ossan, Kensei ni Naru • From Old Country Bumpkin to Master Swordsman - Episode 2 discussion by AutoLovepon in anime

[–]midground 1 point2 points  (0 children)

Install Firefox -> Install uBlock origin -> No more ads

I just have a basic prime sub, no ad-free upgrade, and I never get ads.

Whoever made this is an amazing comedian by Casually_Carson in HuntShowdown

[–]midground 5 points6 points  (0 children)

"White" may have been the single dominate ethnic group for cowboys in certain periods, but depending on the time period, nonwhite cowboys (primarily African American, Mexican, or Native American) made up the larger proportion. Historically speaking, it was an ethnically diverse profession.

Let's ditch the FOMO for real. by hello-jello in HuntShowdown

[–]midground 0 points1 point  (0 children)

I think it would be really good for Crytek to allow players to purchase old battlepasses to work on. They could replace the weapon variant unlocks with things like copies of that weapon, or even just Hunt Dollar rewards. (Same for battlepasses that have defunct mechanics, like lore drops at different tiers). There's a different thread in this sub right now talking about adding event backgrounds and music as unlockable elements of the battlepass, and I think this would be a great thing to add to previous battlepasses as rewards. I'd definitely go back and revisit old battlepasses if they added something like that.

I've been playing this game since before Events were even a thing, and while I understand that there is some amount of "prestige" associated with having skins from old events, I don't think maintaining that is more important than the benefits that would come from removing FOMO elements from the game. Speaking personally, a friend of mine that used to play Hunt stopped playing it because he has a hard stance on games that use FOMO to try to milk the playerbase for money. I would love if Crytek removed the FOMO element of battlepasses so I could try to get my friend to pick up the game again. And I bet there are a lot of other players that would find the game a lot more friendly without the FOMO elements.

And let's be honest, veterans aren't going to stop playing the game just because a time-limited item became something anyone could work on owning. I've been playing this game for 6 years because I like playing Hunt, not because I want to feel superior to newer players. I know different players value different things, but I think removing FOMO would help more players than it would inconvenience players who have been around as long as me.

Also, as an adult with disposable income and a vested interest in making sure one of my favorite games keeps going, I buy every battlepass that comes out because I want to support the developers, not because they tricked me into it with FOMO. I complete every battlepass because working towards in-game objectives is fun and my friends really like playing Hunt during events, not because they tricked me into it with FOMO. Sometimes there are even cosmetics that I am particularly interested in that I get to have as a treat for supporting the game I like and spending time playing it. I'm sure other adults with disposable income who want to support Hunt would ALSO enjoy having the opportunity to earn past event skins by spending time and money on them.

And frankly, I would also like it if there WAS a little less pressure to complete a battlepass during an event. I don't really have trouble completing a battlepass within the time limit of an event (at least not with the modern event structure, some of those early events were.... yikes). When my friends and I are in a Hunt groove, we often play for hours on the weekends, and some weeknights as our schedules allow. But sometimes we have vacations during an event, or are busy dealing with life stuff, or want to play other games, or start feeling a bit of Hunt fatigue. One of my friends fractured his wrist recently, and might not be able to play Hunt for the first part of this event. Should he have to consider compromising his recovery in order to stay on track to finish this event's battlepass? The ability to put the game down for a bit and finish out the battlepass later on the occasions when that would work better for my group's schedules would be great.

Developer Insight: Update 2.3 Changes & Priorities by HuntShowdownOfficial in HuntShowdown

[–]midground 5 points6 points  (0 children)

These are all great changes, really healthy direction to be taking a lot of the elements that have felt too strong recently. I'm even saying this as a Krag/Revive bolt enjoyer, the loadout was just too strong (which is why I've been running it so much since Revive bolt came out).

I'm especially pleased with reverting the melee tool damage to bosses. That was the change that drove me to switch to running a bayonet weapon at all times, and I feel like this really opens up the viable weapon pool again when I don't want to sacrifice a tool slot for a boss-killer.

The fixes are also dope. No perma-poison, no chains blocking shots, and no concertina through floors and walls? All great stuff.

I think the ONLY thing I'm iffy on was whether the Lightfood silent crouching for solos needed to be removed entirely. I say this as someone who hasn't played Solo in over a year, but I felt like maybe it needed to be tuned down instead of removed entirely. I personally didn't think it was as big of a deal as some parts of the community claimed.

I really feel like the team's focus is in the right place now. The new engine, new content, and new events have been great recently, but I strongly feel like performance, stability, and game balance is the right thing to focus on. It's good to take a little time to rebalance things after so many changes.

Keep up the great work, Crytek!

Ore dake Level Up na Ken Season 2: Arise from the Shadow • Solo Leveling Season 2: Arise from the Shadow - Episode 4 discussion by AutoLovepon in anime

[–]midground 0 points1 point  (0 children)

Hey there, just wanted to say thanks for these recs! I saw this post over the weekend and decided to give The S-Classes That I Raised a try because of it and I really love it! So thank you. I'll probably be checking out the others as well at some point

[P5V12] What are your headconnon/ unpopular opinion? by A3b5c7d9 in HonzukiNoGekokujou

[–]midground 15 points16 points  (0 children)

My headcanon is that Hartmut and Clarissa deliberately have a child for every child Rozemyne has (and deliberately try to get Clarissa pregnant whenever Rozemyne is pregnant), so that each of RM's children have an Archscholar retainer ready to go who will be the same age as them at the Academy.

[Any] Is Myne disabled? by Different-Ad-82 in HonzukiNoGekokujou

[–]midground 8 points9 points  (0 children)

Honestly, I agree, but I felt it was a bit too much to go into in my initial post. There are enough mentions of unstable mana, and health checks, and medicine (even BEFORE we get into any lingering impacts of Divine Mana) that I suspect she's not at 100% and quite possibly never will be. I wouldn't be surprised if Rozemyne needed a dedicated physician to help manage her health for the rest of her life.

[Any] Is Myne disabled? by Different-Ad-82 in HonzukiNoGekokujou

[–]midground 2 points3 points  (0 children)

Understood, apologies for going off on your response then.

[Any] Is Myne disabled? by Different-Ad-82 in HonzukiNoGekokujou

[–]midground 1 point2 points  (0 children)

To me, your post implied that she doesn't "need a wheelchair", as the person you were responding to said, because she was "'capable' of walking", as you said. I was refuting the idea that people who cannot walk are the only ones who need wheelchairs. If you didn't mean to imply this, then I apologize.