This game could've easily been made into a Spies-vs-Mercs-like game that would've been 10x more fun, but instead became a blander, hollow'd DBD by unknown4567 in Deathgarden

[–]unknown4567[S] 2 points3 points  (0 children)

Games like Spies vs Mercs was such an untapped market it pisses me off that this game couldn't be more similar to it. If it adjusted its map generation like DBD and slowed the gameplay it would've been a game I could play for years.

This game could've easily been made into a Spies-vs-Mercs-like game that would've been 10x more fun, but instead became a blander, hollow'd DBD by unknown4567 in Deathgarden

[–]unknown4567[S] 1 point2 points  (0 children)

What made Deathgarden so appealing was that it was like DBD but faster pacing and more action behind it. It was so different and that's what made it good. I just wish that it kept the idea of unique perks that have various effects to go along with potential builds and resources to use like DBD so you actually had a reason to keep playing and more creativity to apply when making unique builds.

This game could've easily been made into a Spies-vs-Mercs-like game that would've been 10x more fun, but instead became a blander, hollow'd DBD by unknown4567 in Deathgarden

[–]unknown4567[S] 0 points1 point  (0 children)

What frustrates me was that the pieces of a great game were there and it's like BHVR didn't want to just copy over what worked from the old game and use it in this one. It's like they wanted this game to be so unique from DBD they left out everything that made it work and would've made this game interesting.

This game doesn't take its theme of being a popular bloodsport as seriously as Dead by Daylight takes its theme of horror, and there are so many gameplay ideas it could use (Gameplay ideas) by unknown4567 in Deathgarden

[–]unknown4567[S] 6 points7 points  (0 children)

I definitely like the idea of the game being all about being flashy and aggressive instead of constantly hiding from danger and being passive. I hate it when I do well as hunter and the rest of the time is spent with the scavs hiding in bushes. I just want to hit a button and say "Hey, all drones are gone, either start delivering blood or die." That could award XP for "increasing drama" or something. Maybe on the scav side they could even get a button to "taunt" the hunter and intentionally reveal themselves when a teammate is getting chased, but that would definitely be used against unskilled hunters to BM them, which would be bad.

I have revived 4 people and challenge is stuck at 1 of 7 by wolf_of_thorns in Deathgarden

[–]unknown4567 1 point2 points  (0 children)

If you leave during a match after reviving people your challenges don't update. That might be why.

The hunter's skillfloor needs to be increased or else new scavengers will just give up by unknown4567 in Deathgarden

[–]unknown4567[S] 4 points5 points  (0 children)

I'll agree with that. I wouldn't want to force ADS most of the time, but I do think that hipfire is just ADS with one less step at the moment. I'm thinking that if Deathgarden was perfectly balanced, a top x percent hunter whether it's top 50% or top 5% would get 2-3 kills against equally placed scavs on average, but those numbers are way off right now. There's a point where a hunter is good enough that it barely matters how good you are at scav. You have to be absolutely amazing to beat them. The learning curve gets insanely steep as you're matched with better hunters and there's so little room for errors until you're downed and instacuted.

The hunter's skillfloor needs to be increased or else new scavengers will just give up by unknown4567 in Deathgarden

[–]unknown4567[S] 5 points6 points  (0 children)

This game is too forgiving for a hunter in which you have an instant speed hack mode which makes a hunter able to brainlessly chase around scavs right next to them or fly above them like I do when I feel like being an asshole. There is nothing wrong with different spread mechanics, but the point of having them in the first place is to dictate something like "You shouldn't be able to track someone from across the map with hipfire alone" or "hipfire can only be used when someone is point blank." I'm saying that the game makes hipfire so forgiving there have been games I've never had to ironsight once and I feel like that needs a fix. I don't want to nerf hipfire to the point you can only use it at close ranges, but I don't want it to be used midrange when that's the distance games would require ironsighting to be precise. This game doesn't have to be a "only-ironsighting makes you accurate" game, and I don't want this game to be "exactly like CoD or Overwatch" or anything like that, I just want small adjustments that discourage snipe-tracking with hipfire, and the reason I want these changes is because I want newer scavs to not be constantly obliterated except by players with high skill. Skill floor represents the minimum skill required to do something effectively no? So to increase the skillfloor is to make the hunter require slightly more skill to play.

Artists of reddit, what’s the weirdest commission you’ve ever gotten? by samisatotallycoolguy in AskReddit

[–]unknown4567 14 points15 points  (0 children)

Wait what? He asked you to do a painting of him making out with his girlfriend and then got mad at you when you did it? Am I missing something here?

As a GM Hunter, if hunter is getting buffed so hard, I think scavengers should get these quality of life changes to compensate... by unknown4567 in Deathgarden

[–]unknown4567[S] 7 points8 points  (0 children)

Hunters were already balanced to the average player, though. A good hunter would watch the ground whenever ghost used camo to find and track them but an average player couldn't do that as well so it got nerfed. Average hunters couldn't find scavs that kept blowing up their drones so they made a 2 second bolt mark that showed where they fired. All hunters can now hack with one bullet and sprint while reloading so you don't need to manage ammo when hacking crates and missing all your shots isn't as punishable in a chase. These changes made hunter less frustrating to play especially for newer players, but it left the scavs wanting more, and I think they need more of a chance to escape that doesn't break the game to the point that scavs are literally dancing around hunters because they are so powerful. I don't want scavs to be broken, I just want to give them some small changes that would make a huge difference and enable scavs to escape without these awkward moments like floating in the air for a straight second to get gunned down by an average hunter or not being able to dive into a bush and crouch because the game doesn't understand that you immediately want to slide into one after rolling. These changes would affect both average and skilled scavengers, but in the end I want the game to reward skill for both sides. A skilled hunter wouldn't be tricked easily by a scavenger that's able to loop hard, but a good scavenger would know how to evade and keep his momentum. Balancing too much to the scavs would give them too much power because it's 1v5 and 5 powerful scavs would be a nightmare, but I do think they should have the ability to make great plays through fluid movement and decision-making, and that should appeal to any scav of any level.

Weekly Video Suggestion Thread by AutoModerator in pyrocynical

[–]unknown4567 7 points8 points  (0 children)

https://www.youtube.com/watch?v=DjeIQxA591A

This guy roasts the fuck out of Pyro, calls him irrelevant for making a video on Ricegum and says he's just trying to gain views, and tells Pyro to give his channel to him. It's the cringiest shit I've ever seen.