I used to also think hunt showdown is losing the plot(i hate the fast shooting weapons),but i must say this video im linking below changed my mind.If they didn't make these changes hunt would've probably died.Note im not affiliated or associated in any way to this video or it's creator,but he does raise some very good points(although i admit a lot also of points that this video isn't mentioning,but still a good watch regardless) Link:th-cam.com/video/ShL_Zsy7OiQ/w-d-xo.html
Sandboxing killing the fun and being more rewarded than interacting with objectives is everyday topic on streams among few other! We briefly mention it in our videos and rant during highlights but now we got single video to point community to... well done and well said! *Extractions fix would help abit with another issue and kill two birds with one stone* Stats farmers do exactly opposite and position out of the harm's way. Away from both the extractions AND objectives and stay 100% safe while grabbing a kill or two then leaving after everyone else... making already low engagemet lobbies even worse
appreciate the kind words! I agree, ideas like that are hovering around all of our streams, hope the video can spark a little discussion and bring it on more people's radars and even the people who actively avoid the bounty would have a harder time to run away 😂
Steamers are always wanting "epic fight clips" which they make money from. So they are always gonna want to force players to play in a way they makes them money. You've already got single compound mode which removes the Hunt and is all Showdown. Setting up ambushes is a non issue and the tips in the loading screens even suggest waiting till the shooting is over and then fighting the bounty team. I'm solo player, in my 50's and blind in my right eye. Expecting me to push into a compound and attack 11 guys half my age is not gonna work. Setting up and ambush is the only way I have a chance. I just want cowboy gun fights with gun play that leans toward realism. Not magical bows and arrows and health bolts and ever faster firing guns. That's the real problem of Hunt Showdown losing it's identity.
@@rawnukles It's both. Fights are less skillfull with all the new bs weapons and ways to get health bars back. Solo ratting is fine because you're at a huge disadvantage already. But if every team played like you, there would be no fights.
@ any group of people will have a bell curve distribution with half being above average and half being below. Above average people will play aggressively. Are 6 stars really playing that cautiously? When I play with friends even I play aggressively. I do agree that the cash registers everywhere are bad. If you are broke and pick up 1000 bucks you have a big incentive to avoid PvP and extract.
I honestly haven't been playing much this event, just because only like one in 8 matches has a fun ecnounter. The rest of the time, no one shows up, or the other 3 teams just sit around the boss lair with silencers and crossbows, and dont shoot each other.
Ye I agree, there are sometimes back to back matches with not much going on and I think the biggest issue is that the bounty simply is not valuable enough for most people. They will not risk everything to get it anymore
I’m not saying this isn’t true, but 99% of my games are me dying to the first or second group I run into trying to find the boss lair, wiping the lobby, or getting the bounty and leaving while the other teams fight. I’m a 4-5 star who usually plays solo (I play stupid/hyper aggressive a lot and have been 6 star but I usually don’t stay in that tier long)
Legit question. Why do people get upset with camping? It's a "slow" paced game, it isn't ment to be run & gun Besides that, everyone has their own play style. 9/10 I can't hit anything with a rifle so I bring a shotgun ( hard to miss using that)
Looking at Steam Charts, it’s clear that each event tends to attract fewer players, with the notable exception of the August 15th engine update. In response to this trend, there was an attempt to draw in casual gamers by leveraging a famous figure. It is essential to consistently advertise Hunt Showdown to new players in order to ensure the growth and vitality of the game. However, it’s crucial to keep in mind that the core player base should remain the top priority and should be listend to. If these dedicated players leave, the game risks losing its very foundation. These are the players who are asking for quality-of-life improvements like the suggestions in your video, and their concerns shouldn't be dismissed as hyperbolic or overblown. While it's understandable that Crytek may find it more profitable to target casual players, this demographic is often transient. They'll move on when something new comes out or when they decide to go back to games like Minecraft. Casual gamers, seem to have top priority for Crytek. These players are typically less invested in the long-term commitment required to master the game such as refining strategies or improving individual skills . A focus on this group can risk alienating the more passionate, dedicated players. Players who form the backbone of the community. Those with THOUSANDS of hours invested in the game. And without them, the game’s longevity and success could be severely compromised.
I agree, the dedicated core has to get catered to as well and sadly thry haven't done that in a long time. I gotta say tho that the numbers are slowly looking better again, the numbers in august only reached an all time high because of the f2p weekend otherwise I dont think that would have happened. Nonetheless crytek has to get better at also keeping the veterans and more invested players happy while attracting new players.
@@WhityyyExcellent video! I couldn't agree more. After 3.5k hours I've stopped playing Hunt Showdown. I used to play it and it alone, I loved it. Now, after 5 years it's no longer the game I got into. It's speeding up and the devs are making decisions that annoy the core gamers in order to get new players. Well done Crytek, it worked on me and my Hunt crew. We're out and playing Arena Breakdown instead. Thanks for speaking the truth Whity
Not really, Take a game like Genshin Impact for example, that game never caters to their existing players, hell, they constantly make it a point to sodomize them every chance they get and their numbers are still thriving.
They could start by not taking everything away from us at level 10. And for a game that puts us in lobbies with "those of similair skill" I sure seem to never get out of the zone safely. And before I here "skill issue" I'm a new player. Or was before I abandoned the game, skill shouldn't be an issue. I should be raiding with people of similair gear. Instead I get people with pump action shotguns while I have this shitty break action single shot rifle. Hell I don't even have that anymore because guess what? Past level 10 which is 40, minutes of play time, you loose everything you had equiped on that character. Including your shitty California compliant guns.
I’m glad somebody who’s played as long as me is sharing their thoughts on its identity, I stopped playing because of losing its identity and seeing you talk about it makes me feel less crazy about how i felt about it.
I’ve finished the video and I wanna say thanks for describing the current meta as its been a long time since I was playing regularly, I had stopped around the time the cyclone was added due to a frustration with skill expression in the game when it came to semi-auto weapons for lack of a better term, I was floating around 5 stars when i stopped playing too. I agree from what i’ve seen of hunt and your descriptions seem to hurt the gameplay badly and your changes sound great, the new variety in weapons and such seems good but I do wanna hear your opinion on the more overlooked aspect of the story-telling of hunt showdown as around that time they added the cyclone I think they had removed the monster manual and story manual of arms to which i wondered why, ever since then I feel like the writing and design or weaponry and events has taken a 180 compared to the original writing and design philosophy it feels like crytek is moreso trying to “marvel” hunt, taking celebrities like post malone into game and focusing on story elements that feel out of place, I also think when it came to cosmetics they tended to be more “edgy” than the few goofy ones we got when legendary hunters originally dropped, do you have any opinions on all this or am I just not getting with the times? I’m of course eager to hear what you have to say
@@Creedio90 I honestly hated the addition of more spam weapons and broken guns like Maynard sniper (with dumdum) or addition of special ammo to Dolches. The thing i also hated making all the guns pretty much available for everyone instead of slowly mastering each one to get better versions of them. It led to everyone just playing meta. I don't like how they changed some traits, nerfed necro to the ground, it's useless. Then made shit ton of "fixes" that broke the game, solo necro (which i honestly loved), burning, buffing traits for solos, revive bolts. All they had to do is keep old necro and just don't give solos buffs, let them fight people of their mmr. I loved the old necro because it made fights more fun, you could make a great comeback and fights were chaotic and longer. Now you burn one downed guy and his teammate just runs away/extracts. It made game more campy and boring
I've had the same idea that extracting with a bounty would give a pledge mark, with which you could buy burn traits. It would also fit the narrative, that Hunters would be able to perform some eldritch rituals to gain powers, before selling the bounty token for profit (as the lore says) Also having just one extract shown per team would be quite interesting! Maybe if you loot players from opposing team, you could learn what extract they have assigned? 🤔 Excellent points overall! Well done!
Ive always loved the idea of being able to buy certain scarce traits, one way or another. They've been playing around with Remedy for YEARS now, and they chickened out when they added it as a scarce trait, pure and simple. Ive always said it should just be a very expensive perk, say 12-15 points or whatever. But I really like your and whitty's ideas, and I love your narrative tie-in.
honestly I actually really like that idea, this way if you end up fighting a team or two before the banishment you can gather some information and pvp feels more rewarding
They could even have the players "unlock" an extract location just by collecting a clue. So no extracts on the map, but when you collect a clue it shows a location of one.
to add to this: its insane how they increased the number of traits findable on the map just by chance. really doesn't do the game any good either (sure, to push some stuff in an event is understandable, but its really too much of everything feels like :D. same with silent weapons and such. even if its not that major concern to me, too than the issues discussed here.)
I once heard or saw someone say "mmr rating is more of a playstyle than a skill, just watch how most 6* players play" and I can totally see that. Its most solo streamers that play aggressive and can maintain 6* while doing so. And the big majority of other 6* play cheesy or at least thats how it seems to me.
There are 3 types of 6 stars. The aggressive 6 star players (real 6 stars) that play against 6 stars and maintain it. The passive 6 star players (they aren't real 6 stars) that play against 6 stars and maintain it. The solo player that hits 6 star from killing low elo players (not a real 6 star). Solos can be real 6 stars but they have to play against other 6 stars and maintain it.
@@we1rd92 as an active 6 star myself (and I'm washed/low 6 star), 5 stars are so bad they make my eyes bleed, and you want to only talk about 4 stars being a walk in the park?
After engine update , sounds has been absolutely horrid on my end , can't understand wether the enemy is near or far , below or up it's such a mess .. Plus , like the fact that the game is indeed losing it's charm and identity , it's just really hard to sit and enjoy hunt nowdays .. The only time I can see my self playing a few matches and enjoying myself in Hunt is with friends. Amazing vid as usual Whityyy.
Agreed, after update my audio was messed up, i had to do some stuff in my system settings to fix it. The most i enjoyed hunt was the Moons trilogy, and the Tides to a degree, the events actually felt like events. Like something big is happening in the environment, now with them being released every two weeks, it's tiring. I loved the feel of this weird grotesque Wild West kinda setting, but now it's getting oversaturated with a bit too random things. Crytek made some questionable choices and kinda ruined gameplay for me, before it was about the skill and patience, now it's all about spray and pray. All i see is low risk/spam guns. And the last straw for me is the team only voip, you expect to have mature people to play with, but so far i only met "pro gamer" people who just yell, complain and whine in it. I understand it has a good purpose and makes randoms easier, but fuck me i haven't seen people that mad and toxic
I mean I wouldn't mind extract camping if it was a well set up ambush followed by a fight between the ambusher and the person trying to extract. But getting death trapped in the water where I can't even see the trap as a solo while the ambusher simply waits in a bush for me to be fully dead to just grab the bounty and leave... I don't see where this is fun for either me who spent 30 minutes fighting for my life to just die like that or for him spending 2 minutes getting to an extract, setting his death trap and then waiting the whole game for someone to come.
True, situations like that just feel so unsatisfying knowing how little the person setting up the traps had to invest into the match. It is not an every matches kinda situation but it is not as rare as people think it is
one thing that would also mix things up would be making bounty carriers stronger in some different ways... right now you only get 5 seconds vs everyone else seeing you for however long the game last or you stay on the map...
100% something I wanna talk about in a future video. One of my ideas was selecting bounty traits before going into the match. (You pick 1 out of many) could be a 20% boost, could be burn traits like necromancer, rampage etchave 2 charges (while u have a bounty), could be making the lightning not move for 60 seconds by the press of a button (to run, flank or rotate) and so on
I think carrying the bounty in a team is already strong enough. right now bounty carriers can choose when to spend their seconds and you can check for free if there is any hunter nearby up to 75 meters, making it very difficult to catch you off guard unless you have to move into a really open area and end up getting sniped free wallhacks are free wallhacks even if it's just 5 seconds
I dont think instinct works if you have spare dark sight seconds remaining, making it not free because you have to burn all 5 seconds in order to use it@@carlosegporto
@@degradreddexactly 😂 for not even playing the objective. everyone’s thought is literally let the other team pick up bounty so your team can track them across the map without risking 💩
This might be more complicated to implement, but how about each team knowing only one extract going in? When looting the enemy team member you would learn their extract? 🤔 This would be pretty interesting. More than one team could have the same extract shown, depending on the number of teams.
@@ClarenceDass Would disagree... as a solo player, once I loose Necro I want to get out of the fight as there is nothing to win anymore. Sadly team revives and live restorations makes solo play unbarable at the moment and if that safe exit is gone as well, there is simply no point in playing as a solo and therefore not playing the game at all
Thank you Whityyy for talking about this topic in a full-length TH-cam video. Various points have been on my mind for a long time. I've been playing Hunt Showdown myself since the end of 2018 and I still think it's one of the best games of its time. The main point I also see is how much passive play is rewarded. As noted in the video, low risk and high reward are currently prevalent. I would really like to see the active style of play encouraged again. Especially making objectives more rewarding and playing sound Qs even when ur performing stationary turning and in bushes are very good ideas. I personally would also welcome a reduction of the matchtimer down to 15min when the boss/es get killed and the banish/es are started.
I’ve been saying for awhile that Crytek really needs to add a new “main” boss that’s interesting and different from the others. Rotjaw and Hellborn are cool (and I’m glad they made Rotjaw have two tokens; not sure about Hellborn), but they don’t really feel like big bosses to me. Hellborn actually feels pretty good because he has different attacks and there’s interesting ways of defeating him (such as being in a choke cloud), but it’s been so long since Scrapbeak and I’d love to see something new. Great points and stuff said; I love this game and really hope it can turn itself around because it doesn’t feel like the game that hooked me back in 2021.
I love how well thought out this video is. I think it’s such a good opportunity for people to bring up realistic changes that could help Hunt:Showdown come back to being our favorite game again, with some attainable goals. Thanks for all your time and effort into this video Whityyy! Some really great ideas, I would love to see Crytek consider.
I hope something productive can come out of this, we can only hope bridge! I am glad that people are talking about it and maybe some compromise can be made and patched into the game
I agree with you about the money system. Whn me and my freinds finish a game wher we kill teams and get th bounty the pay pay out is miserable compared to just farming for cash and that can't be right, it removes incentive to play th objective and get into fights. Thats why back when it was the only way to really get money (getting th bounty I mean) it was more fun to play.
I'm just going to play Hunger when it comes out. I loved hunt, LOVED. But the recent UI change to console style was the last straw. I have like 4k hours in the game.
These all seem like fairly decent suggestions but I'm disappointed that there was not a single mention of atmosphere in this game. It was one of the big things that sucked me into the game when I was a new player. I think the lore book and the weapon book was a also a big part of this game, solely removed so they can start adding skins like ghostface or Post Malone. I'm not sure if you're even able to see hunter descriptions anymore.
I only got into hunt because of the setting, and it's so disappointing to see it kinda dissolve. The art, designs and everything are so cool. And it inspired me a lot in doing my art. I've never played a game with such a good audio design as well, and yet they somehow fucked it up too
The amount of clues near a bosslair that already have been taken while I'm the only solo on the map has defo increased, it's so weird when you imagine trios deciding to not do the boss. Hunt defo got way campier and people need more incentives.
Strongly agreeing with you, I play solo most of the time and it is fairly common for me to be the one arriving at the boss first even if I have spawned across the map. I think a lack of rewards and the melee tool nerf are the reason for that
You should have played it day one camping was a lot worst for first year ..this year most people push unless your in low ranking matches like 3 star and under they camp alot too scared to fight
These are some incredible suggestions that would bring back a lot of the chaos thats missing from this game. Your suggestion of the hidden extracts should be added but there should be some information at the boss layer such as a bulletin nearby or dead hunters (non players) that the boss has killed
Extract locations should be revealed for all players ONLY once the first bounty token is picked up. I also think the prestiging isn't rewarding enough. For example, I generally have between 130-150k hunt dollars and that's hard to give up for just 1 level of prestige, I think if say we received an additional level of prestige for each 10k we give up via prestige would encourage more prestiges among players which would thin out money stacks. Couple this with changes like you're suggesting to money sources would encourage more involvement in the core concept or intention of the game.
I honestly I wouldn't mind extracts being shown once the bounty has been picked up. I think some kind of money dump mechanic wouldn't be a bad idea, I was thinking skins like golden version of the default skins for hunt dollars
Hmmmm... In my opinion game should "force" players to do prestiges but like you said it should reward you better for prestige. Like giving you idk additional weapons and gadgets for start new prestige depends of amount of cash you gathered, i think this should be good, or dedicated skins? Something like that , and for the "forcing to prestige", in my opinion this will be healthy for the game because its too many players with 0 prestige and 100000000$ (its example) and statistics at level of 60+ prestige which dont give shit, sitting inside bushes with dolch and 500+ rifles and 4 stacks od big dynamite.... Every new event and ruining game any other players they using the prestige system
Almost all of the ideas in the video are very good and I hope we can see many of them in Hunt. In addition, there is a problem of people leaving the match from nearby exits instead of running that distance when the boss is banishing at the other side of the map. This reduces the number of players in the match and I think it would be a good solution to close all exits when banishing any boss on the map until the banishing is finished. Since the banishing process takes a long time, it would be a more logical option to run to the boss instead of waiting at the exit until the exit opens again, so we can see fights with more people in the boss compound.
The Cycle had a system where each team had their own extracts and only they could see them on the map. The locations were always visible but other teams wouldn't know if it was an active extract for anyone.
I mostly agree with the points you presented, only issue I see is that if they were to add movement noise to a player rotating left/right in a corner for example, then they definitely need to remove the decreased noise benefit that Lightfoot is giving solos (and I do play as a solo as well, but I don't think it's fair to be more silent as it makes ambushing duos or trios much easier, movement sound is movement sound and it shouldn't have a difference in that department for solo players).
I like the concept of extracts not being able to be seen initally; adding a way to include clues with this may be a good design; at X amount of clues you can see Y extracts. Would force players to pick up the pace in getting clues faster before they are gone.
Amazing video! I agree with many of your takes and your ideas on how to improve the game we love are very well thought out. I would love nothing more than to see many of these ideas brought to life in the game one day. All I can say is I hope this video, and these ideas, find their way to Crytek's desk and they start taking notes. Thank you for putting this together
While I believe there are even more things that would make the game feel more like it should or used to, these ideas are definetly something I could get behind to get it back on track, especially making the bounty the one objective (as cool as middle supplies and circuses are it adds more side objectives that are better than bounty) and making noise on the spot and foliage is just insane they havent added yet... Not surprised at all to hear this ofc since we have the discussions when we play and I watch the stream but hoping that this time, even if they dont implement any of these things you mention, it sparks not only a discussion but some noticible change. It is one of the best games, simple as, and the passionate playerbase with people that put their heart into as much as you do is just another reason to stick around. Change is gonna happen and I really hope it is gonna take the direction back to having that Hunt and Showdown feel we felt when we first fell in love with the game.
Thank you grego, I think this comment describes perfectly how much we all care about our silly little cowboy game and I couldn't agree more - there are hundreds of more ideas that would/could make the game better that are floating around and should be discussed. I also really hope that even if none of the changes mentioned in the video make it into the game, it will spark a discussion about things that could be changed because I think we all know that currently we aren't happy with where the game is. We still love hunt but it could be so much more than it is currently
@ exactly, that last part is something I remember saying when I first got into the game and it had got a bit tiring saying it over and over, it’s about time it actually happens.
I agree with all of your points and I really like your fix ideas. Another issue with the game is that it rewards players that take their time and attack after all other teams initiated their push. So it benefits the teams that are just observing and waiting until someone else is doing something. I don't know a fix for that but I like the ideas of pledge marks for bounty tokens and the discovery for exits.
I fully agree - I see a lot of "third partying" and patience play - but also agree. That is hard to fix, maybe 10 secs of darksight for the 1st who picks up, but that also does not really solve it.
@@tueddy2539 I guess a try to fix that issue was the double boss mechanic so that all teams could distribute among the map and there were more fights between less people at a time. But we all know the thrill when every team is at the same compound and that can also be very fun.
that would be pretty hard to fix, I agree. But then again without people knowing where the bounty is headed there would be a risk to playing very slow and maybe missing the chance to even get to be the last team. I don't want everyone to go in guns blazing but most of the server trying to be within 150m of the banishment would be kinda sweet
I think you make some really great points in this video. I love the boss tokens being used to purchase burn traits. I think having some sort of time in/near bounty reward would be great too, like 1 hunt dollar per second or something. Lastly, I think having the extracts come in as the bounty is picked up or even having a 1 or 2 minute timer to roll in before it’s available would be really amazing. You could hear the horses neighing or the boats horns going off simultaneously as they come in. It would add an ominous feeling to the map I feel
I'd like to see a combo of bounty extract reward + boss killing. If you just extract the bounty, you don't get that. If you kill the boss and get that bounty, you will get it. Encourage people going FOR the boss, not just the tokens. Since we're adding dark sight tampering changes, I'm sure you can do some lore that the killer of the target can extract more juice from it if they're the ones who deliver said part of it Reward could be an extra trait slot for that Hunter (Only get one). Then extra cash and/or extra trait points or just given a random trait worth minimum 5 points So just bounty: Same rewards as today. Bringing in bounty from a boss YOU killed, more rewards.
Im a 6 star, got 1500 hours in the game. I recently brought 2 friends into the game, and they both love it at its core. But both of them also keep complaining about silencers (especially the Krag), snipers, campers. I agree with their complaints 100%. They unfortunately get mixed into 6 star lobbies from time to time with me, and I feeld bad that they have to experience the occasional snoozefest. When we get into a lobby where players actually push for the bounty we have some of the most fun we ever had playing together. That slow back and forth, tactical maneuvering, creating openings etc is just amazing. Reminds of us Rainbow Six Siege a lot. Imagine though you were playing Siege and the attackers had a 30 minutes timer and never bothered to actually push in. Thats what hunt is quite often for us right now.
Very good and well thought out ideas. You had me thinking there and I would add : - Bounties post-game rewards should include instances of the same skill based on the number of bounties extracted, the first one granted to your current hunter and the rest you can keep for a future hunter in your bank (like a contraband skill, except for cheat death maybe, debatable). - Add random 1-shot posters PVE quests in compounds that grant a reward which gives an actionnable non-stackable attacking bonus ("WANTED - meathead - reward xxx") - 2sec dark sight boost, breast-metal plate (to halve campers' arrows, crossbows, shotguns 1-shots the first time) that get destroyed once triggered, 10sec consecutive total stealth once activated, 10sec 50% running speed increase, 1 full penetration bullet (nitro like)... who knows, just give incentives to attack vs camp. All rewards being flushed out if your team banishes the boss. All rewards being actionnable only within 150m of a banished boss (no luck extract campers). - Once you tag an extract without a bounty, it becomes unusable for 10 minutes should you decide to cancel it (sorry the boat left without you). Oh yeah, you can still extract camp, but good luck keeping that bounty across the map once you collected it.
really good suggestions all around I would only add that you should get an additional point to spend for banishing the boss (maybe another one for killing the boss as well)
honestly I wouldn't mind some extra reward for killing the boss, maybe we could put achievements into the game with skin rewards. Or 1 extra "bounty coin" for you and your team
Really awesome thoughts! Especially about traits and getting them from bounty tokens. I completely agree that at this stage, the reward itself doesn’t feel valuable enough, and boosting it is exactly what’s needed. At some point, I made a personal challenge where my hunter couldn’t extract without a bounty. But that’s a less elegant solution compared to yours. I also really liked the idea of hidden extractions. That’s such a great design choice and creates an interesting flow for players. A team with the bounty could set up ambushes or bait others into a fake extraction, which adds a whole new layer of strategy. Great work! Definitely worth paying attention to.
Great suggestions. I recently had the idea to scatter on the map thorny plants as now on the circus, which will give a little damage and bleeding. This is quite logical, because in dense bushes can grow anything, and once again think about whether to climb into the bushes and set up a house there for 45 minutes.
I'd like to see (undead?) vultures slowly gathering over the bush wookie who sits there for too long, pointing on his position and thus making harder to ambush. And inside the buildings maybe some sort of squealing rats or other critters could spawn and try to check whether the sweaty guy with Romero in the corner is alive.
Thank you for this insight! The Bounty Currency Idea is interesting and would add another layer on top. I would remove the traits from the Meathead pool all together to add to this incentive. One Issue that I see, especially with this event is the fact that there are less than 4 Bounty on the map. You could either give these Bountys more meaning, or add more Wild Targets and increase the chance for them. The concept of breakable Lairs is intriguing. It would add something especcialy to the old Maps. I was very diapointed that they changed Chappel and Pitching so little. These are Compounds that i simply avoid. If the boss is there either wait for the team somwhere else or extract and try again.
honestly I could totally get behind that, I never really like such a cool mechanic (burn/scarce traits) being gatekept behind meatheads and random world spawn. and I am glad you like most of my ideas! maybe if this video gets enough traction we can see some of those changes being considered to a certain degree
Yes! Good suggestions. PTFO should be the only way the earn stuff. It's very hard as a solo, sometimes even killing two teams and bosses just to run in to three snipers at extract when your stamina shot has ran out...
I made a summary of Whity's suggestions for the lazy feel free to copy/paste/modify to spread these ideas and correct me if I'm wrong on any points: -Extracting without bounty gives half money and half xp -Receive a special currency from extracting with bounty that allows you to buy burn/scarce traits -Either having an extract for each cardinal direction (1 for North, 1 for South, 1 for East, 1 for West) -Or: -Some or all extracts hidden on the map unless you physically find them but also holding bounty reveals their locations -Moving on the spot (mouse movement without keyboard movement) make obvious noise others can hear (like Tarkov) -Moving through foliage makes loud noises (like in Tarkov) -Adding certain walls on boss lairs that would be destructible by blunt melee and explosives to add more in/out points
I agree, the game especially at R6 has become very slow and boring (even in bounty clash you can see that to an extend), everyone is playing very safe and uses cheesy strategies as you say and the problem has become worse over time. I remember up to R5 i was having much more fun with the game. Now i see teams of trios hiding all game, while i expect that from a solo player ( i play mainly solo too), but having teams of trios camping outside the boss area and no one moving in.... i don't know and i don't blame them because of the way the meta is now, it's not worth it... but is it fun? No. Also i agree with the extraction points and the camping. Also the spawning of extraction points and the boss areas is too random and you have games like a team spawns directly to a boss and next to an extraction point, they kill the boss really fast and leave before anyone gets there and that happens more times than it should, there needs to be some rules on spawning or change as you suggested. Great video btw!
Serverwide fights don't happen often because people are being pulled in different directions. There are multiple bounties, event objectives and lootables that distract players. I have a few ideas for bounty incentives. You can jump prestiges slower with xp gained from bounties by bounty tokens extracted. Have found cash be less common. Make hunters like vampires, if your hunter doesn't extract with a bounty and player kills over several matches they lose xp then wither and die at level 1. You can still play like a rat or ignore the bounty but not several matches in a row.
@@Whityyy The simplest solution is just make double bounties rare again. Double bounties were increased to give players a chance at extra cash and surviving with an easy bounty while sometimes not having to fight anyone. With the events there is too much loot lying around pulling people in too many directions.
Love those Ideas. I would love to add: -Remove Beetles and revive bolts, they change to core gameplay too much. Maybe at least lock sb in place for 3-5 seconds after they got revived by bolt and make the bolt scarce ammo... -make boss lair and extraction in the same compound a lot rarer -buff the flash grenade a bit again: maybe only can drop ingame, no movement lock, but only 2 sec duration. i have not seen it once since nerf and alot of other things are so much stronger now.
Since I began to prestige I noticed that the best way to get XP and money (so you can have decent loadouts during the prestige cycle and have better chances of winning fights) is by focusing on objectives always: vanishing the bounty and extracting the bounty being the most important of them all, some times there is no sense in risking it specially if you play only with randoms like me, so if you feel your team is a spineless 3MMR, there is no reason to take any extra risk when Im focusing on prestigin, I need XP as fast as I can get it while having fun, but there is no fun in fighting fights you wont win no matter how good you are.
Really great summary of some points that hunt could improve on, in my opinion. Eventhough i am a low mmr player and the cheesy playstyles are not a major issue for me i can clearly see from watching content creators like yourself how your points are valid. I like the solutions you present to encourage active gameplay, especially about making the bounty more rewarding with burn traits for example and (eventhough unlikely in the near future) adding some destructable entrances to layers. i think both would work really well and i cant see how it would negatively impact/shut down other playstyles no matter the mmr. The only thing that came to my mind i would like to see is that they increase is the reward for getting the banish or picking up a bounty token (maybe only from the boss itself). So if you die later on "in [the] game" you get partially rewarded for putting yourself at risk and going for the main objective. The reward could be 1 burn trait pledgemark or trait points you can put on your next hunter.
Love the video and the ideas on how to address issues the game faces. I think the extractions hidden from players is an awesome idea. What if of the 3 extractions, 1 is visible to everyone, 1 is visible once the bounty is grabbed to everyone and the last and closest to the boss lair is visible to only the bounty carriers. Or make a special extraction ON the map in the middle for the carriers only. Mine shaft or something maybe and you pay the token to use it but retain the status of keeping it. Totally agree with the money aspect, why push a boss if killing a few hives and a meathead with blademancer gives you a register that yields more money than a bounty token. As the game knows if youve extracted a token already, if you run in the next match you can see where the special extract is or something. Make getting the bounty great again!
I love the fix ideas! Honestly I don’t think the game has lost as much of its identity compared to other games such as Alex Legends or even COD which I brought up in Hunters Lodge’s video which he seemed to agree as well. It has changed quite a bit but the bones of the game are still there and that is more that can be said for other games. If skins for purchase is what’s needed to keep the lights on over there and the game is still as fun as it is I’m ok with that. I quite playing for 2 years and came back during the harvest of ghosts event and I have never had more fun in this game I do agree too that participation in fights needs to be higher and crytek can make fixes to make this happen. I would also love cross console invitations to lobbies as I can’t invite people on Xbox to play with me since I’m on PlayStation and this seems like a very minimum thing to have in a game nowadays. Love your videos and awesome ideas!
Great suggestions! But how about removing the general bounty lightning and instead have it just when bounty uses dark sight and leave a mark there like right now when it gets picked up? This way bounty carriers can roam the map more freely and can rotate without constantly beeing revealed. Use your dark sight, be revealed, back to high risk high reward.
Great Video and Ideas! Not a solution but I believe some tweaking on aspects may result in interesting changes: e.g. - increasing the bounty received for layer discovery, boss kills and even introducing a bounty bonus for "attacking the layer while banishing" could give more incentive to be more active at the objective, since players keep those no matter if they die - reducing the bounty value each time it swapped hands making it less attractive to just wait for it, be the 3rd party or even distance to layer on pickup subtracted from the gained bounty
I agree with a lot of the video. Your idea for extract camping is something I think should have been in the game from the jump. Getting people to participate in the objective more is definitely the main issue. The pledge-like system is a good start, but I think the real winner would be introducing new "Boss Traits" that are earned from successive bounty extractions. Instead of death cheat or remedy being the reward there are new traits that offer a powerful upgrade. You need 3 extracted bounties to earn one and you can only earn one. You would save them up just like pledge marks like you said, but maybe you can chose to bring them into a match in exchange for a boon. Then if you die, people can loot the mark you brought in for their own progress. It would not show other players that you brought one in, no dark sight, no lightning bolt, but like a good luck charm. If looted, no benefit other than progress toward that hunter's special trait. Your last point about movement sounds is also spot on, but I don't think you should make noise when looking around unless you go further than 90 degrees in either direction OR you're in a bush because naturally the barrel of your gun would brush branches. Since a lot of the audio is based on real life, you can easily pivot to look from far left to far right without moving your feet or legs at all. Good vid!
I think a fair trade-off could be that the party that banishes gets some big reward for doing so, and even more if they succeed to extract. Let's say that by banishing and dying with bounty they potentially get to keep their hunter but without gear (like death cheat), it would encourage people to kill bosses and trying to extract more often. Perhaps balance it by "Running the Gauntlet" = the party would get 1 charge of death cheat, but if they only extract with one boss bounty, it would give some other reward. Even though we just got Bounty Clash, I would like to see a more PvP-focused game mode with a map size in between Bounty Clash and Bounty Hunt. So that the essence of Bounty Hunt remains within Bounty Hunt, the madness of Bounty Clash remains, and the third mode would be something in between. In my opinion, the Bounty Hunt map is too big, and the objectives are often not worth the travel and effort as of now. If we would have 12 players but on 1/4th of the map size, it would for sure be more PvP-focused, and perhaps with only a wild target or treasure in the middle of a huge compound. It would also make map designs more realistic in regards to the size and how they perform.
The simplest way to get rid of all the problems is that there is no exit until the first bounty is picked up. Nobody can leave before at least one boss is banished and no one knows where the exits will be. All exits (I would reduce to two exits) should appear next to the boss's hideout, so all hunters have to go in that direction anyway.
I think a lot of what you say here is great! And every single one would definitely be interesting to see in game! The biggest one for me would be making the bounty more valuable. In both money and maybe burn traits, maybe even like 2 blood bonds would be fun. If a team with the bounty gets away and extracts, im not sad because i didnt get the bounty, but sad because i got one less fight.
Maybe each team gets different extracts? I feel like many of the aggressive players are also on clash, reducing the # of aggressive players in regular bounty hunt mode. Circus obviously diverts part of the server to one area too reducing the number of teams at a bounty as one has typically already been eliminated too.
thanks whityyy for pointing out some issues. I agree with all of them. The bounty doesnt feel rewarding anymore. My partner and I always discuss that while sitting in the lair and waiting for the bounty tokens. Maybe the players who actually killed the bounty should get something, no one can take away from them, even if they die - f.e. death cheat. Also about campers, why not adding snakes, mosquitos which will attack hunters who are sitting in the same spot for a while, so they are making noises and also get a bit of damage. Making noises while turning around is also a good idea and probably easier to implement. I dont know if it is just my team, but when a game starts, we usually can predict where the bounty is. if there is an exit close to a compound in a corner, the bounty usually is there. And I would say, my prediction is 90% valid. So, if you spawn on the other side of the map, there is no need to cross the whole map, just to run into campers who are sitting around the bounty. I assume most people leaving the game. There is also a different mindset between european servers and US servers. On an US server it isnt common to get burned after you died. The chances are high that your partner can pick you up and you get back into the game. On european servers, you usually get insta burned. I know, it is to put pressure on the other team, but sometimes you dont have a chance to rescue your partner since the burning time is ridiculous. I also would like to see that only a consumable is able to burn a hunter, flare gun and sticks only for npcs. Putting traps on a dead body is fine, since the team is able to pick him up at some point. and please...the weather, entering the map as a sniper to encounter thick fog is lame. I dont know if it is possible to make a kind of weather forecast in the menue to see what will come up. What do people think about paying a small monthly fee to ensure good servers or so. I would gladly pay xx euros to play my fav game. I dont need 23498324209 skins and I dont really buy them anymore if a new one drops. On the other hand I want to support Crytek to keep Hunt alive.
For me, Hunt was my favorite game. I got into it late and immediately fell in love, despite not being a big fan of PvP FPS games. I progressed, learned the maps, and absolutely loved the lore. The events were cool, and the hype was real. I was thrilled when Hunt 2.0 was announced, thinking it could become the perfect video game. But then, everything went downhill. I went from being an avid player to a disappointed one. Shotguns make no sense; just an hour ago, I got one-tapped at 41m without slugs by a Crown... Snipers keep getting nerfed, and mid-range weapons are now practically useless. The weapons are nonsensical, with the Shredder being so ridiculous that I wonder how someone thought coding it was a good idea. One of the few things that remain perfect is the skins, but seeing Crytek prioritize squeezing every dollar out of the game rather than making it truly great makes me wonder how much longer that will last. I feel like they're mocking me. For instance, during the last event, they dropped an old map without much fanfare, as if they didn’t care. They announced THE BIGGEST event Hunt has ever had, but in reality, it was exactly the same thing. They just added a boss last-minute and gave us a skin for ghouls with a circus tent instead of a big stagecoach. But at its core, nothing changed. I play Hunt now because it’s unique. Tarkov and other extraction shooters aren’t like Hunt-it’s genuinely one of a kind. But with each game, I have less fun, and when I ask others, they share the same sentiment, one that’s becoming more and more widespread. But for how much longer? Hunger is starting to emerge, and when it releases, what will become of Hunt? I think Hunt will die, and Hunger will succeed, which I find sad for a game I loved and that had such a promising future. By trying to appeal to more people, Hunt Showdown will end up with no one.
*This is the best solution anyone has ever brought up!* I’ve going 5k+ hours in this game that I dearly love & ideas like this will only improve the game and that’s all I ask for. Getting a Bounty should be a big risk, but an even bigger reward!
I have played since early access and its been a wild ride. I totally understand the frustration of once you end up in the top end of 5 and 6 mmr. Teams will lurk in the vicinity of the lair waiting for the third party or ambush rather than fight in the vast majority of games. Then whoever pushes is punished. That sandbox meta becomes very stale. Baiting the third party by making fake fight audio or doing bizarre rotates work, but the game loses its shine when the matches turn into a slog of waiting for the ambush if you dare move the game forward by playing the objective.
A personal take I hold is that the devs can make any changes to the game that they believe will draw in more players, as long as the game will keep more players in than players lost. I think the biggest issue with this little identity crisis they are having is that they are only focusing on trying to get new players in, but old and new players alike aren't finding much to keep playing for. I've not been playing much since about a month after the 1896 update, I did try the Post Malone event but died because of the server freezing up making me unable to move. Maybe server stability would be a good start, but who knows, the games servers were always bad but that didn't stop the game being playable before. I don't know what every solution would be, but I sure would like them to try more drastic changes all over more frequently to see what players actually resonate with.
Your first point about extra money is spot on. I’m guilty of it. I got 3400$ and not one token the other day. Why push a katana when I can just loot the registers? Also I killed and banished one boss, went and found the other boss same same. Extracted and checked the team details and there where 8 other players on the map and not ONE gun shot or engagement.
I don't even blame anyone for doing it, it is simply more rewarding. Definitely more of a "design flaw" than a playerbase issue. You can not expect people to not take the easier to get reward, especially when it is even more rewarding than the actual bounty. I think if the bounty would easily pay for your next 2-3 loadouts then people would be much more willing to risk their hunter for it
I like your suggestions, however staying out of bounty range to lurke the bounty team outside the boss lair is primarily due to bounty team camping inside with traps and other stuff which is basically the only strategy for them
There are so many ideas that could make the bounty more interesting and games more fast-paced. Just some loose ideas from the top of my head: 1.) Looting a bounty carrier gives extra money. The value decreases with each additional carrier and second the bounty exists, so carrying and extracting it as the "only and first guy" is encouraged, while arriving as the last "leech" gives little to no extra value. 2.) Extracted Bounties give extra currency exclusive to buying rare traits. The bonus is amplified by a full team and double bounty extract. 2a) Making kills as the carriers gives an extra bonus, encouraging offensive plays instead of just avoiding fights. (e.g. "Soul Tokens" you can loot as a carrier) 3.) Exclusive skins for bounty (or new "Soul") tokens could be a viable alternative to the lackluster prestige system. Saying "hey I actually PLAY the game, instead of just pumping time into it farming mobs to hit Prestige 100". 4.) Extractions should never be right near the bounty. Related, I love your hidden extraction idea. But to discourage camping, a banish could slowly narrow down a pain zone around the compound that forces players nearby, and is only "avoided" by being e.g. 100-150m around a safe zone near a carrier. Similar to soul-survivor but with moving "bubble" areas as an incentive to stay mobile and in teams. This is probably the hardest to implement and convey clearly, so I'd rather see quicker solutions like 1-3 implemented.
i stopped playing the game like 1 year ago because its not fun when people dont wanna fight anymore, glad people are noticing this change by now. Also i would only allow solo players to use trap items to avoid trap metas like in r6 where every season gameplay gets slower cuz of new gadgets
For the extraction camper issue I reckon they try another two options: 1. The extractions are still all random but each team can only see one of them 2. Team with bounty gets an additional extract somewhere random on the edges or even in a random compound And a way to make people push the bounty team could also be to give the bounty set amount of money or bb or pledges for scarce traits (that was a great idea), and that money depletes over time like in Soul Survivor. That way if people play too passive, their reward for winning will be significantly less. It will force people to play objectives and push the bounty
yeah the solo perk that makes footsteps totally silent is infuriating after a while, while you're dealing with 2x trio team and then a solo comes to mop up everything
yes the second idea with the extraction points is a good idea, maybe extend it for the team that owns the bounty so that this team can see all points on the map. which would increase the advantage of owning the bounty again. The approach with the traits is also good. Together with increasing the price for the bounty. I also find the idea of a horde of Grund's, which has come up several times, interesting. Maybe after the banish, a bunch of grounds spawn that are attracted by the banish. Not from the bounty itself, but from the place where the banish took place. These are then always in aggressive mode (perhaps even more aggressive towards hunters without the bounty) and in high numbers, perhaps even extending the range where hunters trigger them. So that A campers on the way to the bounty can also be surprised by the horde and B hunters camping in the bounty layer have to expect the horde to break down their door. So, among other things, the team that wants to lay an ambush can get into an ambush itself because then the bounty carriers come from behind and the bounty campers are chased out of their house. However, since the basic attack ALL hunters, the danger of pushing the team fighting against the horde is not harmless. In terms of the story, it would also fit since the Benish provides a “large source of energy” that can be seen all over the map and that attracts the monsters. Destructible environments are also nice, I've always been a big fan of them since BF Bad Company.
Regarding your point, that bosses became more and more pointless, I 100% agree. Some reason to want the trophy again would be nice. The main reason for me, why I don't really care about the bounty anymore, are too many (or rather too long) events with the weeklies being most efficient to finish them. So I tend to do whats on my list. And often times, when I only need to kill the boss, I even leave the trophy behind, searching for other players rather than wanting to extract with it.
I havent thought about this very hard but would making getting a bounty a multiplier onto other money gathered during the match a great way to get people during events to go for cash registers and also the bounty
I’ve said for the extractions, it should be one extraction available from the start. Once the boss is banished you get another (or both) or you can give the 3rd extraction after 10 minutes
Oof I completely agree with the Stationary sound queues. Destructible environment is something that I always fantasized about in this game, but I can see it being very difficult to implement. I imagine it would affect performance massively. Great takes, I agree with basically all you said!
I am glad that the ideas are this positively received, maybe if we are lucky some variations of those ideas make it into the game. Thank you for the kind words!
This is a big suggestion but it’s one I’ve thought of since the alpha: I think bounty teams should be able to start a “spell” or “summon” after picking up the bounty from the void where the boss is banished. It should take 10-15 seconds of interacting to start and it should begin a 3-5 minute countdown that alerts all players on the map the spell has begun. At the end of the spell the team that cast it would be able to do a long interact with the void again to extract. This forces players to push to boss even faster, and the additional length still allows for cross map movement to happen as the standard boss banish length is still in place before the spell or summon is drawn / cast. Think of it as akin to calling for an exfil helo and defending the site until the extraction arrives. The spell could even summon difficult Ai during the casting duration. The casting team is not immediately extracted- they have to do an interaction with the portal, but imagine the pressure that would add to the boss fight loop. I think giving bounty team a lengthy but high risk high reward fun option for extract that still incentivizes combat and puts an additional timer on the game would be awesome.
I think your idea of each team having 1 known extract is good. Maybe you spawn next to your extract so you have the choice of either extracting if you dont like the map/ToD/etc and the bounty revealing all extracts is good.
Totally agree with everything you said and would welcome the solutions added to the game. Every Hunter his play style, but it shouldn't stay in the way of the actuall objective
Maybe they could hide where the extraction is untill either someone banishes or picks up a bounty that way if you are going to set up an ambush you better be quick
I started playing back in Traitor’s Moon. If I were in charge of how Hunt proceeded, I would make events into seasons. They would last three months at a time twice per year with three month breaks of regular play between. The seasons would have fewer major changes and they would be tweaked over the course of the season in accordance to player feedback. I would have kept the game in the old engine. The image quality when it works is gorgeous, but not better than the old engine enough to excuse the object pop in, rendering issues, audio issues, and worse problems with connectivity. Instead I would focus on connection and server stability. Trade windows would be limited to 100ms, and you would be region locked based on ping. I would have not added bullet drop or infinite headshot range. I would still have added Mammon’s Gulch, Hellborn, Ursa Mortis, Rotjaw, etc.
Me and my friend often encountered situations where the other team tries to block the exit to the nearby extraction and just refuses to get closer to the compound to contest the bounty so it turns into a boring stalemate of 'Who outsits who'. We just gave up at some point and after encountering such a team were just getting ourselves high on piss (a.k.a. stamina shot) and were non-stop running to the FARTHEST extraction, just to laugh at that one team. As for the general topic of the video, I think the main problem is that Hunt's team can't figure out the direction they want to push the game towards. At least it looks like that. Hunt is a niche slow-paced shooter with apparently the best implementation of the stealth-action genre (because of the ingame mechanics and the fact that you are competing other real players). Yet, throughout the recent events, the game was shifting towards a faster and more 'accessible' gameplay. But it was not 'fast and/or accessible' enough to attrack a wider audience en masse, while the core community of the game was getting disappointed constantly becuase that's not the way the game used to play (speculating here, I know, but I am mostly speaking about me and my Hunt buddies). I believe, it is important for the game to decide which 'side' is it on and develop the game towards this direction (as a dedicated player, I obviously wish this game to turn back to its roots with slow gameplay and lever/bolt actions only with no semi-auto stuff, excessive effectiveness of shotguns, and all of that) instead of attempting to combine uncombinable.
I feel another way to help balance economy might be a per match buy in. If you're 6 star perhaps 50 hundred a match and decreased amount the lower your MMR until esiently free for 3 stars and under. Will also encourage people to stick around and not leave when it's a map or daytime they aren't gunning for
I think one of the easiest ways to enforce objective play would be to reward bounty extractions with BB's again. Give a successfull gauntlet like 150 BB's and extracting with one bounty token like 50 BB's. So would get disproportionally more BB's for going for the risk of fighting for all bounties on the map. Simple in my opinion since everyone has enough money but everyone would like more BB's to buy skins and stuff. U can furthermore increase the BB reward for actually killing, banishing and extracting the bounty. Combine that with the suggestions to showing only the bounty carriers where the extract is and voila Also there needs to be some form of money sink for all the hunt dollar millionaire's to fix the economy. There is no reason to balance guns with cost if it doesnt matter for lots of players who either: a) dont prestige and hoard all the money b) extremely good and/or p100/lvl100 players who never really have to care about loadout cost a suggestion would be to have some form of minor hunter / weapons skin customization which does cost a LOT of Hunt dollars ( in the 10's of thousands); e.g. customize some form of accessories on the hunter , maybe have slots to show equipped tools / consumables.
I really like the "money dump" idea, could just be "golden skins" on which all metal is replaced by polished gold and they'd cost like 200 000 hunt dollar each to unlock them or something I sadly don't think the blood bonds idea is realistic since crytek has to make money (somebody has to pay the devs) and this would actively cost the company a lot of money
If you want the campers to be more offensive i suggest to simply reduce their time to extract. Now you either go looking for the enemy team with the token or take your chance that they will go to said extract . After the time is up the team with the token can have s safe extract without having to worry about being ambushed
I just think, may be traits must give you randomly after the match, like in roguegames. And if you got a clue you get one random trait, and one more special ultimative trait. Maybe it will be much rewerdy.
I just came back to the game after having not played it since 2022. I'm somehow rated six stars and have been able to maintain it so far (about 40-50 games). But I must say I don't really recognize what you're saying about people not running the gauntlet anymore, so far I've only seen people extracting with one bounty about 5 times out of those 50 games. To me it feels like every game is all about the showdown part of the game. With that being said I do agree with your suggestions to make the bounty feel more like the main objective again rather than the event stuff.
I fully support the extract idea as ive talked about it myself numerous times. However i think why people also avoid doing the boss banishments is because of the world spawn tools have been very rare, hard to find and they are obnoxious to do with tools. Sometimes you dont even have ammo or consumables suitable for dealing with them. People have as a whole stopped doing bosses a lot when that change to world tool spawns was made.
100% the tools dealing 50% damage demotivates doing the boss, I feel like every compound should have a 100% world item spawn (hammer, axe, pitchfork, shovel) like some compounds do already just so you know where to look if you do need one
I really like your bounty token as currency for burn traits idea. As for your solutions to the camping problem, I'm not sure I like either of those solutions tbh. There is another problem that's opposite to the camping problem which is, you spawn in one corner of the map, then the boss gets banished in the opposite corner within the first 2 minutes, and they have an exit right next to them, so you're like "Why bother going all that way for nothing? I'm just gonna leave". Adding more exits will exacerbate that problem. And you can't make exits hidden either because sometimes you have real life issues or internet issues that compel you to leave the game early, and having to go look for an exit first might make that a hassle. I think there should be extraction points that aren't in the edges of the map, like, I don't know, a baloon, a steamboat, a secret tunnel etc, but it's unlikely they'll implement that Still, kudos for the initiative and I think you and other content creators should speak about this type of thing more often
I think people who wanna leave are gonna leave no matter what. The first problem you are describing is literally how people react right now already so how would that change anything? In combination with the bounty coin system at least you could count on other teams also pushing for the banishment. You are not the only person on the map, everybody would try to stop the bounty from leaving or is more likely to try to stop them. This would mean you might not be the first team to get there, or make it there in time but it is very likely that people will be fighting the bounty which gives you more time to travel across the map. on your second take... if you have "real life situations" which require you to leave then you should probably just alt+f4 and not run to an extract, if you have enough time to exract to save your hunter then you also have time to run to the global exraction point (which everybody can see - like it was mentioned in the video) - same goes for internet issues, that is just unfortunate and a rare occasion. If you have internet issues multiple times a day on a daily basis I don't think the game should fix that for you but you should have serious talk with your internet provider
Just started playing hunt a few weeks ago and ive already noticed myself gravitating towards some of the playstyles mentioned in this video. With my lack of skill in map knowledge and gunplay i hardly stand a chance pushing a team with darksight boost or holding down a banishment. My goal when loading into a game is to kill the whole lobby, and complete the mission objectives after. This typically means camping boss layers, event locations, and chasing crows.
Ye I do not blame you in the slightest, it is smart. You are a smart player and are simply using game mechanics to your advantage but I hope you do see that this causes the issue that if everybody would "play smarter" then suddenly the game becomes a snooze fest.
Can't even remember how many times we discussed this stuff on stream... Glad you finally made this video o7
definitely glad the video is as well received as it is. Maybe it will fall on the right ears
Its 3 years too late. This guy is a crytek sponsor.
@@prototype8137 whatever you say, loser
i was thinking the same thing
real talk, on god, 100 fam
Outstanding suggestions. Every one was well thought out, and I believe would absolutely improve the game. Thanks for putting this together.
I really appreciate this feedback, big fan of your videos o7.
I used to also think hunt showdown is losing the plot(i hate the fast shooting weapons),but i must say this video im linking below changed my mind.If they didn't make these changes hunt would've probably died.Note im not affiliated or associated in any way to this video or it's creator,but he does raise some very good points(although i admit a lot also of points that this video isn't mentioning,but still a good watch regardless)
Link:th-cam.com/video/ShL_Zsy7OiQ/w-d-xo.html
Sandboxing killing the fun and being more rewarded than interacting with objectives is everyday topic on streams among few other! We briefly mention it in our videos and rant during highlights but now we got single video to point community to... well done and well said!
*Extractions fix would help abit with another issue and kill two birds with one stone*
Stats farmers do exactly opposite and position out of the harm's way. Away from both the extractions AND objectives and stay 100% safe while grabbing a kill or two then leaving after everyone else... making already low engagemet lobbies even worse
appreciate the kind words! I agree, ideas like that are hovering around all of our streams, hope the video can spark a little discussion and bring it on more people's radars and even the people who actively avoid the bounty would have a harder time to run away 😂
Steamers are always wanting "epic fight clips" which they make money from. So they are always gonna want to force players to play in a way they makes them money. You've already got single compound mode which removes the Hunt and is all Showdown.
Setting up ambushes is a non issue and the tips in the loading screens even suggest waiting till the shooting is over and then fighting the bounty team. I'm solo player, in my 50's and blind in my right eye. Expecting me to push into a compound and attack 11 guys half my age is not gonna work. Setting up and ambush is the only way I have a chance.
I just want cowboy gun fights with gun play that leans toward realism. Not magical bows and arrows and health bolts and ever faster firing guns. That's the real problem of Hunt Showdown losing it's identity.
@@rawnukles It's both. Fights are less skillfull with all the new bs weapons and ways to get health bars back. Solo ratting is fine because you're at a huge disadvantage already. But if every team played like you, there would be no fights.
@ any group of people will have a bell curve distribution with half being above average and half being below. Above average people will play aggressively. Are 6 stars really playing that cautiously? When I play with friends even I play aggressively.
I do agree that the cash registers everywhere are bad. If you are broke and pick up 1000 bucks you have a big incentive to avoid PvP and extract.
If you don’t get a token you shouldn’t be able to get out problem solved
🐐- hoping crytek listens to their partners, thanks for a being voice for the "Showdown" side of the community
Appreciate that a lot ziga o7 I hope so too
I honestly haven't been playing much this event, just because only like one in 8 matches has a fun ecnounter. The rest of the time, no one shows up, or the other 3 teams just sit around the boss lair with silencers and crossbows, and dont shoot each other.
Ye I agree, there are sometimes back to back matches with not much going on and I think the biggest issue is that the bounty
simply is not valuable enough for most people. They will not risk everything to get it anymore
With the addition of multiple new suppressors, it seens like the extract/camping problem is way more active
I’m not saying this isn’t true, but 99% of my games are me dying to the first or second group I run into trying to find the boss lair, wiping the lobby, or getting the bounty and leaving while the other teams fight. I’m a 4-5 star who usually plays solo (I play stupid/hyper aggressive a lot and have been 6 star but I usually don’t stay in that tier long)
Legit question. Why do people get upset with camping? It's a "slow" paced game, it isn't ment to be run & gun
Besides that, everyone has their own play style. 9/10 I can't hit anything with a rifle so I bring a shotgun ( hard to miss using that)
Looking at Steam Charts, it’s clear that each event tends to attract fewer players, with the notable exception of the August 15th engine update. In response to this trend, there was an attempt to draw in casual gamers by leveraging a famous figure.
It is essential to consistently advertise Hunt Showdown to new players in order to ensure the growth and vitality of the game. However, it’s crucial to keep in mind that the core player base should remain the top priority and should be listend to. If these dedicated players leave, the game risks losing its very foundation.
These are the players who are asking for quality-of-life improvements like the suggestions in your video, and their concerns shouldn't be dismissed as hyperbolic or overblown. While it's understandable that Crytek may find it more profitable to target casual players, this demographic is often transient. They'll move on when something new comes out or when they decide to go back to games like Minecraft.
Casual gamers, seem to have top priority for Crytek. These players are typically less invested in the long-term commitment required to master the game such as refining strategies or improving individual skills . A focus on this group can risk alienating the more passionate, dedicated players. Players who form the backbone of the community.
Those with THOUSANDS of hours invested in the game.
And without them, the game’s longevity and success could be severely compromised.
I agree, the dedicated core has to get catered to as well and sadly thry haven't done that in a long time.
I gotta say tho that the numbers are slowly looking better again, the numbers in august only reached an all time high because of the f2p weekend otherwise I dont think that would have happened. Nonetheless crytek has to get better at also keeping the veterans and more invested players happy while attracting new players.
@@WhityyyExcellent video! I couldn't agree more.
After 3.5k hours I've stopped playing Hunt Showdown. I used to play it and it alone, I loved it.
Now, after 5 years it's no longer the game I got into. It's speeding up and the devs are making decisions that annoy the core gamers in order to get new players. Well done Crytek, it worked on me and my Hunt crew. We're out and playing Arena Breakdown instead.
Thanks for speaking the truth Whity
Not really, Take a game like Genshin Impact for example, that game never caters to their existing players, hell, they constantly make it a point to sodomize them every chance they get and their numbers are still thriving.
echo chamber mentality
They could start by not taking everything away from us at level 10. And for a game that puts us in lobbies with "those of similair skill" I sure seem to never get out of the zone safely. And before I here "skill issue" I'm a new player. Or was before I abandoned the game, skill shouldn't be an issue. I should be raiding with people of similair gear. Instead I get people with pump action shotguns while I have this shitty break action single shot rifle. Hell I don't even have that anymore because guess what? Past level 10 which is 40, minutes of play time, you loose everything you had equiped on that character. Including your shitty California compliant guns.
I’m glad somebody who’s played as long as me is sharing their thoughts on its identity, I stopped playing because of losing its identity and seeing you talk about it makes me feel less crazy about how i felt about it.
I’ve finished the video and I wanna say thanks for describing the current meta as its been a long time since I was playing regularly, I had stopped around the time the cyclone was added due to a frustration with skill expression in the game when it came to semi-auto weapons for lack of a better term, I was floating around 5 stars when i stopped playing too. I agree from what i’ve seen of hunt and your descriptions seem to hurt the gameplay badly and your changes sound great, the new variety in weapons and such seems good but I do wanna hear your opinion on the more overlooked aspect of the story-telling of hunt showdown as around that time they added the cyclone I think they had removed the monster manual and story manual of arms to which i wondered why, ever since then I feel like the writing and design or weaponry and events has taken a 180 compared to the original writing and design philosophy it feels like crytek is moreso trying to “marvel” hunt, taking celebrities like post malone into game and focusing on story elements that feel out of place, I also think when it came to cosmetics they tended to be more “edgy” than the few goofy ones we got when legendary hunters originally dropped, do you have any opinions on all this or am I just not getting with the times? I’m of course eager to hear what you have to say
@@Creedio90 I honestly hated the addition of more spam weapons and broken guns like Maynard sniper (with dumdum) or addition of special ammo to Dolches. The thing i also hated making all the guns pretty much available for everyone instead of slowly mastering each one to get better versions of them. It led to everyone just playing meta. I don't like how they changed some traits, nerfed necro to the ground, it's useless. Then made shit ton of "fixes" that broke the game, solo necro (which i honestly loved), burning, buffing traits for solos, revive bolts. All they had to do is keep old necro and just don't give solos buffs, let them fight people of their mmr. I loved the old necro because it made fights more fun, you could make a great comeback and fights were chaotic and longer. Now you burn one downed guy and his teammate just runs away/extracts. It made game more campy and boring
I've had the same idea that extracting with a bounty would give a pledge mark, with which you could buy burn traits. It would also fit the narrative, that Hunters would be able to perform some eldritch rituals to gain powers, before selling the bounty token for profit (as the lore says)
Also having just one extract shown per team would be quite interesting! Maybe if you loot players from opposing team, you could learn what extract they have assigned? 🤔
Excellent points overall! Well done!
I like your thoughts! The point about extracts sounds interesting!
Ive always loved the idea of being able to buy certain scarce traits, one way or another. They've been playing around with Remedy for YEARS now, and they chickened out when they added it as a scarce trait, pure and simple. Ive always said it should just be a very expensive perk, say 12-15 points or whatever. But I really like your and whitty's ideas, and I love your narrative tie-in.
honestly I actually really like that idea, this way if you end up fighting a team or two before the banishment you can gather some information and pvp feels more rewarding
They could even have the players "unlock" an extract location just by collecting a clue. So no extracts on the map, but when you collect a clue it shows a location of one.
to add to this: its insane how they increased the number of traits findable on the map just by chance. really doesn't do the game any good either (sure, to push some stuff in an event is understandable, but its really too much of everything feels like :D. same with silent weapons and such. even if its not that major concern to me, too than the issues discussed here.)
I once heard or saw someone say "mmr rating is more of a playstyle than a skill, just watch how most 6* players play" and I can totally see that. Its most solo streamers that play aggressive and can maintain 6* while doing so. And the big majority of other 6* play cheesy or at least thats how it seems to me.
it is true and honestly I do not mind it. I just wish that playing smart and passive would have more finesse to it
100% the only difference between a 4star and a 6star is play style in my opinion
@@lochiepowell7345 Copium. There are some bad 6* players that get there by ratting but 4* is a walk in the park for any half decent active 6* player
There are 3 types of 6 stars.
The aggressive 6 star players (real 6 stars) that play against 6 stars and maintain it.
The passive 6 star players (they aren't real 6 stars) that play against 6 stars and maintain it.
The solo player that hits 6 star from killing low elo players (not a real 6 star).
Solos can be real 6 stars but they have to play against other 6 stars and maintain it.
@@we1rd92 as an active 6 star myself (and I'm washed/low 6 star), 5 stars are so bad they make my eyes bleed, and you want to only talk about 4 stars being a walk in the park?
After engine update , sounds has been absolutely horrid on my end , can't understand wether the enemy is near or far , below or up it's such a mess ..
Plus , like the fact that the game is indeed losing it's charm and identity , it's just really hard to sit and enjoy hunt nowdays .. The only time I can see my self playing a few matches and enjoying myself in Hunt is with friends.
Amazing vid as usual Whityyy.
Agreed, after update my audio was messed up, i had to do some stuff in my system settings to fix it. The most i enjoyed hunt was the Moons trilogy, and the Tides to a degree, the events actually felt like events. Like something big is happening in the environment, now with them being released every two weeks, it's tiring. I loved the feel of this weird grotesque Wild West kinda setting, but now it's getting oversaturated with a bit too random things.
Crytek made some questionable choices and kinda ruined gameplay for me, before it was about the skill and patience, now it's all about spray and pray. All i see is low risk/spam guns.
And the last straw for me is the team only voip, you expect to have mature people to play with, but so far i only met "pro gamer" people who just yell, complain and whine in it. I understand it has a good purpose and makes randoms easier, but fuck me i haven't seen people that mad and toxic
I definitely don't like the team only voice. I loved the unique mechanic of everyone around you hearing you talk. Very realistic
@ it would create such cool interactions and plays. Now everyone's silent and teammates are yelling at your ear
I mean I wouldn't mind extract camping if it was a well set up ambush followed by a fight between the ambusher and the person trying to extract. But getting death trapped in the water where I can't even see the trap as a solo while the ambusher simply waits in a bush for me to be fully dead to just grab the bounty and leave... I don't see where this is fun for either me who spent 30 minutes fighting for my life to just die like that or for him spending 2 minutes getting to an extract, setting his death trap and then waiting the whole game for someone to come.
True, situations like that just feel so unsatisfying knowing how little the person setting up the traps had to invest into the match. It is not an every matches kinda situation but it is not as rare as people think it is
@Whityyy Very true, just yesterday I played approximately 12/15 games and it happened twice
one thing that would also mix things up would be making bounty carriers stronger in some different ways... right now you only get 5 seconds vs everyone else seeing you for however long the game last or you stay on the map...
100% something I wanna talk about in a future video. One of my ideas was selecting bounty traits before going into the match. (You pick 1 out of many) could be a 20% boost, could be burn traits like necromancer, rampage etchave 2 charges (while u have a bounty), could be making the lightning not move for 60 seconds by the press of a button (to run, flank or rotate) and so on
I think carrying the bounty in a team is already strong enough. right now bounty carriers can choose when to spend their seconds and you can check for free if there is any hunter nearby up to 75 meters, making it very difficult to catch you off guard unless you have to move into a really open area and end up getting sniped
free wallhacks are free wallhacks even if it's just 5 seconds
I dont think instinct works if you have spare dark sight seconds remaining, making it not free because you have to burn all 5 seconds in order to use it@@carlosegporto
@@carlosegporto yes, 5/10 seconds of 75 meters wallhack is strong, but unlimited maphack for other teams is stronger imo.
@@degradreddexactly 😂 for not even playing the objective. everyone’s thought is literally let the other team pick up bounty so your team can track them across the map without risking 💩
13:30 what if you can't see the extractions on the minimap until you pick up the bounty or the bounty has extracted?
I was thinking the same thing. No one knows were the extractions are until you get a bounty token or until there is X time left in the match.
that would be so cool!
That seems like such an obvious change/ addition to the game. It would be perfect.
This might be more complicated to implement, but how about each team knowing only one extract going in? When looting the enemy team member you would learn their extract? 🤔 This would be pretty interesting. More than one team could have the same extract shown, depending on the number of teams.
@@ClarenceDass Would disagree... as a solo player, once I loose Necro I want to get out of the fight as there is nothing to win anymore. Sadly team revives and live restorations makes solo play unbarable at the moment and if that safe exit is gone as well, there is simply no point in playing as a solo and therefore not playing the game at all
Thank you Whityyy for talking about this topic in a full-length TH-cam video. Various points have been on my mind for a long time. I've been playing Hunt Showdown myself since the end of 2018 and I still think it's one of the best games of its time. The main point I also see is how much passive play is rewarded. As noted in the video, low risk and high reward are currently prevalent. I would really like to see the active style of play encouraged again. Especially making objectives more rewarding and playing sound Qs even when ur performing stationary turning and in bushes are very good ideas. I personally would also welcome a reduction of the matchtimer down to 15min when the boss/es get killed and the banish/es are started.
Glad you like the ideas! Honestly adjusted timers once the boss has been banished could be interesting to play around with.
If crytek ignores this constructive criticism they need to wake up for real
we'll see, I just hope this video might spark a discussion and eventually we get some changes based on that
I’ve been saying for awhile that Crytek really needs to add a new “main” boss that’s interesting and different from the others. Rotjaw and Hellborn are cool (and I’m glad they made Rotjaw have two tokens; not sure about Hellborn), but they don’t really feel like big bosses to me. Hellborn actually feels pretty good because he has different attacks and there’s interesting ways of defeating him (such as being in a choke cloud), but it’s been so long since Scrapbeak and I’d love to see something new.
Great points and stuff said; I love this game and really hope it can turn itself around because it doesn’t feel like the game that hooked me back in 2021.
I love how well thought out this video is. I think it’s such a good opportunity for people to bring up realistic changes that could help Hunt:Showdown come back to being our favorite game again, with some attainable goals. Thanks for all your time and effort into this video Whityyy! Some really great ideas, I would love to see Crytek consider.
I hope something productive can come out of this, we can only hope bridge! I am glad that people are talking about it and maybe some compromise can be made and patched into the game
I agree with you about the money system. Whn me and my freinds finish a game wher we kill teams and get th bounty the pay pay out is miserable compared to just farming for cash and that can't be right, it removes incentive to play th objective and get into fights. Thats why back when it was the only way to really get money (getting th bounty I mean) it was more fun to play.
I'm just going to play Hunger when it comes out. I loved hunt, LOVED. But the recent UI change to console style was the last straw. I have like 4k hours in the game.
These all seem like fairly decent suggestions but I'm disappointed that there was not a single mention of atmosphere in this game. It was one of the big things that sucked me into the game when I was a new player.
I think the lore book and the weapon book was a also a big part of this game, solely removed so they can start adding skins like ghostface or Post Malone. I'm not sure if you're even able to see hunter descriptions anymore.
I only got into hunt because of the setting, and it's so disappointing to see it kinda dissolve. The art, designs and everything are so cool. And it inspired me a lot in doing my art. I've never played a game with such a good audio design as well, and yet they somehow fucked it up too
The amount of clues near a bosslair that already have been taken while I'm the only solo on the map has defo increased, it's so weird when you imagine trios deciding to not do the boss. Hunt defo got way campier and people need more incentives.
Strongly agreeing with you, I play solo most of the time and it is fairly common for me to be the one arriving at the boss first even if I have spawned across the map. I think a lack of rewards and the melee tool nerf are the reason for that
You should have played it day one camping was a lot worst for first year ..this year most people push unless your in low ranking matches like 3 star and under they camp alot too scared to fight
Nice of you to raise this topic! Campers have became a real pain in the arse these days
These are some incredible suggestions that would bring back a lot of the chaos thats missing from this game. Your suggestion of the hidden extracts should be added but there should be some information at the boss layer such as a bulletin nearby or dead hunters (non players) that the boss has killed
I wouldn't mind more changes to feel more immersed into the game and I do agree, I do miss the chaotic compound fights
Extract locations should be revealed for all players ONLY once the first bounty token is picked up. I also think the prestiging isn't rewarding enough. For example, I generally have between 130-150k hunt dollars and that's hard to give up for just 1 level of prestige, I think if say we received an additional level of prestige for each 10k we give up via prestige would encourage more prestiges among players which would thin out money stacks. Couple this with changes like you're suggesting to money sources would encourage more involvement in the core concept or intention of the game.
I honestly I wouldn't mind extracts being shown once the bounty has been picked up. I think some kind of money dump mechanic wouldn't be a bad idea, I was thinking skins like golden version of the default skins for hunt dollars
Hmmmm... In my opinion game should "force" players to do prestiges but like you said it should reward you better for prestige. Like giving you idk additional weapons and gadgets for start new prestige depends of amount of cash you gathered, i think this should be good, or dedicated skins? Something like that , and for the "forcing to prestige", in my opinion this will be healthy for the game because its too many players with 0 prestige and 100000000$ (its example) and statistics at level of 60+ prestige which dont give shit, sitting inside bushes with dolch and 500+ rifles and 4 stacks od big dynamite.... Every new event and ruining game any other players they using the prestige system
Almost all of the ideas in the video are very good and I hope we can see many of them in Hunt. In addition, there is a problem of people leaving the match from nearby exits instead of running that distance when the boss is banishing at the other side of the map. This reduces the number of players in the match and I think it would be a good solution to close all exits when banishing any boss on the map until the banishing is finished. Since the banishing process takes a long time, it would be a more logical option to run to the boss instead of waiting at the exit until the exit opens again, so we can see fights with more people in the boss compound.
The Cycle had a system where each team had their own extracts and only they could see them on the map. The locations were always visible but other teams wouldn't know if it was an active extract for anyone.
I mostly agree with the points you presented, only issue I see is that if they were to add movement noise to a player rotating left/right in a corner for example, then they definitely need to remove the decreased noise benefit that Lightfoot is giving solos (and I do play as a solo as well, but I don't think it's fair to be more silent as it makes ambushing duos or trios much easier, movement sound is movement sound and it shouldn't have a difference in that department for solo players).
honestly I think the lightfoot solo changes should have never made it into the game
I like the concept of extracts not being able to be seen initally; adding a way to include clues with this may be a good design; at X amount of clues you can see Y extracts. Would force players to pick up the pace in getting clues faster before they are gone.
Amazing video!
I agree with many of your takes and your ideas on how to improve the game we love are very well thought out. I would love nothing more than to see many of these ideas brought to life in the game one day. All I can say is I hope this video, and these ideas, find their way to Crytek's desk and they start taking notes.
Thank you for putting this together
While I believe there are even more things that would make the game feel more like it should or used to, these ideas are definetly something I could get behind to get it back on track, especially making the bounty the one objective (as cool as middle supplies and circuses are it adds more side objectives that are better than bounty) and making noise on the spot and foliage is just insane they havent added yet... Not surprised at all to hear this ofc since we have the discussions when we play and I watch the stream but hoping that this time, even if they dont implement any of these things you mention, it sparks not only a discussion but some noticible change. It is one of the best games, simple as, and the passionate playerbase with people that put their heart into as much as you do is just another reason to stick around. Change is gonna happen and I really hope it is gonna take the direction back to having that Hunt and Showdown feel we felt when we first fell in love with the game.
Thank you grego, I think this comment describes perfectly how much we all care about our silly little cowboy game and I couldn't agree more - there are hundreds of more ideas that would/could make the game better that are floating around and should be discussed. I also really hope that even if none of the changes mentioned in the video make it into the game, it will spark a discussion about things that could be changed because I think we all know that currently we aren't happy with where the game is. We still love hunt but it could be so much more than it is currently
@ exactly, that last part is something I remember saying when I first got into the game and it had got a bit tiring saying it over and over, it’s about time it actually happens.
I agree with all of your points and I really like your fix ideas. Another issue with the game is that it rewards players that take their time and attack after all other teams initiated their push. So it benefits the teams that are just observing and waiting until someone else is doing something. I don't know a fix for that but I like the ideas of pledge marks for bounty tokens and the discovery for exits.
I fully agree - I see a lot of "third partying" and patience play - but also agree. That is hard to fix, maybe 10 secs of darksight for the 1st who picks up, but that also does not really solve it.
@@tueddy2539 I guess a try to fix that issue was the double boss mechanic so that all teams could distribute among the map and there were more fights between less people at a time. But we all know the thrill when every team is at the same compound and that can also be very fun.
that would be pretty hard to fix, I agree.
But then again without people knowing where the bounty is headed there would be a risk to playing very slow and maybe missing the chance to even get to be the last team. I don't want everyone to go in guns blazing but most of the server trying to be within 150m of the banishment would be kinda sweet
I think you make some really great points in this video. I love the boss tokens being used to purchase burn traits.
I think having some sort of time in/near bounty reward would be great too, like 1 hunt dollar per second or something.
Lastly, I think having the extracts come in as the bounty is picked up or even having a 1 or 2 minute timer to roll in before it’s available would be really amazing. You could hear the horses neighing or the boats horns going off simultaneously as they come in. It would add an ominous feeling to the map I feel
honestly I would not mind the extracts coming in once the bounty to prevent the "instant running"
@@Whityyy what about me when i forget to make my loadout right or have to poop?
I'd like to see a combo of bounty extract reward + boss killing. If you just extract the bounty, you don't get that. If you kill the boss and get that bounty, you will get it. Encourage people going FOR the boss, not just the tokens. Since we're adding dark sight tampering changes, I'm sure you can do some lore that the killer of the target can extract more juice from it if they're the ones who deliver said part of it
Reward could be an extra trait slot for that Hunter (Only get one). Then extra cash and/or extra trait points or just given a random trait worth minimum 5 points
So just bounty: Same rewards as today. Bringing in bounty from a boss YOU killed, more rewards.
would be kinda interesting to give some extra and meaningful reward for the team that did a clean sweep (kill and extract) the boss.
Really nice to see a discussion on this with solutions rather than a pile on - great video dude!
glad you liked the video! I really do appreciate it
Im a 6 star, got 1500 hours in the game. I recently brought 2 friends into the game, and they both love it at its core. But both of them also keep complaining about silencers (especially the Krag), snipers, campers. I agree with their complaints 100%. They unfortunately get mixed into 6 star lobbies from time to time with me, and I feeld bad that they have to experience the occasional snoozefest. When we get into a lobby where players actually push for the bounty we have some of the most fun we ever had playing together. That slow back and forth, tactical maneuvering, creating openings etc is just amazing. Reminds of us Rainbow Six Siege a lot. Imagine though you were playing Siege and the attackers had a 30 minutes timer and never bothered to actually push in. Thats what hunt is quite often for us right now.
Very good and well thought out ideas. You had me thinking there and I would add :
- Bounties post-game rewards should include instances of the same skill based on the number of bounties extracted, the first one granted to your current hunter and the rest you can keep for a future hunter in your bank (like a contraband skill, except for cheat death maybe, debatable).
- Add random 1-shot posters PVE quests in compounds that grant a reward which gives an actionnable non-stackable attacking bonus ("WANTED - meathead - reward xxx") - 2sec dark sight boost, breast-metal plate (to halve campers' arrows, crossbows, shotguns 1-shots the first time) that get destroyed once triggered, 10sec consecutive total stealth once activated, 10sec 50% running speed increase, 1 full penetration bullet (nitro like)... who knows, just give incentives to attack vs camp. All rewards being flushed out if your team banishes the boss. All rewards being actionnable only within 150m of a banished boss (no luck extract campers).
- Once you tag an extract without a bounty, it becomes unusable for 10 minutes should you decide to cancel it (sorry the boat left without you). Oh yeah, you can still extract camp, but good luck keeping that bounty across the map once you collected it.
really good suggestions all around I would only add that you should get an additional point to spend for banishing the boss (maybe another one for killing the boss as well)
honestly I wouldn't mind some extra reward for killing the boss, maybe we could put achievements into the game with skin rewards.
Or 1 extra "bounty coin" for you and your team
Really awesome thoughts! Especially about traits and getting them from bounty tokens. I completely agree that at this stage, the reward itself doesn’t feel valuable enough, and boosting it is exactly what’s needed. At some point, I made a personal challenge where my hunter couldn’t extract without a bounty. But that’s a less elegant solution compared to yours.
I also really liked the idea of hidden extractions. That’s such a great design choice and creates an interesting flow for players. A team with the bounty could set up ambushes or bait others into a fake extraction, which adds a whole new layer of strategy.
Great work! Definitely worth paying attention to.
Great suggestions. I recently had the idea to scatter on the map thorny plants as now on the circus, which will give a little damage and bleeding. This is quite logical, because in dense bushes can grow anything, and once again think about whether to climb into the bushes and set up a house there for 45 minutes.
I wouldnt mind some of those thorny platns being scattered around bushes just to make it a little more risky to run trough them
I'd like to see (undead?) vultures slowly gathering over the bush wookie who sits there for too long, pointing on his position and thus making harder to ambush. And inside the buildings maybe some sort of squealing rats or other critters could spawn and try to check whether the sweaty guy with Romero in the corner is alive.
I fully agree on everything you said. Love the game but playing actively is so punishing right now.
They should increase the base amount of bear traps from 2 to 5 so I can set up more death traps at extract
Thank you for this insight!
The Bounty Currency Idea is interesting and would add another layer on top.
I would remove the traits from the Meathead pool all together to add to this incentive.
One Issue that I see, especially with this event is the fact that there are less than 4 Bounty on the map.
You could either give these Bountys more meaning, or add more Wild Targets and increase the chance for them.
The concept of breakable Lairs is intriguing.
It would add something especcialy to the old Maps.
I was very diapointed that they changed Chappel and Pitching so little.
These are Compounds that i simply avoid.
If the boss is there either wait for the team somwhere else or extract and try again.
honestly I could totally get behind that, I never really like such a cool mechanic (burn/scarce traits) being gatekept behind meatheads and random world spawn.
and I am glad you like most of my ideas! maybe if this video gets enough traction we can see some of those changes being considered to a certain degree
Yes! Good suggestions. PTFO should be the only way the earn stuff. It's very hard as a solo, sometimes even killing two teams and bosses just to run in to three snipers at extract when your stamina shot has ran out...
I made a summary of Whity's suggestions for the lazy feel free to copy/paste/modify to spread these ideas and correct me if I'm wrong on any points:
-Extracting without bounty gives half money and half xp
-Receive a special currency from extracting with bounty that allows you to buy burn/scarce traits
-Either having an extract for each cardinal direction (1 for North, 1 for South, 1 for East, 1 for West)
-Or:
-Some or all extracts hidden on the map unless you physically find them but also holding bounty reveals their locations
-Moving on the spot (mouse movement without keyboard movement) make obvious noise others can hear (like Tarkov)
-Moving through foliage makes loud noises (like in Tarkov)
-Adding certain walls on boss lairs that would be destructible by blunt melee and explosives to add more in/out points
I agree, the game especially at R6 has become very slow and boring (even in bounty clash you can see that to an extend), everyone is playing very safe and uses cheesy strategies as you say and the problem has become worse over time. I remember up to R5 i was having much more fun with the game. Now i see teams of trios hiding all game, while i expect that from a solo player ( i play mainly solo too), but having teams of trios camping outside the boss area and no one moving in.... i don't know and i don't blame them because of the way the meta is now, it's not worth it... but is it fun? No. Also i agree with the extraction points and the camping. Also the spawning of extraction points and the boss areas is too random and you have games like a team spawns directly to a boss and next to an extraction point, they kill the boss really fast and leave before anyone gets there and that happens more times than it should, there needs to be some rules on spawning or change as you suggested. Great video btw!
Serverwide fights don't happen often because people are being pulled in different directions. There are multiple bounties, event objectives and lootables that distract players. I have a few ideas for bounty incentives. You can jump prestiges slower with xp gained from bounties by bounty tokens extracted. Have found cash be less common. Make hunters like vampires, if your hunter doesn't extract with a bounty and player kills over several matches they lose xp then wither and die at level 1. You can still play like a rat or ignore the bounty but not several matches in a row.
not a terrible idea, I wouldnt mind a system in which "just surviving" slowly makes your hunter lose traits etc
@@Whityyy The simplest solution is just make double bounties rare again. Double bounties were increased to give players a chance at extra cash and surviving with an easy bounty while sometimes not having to fight anyone. With the events there is too much loot lying around pulling people in too many directions.
Love those Ideas. I would love to add:
-Remove Beetles and revive bolts, they change to core gameplay too much. Maybe at least lock sb in place for 3-5 seconds after they got revived by bolt and make the bolt scarce ammo...
-make boss lair and extraction in the same compound a lot rarer
-buff the flash grenade a bit again: maybe only can drop ingame, no movement lock, but only 2 sec duration. i have not seen it once since nerf and alot of other things are so much stronger now.
Revealing extraction points when collecting the bounty is a great idea.
Since I began to prestige I noticed that the best way to get XP and money (so you can have decent loadouts during the prestige cycle and have better chances of winning fights) is by focusing on objectives always: vanishing the bounty and extracting the bounty being the most important of them all, some times there is no sense in risking it specially if you play only with randoms like me, so if you feel your team is a spineless 3MMR, there is no reason to take any extra risk when Im focusing on prestigin, I need XP as fast as I can get it while having fun, but there is no fun in fighting fights you wont win no matter how good you are.
Really great summary of some points that hunt could improve on, in my opinion.
Eventhough i am a low mmr player and the cheesy playstyles are not a major issue for me i can clearly see from watching content creators like yourself how your points are valid.
I like the solutions you present to encourage active gameplay, especially about making the bounty more rewarding with burn traits for example and (eventhough unlikely in the near future) adding some destructable entrances to layers. i think both would work really well and i cant see how it would negatively impact/shut down other playstyles no matter the mmr.
The only thing that came to my mind i would like to see is that they increase is the reward for getting the banish or picking up a bounty token (maybe only from the boss itself). So if you die later on "in [the] game" you get partially rewarded for putting yourself at risk and going for the main objective. The reward could be 1 burn trait pledgemark or trait points you can put on your next hunter.
Love the video and the ideas on how to address issues the game faces. I think the extractions hidden from players is an awesome idea. What if of the 3 extractions, 1 is visible to everyone, 1 is visible once the bounty is grabbed to everyone and the last and closest to the boss lair is visible to only the bounty carriers. Or make a special extraction ON the map in the middle for the carriers only. Mine shaft or something maybe and you pay the token to use it but retain the status of keeping it. Totally agree with the money aspect, why push a boss if killing a few hives and a meathead with blademancer gives you a register that yields more money than a bounty token. As the game knows if youve extracted a token already, if you run in the next match you can see where the special extract is or something. Make getting the bounty great again!
I love the fix ideas! Honestly I don’t think the game has lost as much of its identity compared to other games such as Alex Legends or even COD which I brought up in Hunters Lodge’s video which he seemed to agree as well. It has changed quite a bit but the bones of the game are still there and that is more that can be said for other games. If skins for purchase is what’s needed to keep the lights on over there and the game is still as fun as it is I’m ok with that. I quite playing for 2 years and came back during the harvest of ghosts event and I have never had more fun in this game
I do agree too that participation in fights needs to be higher and crytek can make fixes to make this happen. I would also love cross console invitations to lobbies as I can’t invite people on Xbox to play with me since I’m on PlayStation and this seems like a very minimum thing to have in a game nowadays. Love your videos and awesome ideas!
Great suggestions!
But how about removing the general bounty lightning and instead have it just when bounty uses dark sight and leave a mark there like right now when it gets picked up?
This way bounty carriers can roam the map more freely and can rotate without constantly beeing revealed.
Use your dark sight, be revealed, back to high risk high reward.
Great Video and Ideas!
Not a solution but I believe some tweaking on aspects may result in interesting changes:
e.g.
- increasing the bounty received for layer discovery, boss kills and even introducing a bounty bonus for "attacking the layer while banishing" could give more incentive to be more active at the objective, since players keep those no matter if they die
- reducing the bounty value each time it swapped hands making it less attractive to just wait for it, be the 3rd party or even distance to layer on pickup subtracted from the gained bounty
I agree with a lot of the video. Your idea for extract camping is something I think should have been in the game from the jump. Getting people to participate in the objective more is definitely the main issue. The pledge-like system is a good start, but I think the real winner would be introducing new "Boss Traits" that are earned from successive bounty extractions. Instead of death cheat or remedy being the reward there are new traits that offer a powerful upgrade. You need 3 extracted bounties to earn one and you can only earn one. You would save them up just like pledge marks like you said, but maybe you can chose to bring them into a match in exchange for a boon. Then if you die, people can loot the mark you brought in for their own progress. It would not show other players that you brought one in, no dark sight, no lightning bolt, but like a good luck charm. If looted, no benefit other than progress toward that hunter's special trait. Your last point about movement sounds is also spot on, but I don't think you should make noise when looking around unless you go further than 90 degrees in either direction OR you're in a bush because naturally the barrel of your gun would brush branches. Since a lot of the audio is based on real life, you can easily pivot to look from far left to far right without moving your feet or legs at all.
Good vid!
I think a fair trade-off could be that the party that banishes gets some big reward for doing so, and even more if they succeed to extract. Let's say that by banishing and dying with bounty they potentially get to keep their hunter but without gear (like death cheat), it would encourage people to kill bosses and trying to extract more often. Perhaps balance it by "Running the Gauntlet" = the party would get 1 charge of death cheat, but if they only extract with one boss bounty, it would give some other reward.
Even though we just got Bounty Clash, I would like to see a more PvP-focused game mode with a map size in between Bounty Clash and Bounty Hunt. So that the essence of Bounty Hunt remains within Bounty Hunt, the madness of Bounty Clash remains, and the third mode would be something in between. In my opinion, the Bounty Hunt map is too big, and the objectives are often not worth the travel and effort as of now. If we would have 12 players but on 1/4th of the map size, it would for sure be more PvP-focused, and perhaps with only a wild target or treasure in the middle of a huge compound. It would also make map designs more realistic in regards to the size and how they perform.
The simplest way to get rid of all the problems is that there is no exit until the first bounty is picked up. Nobody can leave before at least one boss is banished and no one knows where the exits will be. All exits (I would reduce to two exits) should appear next to the boss's hideout, so all hunters have to go in that direction anyway.
the main problem in the current state of hunt... if you play the game the way it is intended, you will be punished for it... good video.. 100% agree
sadly 100% true
Remove visible K/D and make a Bounty more rewarding could help. Make Extracts visible with picked up bounty is a great idea.
Sometimes bounty gives me and my duo 400$ that's a risk not worth taking if you can just open cash boxes or somerting. I agree with you absolutely.
I think a lot of what you say here is great! And every single one would definitely be interesting to see in game!
The biggest one for me would be making the bounty more valuable. In both money and maybe burn traits, maybe even like 2 blood bonds would be fun.
If a team with the bounty gets away and extracts, im not sad because i didnt get the bounty, but sad because i got one less fight.
well said!
Maybe each team gets different extracts? I feel like many of the aggressive players are also on clash, reducing the # of aggressive players in regular bounty hunt mode. Circus obviously diverts part of the server to one area too reducing the number of teams at a bounty as one has typically already been eliminated too.
thanks whityyy for pointing out some issues. I agree with all of them. The bounty doesnt feel rewarding anymore. My partner and I always discuss that while sitting in the lair and
waiting for the bounty tokens. Maybe the players who actually killed the bounty should get something, no one can take away from them, even if they die - f.e. death cheat.
Also about campers, why not adding snakes, mosquitos which will attack hunters who are sitting in the same spot for a while, so they are making noises and also get a bit of damage.
Making noises while turning around is also a good idea and probably easier to implement.
I dont know if it is just my team, but when a game starts, we usually can predict where the bounty is. if there is an exit close to a compound in a corner, the bounty usually is there.
And I would say, my prediction is 90% valid. So, if you spawn on the other side of the map, there is no need to cross the whole map, just to run into campers who are sitting around the
bounty. I assume most people leaving the game.
There is also a different mindset between european servers and US servers. On an US server it isnt common to get burned after you died. The chances are high that your partner can pick
you up and you get back into the game. On european servers, you usually get insta burned. I know, it is to put pressure on the other team, but sometimes you dont have a chance to
rescue your partner since the burning time is ridiculous. I also would like to see that only a consumable is able to burn a hunter, flare gun and sticks only for npcs.
Putting traps on a dead body is fine, since the team is able to pick him up at some point.
and please...the weather, entering the map as a sniper to encounter thick fog is lame. I dont know if it is possible to make a kind of weather forecast in the menue to see what will come up.
What do people think about paying a small monthly fee to ensure good servers or so. I would gladly pay xx euros to play my fav game.
I dont need 23498324209 skins and I dont really buy them anymore if a new one drops. On the other hand I want to support Crytek to keep Hunt alive.
For me, Hunt was my favorite game. I got into it late and immediately fell in love, despite not being a big fan of PvP FPS games. I progressed, learned the maps, and absolutely loved the lore. The events were cool, and the hype was real. I was thrilled when Hunt 2.0 was announced, thinking it could become the perfect video game. But then, everything went downhill. I went from being an avid player to a disappointed one. Shotguns make no sense; just an hour ago, I got one-tapped at 41m without slugs by a Crown... Snipers keep getting nerfed, and mid-range weapons are now practically useless. The weapons are nonsensical, with the Shredder being so ridiculous that I wonder how someone thought coding it was a good idea.
One of the few things that remain perfect is the skins, but seeing Crytek prioritize squeezing every dollar out of the game rather than making it truly great makes me wonder how much longer that will last. I feel like they're mocking me. For instance, during the last event, they dropped an old map without much fanfare, as if they didn’t care. They announced THE BIGGEST event Hunt has ever had, but in reality, it was exactly the same thing. They just added a boss last-minute and gave us a skin for ghouls with a circus tent instead of a big stagecoach. But at its core, nothing changed.
I play Hunt now because it’s unique. Tarkov and other extraction shooters aren’t like Hunt-it’s genuinely one of a kind. But with each game, I have less fun, and when I ask others, they share the same sentiment, one that’s becoming more and more widespread. But for how much longer? Hunger is starting to emerge, and when it releases, what will become of Hunt? I think Hunt will die, and Hunger will succeed, which I find sad for a game I loved and that had such a promising future. By trying to appeal to more people, Hunt Showdown will end up with no one.
*This is the best solution anyone has ever brought up!* I’ve going 5k+ hours in this game that I dearly love & ideas like this will only improve the game and that’s all I ask for. Getting a Bounty should be a big risk, but an even bigger reward!
I appreciate that a lot, thank you!
I have played since early access and its been a wild ride. I totally understand the frustration of once you end up in the top end of 5 and 6 mmr. Teams will lurk in the vicinity of the lair waiting for the third party or ambush rather than fight in the vast majority of games. Then whoever pushes is punished. That sandbox meta becomes very stale. Baiting the third party by making fake fight audio or doing bizarre rotates work, but the game loses its shine when the matches turn into a slog of waiting for the ambush if you dare move the game forward by playing the objective.
A personal take I hold is that the devs can make any changes to the game that they believe will draw in more players, as long as the game will keep more players in than players lost. I think the biggest issue with this little identity crisis they are having is that they are only focusing on trying to get new players in, but old and new players alike aren't finding much to keep playing for.
I've not been playing much since about a month after the 1896 update, I did try the Post Malone event but died because of the server freezing up making me unable to move. Maybe server stability would be a good start, but who knows, the games servers were always bad but that didn't stop the game being playable before. I don't know what every solution would be, but I sure would like them to try more drastic changes all over more frequently to see what players actually resonate with.
Your first point about extra money is spot on. I’m guilty of it. I got 3400$ and not one token the other day. Why push a katana when I can just loot the registers? Also I killed and banished one boss, went and found the other boss same same. Extracted and checked the team details and there where 8 other players on the map and not ONE gun shot or engagement.
I don't even blame anyone for doing it, it is simply more rewarding. Definitely more of a "design flaw" than a playerbase issue.
You can not expect people to not take the easier to get reward, especially when it is even more rewarding than the actual bounty.
I think if the bounty would easily pay for your next 2-3 loadouts then people would be much more willing to risk their hunter for it
I like your suggestions, however staying out of bounty range to lurke the bounty team outside the boss lair is primarily due to bounty team camping inside with traps and other stuff which is basically the only strategy for them
There are so many ideas that could make the bounty more interesting and games more fast-paced. Just some loose ideas from the top of my head:
1.) Looting a bounty carrier gives extra money. The value decreases with each additional carrier and second the bounty exists, so carrying and extracting it as the "only and first guy" is encouraged, while arriving as the last "leech" gives little to no extra value.
2.) Extracted Bounties give extra currency exclusive to buying rare traits. The bonus is amplified by a full team and double bounty extract.
2a) Making kills as the carriers gives an extra bonus, encouraging offensive plays instead of just avoiding fights. (e.g. "Soul Tokens" you can loot as a carrier)
3.) Exclusive skins for bounty (or new "Soul") tokens could be a viable alternative to the lackluster prestige system. Saying "hey I actually PLAY the game, instead of just pumping time into it farming mobs to hit Prestige 100".
4.) Extractions should never be right near the bounty. Related, I love your hidden extraction idea. But to discourage camping, a banish could slowly narrow down a pain zone around the compound that forces players nearby, and is only "avoided" by being e.g. 100-150m around a safe zone near a carrier. Similar to soul-survivor but with moving "bubble" areas as an incentive to stay mobile and in teams. This is probably the hardest to implement and convey clearly, so I'd rather see quicker solutions like 1-3 implemented.
i stopped playing the game like 1 year ago because its not fun when people dont wanna fight anymore, glad people are noticing this change by now. Also i would only allow solo players to use trap items to avoid trap metas like in r6 where every season gameplay gets slower cuz of new gadgets
For the extraction camper issue I reckon they try another two options:
1. The extractions are still all random but each team can only see one of them
2. Team with bounty gets an additional extract somewhere random on the edges or even in a random compound
And a way to make people push the bounty team could also be to give the bounty set amount of money or bb or pledges for scarce traits (that was a great idea), and that money depletes over time like in Soul Survivor. That way if people play too passive, their reward for winning will be significantly less. It will force people to play objectives and push the bounty
yeah the solo perk that makes footsteps totally silent is infuriating after a while, while you're dealing with 2x trio team and then a solo comes to mop up everything
yes the second idea with the extraction points is a good idea, maybe extend it for the team that owns the bounty so that this team can see all points on the map. which would increase the advantage of owning the bounty again.
The approach with the traits is also good. Together with increasing the price for the bounty.
I also find the idea of a horde of Grund's, which has come up several times, interesting. Maybe after the banish, a bunch of grounds spawn that are attracted by the banish. Not from the bounty itself, but from the place where the banish took place. These are then always in aggressive mode (perhaps even more aggressive towards hunters without the bounty) and in high numbers, perhaps even extending the range where hunters trigger them. So that A campers on the way to the bounty can also be surprised by the horde and B hunters camping in the bounty layer have to expect the horde to break down their door. So, among other things, the team that wants to lay an ambush can get into an ambush itself because then the bounty carriers come from behind and the bounty campers are chased out of their house. However, since the basic attack ALL hunters, the danger of pushing the team fighting against the horde is not harmless.
In terms of the story, it would also fit since the Benish provides a “large source of energy” that can be seen all over the map and that attracts the monsters.
Destructible environments are also nice, I've always been a big fan of them since BF Bad Company.
Regarding your point, that bosses became more and more pointless, I 100% agree. Some reason to want the trophy again would be nice. The main reason for me, why I don't really care about the bounty anymore, are too many (or rather too long) events with the weeklies being most efficient to finish them. So I tend to do whats on my list. And often times, when I only need to kill the boss, I even leave the trophy behind, searching for other players rather than wanting to extract with it.
I havent thought about this very hard but would making getting a bounty a multiplier onto other money gathered during the match a great way to get people during events to go for cash registers and also the bounty
I’ve said for the extractions, it should be one extraction available from the start. Once the boss is banished you get another (or both) or you can give the 3rd extraction after 10 minutes
Oof I completely agree with the Stationary sound queues. Destructible environment is something that I always fantasized about in this game, but I can see it being very difficult to implement. I imagine it would affect performance massively.
Great takes, I agree with basically all you said!
I am glad that the ideas are this positively received, maybe if we are lucky some variations of those ideas make it into the game. Thank you for the kind words!
Sincerely hope someone at Crytek takes 20mins of their working day to watch this and take notes ... Excellent video Whityyy 👌
This is a big suggestion but it’s one I’ve thought of since the alpha:
I think bounty teams should be able to start a “spell” or “summon” after picking up the bounty from the void where the boss is banished. It should take 10-15 seconds of interacting to start and it should begin a 3-5 minute countdown that alerts all players on the map the spell has begun. At the end of the spell the team that cast it would be able to do a long interact with the void again to extract. This forces players to push to boss even faster, and the additional length still allows for cross map movement to happen as the standard boss banish length is still in place before the spell or summon is drawn / cast. Think of it as akin to calling for an exfil helo and defending the site until the extraction arrives. The spell could even summon difficult Ai during the casting duration. The casting team is not immediately extracted- they have to do an interaction with the portal, but imagine the pressure that would add to the boss fight loop.
I think giving bounty team a lengthy but high risk high reward fun option for extract that still incentivizes combat and puts an additional timer on the game would be awesome.
I think your idea of each team having 1 known extract is good. Maybe you spawn next to your extract so you have the choice of either extracting if you dont like the map/ToD/etc and the bounty revealing all extracts is good.
I wouldnt mind every team seeing the exit closest to them.
I love the hidden extract change, I think it would highly incentivize more risk either through movement or getting the bounty to reveal them.
Totally agree with everything you said and would welcome the solutions added to the game. Every Hunter his play style, but it shouldn't stay in the way of the actuall objective
Maybe they could hide where the extraction is untill either someone banishes or picks up a bounty that way if you are going to set up an ambush you better be quick
Such a good video. I have to say, more and more you‘re channel is closing the gap homereel left behind 😊
that a huge honor haha, I am definitely not there but this gives me motivation to work on more opinion pieces in the future
I started playing back in Traitor’s Moon. If I were in charge of how Hunt proceeded, I would make events into seasons. They would last three months at a time twice per year with three month breaks of regular play between. The seasons would have fewer major changes and they would be tweaked over the course of the season in accordance to player feedback. I would have kept the game in the old engine. The image quality when it works is gorgeous, but not better than the old engine enough to excuse the object pop in, rendering issues, audio issues, and worse problems with connectivity. Instead I would focus on connection and server stability. Trade windows would be limited to 100ms, and you would be region locked based on ping. I would have not added bullet drop or infinite headshot range. I would still have added Mammon’s Gulch, Hellborn, Ursa Mortis, Rotjaw, etc.
Me and my friend often encountered situations where the other team tries to block the exit to the nearby extraction and just refuses to get closer to the compound to contest the bounty so it turns into a boring stalemate of 'Who outsits who'.
We just gave up at some point and after encountering such a team were just getting ourselves high on piss (a.k.a. stamina shot) and were non-stop running to the FARTHEST extraction, just to laugh at that one team.
As for the general topic of the video, I think the main problem is that Hunt's team can't figure out the direction they want to push the game towards. At least it looks like that.
Hunt is a niche slow-paced shooter with apparently the best implementation of the stealth-action genre (because of the ingame mechanics and the fact that you are competing other real players).
Yet, throughout the recent events, the game was shifting towards a faster and more 'accessible' gameplay. But it was not 'fast and/or accessible' enough to attrack a wider audience en masse, while the core community of the game was getting disappointed constantly becuase that's not the way the game used to play (speculating here, I know, but I am mostly speaking about me and my Hunt buddies).
I believe, it is important for the game to decide which 'side' is it on and develop the game towards this direction (as a dedicated player, I obviously wish this game to turn back to its roots with slow gameplay and lever/bolt actions only with no semi-auto stuff, excessive effectiveness of shotguns, and all of that) instead of attempting to combine uncombinable.
this guys crytek partner status about to be revoked
I feel another way to help balance economy might be a per match buy in. If you're 6 star perhaps 50 hundred a match and decreased amount the lower your MMR until esiently free for 3 stars and under. Will also encourage people to stick around and not leave when it's a map or daytime they aren't gunning for
I think one of the easiest ways to enforce objective play would be to reward bounty extractions with BB's again. Give a successfull gauntlet like 150 BB's and extracting with one bounty token like 50 BB's. So would get disproportionally more BB's for going for the risk of fighting for all bounties on the map. Simple in my opinion since everyone has enough money but everyone would like more BB's to buy skins and stuff.
U can furthermore increase the BB reward for actually killing, banishing and extracting the bounty. Combine that with the suggestions to showing only the bounty carriers where the extract is and voila
Also there needs to be some form of money sink for all the hunt dollar millionaire's to fix the economy. There is no reason to balance guns with cost if it doesnt matter for lots of players who either:
a) dont prestige and hoard all the money
b) extremely good and/or p100/lvl100 players who never really have to care about loadout cost
a suggestion would be to have some form of minor hunter / weapons skin customization which does cost a LOT of Hunt dollars ( in the 10's of thousands); e.g. customize some form of accessories on the hunter , maybe have slots to show equipped tools / consumables.
I really like the "money dump" idea, could just be "golden skins" on which all metal is replaced by polished gold and they'd cost like 200 000 hunt dollar each to unlock them or something
I sadly don't think the blood bonds idea is realistic since crytek has to make money (somebody has to pay the devs) and this would actively cost the company a lot of money
If you want the campers to be more offensive i suggest to simply reduce their time to extract. Now you either go looking for the enemy team with the token or take your chance that they will go to said extract . After the time is up the team with the token can have s safe extract without having to worry about being ambushed
I just think, may be traits must give you randomly after the match, like in roguegames. And if you got a clue you get one random trait, and one more special ultimative
trait. Maybe it will be much rewerdy.
I just came back to the game after having not played it since 2022. I'm somehow rated six stars and have been able to maintain it so far (about 40-50 games). But I must say I don't really recognize what you're saying about people not running the gauntlet anymore, so far I've only seen people extracting with one bounty about 5 times out of those 50 games. To me it feels like every game is all about the showdown part of the game. With that being said I do agree with your suggestions to make the bounty feel more like the main objective again rather than the event stuff.
I fully support the extract idea as ive talked about it myself numerous times. However i think why people also avoid doing the boss banishments is because of the world spawn tools have been very rare, hard to find and they are obnoxious to do with tools. Sometimes you dont even have ammo or consumables suitable for dealing with them. People have as a whole stopped doing bosses a lot when that change to world tool spawns was made.
100% the tools dealing 50% damage demotivates doing the boss, I feel like every compound should have a 100% world item spawn (hammer, axe, pitchfork, shovel) like some compounds do already just so you know where to look if you do need one
I think buffing the scan range to whole map should fix the idle playstyle of players
I really like your bounty token as currency for burn traits idea. As for your solutions to the camping problem, I'm not sure I like either of those solutions tbh. There is another problem that's opposite to the camping problem which is, you spawn in one corner of the map, then the boss gets banished in the opposite corner within the first 2 minutes, and they have an exit right next to them, so you're like "Why bother going all that way for nothing? I'm just gonna leave". Adding more exits will exacerbate that problem. And you can't make exits hidden either because sometimes you have real life issues or internet issues that compel you to leave the game early, and having to go look for an exit first might make that a hassle.
I think there should be extraction points that aren't in the edges of the map, like, I don't know, a baloon, a steamboat, a secret tunnel etc, but it's unlikely they'll implement that
Still, kudos for the initiative and I think you and other content creators should speak about this type of thing more often
I think people who wanna leave are gonna leave no matter what. The first problem you are describing is literally how people react right now already so how would that change anything? In combination with the bounty coin system at least you could count on other teams also pushing for the banishment. You are not the only person on the map, everybody would try to stop the bounty from leaving or is more likely to try to stop them. This would mean you might not be the first team to get there, or make it there in time but it is very likely that people will be fighting the bounty which gives you more time to travel across the map.
on your second take... if you have "real life situations" which require you to leave then you should probably just alt+f4 and not run to an extract, if you have enough time to exract to save your hunter then you also have time to run to the global exraction point (which everybody can see - like it was mentioned in the video) - same goes for internet issues, that is just unfortunate and a rare occasion. If you have internet issues multiple times a day on a daily basis I don't think the game should fix that for you but you should have serious talk with your internet provider
Another idea is to enable Extraction only after taking the bounty
Just started playing hunt a few weeks ago and ive already noticed myself gravitating towards some of the playstyles mentioned in this video. With my lack of skill in map knowledge and gunplay i hardly stand a chance pushing a team with darksight boost or holding down a banishment.
My goal when loading into a game is to kill the whole lobby, and complete the mission objectives after. This typically means camping boss layers, event locations, and chasing crows.
Ye I do not blame you in the slightest, it is smart. You are a smart player and are simply using game mechanics to your advantage but I hope you do see that this causes the issue that if everybody would "play smarter" then suddenly the game becomes a snooze fest.