5 months
ago -
Hunt: Showdown
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Transcript (by Youtube)
4s | Hello, I'm Dennis Schwartz, design director for Hunt: Showdown. |
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6s | Today we are going to talk about our design goals |
8s | for some of the subtle and substantial |
10s | game mechanics changing with our August launch. |
12s | We will be touching on trait changes, reducing stalemates as well as changes |
16s | to our gunplay formula. |
21s | Let us start easy. |
22s | We are bringing back witness |
23s | as a regular trait for everyone to equip, and a menu for five upgrade points. |
27s | Witness allows you to see nearby dead hunters and recently deceased |
30s | monsters in Dark Side. |
31s | We are reorganizing the existing trait categories |
34s | for a more interesting mix of traits and how players can acquire them. |
37s | No longer are there only regular and burn traits instead. |
40s | Some traits will get the burn or scarce, attributes or both. |
48s | Scarce traits can only be |
49s | found in the world and cannot be equipped from the menu with upgrade points. |
53s | Shadow and the returning Shadow Leap are both examples of scarce |
56s | traits that are not burn traits |
57s | remain on your hunter until you defeated or failed to extract safely. |
61s | Shadow leap has been adjusted to no longer work for leaping intermediates as a balancing note. |
65s | Most of our existing burn traits are now both burn and scarce traits, |
69s | keeping them consistent with how they work. |
71s | So far, rare to find and short |
72s | lived being consumed after a fulfilled and special purpose. |
75s | However, we have adjusted some of the stack sizes. |
78s | For example, you can now only keep |
79s | a single instance of death cheat on your hunter at a time. |
82s | While remedy, Relentless and Rampage can still be held up to three times each. |
90s | This leads us to |
91s | our first newly modified trait necromancer. |
94s | Necromancer is now a single use burn trait with a stack size of one, |
98s | which costs four upgrade points. |
100s | It also no longer drains your health when attempting to revive a downed teammate. |
104s | What does this mean for solo hunters? |
106s | Solo hunters using necromancer receive a single restoration of all their health |
109s | chunks as they get back up, but they can only attempt to get up |
112s | a single time as necromancers now burned on use to cooldown for self |
116s | revive has been reduced slightly as a balancing step. |
123s | Over the last year, we have introduced more ways |
125s | for players to get back into the fight after being downed. |
127s | These changes have had a positive impact overall, but have also introduced |
131s | many points of frustration and contributed to stalemate situations. |
134s | Having reflected on your feedback and the available data. |
137s | We're making adjustments to burning and revive mechanics to reduce stalemates |
140s | and bring more decisive closure to player versus player fights. |
143s | The previously mentioned adjustments to necromancer |
145s | sit at the heart |
146s | of this change in direction, and are complemented |
148s | by a much faster burn rate to fully burn out the downed Hunter. |
151s | We appreciate and want to emphasize the play |
153s | and counterplay of burning and choke effects. |
156s | We now have choke bombs, beetles and bolts available for players for tactical use, |
160s | but we are limiting the duration of choke allowance to half the previous duration. |
164s | This is a deliberate change to reduce the two minutes of |
166s | just waiting out the choke load before making the next counter move in the fight. |
169s | We are aware of the controversy surrounding everything to do |
172s | with reviving, restoring, burning, choking, and generally |
175s | stalling out the player versus player fights. |
177s | Our core philosophy here is to provide mechanics for capitalizing |
180s | on the advantage of taking down 1 or 2 members of an opposing team, |
184s | but still have room for clutch counter play and tactics to get your own team |
187s | back in the fight without dragging out into overly long waiting games. |
192s | As always, we ask you to keep an open mind to the changes and look forward |
195s | to seeing how loadouts, tactics, and fight times play out in live environment, |
200s | as well as survey opinions collected as we go forward. |
206s | Moving onto gameplay topics, we are happy to announce that the center |
209s | crosshair will be available as the default setting for new players. |
213s | A lower crosshair option |
214s | remains available for players who prefer or more accustomed to that position. |
217s | The lack of a center crosshair has long been cited as a barrier to entry |
221s | for players transitioning from other first person shooters into hunt. |
224s | And with the August launch, will now be available for them to consider |
227s | trying hand again, as well as to more effectively on board players. |
230s | Joining us for the first time. |
234s | We are |
235s | applying a subtle drop to projectiles at longer distances based on ammo types |
239s | and weapon characteristics, such as action type and barrel lengths. |
242s | At extreme ranges, players will now require a bit |
244s | more skill, judgment, and timing to land those perfect shots. |
248s | While it becomes |
248s | harder to hit the target range, we are also ensuring that any headshot |
252s | will always be lethal at every range, making those kills even more rewarding. |
257s | This notable change greatly mixes up weapon balance and the established meta, |
261s | and we cannot be more excited for you to try all this out yourselves in August. |
264s | While we expect speculation, opinions run rampant with this news can be assured. |
269s | Sentiments, data and surveys will always be the key |
272s | measures we'll look at when considering the best course of action. |
276s | We will be back soon with more topics around our big August launch. |
279s | Follow our social channels for new videos and updates. |
282s | See you soon! |