27 days ago - Hunt: Showdown - Direct link

Transcript (by Youtube)


2s Hello. I'm Dennis Schwartz, design director for Hunt Showdown. Today we're going to talk
6s about our key learnings from player surveys, community feedback and data gathered over
10s the course of our last five events. These lessons continuously shape our thinking for
14s future events, pacts, traits, weapons, and other mechanics. Thank you for your contributions to them.
22s Let's start with a brief recap. First, let's talk about Devil's Moon. This event pushed the
27s boundaries of our game by adding the element of choice between pacts and exclusive traits.
31s This first round of pact rates were designed to shake up the gameplay experience and experiment with new mechanics.
37s Devil's moon also brought with it our very first wild card condition, the Inferno, though
42s it also predated our first wild card contract, which didn't appear until the height of shadows.
47s Our design goal is to have an even distribution of pick rate for our event pacts, but we missed the
52s mark with Devil's Moon as the Ground Pact, which featured both Shadow and Death Cheat
57s made up 85% of our total usage. The Luna Pact made up 10% and the Infernal Pact only had a 5%
64s pick rate this wasn't a great result in terms  of distribution but the experiment and overall player
69s experience was still judged a win for hunt and  good lessons were learned similarly our new wild  
74s card condition The Inferno changed our existing  Maps radically which was initially well received  
79s but resulted in some fatigue as the event went  on since then we've learned a lot of valuable  
84s lessons about players preferences and excessive  Wild Card conditions and received similar feedback  
88s for Thunder Shower the Dark Inferno and Ash  Bloom. With each update we will tune and adjust  
94s the frequency of these conditions appearing  and their impact on the play space and game mechanics.
102s Moving into the tight event Trilogy  our goal was to better understand your level of  
105s satisfaction with the events and new additions  being made. Alongside usage statistics and tons  
111s of great feedback we gathered from social media,  we began publishing two public surveys for each event.
116s Tide of Shadows was the first event we run  surveys for and we received well over 20,000  
121s responses we embrace and rely on your feedback  on events, weapons, Wild Card conditions and,
126s game mechanics, to help us make Hunt: Showdown the best  game it can be. Please continue to take part in  
130s surveys and reach out via our official Discord  and other social media channels to share your thoughts.
139s The three event pacts in Tide of Shadows received a healthy distribution of  
142s usage compared to Devil's Moon but still had  room for improvement. This time around we made  
146s sure that Death Cheat was available to all pacts. We also experimented with different configurations of  
151s pacts and how to pledge for the Met Supply points  in general we kept what worked and dropped what  
156s didn't so every event had something new to offer  but we also had some old favorites come back for more.
160s Eventually some of these experiments turned  into full long-lasting additions to the core game.
165s As the live events progressed data showed that in  some cases we matched our own expectations while in  
170s others certain pacts dominated in usage sometimes  they started out with a healthy split before one  
175s pact emerged to come out on top like in Tide of Corruption, when The Inferno pact took over the  
179s lead at 49% usage while the Death pact at 27% and the Demented pact at 24%. in other cases like  
185s during Tide of Desolation we saw some normalization  between pacts only halfway through the event with  
190s the Grounded pack starting out as the strongest  pick with 60% before dropping down to 38% as  
196s far as pack trades go Shadow leap specifically  was very successful in providing exciting new  
200s gameplay mechanics without disrupting the core  of the game too much we want to experiment more  
204s with new ideas like Shadow Leap moving forward. All in all there is always room for improvement but  
209s we continue to take your feedback seriously  and iterate on the power for our unique pack  
213s traits going forward as well as honing in on  pact versus pact versus pact balance in general.
221s Our live events have traditionally been a great way for us to introduce new weapons and
225s equipment into the game. Some of these have turned out to be great additions out of the box,
229s but others struggled to find a place in the arsenal. Among the best received weapons
233s the Drilling, the Pax Trueshot and the Bornheim silencer, as well as the Baseball Bat and the Katana.
238s Both the Marathon and Mako have also been solid additions, even if some of the variants are
242s not in widespread use and the survey scores reinforced to being less popular additions.
246s Less successful editions were the UpperMat, Derringer Penny Shot, Vetterli Cyclone, the Fire Beetle and the  
252s Dolch variants and custom ammo we have room to  improve these additions further and touch most
256s of them up again for August release. In review,  we acknowledge there's an oversaturation of  
261s custom ammo in our Arsenal. Moving forward we'll  take steps to address this by first reducing the  
265s amount of new custom ammo types introduced  during events, and secondly by rotating more  
270s options in and out with future updates to help  shake things up, and encourage players to try  
274s out different combinations. We clearly don't need  further Dolch ammo added to the game anytime soon, 
278s and are considering removal of some that are  currently there. In terms of things well loved  
283s by players weapon inspection first appeared in Tide of Corruption with overwhelmingly positive scores.
288s This was expected given how long the request  for his feature had been coming in from the community.
297s Our first wild  Target Rotjaw was initially received  
300s is only okay, but data gathered from the second  survey showed that by the end of the event she  
305s was more appreciated with a good overall  satisfaction rate. Notably the groups who  
308s had the biggest change in sentiment over Roger  were the ones that included players who've played  
312s less than 500 hours of hunt. Lessons learned around Rotjaw have led to some improvements for  
316s future wild targets, the potential rewards of side  objectives, and the overall difficulty of defeating them.
326s Desolation's Wake also introduced the  concept of pled marks being used to unlock  
330s sealed rewards found in the world. Sealed rewards  have been very well received specifically the  
335s full health restoration, master clue, bounty token for pledge marks, and the sealed cash
340s registers scored high on our last survey. This encouraging result has us looking to expand and  
344s refine the mechanics for seal rewards which,  you can hear more about when we come back to  
348s discuss the lead up to our next event which,  goes live with the engine upgrade on 15th August.
356s Our current weekly challenge system has yet  to meet player expectations since being introduced  
360s in Devil's Moon. The weekly challenge system  suffers from three main problems; first if you're  
365s unable to play for a week during the event then, you miss out on that week of event points which  
370s is quite punishing. Next completing a weekly  challenge set requires players to constantly  
374s adjust their load out in play style which, starts  to feel like a chore after a handful of challenges.
380s Lastly certain challenges require specific custom  ammo which new players and prestige players might  
385s not have unlocked yet. We want you to know the pain  points you have been clearly identified we will  
390s discuss our changes to the weekly challenge system  in a future video addressing these primary complaints.
398s For years our players have asked for  more ways to restore their lost chunks of health during a mission.
403s As a result we've experimented  with different ways of restoring health chunks  
406s during most of our events. Overall our community  has welcomed the addition of more ways to restore  
411s lost or burnt health chunks but there have been  times when we overshot the mark. We want players  
415s to have a chance to come back during a mission, rather than feeling pushed to extract without a bounty
420s token. Peacekeeper is the best example of where we  got the balance wrong on restoring health chunks.
424s Restoring lost health chunks was too easy and  giving the ability to revive red skull teammates  
429s went too far, opening the door for exploits and  frustratingly long stale mates especially with  
434s fights away from the boss lairs. Learning  from this we will tread far more carefully  
438s whenever a mechanic is considered that reduces  the penalty of dying repeatedly to the point of red skull markers.
445s We hope that you enjoyed  some of the insights from this retrospective  
448s and how we try to find the balance between sentiment, surveys and, data which can always align  
452s on the surface we'll be back soon with insights  on our August relaunch and what to expect from it.