9 months
ago -
Hunt: Showdown
-
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Transcript (by Youtube)
3s | Hello, I'm Denis Schwartz, design director for Hunt: Showdown. |
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7s | Today we're going to talk about more gameplay changes and improvements |
9s | for our upcoming August launch. |
15s | We have upgraded our previous Challenges |
16s | system to provide players with a smoother and more rewarding experience. |
20s | Firstly, Challenges are now released weekly in the form of sets. The order in |
23s | which sets are released and the contents are the same for all players. |
27s | Lastly, progress for all types of challenges is now |
29s | displayed during play, thus removing the guesswork previously required |
33s | to figure out if you had finished certain challenges before extracting. |
39s | Traps |
40s | have seen several improvements to make placing them more reliable. |
43s | Players can now experiment placing them at angles and try out new spots. |
48s | Be aware though, that doors will now always trigger wire traps placed in front. |
53s | Every resupply in the game is no longer |
58s | restricted to just two interactions. |
60s | Saddlebags, toolboxes, and ammo boxes, |
62s | small and big, found in the world will always offer you something to replenish. |
65s | Medical supplies will always allow a player to heal once. |
68s | We also changed Hunter corpses so they can always be looted unless burned. |
72s | Vulture will now give you some hunters in addition to other loot |
74s | gained for two upgrade points. |
80s | We've taken a closer look at iron sights and standardized |
82s | the thickness of front sights across many weapons |
84s | to make them feel more consistent and easier to use. |
87s | Silenced weapons have received some additional love by cutting off |
90s | parts of the sights to make them easier to aim with. |
96s | In an earlier video, we touched upon changes to enhance the |
99s | gameplay formula by introducing both bullet drop and always lethal headshots. |
107s | We are happy to announce that with these changes, |
109s | we are also adding the speed of sound and a gunshot ecosystem |
112s | for a more authentic depiction of gunfire and explosions over long |
115s | distances. |
140s | A lot of effort for our August launch |
142s | went into making existing systems more robust and improving upon |
145s | or replacing them where needed. Fall damage has been refactored heavily and now works |
149s | more consistently, even when falling down slopes and weird structures. |
152s | We are now applying damage more reliably instead of sometimes receiving |
155s | multiple damage events in short succession. |
157s | This results in overall smoother traversal through vertical spaces, something |
160s | our new map benefits from quite a bit. |
165s | We will be back soon with more topics around our big August launch. |
168s | Follow our social channels for new videos and updates. |
171s | See you soon! |