Hunt: Showdown

Hunt: Showdown Dev Tracker




08 Nov

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Originally posted by LetsDoThis1992

Hello, and you are most certainly welcome! I would love to give my feedback and opinions, but please note that I do not have a background or education in computers/networking.

I believe we have some miscommunication over what I said before. I edited my first post to reflect fewer pronouns for clarity and fixed some typo mistakes as well, but allow me to briefly try to restate here.

I do NOT notice the rubber banding when I get kills. The confusion around "when I get kills" may have come from me talking about NVIDIA highlights, which I only get when I get kills. I also do NOT notice rubber banding as much during gunfights. It happens sometimes, but I usually either die or hide behind cover if the rubber banding occurs anywhere around a gunfight.

I notice the rubber banding the most while I'm sprinting, because it kind of teleports me back a little bit. If I'm not moving around as much or as quickly, it is of course more difficult to notice. As I said before,...

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Thanks for the great feedback, and sorry for the misunderstanding!

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Originally posted by LetsDoThis1992

First of all, I love hunt abd it's my #1 go to game atm. I like the changes they keep making including 1.0, although 1.0 DID come with some massive performance hits that have mostly been resolved.

I'm a west coast resident, but I prefer to play on both. For a while I played on west and EU because the lag on EU was better than the rubber banding on E. I think we can all agree that E had some really bad rubber banding issues, and that it was almost definitely server related.

About a couple weeks ago, they did something which drastically helped the E servers, so there appears to not be any difference to me as far as rubber banding.

That being said, I DO still experience it on occasion, but on both west and east. I play at all hours of the day/night and on different days/nights because my work schedule fluctuates, and I can say with confidence that I only notice the now occasional rubber banding (as opposed to very frequent rubber banding) only occurs at times ...

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Thank you for your feedback, this is really helpful. We are happy to hear that the fixes we implemented in the past weeks fixed most of the issues.

You mentioned in your text now that you still experience rubberbanding and that it occurs mostly after kills. Could it be that the rest of the rubberbanding issues happen when someone extracts from the map? (That would explain why it also happens after someone dies)

Thanks again!

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Hey guys,

I just want to let you all know that we are working hard on fixing some of the remaining issues from 1.1 as well as on a bunch of upcoming stuff.

We are also planning on updating the roadmap and will, of course, have dev streams leading up to the next update.

Feel free to chat or reach out to us on social media or discord any time, we are always more than happy to answer your questions!

Happy Hunting.


04 Nov

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You have a great duo pardner for sure! Happy birthday Hunter!


30 Oct

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Originally posted by DubyaSux89

East Coast is fixed? Someone should let my game know because it is still unplayable for me and my buddy.

Would you mind messaging me with your Steam ID? :) We would like to look into what could potentially cause the issues in your case!


24 Oct

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Originally posted by lurkinglurkerwholurk

So basically partner up with him then extract for an easy 100?

That only makes you his partner in crime! And no, you won't get your own wanted poster for that! :D


23 Oct

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Originally posted by Mrs_Puffington

Do I really get 100$ if I kill this guy? Like... is this a weekly challenge or something?

PS: In the game of course.

Read the details. You would have to return him alive to collect the reward. So good luck with that! :D


14 Sep

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Originally posted by PaunchyFool

They either died while on fire, or while they were downed an enemy Hunter threw a (hell)fire bomb or lantern causing them to burn through their heath bars which when all bars are depleted they are Burned Out and cannot be revived

When you die while burning, the fire goes out on death and has to be reignited. Of course, if you die in a burnign area, you would start burning again right away. :)


11 Sep

https://steamcommunity.com/app/594650/eventcomments/1629663273599364659

Hunters,

Here are the notes for update 1.0.2. Happy Hunting!

GENERAL UPDATES

  • Added further logging in order to investigate client crashes

Hunter

  • Added customizable key binding options for spectator mode. This can be found in the settings menu
  • Reduced burning damage taken while downed by half

Gunplay

  • Adjusted weapon sway to re-introduce a slightly stronger modifier while moving and aiming down sight at the same time

***D...

Read more External link โ†’

08 Sep

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Originally posted by Traxad

Please correct me if I'm wrong, but isn't that the devs themselves? One of the narrative designers does the vocal and one of the audio devs plays one of the instrument if I'm not completely talking in my night gown. Not sure who the rest are.

This is correct, the band is indeed a "dev band" ;)


29 Aug

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That was very impressive, we may have a champion here! ;)

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Ha! Nice piece of Propaganda there! Of course what you fail to show is the part before were you chased me through the swamps and the only reason I got away was because of a third guy getting involved! :D

GG! :D


26 Aug

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Originally posted by Gr0do

The medium and high settings should match to older game versions. However, the low setting was tweaked a while ago.

The medium and high settings certainly don't feel the same as they did in previous versions of the game. Optimization has obviously been a point of contention for several players, hence the recent negative reviews on the steam page and something I mentioned in my previous post. Would you also be able to go into detail about the changes or "tweaks" made to the low settings you mentioned?

The Low spec was pushed down a bit in order to lower the required specs to play the game.

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Originally posted by Gr0do

Realistically though, how would someone do a side by side comparison of visual fidelity when we don't have access to previous version of the game. I remember seeing a post a while back about a change to the grass textures being lower res and people just dismissing that as being "nitpicky."

Having come back to the game for the 1.0 release I can honestly say that I have no interest in playing it at the moment. In it's current state the game feels way to fast paced. This might be due to the ping system. It needlessly speeds up the pace of the combat and the overall game play experience. This is something that was a huge appeal to me early on in the games development cycle. The UI feels clunky, I really don't like how I can't see my inventory and my hunters traits on the same screen anymore. The graphics feel a bit off as well. I have noticed that the fire and lighting effects look awesome but the overall the graphics feel washed out or bland. I can't put my finger on...

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Hey!

We have received this image multiple times and I can confirm that it was not due to a graphical downgrade but simply an artistic change.

It is similar to how each map changed with newer versions from a level design perspective.

Other frequent images we encounter are from pre alpha footage, compared to that we have changed the color palette and thus the lighting, but no changes were made to the graphics.

The medium and high settings should match to older game versions. However, the low setting was tweaked a while ago.

Please continue sending us your images or screenshots, most likely the graphical 'downgrades' are due to the default Low settings or other unforeseen bugs/issues. These can point us towards these issues so we can look into them !

Happy Hunting!


09 Aug

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Originally posted by Spec_ops_Grunt

consider how weapons are balanced among each other in the same caliber in regards to sway. Sparks has one shot but is more stable in live than Lebel or Mosin, in test Mosin and Lebel have same non-existent sway as Sparks, making them straight upgrades, and thats before the velocity changes.

That is not correct. All standard rifles have the same sway settings. There are only differences for rifles with bayonet attached and now, in 1.0, also for weapons with silencers. Base Sparks, Mosin, Lebel, Vetterli and Winfield share the same sway setup, which has been been lowered on test server the same for all.


06 Aug

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This should be fixed on 1.0 test server.


03 Aug

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I would love to hear some similar funny stories from fellow Hunters ! :)


01 Aug

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Originally posted by Paradox_Wolf

u/NylesBlack is there any chance you can clarify a little bit? When you say earning XP with a weapon fills the bar towards the next unlock, does that mean just having the weapon equipped will progress it at the end of a match? Or does it mean solely the XP earned by firing that specific weapon at monsters/Hunters/Bosses will progress it?

I'm sure we'll know the actual answer to this when it reaches the test server, but I'm just curious!

It will be the kills you make with that weapon. So for example, having a Winfield, a Nagant revolver and a Knife in your inventory means, you can progress all three weapons throughout a mission. Every kill you make will contribute to the progression of the weapon you used for that kill respectively. In practice it will most likely mean you progress a main weapon faster than a sidearm, and that progress with a knife or other tool will be a continuous thing alongside. The XP gates take that into account and you will notice that the amount of XP you need depends on the value of the weapon and how likely it is for a player to actually use it in game.

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Thank you for your words, we really do appreciate it!

Hope you are doing well! :)
See you in the Bayou!

and as always...Happy Hunting! ;)