Hyper Scape

Hyper Scape Dev Tracker




02 Aug

Comment

Originally posted by LunarFrag

HyperScape is a great game and the communication between Ubisoft and the player base has been amazing.

With this level of communication I strongly believe that this game thrive.

<3

Comment

Originally posted by ZafeX

I appreciate you taking the time to read my feedback. Surprisingly I prefer Wall now, as it still has a low cooldown. Even though it isn't as effective as a movement ability. I'd like to blame the Ripper as the main issue with using Slam now, but using Slam offensively just sets you up for taking lethal burst damage from a Mammoth or Riot.

Interesting choice! Thanks for the info :D

Comment

Originally posted by prototypeOW

slam effectively is useless with the nerfs along side the shotgun buffs. if someone slams into a fight, you can oneshot them during the recovery animation. earlier today, one of my friends got a 27 kill game by using shotgun in this manner. that's not even touching upon how easy it is for people to land shots on someone mid slam, since they have a pre-determined area where they physically can go once they're up in the air. TP is more versatile, and it doesn't have the same effective stun that slam has after you use it. the impact animation for slam is hoenstly a really annoying thing if you don't slide cancel it, because it effectively just turns you into a sitting duck.

Thank you for sharing!

Comment

Originally posted by Dyttuu

You're replying a ton today, thank you.

Trying my best! Thank you so much <3

Comment

Originally posted by Syper

Hack nerfs and ttk changes go hand-in-hand. When aim becomes more valuable, creativity, movement, and hack usage becomes less valuable. A lot of the mobility that made the game so awesome is also more punishing now, as it's easier to just lazer anyone you see running around on rooftops.

Mine should have gotten reworked. Heal, armor and invis needed more counterplay options (larger sound radius, make the health-regen timer pause while armor/invis is active, make reveal have longer range, make the heal station more susceptible to getting destroyed etc).

Changes to Slam, wall, Teleport, and Ball are sad to see because the high movement of hyper scape is alot of what sets it apart and makes it fun. That fun was directly nerfed, and also made less viable with ttk changes.

I think protocol, mine, armor and invis needed some slight tweaks, I was also happy to see zone damage nerfed again. Other than than, I disagree with all of the balance changes in the 0.5 patch...

How would you want Mine to be reworked in this case?
The suggestion to have heal pause if you are using invis/armor is really interesting! I never really thought about options like this.
I agree that the changes to some of the mobility hacks is a bit sad because it really slows the game down a lot. A lot of players also shared they adore the mobility options in the game.
What kind of tweaks are you hoping for with the Protocol? The most popular suggestion appears to be to add damage drop off instead of the damage nerf to allow the one-hit mechanic to still work but within a reasonable range.

Comment

Originally posted by PsiEcstasy

I think it's not the right decision to just increase the cooldown on almost every ability because most of the abilities define the gameplay. In my opinion it would have been smarter to change the way the abilities itself work. Invisibility for example is a great ability but it's core mechanic is maybe too strong not the general cooldown. For example adjusting the time you're invisible or how easy it is to track someone who is invisible. If you are using slam and activate invis midflight it's almost impossible to track your enemy after that. I think this is a "better" way to handle abilities. Changing the cooldowns is easier than changing an abilities core behaviour i know that. But in the other hand i would really enjoy a patch which is smaller but more in depth and "creative" in some way.

Thanks for explaining! I do agree that Invis feels a bit too strong currently and agree it is more of an issue with its core mechanic as opposed to the cooldown really. How would you change it to make it easier to track when invis? I've seen some players give the suggestion of adding a glint/shimmer for Invis.

Comment

Originally posted by christian22033

Hacks needs to be like before this patch. Weapons too.

Do you agree with any of the Hack and Weapon changes at all? Like the changes to Mine or Invis?

Comment

Originally posted by inaxxx

Mine should be easier to kill. Even emptying your clip doesnt even kill it.

Skybreaker is too good and too easy to hit ppl. Damaging increasing as long as bullet travels is good, but it should also do less damage the farther away you are from blast radius. Or do the top damage if directly hit by the bullet, and less damage by being hit by blast radius.

Slam should do less damage when used inside houses. Like using it knowing theres a cealing that will make u bounce and hit the floor basically immediately looks unfair. Maybe damage could be greater if the player travels all the way to the sky.

I dont think i agree with buffing all weapons. Players shouldn't be too easy to kill. Its maybe ok with squads because players are easy to revive as well, but solos are very fun too, and playing for 10 minutes and then instantly get killed by a shot of protocol or mammoth without even having time to react and activate a hack to escape is frustrating. There are bad pla...

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To clarify, do you still think the Mine is still too difficult to kill after the patch?

I like the suggestion of having Slam do less damage indoors!

Comment

Originally posted by UbiMorning

> I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

I've noticed a lot of players within the community appear to be Quake veterans!

Riot, Ripper and even Mammoth were totally fine and kill quickly. i do not see the need to buff these if you hit your shots my god they delete someone fast.

This is definitely a popular opinion within the community. The Mammoth was regarded as fairly strong as long as you could hit your shots. From my feedback analysis, the Riot feels like it is replacing the Proto...

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For me as i said on this post, the damage buff just felt like a lazy way out of some small changes to weapons and hacks. I'm sure it wasn't but that's how it just came across to me personally.

I think that is a valid PoV! Many players have mentioned it feels like a bandaid solution. However, we will be compiling feedback suggestions from the past few days for the team to review so they can look back into what went well and what did not with this patch.

Sorry for the long winded reply as I am sure this wasn't actually what you was asking for however i have a real passion for the game, i hear a lot about people testing the game behind the scenes etc and want to say please don't just go for yes people you also need people who will be honest with you even if its not what you want to hear and that's not saying they are right in what they say but at least its a different perspective for everyone to think over.

...

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Comment

Originally posted by Bornnie

Firstly thank you for the response i can say that not many other games would message like this and to me it shows great passion for the game and towards the community so thank you again and i am more than happy to give my opinion on current patch changes.

I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

(I would just like to say everyone has a different steer on things and i do not think what I am about to type is the greatest feedback ever and i'm 100% right about how i feel the game should be because that would be delusional but this is what i think used ...

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> I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

I've noticed a lot of players within the community appear to be Quake veterans!

Riot, Ripper and even Mammoth were totally fine and kill quickly. i do not see the need to buff these if you hit your shots my god they delete someone fast.

This is definitely a popular opinion within the community. The Mammoth was regarded as fairly strong as long as you could hit your shots. From my feedback analysis, the Riot feels like it is replacing the Proto...

Read more
Comment

Originally posted by TH3Rivera

What makes it hard is the matchmaking, when I started I got matched with people who would delete you in 1-3 seconds every game and basically makes you want to avoid every fight possible because you got no chance of winning them. It needs some sort of SBMM system to match people with their level.

Thank you for sharing! Matchmaking is a topic the team is having a careful approach with because of reasons like this.

Comment

Originally posted by Dreklo

Not just the mammoth imho. The ripper, riot and mammoth were PERFECTLY balanced prior to this new patch. All that needed to ever be changed was the hexfire day 1, the mines after they were unnecessarily buffed, the obvious Salvo and Komodo heavy overuse as well. I also feel the dtap and sky breaker were unnecessarily buffed too. Now, with insane aim assist + hitscan, every gun is wayyyyyyyyyyy too lethal. It should be rewarding to work for a kill, and now, that doesn't exist. There is now way less outplay potential with the ridiculous and grounded hack nerfs.

The D-Tap was not changed last patch, unless you think because of the other changes to the game, the D-Tap's pickrate increased?

Comment

Originally posted by ChaosDefrost15

I understand. So what about aim assist being a legit aimbot? Are you going to address the issue or are controllers going to be superior input forever? There are 2 great options: decrease aim assist by a monstrous amount or introduce input based matchmaking so people who put effort into aiming with mouse dont have to deal with "oh look software is doing 80% of the job of aiming for me so I barely can make a mistake/misaim - too bad you play mouse and have to mind every nanometer of your movement"

We previously made a comment mentioning the team is aware of issues with aim assist on PC, and is testing out several options currently. We do not have an official update on this yet, but it is on our radar!

Comment

Originally posted by Bornnie

Firstly thank you for the response i can say that not many other games would message like this and to me it shows great passion for the game and towards the community so thank you again and i am more than happy to give my opinion on current patch changes.

I come from Arena FPS and play quake champions religiously and am used to wanting to improve either aim or movement as this game is unforgiving, since Hyper Scape i haven't touched QC as HS gives me them AFPS vibes of being rewarded for wanting to put the time in to your movement and aim. Buffing the weapons like they are now just vastly reduces the motivation to want to actively try and improve aim/positioning and movement. If i want that i would play Warzone.

(I would just like to say everyone has a different steer on things and i do not think what I am about to type is the greatest feedback ever and i'm 100% right about how i feel the game should be because that would be delusional but this is what i think used ...

Read more

I have been up to my eyeballs in replying to posts today, but I promise I will do a breakdown to your reply! I really really really appreciate the amount of effort you put into your breakdown and it is exactly the type of feedback I really enjoy. I talked about this on Twitter as well. Thank you so much and I will give you a real reply tomorrow :D

Comment

Originally posted by UbiMorning

I can totally see how having this many changes in one patch is certainly overwhelming for some of you guys. Are you able to break down the specifics of what was a really out of line change for you?

flair: ubi-response

Comment

I can totally see how having this many changes in one patch is certainly overwhelming for some of you guys. Are you able to break down the specifics of what was a really out of line change for you?

Comment

Originally posted by UbiMorning

I still find it really interesting when players mention that they think the TTK was already low, and it makes me wonder if people are getting confused about what high vs low TTK is. Having high TTK means that the time to kill someone takes longer. Did you feel that fights were already fairly quick, even with people trying to evade by spamming Armor and Invis, for example?

Do you have any suggestions regarding tools to give players to get better at the game? We want to make sure we are still trying to help players get into Hyper Scape, since many feel the game is pretty difficult.

flair: ubi-response

Comment

I still find it really interesting when players mention that they think the TTK was already low, and it makes me wonder if people are getting confused about what high vs low TTK is. Having high TTK means that the time to kill someone takes longer. Did you feel that fights were already fairly quick, even with people trying to evade by spamming Armor and Invis, for example?

Do you have any suggestions regarding tools to give players to get better at the game? We want to make sure we are still trying to help players get into Hyper Scape, since many feel the game is pretty difficult.

Comment

Originally posted by UbiMorning

Thank you for sharing your thoughts about the patch - both the pros and cons!

Third-partying has been brought up a bit more with this patch it seems, so I've been trying to keep tabs on that. I find it interesting you think Slam is fairly useless after the patch. Do you find yourself using Teleport instead of Slam now?

flair: ubi-response

Comment

Thank you for sharing your thoughts about the patch - both the pros and cons!

Third-partying has been brought up a bit more with this patch it seems, so I've been trying to keep tabs on that. I find it interesting you think Slam is fairly useless after the patch. Do you find yourself using Teleport instead of Slam now?