NylesBlack

NylesBlack



31 Jul

Comment

The game acknowledges your actions with accolade cards. There are both good (like extracting bounty) and bad ones (like you getting killed).

Accolade cards have an internal ranking that gives them more value, the better the achievement. So, killing two hunters is less impressive than killing 8 hunters. This quality-grading is represented by the the trimming of the card and also yields a higher amount of Blood Bonds.

The Top list, takes the highest quality accolade cards and highlights them separate from the rest. Only the top-5 cards can yield Blood Bonds.

Additional accolade cards that award extra cash or bounty are listed under "other".

In case there have been less than 5 valuable cards, it won't be a Top 5, but a Top 4, 3, etc.

Hope this helps!


26 Jul

Comment

There will be further price adjustments for some weapons, as well as actual gameplay tuning on test server.

The thing I can confirm here today already is that both the Dolch and Uppercut will got back to their current live prices as the next step. There will also be additional gunplay tuning for the Dolch to make it slightly harder to control in rapid fire. There will be more details in the changelog of one of the next test server updates when it's ready.


24 Jul

Comment

Originally posted by xbillybobx

Will the secret skill number used for matching also go to zero? Does prestige affect that number?

We are still debating that point. Might be that ELO ranking is not going to be wiped to make finding enemies with similar skill faster on launch.

Comment

Keep in mind that players can also just play Quickplay from Rank 1 on and win to keep that their hunter with any powerful weapon they‘ve found in a match really. In addition, you can find and keep better weapons on any dead hunter you come across in Bounty Hunt. :)


20 Jul

Comment

With 1.0, players will be rewarded for kills based on the difference in ELO ranking, giving you more XP for a more experienced player. This will replace the XP rewards based on Hunter tier.

Comment

There is a big overhaul of controller settings and aim assist with 1.0. We will be able to talk about this in more detail soon! :)


16 Jul

Comment

Originally posted by Psychoghost_YT

Well, you are one son of a b with traps ^^

<3


15 Jul

Comment

Might have been me! Sorry! ;)


30 Jun

Comment

Originally posted by Olix_09

are there similar plan to hell hounds or water devils? will they be attracted to bleeding peoples for example?

We are considering it, but not for 1.0 :)


29 Jun

Comment

With 1.0 you will get something similar with poison, although a bit more situational: Meatheads will be able to sense nearby poisoned players and attack them at greater ranges. You will be able to use your poison gear, like Poison Hand Crossbow, Hive Bomb and Poison Bomb on other players to exploit this. Being poisoned also lasts 15 seconds now, instead of just 10, with Mithrandatist reducing this to 5 seconds still, and Antidote shots being a full counter of course.


24 Jun

Comment

Originally posted by GigaNoodle

I know I'm late, but it can't be 1895.

The game features the Crown & King auto-5, (the Browning A5) which wasn't produced until 1902, and not in America until 1905.

Secret, highly experimental prototype! ;)


15 Jun

Comment

This appears to be a bug. I have forwarded this to our QA for checking. Would be nice, if you could open a ticket on our support page (https://huntshowdown.kayako.com) and explain the situation there and give some details about your bloodline so we can check it out. Cheers!

Comment

We ran into some server issues that should be resolved by now. Sorry for the inconveniences and enjoy the weekend! :)


29 May

Comment

Originally posted by sgt393

I dont have any video, but there were 4 other players at the boss, not sure if it was 2 squads or 1 large squad.

We are sure it was just your team that suffered from this bug and you encountered a number of other duos at the boss. There are no sessions known to us where this bug resulted in more than one 3+ sized team. It's a fairly rare bug to happen as a consequence of the matchmaking system running into problems during team ID assignments. Will be fixed eventually.

On a different note, looking at the picture above: Force ghosts confirmed! :P


26 May

Comment

Originally posted by cpeyton94

Can you please clarify whether this will include our statistics such as our K/D's etc etc?

Yes, it will include all user stats.

Comment

Originally posted by Blaze749

Does that also include the Book of Monsters?

Yes, it does. The Book of Monsters is a test run for us at the moment and we still plan on adjusting unlock requirements for 1.0 here and there. Also there will be some additional mechanics added to this, making a wipe of the unlocks for 1.0 a reasonable decision. We will talk about this further in one of the upcoming dev streams.

Comment

Originally posted by TheDarkGod

Are we talking all stats including K/D and the hidden ELO score? Like clean slate for everybody?

This is correct!


16 May

Comment

With 1.0, we will wipe all stats except for Prestige levels. This ensures players will still receive their Prestige rewards they waited for during Early Access. So go play a lot and accumulate Prestige! :)

Before you ask, there will be more information about the type of rewards soon. :)


30 Apr

Comment

Originally posted by jis7014

I think you could just make it obtainable in QP but not have any effect during the match. there's already tons of useless traits that won't have any effect in 99% of QP matches anyway. at least packmule and frontiersman are feel good carry onto if you survive.

Fair point, but winning in QP usually earns you a number of upgrade points that you can then spend on the traits you like as you prepare for taking the new Hunter into Bounty Hunt missions. We wanted to focus the traits you receive from rifts to be useful to the player during that same round already where possible.

Comment

It's because of the limitation that there is only one tool and one consumable slot in QP. By adding a potential second slot, it bloats up and complicates the inventory management part unnecessarily. We wanted to keep this streamlined for Quick Play and therefore decided to avoid equipment-slot-changing traits.