Feel like you just kinda dodged the first question? We know how MMR works. They recently and purposely changed the mmr brackets, as stated in the question. I find it incredibly disingenuous of you to just shrug it off and answer a different question.
Fair, I'm not trying to dodge the question. What I was trying to say, and maybe didn't explain well enough, is that the tuning in the background is incomplete and the player count isn't ideal for a robust MMR system yet. We will likely be seeing more changes in the near future as Update 1.13 gets closer. Sorry if that came across as disingenuous!
@@samburke5789 In oceana servers it doesn't work as intended. You can que in trios and get all brackets in between. The consensus is there is only two MMR Brackets.
I've been talking with friends about how cool it would be if Night Maps had some more interesting changes that made it different than just, "Day map but dark." For instance. Instead of ducks in the water, Bullfrogs? They wouldn't fly away but they would maybe go hopping and splashing off into the brush. Another idea would be, different AI behavior. Bee's aren't very active at night, so maybe hives would sleep and wouldn't activate as easily, but if they are disturbed the bees would be more aggressive. Perhaps Hellhounds would also "Sleep" and be stationary in a small pack unless disturbed. Perhaps introduce a grunt type that at Night can run and track hunters as well as an immolator? Of course all of these ideas are just, Ideas and would be expanded upon, but the big point here is Night Maps could have way more interesting aspects.
I'd think having the hell hounds wander a lot more/be more aggressive at night. As if they are actively hunting. Maybe add some howls that can be heard from a further distance as a sound trap when they find someone. It would put me on edge hearing hell hounds howling in the distance like hyenas/coyotes (I've had a coyote pack on the hunt run through my camp sight. Its horrifying) It doesnt make sense to me that a monster called a "Hell Hound" pretty much does a quiet howl like a hound dog hearing a guitar when you can hear crows and chickens from like 2 compounds away
I like the frogs idea, as well as some others. I've thought for a long time they need to completely revamp night to be something akin to a hard mode or something. More agressive grunts/more numerous. Maybe have a kind of alternate objective like a portal that is spawning in ai that can be closed by the players for a secondary objective maybe with a miniboss event. Could be interesting to shake up the night time mode and make it more than just the maps but dark.
That honestly sounds brilliant. Just how people want to know where a dead body was but Some thing like darksight would be a bit to busted imo. But vultures landing around the general area can give the proper infromation needed that people want but not giving exact details and could be like crows relanding where if theres still activity there they wont land
I liked when the MMR showed you your actual MMR with half stars, it was easier to understand. as a 4.5 star player, it makes sense that you find 3 to 5 stars players, since a 3 star can actually be a 3.8 star and a 5 star could be a 4.6 star player. Or something like that. Also I loved your idea with the bats; It would make a lot of sense in belfries and churches and some basements too!
My thoughts on the matchmaking system: I think de matchmaker itself is working okay, the problem of the system is rather the speed at which Our personal rating changes. I regularly drop two stars from 5 to 3 in just one day as well as the other way around. This is way to fast in my opinion. One bad day and you drop hard, the next day you stomp those poor 3 star guys you shouldnt be matched with. I also encountered other 3 star players which clearly didn't belong in the 3 star bracket, i assume they had similar experiences to me. So i think trying to adjust the speed in which you climb or fall would help a lot for all players. Additionally there are ways to exploit the sStem that should be erased. For example quickplay has no matchmaking, but changes your rating, run in a few times and just die and you will drop pretty fast without changing your kda or other stats, since they are separate.
Same issue me and my friend are encountering, i fluctuate between 3 and 5 stars, he between 4 and 5 at a really fast pace. Imo the 4 star mmr is the most fucked up one, there are either fresh player which don't know map but shoot well so they rack up mmr or players with 5k+ kills which will wallbang me across 2 compounds by just hearing a step
I recently went up to 5 stars which at first was a big deal for me as i dont really try hard and more just have fun with my friends as a duo or trio and instantly after ranking up me and my friends were just going against people who were just constantly try harding it felt like. Every game there were avtomats and crown and kings with whole teams using them. It was just such a huge difference in playstyle for all our games going forward and its really just made us dread ever ranking up again to the point where we've actually been playing less of hunt recently.
I have been stuck in High MMR since the system got put out (apparently they always had one). Started at six stars day one, but I will drop down to five and go back to six throughout playing during the night. I often wonder a lot what it is like to be in middle or lower lobbys because in my opinion, it does kind of kill the fun a lot running into avtos, nitro, etc. when I just want to play silly loadouts sometimes. Also, another side effect I noticed if my friend and I are both six, is that we end up in a lot of dead games during the night on duo. There probably only one other team and a solo (all high five or six) or there is no one at all, so when that happens, the system is a huge let down.
Popping into 5 star for the first time, going into a trio lobby with my 4 star duo buddy, hearing avtos from multiple directions by our first clue, saying nah fuck that, extracting and just seeing a list of 5 and 6 stars in trios was the last time I played hunt and my buddy has been disinterested in playing since.
I frequently get stuck in high MMR and I fucking hate it. It ruins our enjoyment of the game because we also dont try hard, we just like to screw around and experiment and have fun. 5/6 star lobbies are not fun, and I dont care enough to be competative. PS: this would BE FIXED IF WE GOT DIFFERENT GAME MODES AND CUSTOM LOBBIES ALREADY!
Yeah this game is absolutely fun and everything about it amazing, and after 6000 hours I’ve found the only thing I hate about it is the other players. Lol
Been playing bomblance recently, 2 things came to mind 1 - why not allow the xbow draw speed to help with that as well 2 - why not allow animation cancel while reloading with bomblance to melee before the animation is finished, kinda sucks to get run up and done up and you can't do a quick swing for maybe a trade
i would say yes to the first thing and no to the 2nd. Animation canceling seems ok but you are the one that is initiating the reaload, you need to think about it, the disadvantage that comes with the slow reload needs to be there imo.
I would love to see an Armory Grunt akin to the Medic Grunt. An ultra rare grunt that would drop an ammo box when killed. Honestly it just seems the most logical after the medic grunt. Also, though they're not new, I think they should add headlamp grunts to Pitching.
Wow! I didnt expect to be featured, yet alone first question. Thank you for taking the time to adress my thoughts. I really do love this game, and I want to see it suceed. I love the community and the gameplay immensely.
I think the most frustrating part is the random teammates vs premades part of matchmaking. I have a group of maybe 6 people that I am always gaming with. when I was try-harding it was pretty common for our team of 3 to be the only team without a 6* player. I even have a picture on my phone of one post match lobby where our team was two 5* players and a third player who'd just dropped to 4*, and every other player in the entire game was a 3-man team of 6* players. No solos, no duos. Comms will definitely give you the edge up on a team that isn't using discord, but individual game sense and skill is a lot stronger of an effect at the level we're at that comms. It doesn't matter if we all push together if we all will be spotted first and killed from outside our engagement range by players who are significantly better than us while we are between compounds. I think skill-based matchmaking is currently overvaluing comms.
A lot of people don't like Random trios, but I like how casual it feels. I can play the game, work on quests, and maybe have a few good moments without having to sweat my brains out. That MMR penalty probably explains why it feels that way
@@HomeReel I always play it differently, when I random I'm trying to do well and not let people down. And when I play with my friends I wanna just have some fun and work on my quests lol.
@@HomeReel I only ever play random trios, less than 20 quick play/solo matches and I have almost a million bounty. I love random que. Positives and Negatives
I would like to see flame arrows. Or, the ability to light arrows on fire by standing close enough to something that's burning. Edit: I would also like to see shotgun ammo that deals poison, similar to the poison bolts, leaving a poison cloud. Could deal significantly less damage. I just think it'd be neat. I'm also still desperately wanting more blusgeoning melee weapons, like a throwing hammer or a club.
I've been saying since this game came out it would be really cool to have an electric chair victim as some kind of AI or boss with electricity damage that would hurt you and slow you down. They could make tripwire electrical traps that go off and do roughly the same thing as the boss is electricity as well as using the water to amplify certain aspects of electricity damage would be pretty cool
I'd like to see rock salt ammo for shotguns, it would probably cause less damage than regular ammo and lack penetration, but could cause choke bomb style hit punch to the target for a duration dependent on the damage done, not sure if it would be too popular, but i could see it being used in romero/rival handcannons to give you the opportunity to push with a different weapon.
For the meat bomb, I could see the decoys doing something similar. They are not used much currently, so having a radius where it attracts ai would make it more useful, imo.
This. Could be little bags of meat in little glass vials that break on impact. Maybe just attract grunts specifically, who already have animations to drop down low to eat.
I do think a firebomb crossbow ammo would complete the crossbow, though it would need to be done carefully as being able to bombard a team in a layer with fire so heavily could be quite annoying to face. Certainly a strategy though. Personally, I would like to see some sort of ultimate utility compact ammo single shot rifle, where it had access to all custom ammo types for rifles but compact level. It isn't about being devastating, it is about being able to select the right shot for the job. Failing that, it would be a rifle CHEAPER than the springfield that could offer a deadeye variant and hammer variant. Likely not going to happen but I think it would be cool and fitting for hunt, a desperate hunter who only had some cheap a balls varmint rifle and this surplus nagant he found on some other dead guy coming to try his luck at the hunt.
One thing that grinds my gears is that.. i believe the Elo-System as it came from Chess is THE single best matchmaking system for gaming, because so far nobody found a better solution. But in Hunt it seems a bit off, i believe it would be better if MMR changes would be cut by half or even two thirds, so making up and down is slower. As it is now, every kill and death is ONE full Chess match in MMR changes, IF they didnt already account for that. Because i personally am moving ALL OVER 90% of the MMR range, one week i'm a 3 star, one week im a 5 star. Thats feels really off to me. I also believe Crytek would prevent a LOT of confusion, if they displayed the exact, current MMR level right beside the stars. Also: theres GOT to be a magical line between 4 and 5 stars right? When i play as high 4 and barely ever see 5 stars, as soon as i move 2 MMR points into 5 stars, its FULL of 5 stars, where as the matchmaking based on the MMR numbers should NOT see such a big discrepancy. Something doesnt add up, or i'm too blind to see it.
I've got an all five star lobby as a group of three and four star, because around that range everyone is a sweat and a try hard with meta weapons, while I just run a hand crossbow with choke round for the fun of it.
Not sure about electrical ammo, but electricity in the map could do with a bit more thought. I like that broken electric fixtures can spark oil slicks, so perhaps similar low damage traps like exposed wiring that can stun an enemy hunter or mob for a moment, maybe even an Immolator type mob that explodes into a shockwave of stunning electricity, or just making more use of intense lights like the spotlight as a type of visual cover at night. Or a variant for close range guns that has an underbarrel flashlight to dazzle the opponent with (the electric lamp can do this now, but turning it on and off is too much of a pain and a quick press of the X button would be better imo). Maybe you could have electrical map hazards that are essentially Flash Bombs if shot at.
I think one of the real lynchpins for MMR being kinda ass in Hunts implementation is how the ranges are set up. 4 star is pathetically small, so you can very easily find yourself in limbo between 4 and 5 if youre even somewhat above average or even have a string of good games (sometimes even just one good game). Part of me honestly thinks the reason this range is so small is to create a feedback loop where you see you ranked up and feel good about yourself, but maybe Im just cynical. Another major issue as well is having 6 stars be with literally anybody else, since usually there is such a massive divide between even 5 star and 6 star players with just how much higher the ranges can be. This also isnt even mentioning how the meta changes when you get to 6 star and how much money most if not all 6 star players have since by that point, you're just gonna see them running incredibly expensive weapons that they can afford like theyre nothing because they just never prestige. I think the ranges need some serious adjustment, 4 star should be much wider of a range and there is literally no reason for the 6 star MMR range to be as utterly massive as it is when even within that rank you can see a difference between the people who play the game like normal human beings and people (strong word here) like YS clan, KD/stat farmers and similar groups. Getting to 5 stars and especially 6 stars feels like a punishment for people who do still want to play for fun only to get stuck in lobbies where the meta and quality of matches switches so drastically that I know dozens of people who have lost enjoyment of the game because of it.
I personnaly grew with the Hunt back at the times where MMR was nonexistent, and that made my every game a psychological warfare where i needed to improve in analysing the playstyle and determine aganist who am i playing. MMR imo is just broken because ppl are abusing it falling to 3 or 4 stars and then dominating lower mmr players that belong to the mmr bracket
Hey Home, there is already some restrictions on bunny hopping, trying to rapidly hopping will nerf your next ramping action like next jump or running so it really isnt a problem like before There is one technique that feels like semi bunny hopping but it really isnt so cant really say what that question was at 10:53 If you space out how often you jump technically you can bunny hop by defination indefinedly but then it would be just running and few times jumping and that cannot be called bunny hopping
What would you think if they changed the choke bomb mechanics to blur vision (something similar to when you are poisoned) and possibly add a very minor amount of damaged (say like 2/3hp) if you stayed in the choke cloud for too long (15/20/etc seconds). This could open the door for more choke bolt usage and even add something like a choke trap mine! Which could be useful with denying routes it a more interesting way!
For the "Help people to find the sniper part" they could always implement a system similar to dead by daylight where more and more crows would land near someone who would camp in one area for too long forcing him to relocate often or risk being overwelmed by too many crows who would be starlted easily. Another option including birds would be to have buzzards/vultures flying overhead in random patterns at first but if someone stop and camp for too long the buzzard would start flying in smaller and smaller circle giving a general idea of where the camping hunter would be until the cicrle is so small that you would be able to pinpoint it without trouble. They could also had both at the same time ofc it would become overwelming for the one camping but.... well let's just say that having caught long range scope kd farmers on the move not twice but thrice now and everytime they basically died on top of one another without showing any ability to fight or adapt i don't think anyone would show any pity at this point if this two options ended up being implemented.
Bats sound like a great idea, as another form of indoor sound trap. There's a lot more outdoor sound traps than indoor, and bats flying out of creepy old buildings would fit the aesthetic. From a gameplay perspective, bats could give some visual clutter to hunters that run inside a building too quickly. Personally, I envision a cloud of bats flying out of the nearest door/hole in the roof when a hunter startles them, giving other players intel on where the hunter is. Crows/ducks give a general location, whereas bats would indicate a more specific position (inside a building, or inside a specific room). To balance them out with crows, they could be a little harder to startle. Maybe sneaking directly under them wouldn't startle them, but running and/or shooting would cause them to fly away like other sound traps. Beastface could allow you to run close to them without startling them. Also, you could roleplay as Batman with the Beastface trait lol
About the matchmaking randomness: You mentioned that the amount of similary skilled players is kind of random, which i agree to. The "Algorithm" for this to be true would work a bit like < have a waiting queue find out how many players you need to establish a match - enough meany you have more then 5 players within the maximal bracket distance - this distance is some combination of time waited and the mmr rank difference wait until enough players have entered this queue establish a math with these players and remove them from the queue > The problem is, that someone who has no fitting playmates in the queue the propability of him playing against someone much stronger rises. An alternative solution might be to time the match start time to a fixed frequency. The longer this frequency gets, the more players there will be to bee choose from to build "ideal" lobbys. This also would make waiting times more transparent. If a match starts every 20 Minutes, in the worst case scenario you would need to wait 20 minutes. On the other hand this time wouldn't be that horrible since you have a definitive timer when the next match starts to take a short drink/food/toilet/.. break. This waiting time should follow a normalDestribiution resulting in a very propable 10 minute queue time. This time is just an example and could be parameterized by the current average player count. Also some transparency about the current queue size could be interesting. Since they had choosable alternative queue modes to test the new system there might be some room for more experiments ? tl:dr - increase queue times, make matches start synchronized and add a timer until the definitive match. show how many players are queing
Me and my buddys always talked about a perk where yoy could see dead hunters in darksight. I think it would be a nice light info perk that wouldnt break the game and help me figure out where everyone i killed is at.
I think the “meat bomb” could be used as a Defense option to quickly reposition grunts either away from your side of the compound to make space or in front of an entrance to lock it down
I wonder if this mob idea would be any fun: Sometimes in a compound sits some kind of witchdoctor. They provide Grunts with stronger stats, speed and a Hive-mind. Maybe you can hear ominous music from a ritual being performed to locate the Doc and they will fight with some kind of Melee weapon, maybe even Bomblances on rare occasion. Improved Grunts gain red eyes if the differen behaviour isnt enough to spot them. This way newer players can avoid the compound or approach with more caution and maybe those Grunts provide a better challenge for oldtimers of the game. They could also be more aware and reactive to sounds, which might turn that PvPvE fight into a real hellride.
On another note I think weapons like Avtomat and other prototype guns shouldn't be able to be bought at all but only acquired as contraband in rare spawn locations. Maybe an area sometimes designated as such in rare cases. Would create another area that people fight over and change game play a little bit. I just think it's a little immersion breaking when everyone is running around with these weapons.
Really like this idea, a weapons cache type of wagon or something like resupplies and they have random spots to spawn but can have guns that aren't accessible normally.
Most of my experiences against 6 star enemies have not been very fun. The MMR system doesn't feel like it properly addresses player experience. I have about 500 hours in the game, hover between 3 and 5 star most of the time. Playing against similarly ranked players with 8k hours really shows the game experience difference. I might be mechanically more skilled than a random player, but I don't know all the compounds down to the peeks, etc. I didn't, for example, realize that you literally cannot see people on top of Carmick from certain points within the west side tunnels, due to the camera position, but they can see your legs/body in those same positions. I don't know bullet velocities of all guns to the degree they do, so leading shots at long ranges puts me at a disadvantage just due to sheer experience difference. One thing I did learn, though it took a while to come around to this, was that I don't have to play the game others want me to play. This game allows you to just walk away from things without "losing." Getting used to choosing when to participate and when not to, and then learning how to force people to play your game instead of the one they want to play, is a big part of this game. You don't have to rush a boss lair where there are 3 guys waiting with crowns/avto. The MMR system could use some work for sure, mostly I think around modifying MMR gain/loss for people depending on play time. How that would work, I'm not sure.
For ammo types: I'm just spitballing here, but Spitzer already exists, and what is it? FMJ + High velocity, with a damage nerf. So what about other combinational ammo types? FMJ + Fire? Takes longer to ignite and has less damage, but it can pierce walls, letting you spray a surface and potentially ignite a hunter. It'd be a slight buff to the pvp usability of fire, but fire is already really bad in pvp to begin with so it'd be niche. With all the bomb lance usage we've seen lately, we might get another one of those. Maybe a giant poison grenade attachment or something similar. Both existing custom ammo types for bomb lance are just shotguns, whereas the original projectile is fundamentally different. It's a bit weird and disjointed when you think about it.
Do you see Crytek exploring new settings for map design? For example Alamo style map set in the desert and the monsters could be adapted to that environment (like water devils are now sand devils and theres spots of sand you have to be cautious crossing). The maps kinda all feel the same to me, which makes sense cuz they all use similar assets and the game’s setting is mainly the swamp
We have basically no details about it. But in late 2023 most likely sometime 2024 there is supposed to be a new map added thats a different type of biome (maybe not the exact word used but its good enough iirc)
Maybe the meat bomb could be altered into something like the blood cocktails from bloodborne, which attract beasts and act as a sort of decoy. this would allow players to lead bosses and other ai away from them and makes it easier to fight or avoid them.
@@nobleradical2158 do they cause the ai to attack the air/the area the stuff landed in? because that's what the cocktails did. beasts completely ignored the player and instead attacked wherever the cocktail landed.
@@Red_Lycoris1309 It's not quite like the blood cocktail, they won't ignore you if you throw it while they're looking at you. But if you're out of sight they'll go towards the noise.
I seem to be mostly a do random trios when my friends aren't playing. I am mostly a 3 star player. I once dropped down to 2 star when there was an event and one of the quests was requiring certain ammo and/or weapon damage. It was making me play loadouts that I didn't like. I was also play very aggressive, probably stupidly so, because I kept either getting dropped first or missing all the action. The first time I made it to 4 star I didn't realize it until afterwards. The first thing I noticed was how much more aggressive my teammates were and how much more aware everyone was. Got dropped, knocked out of the match, and dropped down to 3 star. I have only been 4 star a handful of times since.
My main thing, is simply that there is a HUGE gap in game and map knowledge between 4 and 5 star players. As their opponent, I can FEEL when they either "Get it" or don't. Some teams can't wallbang, can't hear or deduce where players are, have poor rotates and routing through the map, etc. Those players fall over quickly against someone who has this knowledge. Then you go against 5 stars and they simply understand the game. They rotate well, they cover revives, they pre-emptively know where you will peak, they attempt wallbangs, etc. The game feels completely different between these two levels of teams. I tend to bounce between 4 and 5 stars as a Solo player, and the difference in how games go is NIGHT AND DAY between these two teams. This is where my issue overall is. That gap of map and game knowledge seems to be so huge, that the skill level of your opponents can flip real quickly when you play in that MMR range. You can destroy a team of fairly unaware players, and the following match you get destroyed by a team in the know.
The addition of solo revive highlighted how much work the MMR system needs. No idea who thought giving players an easy way to derank up to 4x faster would not be used to cheese matchmaking. People keep telling me it's not as big of a problem as I think, yet at the same time they keep complaining they're being thrown into games with people a star or even two above their current rank or running into people who punch way above what their MMR suggests in terms of movement, knowledge and aim. You can easily see it happen when 6-star streamers with 2-3 KD suddenly spend a good amount of time in 3-4 star lobbies, getting several kills every single match yet not gaining any MMR and that's without trying to intentionally get farmed. They've implemented solo revive without changing MMR to not fluctuate so rapidly first.
I have 165 hours logged in Hunt and am your average 3-4 star player. I love the idea of the meat bomb, but increase its range to 150meters or something and don't have the AI automatically aware of player locations, but rather do their run/investigate state to the meat bomb location, attacking anyone they notice on the way. Clearing or keeping monsters in an area, boss or not, has its strategic advantages and disadvantages. For example you can use monsters as soft barriers and warning systems, but it can be risky and restrict your mobility opportunities. This mechanic would accentuate those choices.
Still want sand bombs as an alternative to chokes for putting out fire. Mini-firebomb arrows(or bolts). Dynamite traps(100 damage, on a short fuse with a small radius similar to explosive shots). Trip trap that just makes hunters fall over(like when spider pounches you). Blunt melee tool akin to heavy knife. Blunt melee weapon(s). Silenced Bornheim(maybe also silenced match). Bornheim 'uppercut' with medium ammo that sports high velocity variants. An uncoupled(from other weapons) long ammo pistol like a two/four shot derringer style with a slow reload, bad recoil and a bit of sway(and low damage, 120 or less). And so much more... Would also love an ammo rebalance. Give each ammo their own niche. Such as Long ammo being fast with low damage drop off but not too high pen. Medium having the highest pen but slower than long and lower ammo count than compact. Compact having a lot of ammo and generally being cheap weapons. Making the ammo types side-grades rather than upgrades would be nice. And something done to Explosive Ammo to make it not... shit. Oh, and make any non-single shot/special/shotgun weapon deal 124 or less damage. 125+ reserved for weapons that have a trade-off for it like the single shot things and shotguns.
I appreciate their commitment to their ascetic. Most games eventually sell out to whatever people will buy and have rainbows and what not in what's supposed to be a gritty game
What do you think about players dropping a random trait they’re holding on death. And if they get revived and 2 people have picked up his dropped trait, they don’t get it anymore
Thing to realize about the MMR graph is that the sections aren't consistent. The MODE MMR might be 4, but the range of 3 starts is 300 points, as opposed to 150
I think ultimately the community has a ton of smart dedicated people with fantastic ideas....that will never be heard or given a second look as more skins are pumped out.
About bunny hoping, correct me if I’m wrong, but it does not happen. You do not gain speed nor can jump a lot before getting tired, so it’s more efficient to just run
Do you think adding a better blunt melee weapon would be nice? Same price range as the axe,Sabre, and machete but does similar damage (or more) than the Mosin obrez mace and less than the sledge. I think we have a damage gap there with cool skins potential
@@sandnoodles yeah exactly that. I just feel that area of damage isnt represented outside of the obrez. think of the skin potential though, indian war clubs, a literal wooden plank with nails or something, the billy club. I think it'd be an easy weapon to add for them that could also generate revenue more than some skins
My trio and I all agree that the greatest addition to this game would be random packs of turkeys brandishing Romero hand cannons. Shotgun Turkey supremacy
Like a month ago, i was usually between 3 and 4 stars, and one day in particular literally EVERY quickplay game I played I was the lowest rated player. I'm talking games full of majority 6-star players, a couple 5-star and ME. Didn't get a single kill or more than one clue in 10 games.
there are not really ammo types that slow the enemy when shot. So there could be a bola type of shot on a crosbow ? Maybe a grapling hook type of situation ? ( that would fit more in a tool slot tho) but lets say there are only defined spots that you can grappel to so you dont abuse the mechanic too much. Another idea i have are caltrop shot with a crosbow or it could be a tool that you throw... there could be another sound trap that you can step on and it makes a sound, maybe if you can drop glass ?
Personally i think bloodlines trailer was hinting at more stat tracking for the individual hunters and or weapons. Pipe dream maybe, but that was my first thought
Fire arrows would be awesome but they should keep the traditional hunt feel by forcing the character to pull the arrow out and light a rag on the end which is time-consuming just like reloading a revolver, or maybe have a trait that allows you to like them quickly and campfires are oil spill fires by touching the arrow to the flame
I have personally suggested a poison slug AMMO Type basically just a large poison bullet which kind of also functions like poison bolts on the crossbow? where it leaves behind a small poison cloud and another ammo type i would like to see on shotguns is door breach shotgun shells which deals less damage to players but in one shot can destroy any door or window
I like the idea of a coagulation shot that does essentially what the antidote does but for bleed damage. Also before the bomb lance got special ammo I thought it would be cool to get bola ammo that would make the affected player have to hold the action key to stop the slowed effect like how you would stop the bleed. It would make for an interesting combo that doesn't make it inherently more or less powerful than the other ammo types.
I feel like "meat bomb" actually exist in the form of "chaos bomb", which actually attracts AI via fuse sound and then loud gunshot sounds. Not quite popular consumable I'll say.
Bomblance with the custom ammo is basically a silenced shotgun... Bunnyhopping/movement has been nerfed hard already... A bag of funky meat as a throwable would be awesome for distracting a pack of dogs to move quicker around the map... Could also be useful to keep that new gator distracted for a couple of seconds...
Thing with the MMR is - we need more players to get more fair matches, specially for PS5 and Xbox Series X. On Console u fight 5 and 6 Stars 24/7 as a 4 Star and u get crushed in 4-5 matches in a raw. If you are a Down to 3 Stars u destroy the entire map and then u go instand back to 4 Star and get crushed 5-6 Games again.... Fun.
I completely agree that electric something (ammo or some kind of equipment) would be sick! It could work similar to shock sticks in current cod, like when u get hit by it u tense up, start to move slower and squeeze the trigger, for most of guns it wouldn't be a problem as most of them are one shot or semi automatic, but imagine what would happen when u hit avtomat user with it, funny addition and minor but effective counter, win win
Q1 - When you mentioned issues with MMR I realised that after the change, random teams got worse probably due to that as well. And lately I was complaining to my friends about "Are random teammates getting worse, or is just me having higher expectations without realising it?"
Randoms have been significantly worse since the chances to the MMR. And I feel it's much easier to get ridiculous amounts of money lately, so everyone's running Nitros and Avtos.
I think if they do add snake shot to the game it should be an effective tool for clearing water devils, since that’s the closest thing to the uses of it in real life. But I’ve but I’ve heard that water devils aren’t much of a threat so maybe that wouldn’t really matter or come up much in matches, but in my eyes a more effective ai killer for pistols that don’t have poison ammo would be a good niche or use for snake shot to fill.
I'm not against snake shot for pistols, or even some carbines/rifles honestly. I think with Hunt's Reality-Adjacent approach to guns it could be really interesting. Maybe it's like a 3 shot 'snakeshot' w/a tight-ish spread? Each round does less damage but together it's devastating. Something like that. It would ruin it's efficacy at a distance but could make some weapons more viable up close. Say a base bullet would do 100 hp damage, the triple-shot could do 33 w/each pellet, so if one hits it's minuscule, 2 hits is about the same as base dmg, and 3 is 132. Not one tap, but still pretty damn good. I can see snakeshot being added, maybe it wouldn't be an incredibly viable choice, but the variety is nice and I don't think it'd be broken.
Just putting some thoughts on the comment section: - Bear traps should immobilize hunters instead of just making them bleed. - Slugs should be removed from the game. It really does not have any disavantages. - Crytek should put some more skins variations (for free of course) on all hunters tiers and grunts too.
What do folks think about a throwable oil flask that can ignite from incendiary rounds, or alert traps or any other flamecausing thing. Could be thrown at a hunter to force them to be a one tap to ignite with incendiary rounds. Or could be thrown on the ground and ignited later as a trap. Maybe if thrown at a hunter, their vision can be blurred for a moment like when poisoned?
i would love some Smokebombs to screen vision. It would be nice against snipers. If you dye it red or orange it would alert other hunters that you are there. And 2 Slot Tools like a Spear that you can poke with for longer ranges but you can also throw it ,without the trait i dont remeber the name of. And you can of course make burning spears. You have to pick them up. Would benefit from the blade seer trait. Maybe we could also add some potions that you could put on meele weapons like poison or fire damage. Will only stay on for 2 minutes or so. That would also work with the voodoo style of the game or bring in some maorie tribes.
Unfortunately bats as you describe them would not be easy to make. You'd either have to create an incredibly sophisticated script to guide the bats out of the building without flying through walls, which would take too long to create and would potentially eat some performance, or you would have to manually set every possible route for every possible spawn, which would also take too long and would add additional development time every time they change something about the map It would be cool, but it's probably just not worth it for crytek
MMR wise, I think a disadvantage of "6 star kills a 4 star, 4 star doesn't lose much mmr" is the bracket problem. Basically, you have to be killed so many many times by these higher star players to lower your skill bracket. So the game takes awhile to balance you. I may be misunderstanding brackets here, so please correct me if that's the case. I play at 3 stars, I'm not great, I don't mind :). What I have noticed is that as a solo player, sometimes I am playing with self revive necro, and I get killed by a team with like a 3 star and a 2 star. I'll self revive and die some 3 to 5 times as I try to get out. That two star can really force my mmr down. That's fine, I don't care to look skliled, however it seems to make it kinda unfair for some of the newer players. I didn't actually just get killd 5 times by a 2 star, I got killed once, and then they trapped my body :). So idk! It's certainly an interesting question on how to balance the game.
as someone who smurfs his way down on a daily basis i can tell you for a fact that the MMR matchmaking is working pretty well but you have to go below 4 stars at 4 stars you encounter 5 & 4 stars, sometimes 6 at 3 it's very rare to see a 5 star player and most of the others are 3* 4* stars is basicaly the point at which you begin to get fucked, up until 5 & 6* where it's more like rape
Rachta just dropped a video where he plays with a crytek dev, and the guy said that the MMR system is based on a chess mmr system of all things, and that it fluctuates much more than they want it to right now. So I assume that will change soon, but they did not talk about running into players that massively out skill you.
Tranquilizer ammo type, on hit it wil drain al of your running stamina and 50 % of your melee stamina also unable to regenerate stamina for 8 seconds In adition Grey hound will counter this by still be able to regen stamina after 2 seconds of being hit
As for the new ammo type i was thinking abt some new long ammo rifles thats deals a smililar amount of damage as the krag but could use some soft-point ammo/or dumdum to make enemy bleed at the cost of surface penetration.
Corrupted horses, makes no sense that horses don't eventually turn into horrifying monsters. they are literally just a noise trap laying around but I feel like they could become a terrifying foe if lore applied to them.
I feel like there has been a good mix of star-ranks in my matches. I spend most of my time as a 4 start and occasionally peak up into 5 stars before tripping down to 3 for a little while, but mostly at 4. It seems like there is always a good mix of star ranks in my matches. The majority will be the same as me with a couple that are higher or lower. Judgements/critiques of the MMR system are very susceptible to confirmation bias. Unless I were to actively record the numbers for every match I play, I don't know how accurate my perception of the MMR system actually is, and that's kind of how I approach other people's complaints about it as well. Also, like Home said, it's a complicated set of algorithms and factors that determine lobby composition, so it might work better for some than for others. For the most part, I think the MMR system is great. Perfect? No, but it's definitely better than having none at all. Also, the idea for a "meat bomb" I think would actually be better as a trap. That would give the use more control over what AI is still present (assuming that the AI doesn't trigger it lol). For instance when arriving to the boss lair, instead of clearing out all the AI, the trap could be set and there would still be AI around for it to be useful. Further expanding on this, that's kind of what the alert trap does already, or at least aggros. The bells found in compounds seem to attract AI really well, so if their effect, which is already present in the game was applied to alert traps that would essentially be it.
I like the mmr because it feels like a real skill transition between star levels. I find 4 star lobbies the most fun but my skill usually puts me in 5 star, which sucks when you invite a friend cuz it makes the lobby a little harder. The best lobbies are 4 star with a friend or 5 star with randoms/solo.
I got into 6 star for one match, the team me and my 5 star friend immediately ran into a team of grannies, all running avto. I immediately fell back to 5 star.
I'm a thoroughly average player with a 1.08 K/D at the high end of 3 stars. I have a lot of fun playing Hunt in 3 star lobbies, even the occasional 3/4 star duo isn't a big deal. But sometimes I have a really good streak, bump up to 4 stars, and playing full lobbies of 4 and 5 stars is awful and clearly way above my skill level. It just feels really bad to know I'm going to get curbstomped for 4 or 5 games before finally dropping back down to 3 stars where I belong. It feels like I'm being punished for doing well and makes me not want to play. Maybe break the rankings into 10 or 12 star system so the increase in matchmaking difficulty is more gradual?
How would you feel about a new trap that are 2 or 3 snap traps that can cause the enemy hunter to be slowed or locked in place for 2 to 3 seconds or have these snap trap attach to the enemy hunter and until they take it off you can hear the chain of the snap trap jingling as they run And how would you feel about if the boss wouldnt spawn until 3 clues have been found so no one can spawn on the boss and kill it and leave right away and also once a clue has been discovered it cant be gotten by another team. i think if they added that then there might be more pvp
I would definitely like to see new ammo types. Other and my own ideas for this that I've liked the sound of are fire arrows for the bow that set hunters on fire with one shot, radioactive or acidic bullets that deal significant damage over a long but limited time (can't be cancelled by heals) and explosive slugs that can't one shot but do significant damage over a large area (enough to two tap with splash alone). Also Crytek needs to add fmj for both the nagant pistol and bornheim which also deserves dumdum.
As for the Mmr topic, I find that the recent issues with mmr and myself have gone up exponentially since the implementation of the self-res necro. just using that trait has abusive results to your mmr. and downranks you a good 1-2 stars below your level ( obviously depending on factors). and as for the bomb that attracts Npcs' they could tweak the chaos bomb to have that effect with the sound!! so that there wont be a time that its completly useless!! :D
Feel like you just kinda dodged the first question? We know how MMR works. They recently and purposely changed the mmr brackets, as stated in the question. I find it incredibly disingenuous of you to just shrug it off and answer a different question.
Fair, I'm not trying to dodge the question. What I was trying to say, and maybe didn't explain well enough, is that the tuning in the background is incomplete and the player count isn't ideal for a robust MMR system yet. We will likely be seeing more changes in the near future as Update 1.13 gets closer. Sorry if that came across as disingenuous!
Thank you really appreciate it! Yeah what ever switch they made they need to turn it back lol
So the answer to the question is: Yes. It is broken.
Or: "under construction"...
@@samburke5789 In oceana servers it doesn't work as intended. You can que in trios and get all brackets in between. The consensus is there is only two MMR Brackets.
I've been talking with friends about how cool it would be if Night Maps had some more interesting changes that made it different than just, "Day map but dark." For instance. Instead of ducks in the water, Bullfrogs? They wouldn't fly away but they would maybe go hopping and splashing off into the brush. Another idea would be, different AI behavior. Bee's aren't very active at night, so maybe hives would sleep and wouldn't activate as easily, but if they are disturbed the bees would be more aggressive. Perhaps Hellhounds would also "Sleep" and be stationary in a small pack unless disturbed. Perhaps introduce a grunt type that at Night can run and track hunters as well as an immolator? Of course all of these ideas are just, Ideas and would be expanded upon, but the big point here is Night Maps could have way more interesting aspects.
Man these are great suggestions
If you want him to see this I think you should add the @home tag to your comment
I like these ideas
I'd think having the hell hounds wander a lot more/be more aggressive at night. As if they are actively hunting. Maybe add some howls that can be heard from a further distance as a sound trap when they find someone. It would put me on edge hearing hell hounds howling in the distance like hyenas/coyotes (I've had a coyote pack on the hunt run through my camp sight. Its horrifying) It doesnt make sense to me that a monster called a "Hell Hound" pretty much does a quiet howl like a hound dog hearing a guitar when you can hear crows and chickens from like 2 compounds away
I like the frogs idea, as well as some others. I've thought for a long time they need to completely revamp night to be something akin to a hard mode or something. More agressive grunts/more numerous. Maybe have a kind of alternate objective like a portal that is spawning in ai that can be closed by the players for a secondary objective maybe with a miniboss event. Could be interesting to shake up the night time mode and make it more than just the maps but dark.
I think dead hunters should start attracting grunts to feed on them after a set amount of time, or they could spawn actual vultures.
Hell yeah. Best idea yet
That honestly sounds brilliant. Just how people want to know where a dead body was but Some thing like darksight would be a bit to busted imo. But vultures landing around the general area can give the proper infromation needed that people want but not giving exact details and could be like crows relanding where if theres still activity there they wont land
I love the idea of vultures circling the remains of a gunfight.
I love this idea, if it were vultures it could be a new sound design that would tell those near an old body got revived!
How about my idea: a perk called " Macabre " that allows you to see bodies in a range of 5m using dark sight.
3 points as a price
I liked when the MMR showed you your actual MMR with half stars, it was easier to understand. as a 4.5 star player, it makes sense that you find 3 to 5 stars players, since a 3 star can actually be a 3.8 star and a 5 star could be a 4.6 star player. Or something like that.
Also I loved your idea with the bats; It would make a lot of sense in belfries and churches and some basements too!
My thoughts on the matchmaking system:
I think de matchmaker itself is working okay, the problem of the system is rather the speed at which Our personal rating changes. I regularly drop two stars from 5 to 3 in just one day as well as the other way around. This is way to fast in my opinion. One bad day and you drop hard, the next day you stomp those poor 3 star guys you shouldnt be matched with. I also encountered other 3 star players which clearly didn't belong in the 3 star bracket, i assume they had similar experiences to me.
So i think trying to adjust the speed in which you climb or fall would help a lot for all players.
Additionally there are ways to exploit the sStem that should be erased. For example quickplay has no matchmaking, but changes your rating, run in a few times and just die and you will drop pretty fast without changing your kda or other stats, since they are separate.
This is the next step for improving the game, and it seems so obvious.
Same issue me and my friend are encountering, i fluctuate between 3 and 5 stars, he between 4 and 5 at a really fast pace.
Imo the 4 star mmr is the most fucked up one, there are either fresh player which don't know map but shoot well so they rack up mmr or players with 5k+ kills which will wallbang me across 2 compounds by just hearing a step
Its the opposite for me, I will die 10 times in a row with no kill, and I still don't go down in mmr
I recently went up to 5 stars which at first was a big deal for me as i dont really try hard and more just have fun with my friends as a duo or trio and instantly after ranking up me and my friends were just going against people who were just constantly try harding it felt like. Every game there were avtomats and crown and kings with whole teams using them. It was just such a huge difference in playstyle for all our games going forward and its really just made us dread ever ranking up again to the point where we've actually been playing less of hunt recently.
I have been stuck in High MMR since the system got put out (apparently they always had one). Started at six stars day one, but I will drop down to five and go back to six throughout playing during the night. I often wonder a lot what it is like to be in middle or lower lobbys because in my opinion, it does kind of kill the fun a lot running into avtos, nitro, etc. when I just want to play silly loadouts sometimes. Also, another side effect I noticed if my friend and I are both six, is that we end up in a lot of dead games during the night on duo. There probably only one other team and a solo (all high five or six) or there is no one at all, so when that happens, the system is a huge let down.
Avto should be deleted.
Popping into 5 star for the first time, going into a trio lobby with my 4 star duo buddy, hearing avtos from multiple directions by our first clue, saying nah fuck that, extracting and just seeing a list of 5 and 6 stars in trios was the last time I played hunt and my buddy has been disinterested in playing since.
I frequently get stuck in high MMR and I fucking hate it. It ruins our enjoyment of the game because we also dont try hard, we just like to screw around and experiment and have fun. 5/6 star lobbies are not fun, and I dont care enough to be competative.
PS: this would BE FIXED IF WE GOT DIFFERENT GAME MODES AND CUSTOM LOBBIES ALREADY!
Yeah this game is absolutely fun and everything about it amazing, and after 6000 hours I’ve found the only thing I hate about it is the other players. Lol
Been playing bomblance recently, 2 things came to mind
1 - why not allow the xbow draw speed to help with that as well
2 - why not allow animation cancel while reloading with bomblance to melee before the animation is finished, kinda sucks to get run up and done up and you can't do a quick swing for maybe a trade
i would say yes to the first thing and no to the 2nd. Animation canceling seems ok but you are the one that is initiating the reaload, you need to think about it, the disadvantage that comes with the slow reload needs to be there imo.
I'd love for crytek to add an inspect animation on the weapons so we can better appreciate our skins :)
This would be really cool and seems so obvious
id like to see that too, but unless they are working on those animations already, it would take a while
Yesss
I would love to see an Armory Grunt akin to the Medic Grunt. An ultra rare grunt that would drop an ammo box when killed. Honestly it just seems the most logical after the medic grunt.
Also, though they're not new, I think they should add headlamp grunts to Pitching.
It is very rare, but it is possible for the new Saddle Bags to give Ammo Boxes.
I’ve seen it twice, but it is still incredibly rare.
i want a cavalry grunt with a saber that is more dangerous damage-wise and range of its attacks
Wow! I didnt expect to be featured, yet alone first question. Thank you for taking the time to adress my thoughts.
I really do love this game, and I want to see it suceed. I love the community and the gameplay immensely.
Thanks for the question!
I think the most frustrating part is the random teammates vs premades part of matchmaking. I have a group of maybe 6 people that I am always gaming with. when I was try-harding it was pretty common for our team of 3 to be the only team without a 6* player. I even have a picture on my phone of one post match lobby where our team was two 5* players and a third player who'd just dropped to 4*, and every other player in the entire game was a 3-man team of 6* players. No solos, no duos.
Comms will definitely give you the edge up on a team that isn't using discord, but individual game sense and skill is a lot stronger of an effect at the level we're at that comms. It doesn't matter if we all push together if we all will be spotted first and killed from outside our engagement range by players who are significantly better than us while we are between compounds. I think skill-based matchmaking is currently overvaluing comms.
A lot of people don't like Random trios, but I like how casual it feels. I can play the game, work on quests, and maybe have a few good moments without having to sweat my brains out. That MMR penalty probably explains why it feels that way
@@HomeReel I always play it differently, when I random I'm trying to do well and not let people down. And when I play with my friends I wanna just have some fun and work on my quests lol.
@@HomeReel I only ever play random trios, less than 20 quick play/solo matches and I have almost a million bounty. I love random que. Positives and Negatives
I would like to see flame arrows. Or, the ability to light arrows on fire by standing close enough to something that's burning.
Edit: I would also like to see shotgun ammo that deals poison, similar to the poison bolts, leaving a poison cloud. Could deal significantly less damage. I just think it'd be neat. I'm also still desperately wanting more blusgeoning melee weapons, like a throwing hammer or a club.
Bro you are creative i think you just spoke everyones mind
Boomerang in the tool slot.
Getting a blackjack/club small blunt melee would be dope
And for the love of God, let me dual wield machetes.
I'd love a weird shotgun poison spray custom ammo
I've been saying since this game came out it would be really cool to have an electric chair victim as some kind of AI or boss with electricity damage that would hurt you and slow you down. They could make tripwire electrical traps that go off and do roughly the same thing as the boss is electricity as well as using the water to amplify certain aspects of electricity damage would be pretty cool
I'd like to see rock salt ammo for shotguns, it would probably cause less damage than regular ammo and lack penetration, but could cause choke bomb style hit punch to the target for a duration dependent on the damage done, not sure if it would be too popular, but i could see it being used in romero/rival handcannons to give you the opportunity to push with a different weapon.
Awesome idea
For the meat bomb, I could see the decoys doing something similar. They are not used much currently, so having a radius where it attracts ai would make it more useful, imo.
This. Could be little bags of meat in little glass vials that break on impact. Maybe just attract grunts specifically, who already have animations to drop down low to eat.
Decoys do engage with AI already.
Chaos bombs and blank fires already do this. I assume the difference here is that meat bombs would be less noisy?
I do think a firebomb crossbow ammo would complete the crossbow, though it would need to be done carefully as being able to bombard a team in a layer with fire so heavily could be quite annoying to face. Certainly a strategy though.
Personally, I would like to see some sort of ultimate utility compact ammo single shot rifle, where it had access to all custom ammo types for rifles but compact level. It isn't about being devastating, it is about being able to select the right shot for the job. Failing that, it would be a rifle CHEAPER than the springfield that could offer a deadeye variant and hammer variant. Likely not going to happen but I think it would be cool and fitting for hunt, a desperate hunter who only had some cheap a balls varmint rifle and this surplus nagant he found on some other dead guy coming to try his luck at the hunt.
Yes, please, more meme weapons. I love the idea of a single shot compact rifle. Imagine headshotting some Avto-wielding Cain with that thing!
One thing that grinds my gears is that.. i believe the Elo-System as it came from Chess is THE single best matchmaking system for gaming, because so far nobody found a better solution.
But in Hunt it seems a bit off, i believe it would be better if MMR changes would be cut by half or even two thirds, so making up and down is slower.
As it is now, every kill and death is ONE full Chess match in MMR changes, IF they didnt already account for that.
Because i personally am moving ALL OVER 90% of the MMR range, one week i'm a 3 star, one week im a 5 star.
Thats feels really off to me.
I also believe Crytek would prevent a LOT of confusion, if they displayed the exact, current MMR level right beside the stars.
Also: theres GOT to be a magical line between 4 and 5 stars right? When i play as high 4 and barely ever see 5 stars, as soon as i move 2 MMR points into 5 stars, its FULL of 5 stars, where as the matchmaking based on the MMR numbers should NOT see such a big discrepancy.
Something doesnt add up, or i'm too blind to see it.
They said they are changing the mmr... Or altering it at least. But def gonna be a change.
I've got an all five star lobby as a group of three and four star, because around that range everyone is a sweat and a try hard with meta weapons, while I just run a hand crossbow with choke round for the fun of it.
maybe for custom ammo we can get an ammo that prevents sprint for 1 sec, or maybe a vitality shot on the hand crossbow
Vitality shot on crossbow is the funniest ive heard in a while and now i need in the game
A vitality shot on the crossbow but it still causes bleed after the fact 😂
Yes, that was a double kill on the barrel.
Only a few hours left for the giveaway: gleam.io/THhEV/bounty-bash-giveaway-12-wednesday-6pm-est-homereel
Not sure about electrical ammo, but electricity in the map could do with a bit more thought. I like that broken electric fixtures can spark oil slicks, so perhaps similar low damage traps like exposed wiring that can stun an enemy hunter or mob for a moment, maybe even an Immolator type mob that explodes into a shockwave of stunning electricity, or just making more use of intense lights like the spotlight as a type of visual cover at night. Or a variant for close range guns that has an underbarrel flashlight to dazzle the opponent with (the electric lamp can do this now, but turning it on and off is too much of a pain and a quick press of the X button would be better imo). Maybe you could have electrical map hazards that are essentially Flash Bombs if shot at.
I think one of the real lynchpins for MMR being kinda ass in Hunts implementation is how the ranges are set up. 4 star is pathetically small, so you can very easily find yourself in limbo between 4 and 5 if youre even somewhat above average or even have a string of good games (sometimes even just one good game). Part of me honestly thinks the reason this range is so small is to create a feedback loop where you see you ranked up and feel good about yourself, but maybe Im just cynical.
Another major issue as well is having 6 stars be with literally anybody else, since usually there is such a massive divide between even 5 star and 6 star players with just how much higher the ranges can be. This also isnt even mentioning how the meta changes when you get to 6 star and how much money most if not all 6 star players have since by that point, you're just gonna see them running incredibly expensive weapons that they can afford like theyre nothing because they just never prestige.
I think the ranges need some serious adjustment, 4 star should be much wider of a range and there is literally no reason for the 6 star MMR range to be as utterly massive as it is when even within that rank you can see a difference between the people who play the game like normal human beings and people (strong word here) like YS clan, KD/stat farmers and similar groups. Getting to 5 stars and especially 6 stars feels like a punishment for people who do still want to play for fun only to get stuck in lobbies where the meta and quality of matches switches so drastically that I know dozens of people who have lost enjoyment of the game because of it.
I personnaly grew with the Hunt back at the times where MMR was nonexistent, and that made my every game a psychological warfare where i needed to improve in analysing the playstyle and determine aganist who am i playing. MMR imo is just broken because ppl are abusing it falling to 3 or 4 stars and then dominating lower mmr players that belong to the mmr bracket
Hey Home, there is already some restrictions on bunny hopping, trying to rapidly hopping will nerf your next ramping action like next jump or running so it really isnt a problem like before
There is one technique that feels like semi bunny hopping but it really isnt so cant really say what that question was at 10:53
If you space out how often you jump technically you can bunny hop by defination indefinedly but then it would be just running and few times jumping and that cannot be called bunny hopping
What would you think if they changed the choke bomb mechanics to blur vision (something similar to when you are poisoned) and possibly add a very minor amount of damaged (say like 2/3hp) if you stayed in the choke cloud for too long (15/20/etc seconds).
This could open the door for more choke bolt usage and even add something like a choke trap mine! Which could be useful with denying routes it a more interesting way!
Since it makes you cough so much they could have it pause stamina Regen or maybe drain stamina
@@craviel7360 that would be interesting, especially when you throw choking to listen if a hunter gets revived
For the "Help people to find the sniper part" they could always implement a system similar to dead by daylight where more and more crows would land near someone who would camp in one area for too long forcing him to relocate often or risk being overwelmed by too many crows who would be starlted easily.
Another option including birds would be to have buzzards/vultures flying overhead in random patterns at first but if someone stop and camp for too long the buzzard would start flying in smaller and smaller circle giving a general idea of where the camping hunter would be until the cicrle is so small that you would be able to pinpoint it without trouble.
They could also had both at the same time ofc it would become overwelming for the one camping but.... well let's just say that having caught long range scope kd farmers on the move not twice but thrice now and everytime they basically died on top of one another without showing any ability to fight or adapt i don't think anyone would show any pity at this point if this two options ended up being implemented.
A small interior noise trap like bats and rats would be a fun little detail for sure imo. Would love that.
Also some spiders on the ceiling would be cool
Bats sound like a great idea, as another form of indoor sound trap. There's a lot more outdoor sound traps than indoor, and bats flying out of creepy old buildings would fit the aesthetic.
From a gameplay perspective, bats could give some visual clutter to hunters that run inside a building too quickly. Personally, I envision a cloud of bats flying out of the nearest door/hole in the roof when a hunter startles them, giving other players intel on where the hunter is. Crows/ducks give a general location, whereas bats would indicate a more specific position (inside a building, or inside a specific room). To balance them out with crows, they could be a little harder to startle. Maybe sneaking directly under them wouldn't startle them, but running and/or shooting would cause them to fly away like other sound traps. Beastface could allow you to run close to them without startling them.
Also, you could roleplay as Batman with the Beastface trait lol
Fire Arrows this has to be a thing soon and the more fire related perks
I'd love to see more weather in the game! The maps on fire were amazing, but I'd love to see like a down pour of rain or hell even snow.
Rains coming
Bayou doesn't see much snow
About the matchmaking randomness:
You mentioned that the amount of similary skilled players is kind of random, which i agree to. The "Algorithm" for this to be true would work a bit like
< have a waiting queue
find out how many players you need to establish a match
- enough meany you have more then 5 players within the maximal bracket distance
- this distance is some combination of time waited and the mmr rank difference
wait until enough players have entered this queue
establish a math with these players and remove them from the queue
>
The problem is, that someone who has no fitting playmates in the queue the propability of him playing against someone much stronger rises.
An alternative solution might be to time the match start time to a fixed frequency.
The longer this frequency gets, the more players there will be to bee choose from to build "ideal" lobbys.
This also would make waiting times more transparent. If a match starts every 20 Minutes, in the worst case scenario you would need to wait 20 minutes. On the other hand this time wouldn't be that horrible since you have a definitive timer when the next match starts to take a short drink/food/toilet/.. break. This waiting time should follow a normalDestribiution resulting in a very propable 10 minute queue time. This time is just an example and could be parameterized by the current average player count. Also some transparency about the current queue size could be interesting. Since they had choosable alternative queue modes to test the new system there might be some room for more experiments ?
tl:dr - increase queue times, make matches start synchronized and add a timer until the definitive match. show how many players are queing
Me and my buddys always talked about a perk where yoy could see dead hunters in darksight. I think it would be a nice light info perk that wouldnt break the game and help me figure out where everyone i killed is at.
I think the “meat bomb” could be used as a Defense option to quickly reposition grunts either away from your side of the compound to make space or in front of an entrance to lock it down
Or just make chaos bombs attract grunts and other ai
I wonder if this mob idea would be any fun:
Sometimes in a compound sits some kind of witchdoctor. They provide Grunts with stronger stats, speed and a Hive-mind.
Maybe you can hear ominous music from a ritual being performed to locate the Doc and they will fight with some kind of Melee weapon, maybe even Bomblances on rare occasion.
Improved Grunts gain red eyes if the differen behaviour isnt enough to spot them.
This way newer players can avoid the compound or approach with more caution and maybe those Grunts provide a better challenge for oldtimers of the game.
They could also be more aware and reactive to sounds, which might turn that PvPvE fight into a real hellride.
I really like this idea! Bump!
On another note I think weapons like Avtomat and other prototype guns shouldn't be able to be bought at all but only acquired as contraband in rare spawn locations. Maybe an area sometimes designated as such in rare cases. Would create another area that people fight over and change game play a little bit. I just think it's a little immersion breaking when everyone is running around with these weapons.
Really like this idea, a weapons cache type of wagon or something like resupplies and they have random spots to spawn but can have guns that aren't accessible normally.
Most of my experiences against 6 star enemies have not been very fun. The MMR system doesn't feel like it properly addresses player experience. I have about 500 hours in the game, hover between 3 and 5 star most of the time.
Playing against similarly ranked players with 8k hours really shows the game experience difference. I might be mechanically more skilled than a random player, but I don't know all the compounds down to the peeks, etc. I didn't, for example, realize that you literally cannot see people on top of Carmick from certain points within the west side tunnels, due to the camera position, but they can see your legs/body in those same positions.
I don't know bullet velocities of all guns to the degree they do, so leading shots at long ranges puts me at a disadvantage just due to sheer experience difference. One thing I did learn, though it took a while to come around to this, was that I don't have to play the game others want me to play. This game allows you to just walk away from things without "losing." Getting used to choosing when to participate and when not to, and then learning how to force people to play your game instead of the one they want to play, is a big part of this game. You don't have to rush a boss lair where there are 3 guys waiting with crowns/avto.
The MMR system could use some work for sure, mostly I think around modifying MMR gain/loss for people depending on play time. How that would work, I'm not sure.
For ammo types: I'm just spitballing here, but Spitzer already exists, and what is it? FMJ + High velocity, with a damage nerf. So what about other combinational ammo types? FMJ + Fire? Takes longer to ignite and has less damage, but it can pierce walls, letting you spray a surface and potentially ignite a hunter. It'd be a slight buff to the pvp usability of fire, but fire is already really bad in pvp to begin with so it'd be niche.
With all the bomb lance usage we've seen lately, we might get another one of those. Maybe a giant poison grenade attachment or something similar. Both existing custom ammo types for bomb lance are just shotguns, whereas the original projectile is fundamentally different. It's a bit weird and disjointed when you think about it.
Do you see Crytek exploring new settings for map design?
For example Alamo style map set in the desert and the monsters could be adapted to that environment (like water devils are now sand devils and theres spots of sand you have to be cautious crossing). The maps kinda all feel the same to me, which makes sense cuz they all use similar assets and the game’s setting is mainly the swamp
We have basically no details about it. But in late 2023 most likely sometime 2024 there is supposed to be a new map added thats a different type of biome (maybe not the exact word used but its good enough iirc)
Maybe the meat bomb could be altered into something like the blood cocktails from bloodborne, which attract beasts and act as a sort of decoy. this would allow players to lead bosses and other ai away from them and makes it easier to fight or avoid them.
Chaos bombs and blank fires already do this.
@@nobleradical2158 do they cause the ai to attack the air/the area the stuff landed in?
because that's what the cocktails did.
beasts completely ignored the player and instead attacked wherever the cocktail landed.
@@nobleradical2158 but thanks for the info.
didn't know those existed.
@@Red_Lycoris1309 It's not quite like the blood cocktail, they won't ignore you if you throw it while they're looking at you. But if you're out of sight they'll go towards the noise.
@@nobleradical2158 I see.
Still good to know.
I was not prepared for a "Helldivers" callout in a Hunt video, RC Bray would be a great narrator.
I seem to be mostly a do random trios when my friends aren't playing. I am mostly a 3 star player. I once dropped down to 2 star when there was an event and one of the quests was requiring certain ammo and/or weapon damage. It was making me play loadouts that I didn't like. I was also play very aggressive, probably stupidly so, because I kept either getting dropped first or missing all the action. The first time I made it to 4 star I didn't realize it until afterwards. The first thing I noticed was how much more aggressive my teammates were and how much more aware everyone was. Got dropped, knocked out of the match, and dropped down to 3 star. I have only been 4 star a handful of times since.
My main thing, is simply that there is a HUGE gap in game and map knowledge between 4 and 5 star players. As their opponent, I can FEEL when they either "Get it" or don't. Some teams can't wallbang, can't hear or deduce where players are, have poor rotates and routing through the map, etc. Those players fall over quickly against someone who has this knowledge. Then you go against 5 stars and they simply understand the game. They rotate well, they cover revives, they pre-emptively know where you will peak, they attempt wallbangs, etc. The game feels completely different between these two levels of teams. I tend to bounce between 4 and 5 stars as a Solo player, and the difference in how games go is NIGHT AND DAY between these two teams.
This is where my issue overall is. That gap of map and game knowledge seems to be so huge, that the skill level of your opponents can flip real quickly when you play in that MMR range. You can destroy a team of fairly unaware players, and the following match you get destroyed by a team in the know.
My problem with the MMR is, that the main goal of the game, to kill the boss and escape, does nothing for your MMR.
The addition of solo revive highlighted how much work the MMR system needs. No idea who thought giving players an easy way to derank up to 4x faster would not be used to cheese matchmaking. People keep telling me it's not as big of a problem as I think, yet at the same time they keep complaining they're being thrown into games with people a star or even two above their current rank or running into people who punch way above what their MMR suggests in terms of movement, knowledge and aim. You can easily see it happen when 6-star streamers with 2-3 KD suddenly spend a good amount of time in 3-4 star lobbies, getting several kills every single match yet not gaining any MMR and that's without trying to intentionally get farmed. They've implemented solo revive without changing MMR to not fluctuate so rapidly first.
I think the Crossbow could use some more ammo types to make it more of a utility weapon, poison or fire comes to mind.
I have 165 hours logged in Hunt and am your average 3-4 star player. I love the idea of the meat bomb, but increase its range to 150meters or something and don't have the AI automatically aware of player locations, but rather do their run/investigate state to the meat bomb location, attacking anyone they notice on the way. Clearing or keeping monsters in an area, boss or not, has its strategic advantages and disadvantages. For example you can use monsters as soft barriers and warning systems, but it can be risky and restrict your mobility opportunities. This mechanic would accentuate those choices.
Still want sand bombs as an alternative to chokes for putting out fire. Mini-firebomb arrows(or bolts). Dynamite traps(100 damage, on a short fuse with a small radius similar to explosive shots). Trip trap that just makes hunters fall over(like when spider pounches you). Blunt melee tool akin to heavy knife. Blunt melee weapon(s). Silenced Bornheim(maybe also silenced match). Bornheim 'uppercut' with medium ammo that sports high velocity variants. An uncoupled(from other weapons) long ammo pistol like a two/four shot derringer style with a slow reload, bad recoil and a bit of sway(and low damage, 120 or less). And so much more...
Would also love an ammo rebalance. Give each ammo their own niche. Such as Long ammo being fast with low damage drop off but not too high pen. Medium having the highest pen but slower than long and lower ammo count than compact. Compact having a lot of ammo and generally being cheap weapons. Making the ammo types side-grades rather than upgrades would be nice. And something done to Explosive Ammo to make it not... shit. Oh, and make any non-single shot/special/shotgun weapon deal 124 or less damage. 125+ reserved for weapons that have a trade-off for it like the single shot things and shotguns.
I appreciate their commitment to their ascetic. Most games eventually sell out to whatever people will buy and have rainbows and what not in what's supposed to be a gritty game
Gunplay over Movement, especially in a game like this! Ive got actual movement shooters already
I think hunters need more inertia as it would prevent people from pulling the crazy sudden 180 degree turns that piss me off so much
What do you think about players dropping a random trait they’re holding on death. And if they get revived and 2 people have picked up his dropped trait, they don’t get it anymore
Thing to realize about the MMR graph is that the sections aren't consistent. The MODE MMR might be 4, but the range of 3 starts is 300 points, as opposed to 150
I think ultimately the community has a ton of smart dedicated people with fantastic ideas....that will never be heard or given a second look as more skins are pumped out.
About bunny hoping, correct me if I’m wrong, but it does not happen. You do not gain speed nor can jump a lot before getting tired, so it’s more efficient to just run
Do you think adding a better blunt melee weapon would be nice? Same price range as the axe,Sabre, and machete but does similar damage (or more) than the Mosin obrez mace and less than the sledge. I think we have a damage gap there with cool skins potential
Like a club/baton with a wide sweep instead of stab with the sabre
@@sandnoodles yeah exactly that. I just feel that area of damage isnt represented outside of the obrez. think of the skin potential though, indian war clubs, a literal wooden plank with nails or something, the billy club. I think it'd be an easy weapon to add for them that could also generate revenue more than some skins
My trio and I all agree that the greatest addition to this game would be random packs of turkeys brandishing Romero hand cannons. Shotgun Turkey supremacy
Like a month ago, i was usually between 3 and 4 stars, and one day in particular literally EVERY quickplay game I played I was the lowest rated player. I'm talking games full of majority 6-star players, a couple 5-star and ME. Didn't get a single kill or more than one clue in 10 games.
there are not really ammo types that slow the enemy when shot. So there could be a bola type of shot on a crosbow ? Maybe a grapling hook type of situation ? ( that would fit more in a tool slot tho) but lets say there are only defined spots that you can grappel to so you dont abuse the mechanic too much. Another idea i have are caltrop shot with a crosbow or it could be a tool that you throw... there could be another sound trap that you can step on and it makes a sound, maybe if you can drop glass ?
Personally i think bloodlines trailer was hinting at more stat tracking for the individual hunters and or weapons. Pipe dream maybe, but that was my first thought
Fire arrows would be awesome but they should keep the traditional hunt feel by forcing the character to pull the arrow out and light a rag on the end which is time-consuming just like reloading a revolver, or maybe have a trait that allows you to like them quickly and campfires are oil spill fires by touching the arrow to the flame
I have personally suggested a poison slug AMMO Type
basically just a large poison bullet which kind of also functions like poison bolts on the crossbow? where it leaves behind a small poison cloud
and another ammo type i would like to see on shotguns is door breach shotgun shells which deals less damage to players but in one shot can destroy any door or window
I like the idea of a coagulation shot that does essentially what the antidote does but for bleed damage. Also before the bomb lance got special ammo I thought it would be cool to get bola ammo that would make the affected player have to hold the action key to stop the slowed effect like how you would stop the bleed. It would make for an interesting combo that doesn't make it inherently more or less powerful than the other ammo types.
I feel like "meat bomb" actually exist in the form of "chaos bomb", which actually attracts AI via fuse sound and then loud gunshot sounds. Not quite popular consumable I'll say.
Bomblance with the custom ammo is basically a silenced shotgun...
Bunnyhopping/movement has been nerfed hard already...
A bag of funky meat as a throwable would be awesome for distracting a pack of dogs to move quicker around the map... Could also be useful to keep that new gator distracted for a couple of seconds...
Great video. I do think Fire arrows feel like a natural ammo type for the game. We will see.
Thing with the MMR is - we need more players to get more fair matches, specially for PS5 and Xbox Series X. On Console u fight 5 and 6 Stars 24/7 as a 4 Star and u get crushed in 4-5 matches in a raw. If you are a Down to 3 Stars u destroy the entire map and then u go instand back to 4 Star and get crushed 5-6 Games again.... Fun.
I completely agree that electric something (ammo or some kind of equipment) would be sick! It could work similar to shock sticks in current cod, like when u get hit by it u tense up, start to move slower and squeeze the trigger, for most of guns it wouldn't be a problem as most of them are one shot or semi automatic, but imagine what would happen when u hit avtomat user with it, funny addition and minor but effective counter, win win
Q1 - When you mentioned issues with MMR I realised that after the change, random teams got worse probably due to that as well. And lately I was complaining to my friends about "Are random teammates getting worse, or is just me having higher expectations without realising it?"
Randoms have been significantly worse since the chances to the MMR. And I feel it's much easier to get ridiculous amounts of money lately, so everyone's running Nitros and Avtos.
I think if they do add snake shot to the game it should be an effective tool for clearing water devils, since that’s the closest thing to the uses of it in real life. But I’ve but I’ve heard that water devils aren’t much of a threat so maybe that wouldn’t really matter or come up much in matches, but in my eyes a more effective ai killer for pistols that don’t have poison ammo would be a good niche or use for snake shot to fill.
I'm not against snake shot for pistols, or even some carbines/rifles honestly. I think with Hunt's Reality-Adjacent approach to guns it could be really interesting. Maybe it's like a 3 shot 'snakeshot' w/a tight-ish spread? Each round does less damage but together it's devastating. Something like that. It would ruin it's efficacy at a distance but could make some weapons more viable up close.
Say a base bullet would do 100 hp damage, the triple-shot could do 33 w/each pellet, so if one hits it's minuscule, 2 hits is about the same as base dmg, and 3 is 132. Not one tap, but still pretty damn good.
I can see snakeshot being added, maybe it wouldn't be an incredibly viable choice, but the variety is nice and I don't think it'd be broken.
Chaos bomb can attract nearby grunts. Once i used it to lure them into building and thanks to them i know where the player was hiding.
Just putting some thoughts on the comment section:
- Bear traps should immobilize hunters instead of just making them bleed.
- Slugs should be removed from the game. It really does not have any disavantages.
- Crytek should put some more skins variations (for free of course) on all hunters tiers and grunts too.
I think a kool ammo type would be something that affects stamina, because there isn't a counter i can think of that effects stamina directly.
Huuge mentioned recently that the bell curve image shown in game is a static image. Not an actual representation of the elo of players.
What do folks think about a throwable oil flask that can ignite from incendiary rounds, or alert traps or any other flamecausing thing.
Could be thrown at a hunter to force them to be a one tap to ignite with incendiary rounds.
Or could be thrown on the ground and ignited later as a trap.
Maybe if thrown at a hunter, their vision can be blurred for a moment like when poisoned?
i would love some Smokebombs to screen vision. It would be nice against snipers. If you dye it red or orange it would alert other hunters that you are there.
And 2 Slot Tools like a Spear that you can poke with for longer ranges but you can also throw it ,without the trait i dont remeber the name of. And you can of course make burning spears. You have to pick them up. Would benefit from the blade seer trait.
Maybe we could also add some potions that you could put on meele weapons like poison or fire damage. Will only stay on for 2 minutes or so.
That would also work with the voodoo style of the game or bring in some maorie tribes.
I had the idea for like a "bait" bomb for the ai a while ago. A use you forgot would be to get all the compound ai in 1 spot to kill them easily.
Unfortunately bats as you describe them would not be easy to make. You'd either have to create an incredibly sophisticated script to guide the bats out of the building without flying through walls, which would take too long to create and would potentially eat some performance, or you would have to manually set every possible route for every possible spawn, which would also take too long and would add additional development time every time they change something about the map
It would be cool, but it's probably just not worth it for crytek
MMR wise, I think a disadvantage of "6 star kills a 4 star, 4 star doesn't lose much mmr" is the bracket problem. Basically, you have to be killed so many many times by these higher star players to lower your skill bracket. So the game takes awhile to balance you. I may be misunderstanding brackets here, so please correct me if that's the case.
I play at 3 stars, I'm not great, I don't mind :). What I have noticed is that as a solo player, sometimes I am playing with self revive necro, and I get killed by a team with like a 3 star and a 2 star. I'll self revive and die some 3 to 5 times as I try to get out. That two star can really force my mmr down. That's fine, I don't care to look skliled, however it seems to make it kinda unfair for some of the newer players. I didn't actually just get killd 5 times by a 2 star, I got killed once, and then they trapped my body :). So idk! It's certainly an interesting question on how to balance the game.
as someone who smurfs his way down on a daily basis i can tell you for a fact that the MMR matchmaking is working pretty well but you have to go below 4 stars
at 4 stars you encounter 5 & 4 stars, sometimes 6
at 3 it's very rare to see a 5 star player and most of the others are 3*
4* stars is basicaly the point at which you begin to get fucked, up until 5 & 6* where it's more like rape
if we have a jar of bees why cant we get a jar of spiders or snakes? bonus points if we somehow get a rat gadget
Rachta just dropped a video where he plays with a crytek dev, and the guy said that the MMR system is based on a chess mmr system of all things, and that it fluctuates much more than they want it to right now. So I assume that will change soon, but they did not talk about running into players that massively out skill you.
Tranquilizer ammo type, on hit it wil drain al of your running stamina and 50 % of your melee stamina also unable to regenerate stamina for 8 seconds
In adition Grey hound will counter this by still be able to regen stamina after 2 seconds of being hit
Did you get a new microphone? Or maybe messed with some settings? It sounds noticably nicer and more clear in this video for some reason!
My oppinion is you can have two ways to play this game; you can take seriously your k/d or just can have fun and play for fun.
I think a smoker kind of enemy type like from left for dead would be rad in hunt
The best idea for new ammo is choke ammo, along the trait to hold the breath for a few seconds.
As for the new ammo type i was thinking abt some new long ammo rifles thats deals a smililar amount of damage as the krag but could use some soft-point ammo/or dumdum to make enemy bleed at the cost of surface penetration.
Corrupted horses, makes no sense that horses don't eventually turn into horrifying monsters. they are literally just a noise trap laying around but I feel like they could become a terrifying foe if lore applied to them.
I feel like there has been a good mix of star-ranks in my matches. I spend most of my time as a 4 start and occasionally peak up into 5 stars before tripping down to 3 for a little while, but mostly at 4. It seems like there is always a good mix of star ranks in my matches. The majority will be the same as me with a couple that are higher or lower. Judgements/critiques of the MMR system are very susceptible to confirmation bias. Unless I were to actively record the numbers for every match I play, I don't know how accurate my perception of the MMR system actually is, and that's kind of how I approach other people's complaints about it as well. Also, like Home said, it's a complicated set of algorithms and factors that determine lobby composition, so it might work better for some than for others. For the most part, I think the MMR system is great. Perfect? No, but it's definitely better than having none at all.
Also, the idea for a "meat bomb" I think would actually be better as a trap. That would give the use more control over what AI is still present (assuming that the AI doesn't trigger it lol). For instance when arriving to the boss lair, instead of clearing out all the AI, the trap could be set and there would still be AI around for it to be useful. Further expanding on this, that's kind of what the alert trap does already, or at least aggros. The bells found in compounds seem to attract AI really well, so if their effect, which is already present in the game was applied to alert traps that would essentially be it.
MMR been feeling a lil' wonky lately.
I like the mmr because it feels like a real skill transition between star levels. I find 4 star lobbies the most fun but my skill usually puts me in 5 star, which sucks when you invite a friend cuz it makes the lobby a little harder. The best lobbies are 4 star with a friend or 5 star with randoms/solo.
I got into 6 star for one match, the team me and my 5 star friend immediately ran into a team of grannies, all running avto. I immediately fell back to 5 star.
@@mustardsouls1005 yeah most people using avto at 6 star are using mouse and keyboard most likley.
@@drugsarebad97 I mean, I was playing on pc
I'm a thoroughly average player with a 1.08 K/D at the high end of 3 stars. I have a lot of fun playing Hunt in 3 star lobbies, even the occasional 3/4 star duo isn't a big deal. But sometimes I have a really good streak, bump up to 4 stars, and playing full lobbies of 4 and 5 stars is awful and clearly way above my skill level. It just feels really bad to know I'm going to get curbstomped for 4 or 5 games before finally dropping back down to 3 stars where I belong. It feels like I'm being punished for doing well and makes me not want to play.
Maybe break the rankings into 10 or 12 star system so the increase in matchmaking difficulty is more gradual?
How would you feel about a new trap that are 2 or 3 snap traps that can cause the enemy hunter to be slowed or locked in place for 2 to 3 seconds or have these snap trap attach to the enemy hunter and until they take it off you can hear the chain of the snap trap jingling as they run
And how would you feel about if the boss wouldnt spawn until 3 clues have been found so no one can spawn on the boss and kill it and leave right away and also once a clue has been discovered it cant be gotten by another team. i think if they added that then there might be more pvp
I got a question think I’ll ever be able to switch my legendary skins from one account to another like switching from Xbox to PlayStation?
I would definitely like to see new ammo types. Other and my own ideas for this that I've liked the sound of are fire arrows for the bow that set hunters on fire with one shot, radioactive or acidic bullets that deal significant damage over a long but limited time (can't be cancelled by heals) and explosive slugs that can't one shot but do significant damage over a large area (enough to two tap with splash alone). Also Crytek needs to add fmj for both the nagant pistol and bornheim which also deserves dumdum.
What about a smoke bomb as a consumable? Or some kind of poison haze?
The Snake-shot pistol comment triggered some hidden PTSD from COD.
As for the Mmr topic, I find that the recent issues with mmr and myself have gone up exponentially since the implementation of the self-res necro. just using that trait has abusive results to your mmr. and downranks you a good 1-2 stars below your level ( obviously depending on factors). and as for the bomb that attracts Npcs' they could tweak the chaos bomb to have that effect with the sound!! so that there wont be a time that its completly useless!! :D
Lmao you killed me in the gameplay for this video weeks ago and I just now watched and noticed. GGs fam.
+1 for mention hell divers. Love all of Nicolas's books.