- 10 ore fa
Un video di approfondimento sulla nuova patch di Hunt: Showdown.
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00:07We spoke to David West, Senior System Designer, and Dennis Schwartz, Lead Designer, about the new content in Patch 1.
00:22So the thing that is the most exciting for us is the sniper scopes. This is the big new feature
00:26we have.
00:27So we have three scopes total, it's like a short, medium, and a long scope, and people can find a
00:31new way of playing the game that wasn't there before, which is kind of like the precision marksman.
00:36We also even have the whole sniper scope separately, so people who just want to just get the range advantage,
00:42just seeing something in the distance, they can just equip that as a tool rather than bringing your sniper weapons.
00:47In addition to that, we have two new grenades we're adding to the game, a flash bomb, which gives you
00:51a fighting chance of actually going through a door where you know there's a guy with a shotgun waiting on
00:55the other side, so you can kind of stun him.
00:57as you rush in and try to take him out, as well as the poison bomb that creates like a
01:01bit of a cloud of poison, similar to when the spider attacks you, so you can use that to funnel
01:06the enemy through the areas you want him to be and kill him down there.
01:08To go with the new scopes and bombs, we've also got some new traits, seven of which support the scopes
01:15directly, and then four others that support other mechanics within the game.
01:19In addition, what we added was hunter variations, so basically additional skin updates, model updates to the hunters, so as
01:25you recruit new hunters, you might see a couple of new phase select pop-up here and there.
01:29And we've also got some updates to the level coming out with this patch. We've tried to reorganize some of
01:35the compounds to make camping less of an issue, try and give players a few more tactical options on how
01:40they can enter, how they can leave compounds, which we hope will improve the gameplay experience.
01:44The one thing that won't be the focus of this patch is additional performance and stabilization improvements.
01:50This is obviously an ongoing effort for us, so there will be more patches improving the game across the board.
01:55It's just, it's different people working on that, so at the moment we're going to see all the cool new
01:59content that people have been working on, but it doesn't really affect our performance roadmap.
02:07So we're introducing sniping to the game. I mean, obviously with the game so far, there has been a lot
02:11of sniping going on, but it has not so far been just been iron sights. So we've added like proper
02:16scopes now for the game.
02:18We need to balance these weapons inside Hunt, and we don't want them to be the obvious choice for all
02:23players. We've done that in a number of ways.
02:25First off, in the shoulder aim, we've made the spread much higher than the non-scoped variants, which should mean
02:33that at a close range, you have a disadvantage if you take a scoped weapon.
02:37At long range, the scope is better than the normal iron sight version, but we've also added quite a high
02:43dirt layer to the lens, which means you still need to be fairly good and skilled with the scope to
02:48be able to make it work.
02:49There's also like problems, for example, up close, like situational awareness, peripheral view is being impeded. So we have like
02:55the short scope, which is called the dead-eye scope.
02:57Those give you a bit more peripheral view, so they're a bit more like mid-range combat optics, while the
03:02medium and the long scope, they are like the true sniper scopes.
03:04And they obviously like impair your sight a lot more as you kind of like focus on a very small
03:09thing in the distance. So there might be someone sneaking up to you with those scopes very easily.
03:14And we've added a high price tag to all of these scoped weapons. So you can get a really good
03:18advantage with them, but it's a big risk that you could lose it and could end up having to buy
03:24a much lower value hunter when you die.
03:27So one change we actually already have in the game, but which becomes even more important now with the scopes,
03:32is that if you just hold the fire button after a shot, you kind of prevent your weapon from cycling.
03:37So you kind of keep it stable, so you can kind of see if you confirm the kill or if
03:41he's still running around.
03:43A second change we did, which affects all of the bolt-action rifles, is that we kind of zoom out
03:48between shots as you work the bolt.
03:49So before, right now in the game, you kind of did that between shots, and you kind of stayed on
03:54target with the zoom of the iron sights.
03:55Now every time you're going to fire, you're going to go out, do it, and then go back in.
04:00You can choose traits that kind of give you that old place all back.
04:03Well, if you do not specialize, then you have to take into account that you're going to be unzoomed a
04:07little bit between shots.
04:11We are very much aware of this topic. We've been reading what everyone's saying on Reddit, Discord, our own forums.
04:19The first thing to say, though, is that camping is a valid strategy in Hunt. We don't want it to
04:24be the dominant strategy.
04:25We want it to be something that some players can choose to do, but it doesn't mean that they will
04:31instantly win.
04:31One of the biggest things that we have to do when it comes to camping is not punish players for
04:38it, but actually provide incentives.
04:40Give them something to gain if they are the ones committing.
04:44So we've already done something in the previous patch where we kind of introduced a bit of kill bounty for
04:48the boss.
04:49So even if you get killed after you've killed the boss, you still get something for sure you take out
04:53of the mission.
04:53Having similar new changes to the game mode is what our focus is.
04:57One big step that we've taken is that if you start the banishing process now, you actually earn a new
05:03health chunk.
05:04So this is basically one of the only ways besides investing in hunter points, upgrade points, to kind of like
05:10restock on health permanently.
05:11So that's going to be a very big point. We also have a new clean sweep mechanic.
05:17If you are the one who goes into the boss and kills him, banishes him, and brings at least one
05:22token out, you get an additional bonus after the mission.
05:26We've also done a pass on our footstep audio. In the current live build, the crouching footstep audio is very
05:32loud, which was not what was intended.
05:34We want the players to be able to move around in the crouch stance and be able to move without
05:40being heard within three or four meters.
05:42So if you're inside a building, you can actually move, whereas right now that's not really the case.
05:49Yeah.
05:49So it gives players that are being careful much more opportunity to move slowly through an environment and avoid other
05:56players.
06:00You can more easily see now what you actually achieved, what the next unlocks are coming up.
06:06So it gives you a lot more information on the same screen now than before, and specifically also gives you
06:11information about that last match you played.
06:13It shows you how many players you've killed, just gives you a bit more concise overview of what you actually
06:16did, what's coming up, the latest stuff you have, and therefore if you want to use it or not.
06:24Players would get a recruit presented for them to buy, which had like possibly a machete and then a weapon
06:30with a bayonet, like a bit of a more nonsensical combination.
06:33You wouldn't really equip a hunter like that, so we've added a bit more sense into the system.
06:37So there's basically some tag keywords we have linked to specific equipment, so the system can choose more meaningful combinations.
06:43In addition to that, we kind of normalize the health a little bit.
06:46All of the hunters are now starting with 150 hit points, which is the total maximum we have.
06:51So if you lose health, for example, if you get downed in a mission or you lose it from fire
06:55damage, you now need to spend your upgrade points to kind of like replenish it, get it back.
06:59But from the get-go, whether it's a tier 100 or tier 300, it all starts with the same big
07:04health chunks.
07:08We've also added a new player mechanic, which is full damage.
07:12This is something we've always wanted, it just unfortunately didn't quite make the first release of the game.
07:15So this greatly changes the way that you traverse the world.
07:19You have to be much more careful, actually use ladders and go down them rather than just jumping off two
07:24-story buildings.
07:25The other change we've done to player movement is that jumping now consumes stamina.
07:31We have seen the bunny hopping issue in the game right now, we want to remove that.
07:36This is our first change to work on that.
07:39One thing we also did, again, playstyle, is we added a trait for the falling damage so that if you
07:45really want to just be a bit more the parkour-y type of person, just moving around, jumping, running, gunning,
07:49there's a trait that supports that.
07:54One of the biggest problems we identified was the disparity between a new player and a veteran player.
08:01And giving the new players a fighting chance in the game has been one of the biggest important steps.
08:05So we looked a little bit what the problems are and one of the things we did was actually boost
08:10up the compact bullets a little bit.
08:12So that you don't need to like pepper add like a high veteran player like for three, four, five times
08:17before he actually is downed, giving you a bit of a fighting chance there.
08:21We've also added some new rewards for killing higher tier hunters.
08:25This is sort of to try and help the newer players when they do manage to take down a tier
08:30three guy, that they get a really good reward for doing so.
08:34We've also nerfed slightly the silence pistol.
08:38The silence pistol has a very specific place in our game.
08:41However, the ability to headshot any of the AI from a large distance with it was not what was intended.
08:49So it still has its specific place as a much more stealthy, silent weapon, but at a lower distance.
08:57So we've also done a couple of changes to existing content.
09:00So for example, we had the pump jockey trait, which was specifically just for the pump action shotgun.
09:05Now this is a mechanic that we see also on the dodge pistol and on the Mosinagant rifles.
09:10If you don't run and try and you reload kind of mid clip, there's always a chance that as you
09:16open up the one round that is chambered,
09:17the actual live round is just lost.
09:20Now with this mechanic, you can grab it and put it back inside.
09:22If you want to reload mid clip in order to top it up quickly because you don't know what's around
09:26the corner,
09:27it gives you a chance to do that without having to lose the rounds.
09:31We've made a couple of changes to the Nitro Express.
09:34The ammo packs that you now find in the world will now give you more ammunition.
09:38The Nitro is a very powerful weapon.
09:40We don't want to give it too much ammunition to make it dominant,
09:42but we're also seeing that players weren't picking it because once they'd fired their initial amount of ammunition,
09:48they were very rarely being able to actually restock.
09:51So we've increased the ammo pack from one to two for each resupply.
09:59We have three new traits.
10:00One of them reduces the amount of damage you take from explosions.
10:04One of them allows you to be revived with a full chunk.
10:07And one of them increases the recovery rate from fire damage.
10:12And we've also made a change to the Bloodless trait.
10:14Currently that gives you full immunity from bleeding damage.
10:17We felt that was a little overpowered compared to some of the other traits.
10:20So we've changed that to now give you half the bleeding damage instead of full immunity.
10:29We've seen that a dominant strategy has been sort of emerging,
10:32which is players taking the Quartermaster trait with a rifle, generally a Mosin Nagant, and a shotgun.
10:39This isn't something we want.
10:40We want there to be much more of a variety of weapon choices throughout the game.
10:45So a big change to the elementary system is that where before we had a large in a small slot,
10:50we now introduced a middle category, a medium slot.
10:52And we can rebalance all of the weapons across those three different slots
10:55so that the actual true rifles, like the long barrel and the buttstock, are actually in the large category.
11:01We have the sawn-off weapons, like the hand cannons,
11:04and if you have like the pistol with the stocks added to them.
11:07They're in the medium category.
11:09And then we have the true pistols as well as the melee weapons in the small category.
11:13The Quartermaster trait has also been changed quite a bit.
11:16So we no longer allow you to have two large weapons,
11:19but instead what it does, it automatically upgrades your small to a medium.
11:22So you can still bring, for example, next to your aftermath, a sawn-off shotgun,
11:27but you cannot bring the full shotgun.
11:29You cannot bring an automatic shotgun.
11:30So it's much more about choices and playstyle.
11:33And obviously if you play with a partner, like the two kids, yours and your partners,
11:37they're kind of complementing each other very nicely.
11:45We've made some changes to the bosses.
11:47We've noticed a number of exploits over the past few weeks, which we've tried to eliminate.
11:50The most obvious one of those was on the Butcher,
11:53where it would get stuck in a hit reaction if you hit it at the correct interval,
11:57which would make it really easy to kill.
11:59We've also made some changes to the Hellhounds.
12:02They now have a more erratic movement pattern,
12:04so they won't just run directly at you, allowing for fairly easy shots directly at them.
12:10And we've also increased their resistance to headshots.
12:15The meathead actually has a stronger activation radius,
12:18so it will kind of sense prey much closer.
12:21So you expect that guy to be a bit more of a challenge now.
12:23We've also introduced a concept of clue defenders.
12:27So now some more of our clues will basically have AI spawned around them.
12:32So it's not so easy to basically go into the level, get a few clues and just escape.
12:36We still want players to have a meaningful experience every match.
12:40Even if they're just going to get a few clues to get some money,
12:43we still want that to be an interesting experience for players.
12:49So besides all of these additional features we roll out with this content patch,
12:52we actually also have lots of bug fixes to go along with it.
12:55So these are very much like small issues here and there.
12:58Like sometimes you would see corpses kind of like lying, resting on the ground at odd angles,
13:02sticking into the air.
13:03These have been fixed.
13:04We have like the animal attractor, so our dogs, chicken, ravens,
13:08sometimes sounding as if they were a bit too far away,
13:10even though you triggered them right next to you.
13:12So like giving you a smoother experience across the board.
13:14We've also fixed a couple of issues with the AI.
13:16There was a couple of hit reaction issues where they wouldn't play correctly.
13:19And we've also fixed a number of issues with our health effects,
13:23like the burning and the bleeding,
13:24where you potentially might get stuck in a burning state and not be able to stop it.
13:28So there's various fixes along those lines that have gone in as well,
13:32along with all the new content.
13:33All right, so as you can see, lots of changes that went through this patch,
13:36not only features but also bug fixes.
13:38Make sure you hit up the forums, give us some feedback,
13:41go through the full changelog, just see what's actually there
13:43and tell us what you think.
13:45This is very, very important for us
13:46because only that way we can make this game the best game it can be.
13:49So thanks for watching guys, and hopefully we'll see you in the game soon.
13:59Achieved with CryEngine.
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