I don't have a better name for it off-hand, but a concept for a monster:
Something from the other side, not unlike the Spider or Butcher, but this thing doesn't roam around the world normally. Most of the time, it ignores our world entirely, but sometimes things draw its attention, lure it in. When it comes, trouble follows.
The Stalker (name pending) has a tiny, tiny chance of spawning at any point in the game while at least one player is using Dark Sight, and a greater chance when a Banishing is taking place, but has a significantly greater chance of being spawned at the exact moment a player dies, a boss is killed, or a clue is interacted with. You might not see a Stalker spawn for a dozen rounds, and if you're lucky, you won't find it when it does. It comes up in a random spot within a certain range (maybe 50m) of whatever triggered it to spawn, and slowly heads in that direction, only changing course if it detects a player. Once it gets there, it wanders aimlessly from named location to named location until it finds hunters to kill.
The Stalker itself is most dangerous in this state, since without purpose it only half-way exists in our world. You can hear it nearby, whispering and groaning as it goes, but can only see it by using Dark Sight. However, any activity that would normally have a chance to summon it (including using Dark Sight to locate it) can be detected by the Stalker at a significant range, and may be enough to lure it towards the source of this disturbance.
Once it locates one or more hunters, it manifests fully, becomes much faster, and charges at them with a loud scream (which can be heard across the entire map) that triggers any effects such as horses, dogs or crows in the nearby area, as well as luring the grunts and other dead near it. The Stalker is fast and does a lot of damage, but isn't particularly hardy; it's weaker health-wise than either Boss, and is especially weak to fire. The main hazard of the Stalker is that it can appear without warning, alert every grunt, brute and dog for several meters of itself (and you, as a result), and gouge a huge chunk of health with each hit.
As a reward for slaying the Stalker if it appears, players might receive a significant cash reward at the end-game equivalent to half a boss kill and some hefty EXP.
The objective of the match is to kill the boss (or, should someone get to it first, kill them and take the bounty). If you want a pure PVP game go play one, don't reduce a good game to the same cancerous trash literally every PVP-oriented FPS has by hedging out everything that isn't PVP.
As some of you may have seen from our recent streams, as well as the roadmap: https://www.huntshowdown.com/roadmap we plan to add a custom lobby to the game. This should allow options like joining with friends or even going on your own. We will have more details to come in the near future, so keep an eye out for updates. Thanks for all your feedback.
As much as I feel the meta needs to be less "kill on sight PVP mode 24/7" and that the players who only want hunter VS hunter PVP are the kind of meme cancer we don't need in any game, not just this one, I don't think this game would survive long as pure PVE either.
Incentivizing PVE a bit more, not enough to totally de-legitimize PVP but enough to encourage checking people out and seeing if they're willing to team or not would be fun. Totally swinging the game to PVE would be just as disappointing as completely catering to the PVP crowd.
3 votestangolimaromeo shared this idea ·
I could see making the Banishing pull nearby grunts a bit closer out of curiosity and supernatural pull, but making it a giant shiny "******" beacon I would not recommend.
So what if there are different ways to approach Dark Sight based on an option you choose (or is chosen in recruit RNG)?
You have your standard "close your eyes and see the Spooky Zone" we have now, but what if some Hunters can do a more Astral Projection thing; they are rendered immobile, so their teammate has to guard them. In this form, they can move around as a spectral image, which others can see using Dark Sight, but it moves much faster than players normally can. Damaging the Projector (zombie or gunshot) automatically pulls you out, but your character might be stunned if they pull out of a Projection this way. It could even have a sort of ethereal thread connecting the Projector's ghost to their body, so you risk pinpointing your location if you stray too far and/or get too close to other Hunters.
Additionally, I feel like making a connection between the otherworld through Dark Sight should make you come off as more present to the dead and other creatures. Maybe the aggro range of monsters increases slowly the longer you maintain Dark Sight, even to the point that crows will take off and horses will whinny when you're in range even if you're crouched and behind cover where they normally don't see you.
It's pretty much already doable, but it doesn't seem like the popular choice right now. I think if there was a small incentive to befriending other hunters (maybe if you extract along with a team who has the bounty, you get a few extra bucks and everyone gets a tiny EXP boost) it would make cooperation more attractive. Obviously the benefit needs to be small to make "kill them and take their bounty" still a more profitable option, but make it one of those "do I wanna get a small reward, or risk dying to take their big one?" questions for the players.
Given this is 1895 from what I can tell, having White, Black, Hispanic, Asian, Native and Mixed characters would all make sense to some degree. Especially since Hunters aren't likely to be ordinary people, so their outcast status might make them less likely to judge people on things that aren't relevant to Hunting.
I would say it should be a pure aesthetic choice though, no need to add race mechanics to the game.
Sound is an important feedback indicator of HUNT; we definitely have plans to improve what is referred to as “sound propagation” in the game.
The described issue is called “occlusion”: The sound should not be audible if there is a solid wall between the listener and the source as described here.
We have already tackled the first steps: the underground areas are marked with a special surface type now which is set up to fully dampen the sound if between the listener and the emitter.
Our next step will be to adjust the various audio sources to check this condition via a ray cast between the emitter and listener. Once this is in place, we will extend the dampening to also have a more realistic “obstruction” effect.