I feel very much like Dark Sight should be more powerful on a practical level, as well as an intrinsic part of the game world. Sure we use clues to locate the bounties, see through their eyes, so that's a good place to start. What if we could apply that not just to bosses, but to players or even ambient monsters?
For players I had something like this in mind: When a player kills another player it leaves behind a Betrayal Clue. When investigated this clue allows players to temporarily see the general location of the player killer's current whereabouts. That way you can track someone who killed your partner, or at least have a general direction to go on. This way players who want to fight other players are lead to eachother naturally but without betraying their exact position.
A backup trait of Dark Sight being able to "see" sound would also be quite nice. If it were to highlight things like chicken coops, dog pens, wounded horses, so long as you're within a certain range might be workable.
I think dark sight needs to be completely divorced from the current bounty pick-up boost system. If not that, then reworked from the ground up into something that feels more robust. It works as a temporary measure to mitigate the problem, sure, but it feels petty in its current incarnation, nothing like its mysterious and sinister presence in the lore that has been written for the game.
What if there were pitfalls to using dark sight? False positives for example. Currently players can use dark sight boost to see exactly where enemy hunters are. Well what if the boost shows them all the nearby enemies as well so they can't tell which are Hunters and which are monsters without sustained observation or guesswork? No doubt The Shade is full of things the human eye could not or should not see. If that ability were "boosted" the results could be erratic or dangerous.
Being level 24 and getting slaughtered by level 90+ guys with the best equipment and perks is not fun. Losing everything you have because another player can take more damage than you and has significantly better guns than you even have access to is not fun. Give better guns earlier on or stop matching low levels that can't even get T2 hunters with highest level players.
As far as I'm concerned a short period of Dark Vision Wallsight is perfectly acceptable. Camping outside of a boss room is lame and you should be going inside to attack the people banishing the boss, or attacking the boss yourself. If you don't think it's a good idea to attack them in the boss room then pick an exit and lay an ambush, engaging them at a distance. Open fire on them before they get close enough to see you in Dark Sight. Problem solved.
I don't buy the "stealth gameplay" reasoning from people here. Sitting around a boss room and being able to hear where the players who fought the boss are going isn't stealth, it's being a vulture. You know where the bounty carrier is, you know where they're going, so come up with a strategy to intercept instead of cowering in a bush over the boss arena hoping to get a free token.
So you can't sit on top of a boss anymore. Big deal. Adapt.
Anybody saying flamethrowers are too advanced for 1895, the Byzantines were using flamethrowers more than a thousand years ago. They were feared for it and very secretive about it. It had a lot of names: Greek Fire, Sea Fire, Liquid Fire. You'd be amazed at what you can do with a pump and medieval chemistry.
Hunters, good news we just went live on the Test Server with our new game mode Quickplay. More game modes will come in the future, please keep an eye out on the future roadmap.
I like the general structure of the idea quite a lot. I do have some thoughts:
Rather than pentagram hunting, I think it would be more appropriate to be seeking the materials for the summoning ritual on top of a pentagram in the level. Sacrificial goat, grimoire containing the true name of a demon, the still beating heart of a dead orphan, things like that. Maybe even have the combination of these components alter the boss battle, the map's environment, and so on.
Also, I'm concerned with the idea of requiring 2 groups of 2 players to split up in order to complete an objective. If one or more players dies then the entire round is a wash for the entire team. Making it a resource gathering system encourages players to split up in order to gather items faster but risk being caught in a gunfight with twice their number, much like a solo player fighting duos.
Also, I hope that when you mean all **** breaks loose that you mean it. Frequently spawning enemies that are frenzied and aggressive toward approaching players especially. There should be more outward pressure on the teams who aren't summoning the boss than on the team that's fighting it. A team of 4 should really have to push hard in order to break into the boss arena and fight over it.
The Damned - Those who can see into the Shade are marked by it forever. Touching the world between worlds too long and too often inevitably leads to Damnation. The Damned are the spiritual echoes of Hunters and Sorcerers that cling to their physical remains. Many are missing eyes or have poor vision, though their Dark Sight is better developed than a living Hunter's. The process that creates the Damned often takes decades, sometimes centuries, and they are usually armed with out dated black powder weapons. They retain some sense of sapience but most are unaware of their current state. Practitioners of the Dark Arts **** after this state of being as a form of immortality, though for most it is a fate worse than death.
Brushlurk / Sclerot - Corpses infested with an unnatural moldy growth. Their body is stiff from death, their senses are poor, and they are not very fast. But they are quiet and emit spores that infest your health chunks with a fungal parasite that acts as a slow-acting burn unless prevented by a gas mask (that makes noise when you have it on) or a vapor inhaler that kills the parasite. Typically found inside and under buildings, or deep in the woods. Identifiable at range by their abnormally slow pneumonia-like breathing, but don't move around a lot unless provoked.
Fallen Angel / Succubus - Possessed woman with bloody wings that have burst from her back. Likes to perch on tombs and stone buildings where her silhouette can be mistaken for an angel statue or a gargoyle to the unperceptive eye. Weeps blood, completely blind in a physical sense, navigates via echo location. Responds first and foremost to sustained gunfire and explosions. Can be lured away and will actively hunt loud players. They swarm over bosses being banished, drawn to the maelstrom like moths to a flame. When the bounty is collected the darksight lightning strikes scare them away from bounty-carriers but they are highly aggressive to pursuing hunters.
8 votesTastyMints shared this idea ·
Birds stop singing when people are creeping through the brush too.
Know what I think? Weapons should be even more expensive, but also drop randomly on the map.
Thank you for your feedback! To address ADAD spamming we’ll introduce an inertia based system to the game soon!
Stutter stepping is a plague on every game that allows it. It serves no purpose other than to take advantage of network lag and janky hitboxes. Momentum is the only way to solve this and the fact that this feedback has so few votes and comments compared to the billions of people screeching about Darksight nerf and FemHunters it's sad.