Hunt: Showdown Version 1.9 wurde veröffentlicht
HIGHLIGHTS
Änderungen an der Spielerbewegung
- Verbesserungen an der Bewegung von lokalen und entfernten Spielern, um Desync-Probleme zu beheben.
Ping-Limit
- Ein neues maximales Ping-Limit wurde auf 225ms festgelegt.
- Wenn ihr eine Region auswählt, werdet ihr feststellen, dass sie in verschiedene Farben unterteilt ist. Optimale Regionen für Ihre Sitzungen werden mit einem goldenen Hintergrund und blauer Schrift für die Latenz hervorgehoben. Wenn die Schrift orange mit grauem Hintergrund ist, bedeutet dies, dass Sie eine Verbindung zu dieser Region herstellen können, da sie innerhalb der Ping-Grenze liegt, aber möglicherweise nicht die beste Erfahrung bietet. Liegt eine Region außerhalb des Ping-Limits, wird sie in roter Schrift angezeigt und ist ausgeblendet, was bedeutet, dass Sie diese Region nicht auswählen können.
- Jeder Spieler kann sich mit mindestens einer Serverregion verbinden und dort spielen. Einige werden andere Optionen zur Verfügung haben, aber das Ziel ist es, sicherzustellen, dass niemand aufgrund seines Standorts oder eines langsamen Internetanbieters komplett ausgesperrt wird.
- Wenn ihr mit Freunden spielt, wählt der Gastgeber (Einlader) die Region aus. Wenn jemand im Team eine höhere Latenzzeit als 225ms hat, erhält die Gruppe ein Popup, dass das Spiel aufgrund des hohen Ping unterbrochen werden könnte. Die Gruppe kann jedoch weiterhin spielen.
Verbesserungen an der Teamdetails Darstellung
- Wir haben einige Informationen hinzugefügt, die auf dem Bildschirm "Teamdetails" angezeigt werden. Auf diesem Bildschirm werden jetzt die Aktionen angezeigt, die von und gegen eure(n) Partner(n) durchgeführt wurden und die mit einem blauen Hintergrund hervorgehoben werden.
- Konsolidierte Symbole und Farben werden sowohl für eingehende als auch für ausgehende Aktionen ("Niedergeschlagen" und "Getötet") angezeigt:
--- Eingehend bezieht sich auf die Aktionen, die von gegnerischen Jägern gegen dich durchgeführt werden, ausgehend auf die Aktionen gegen gegnerische Jäger.
--- Eingehende Symbole sind die bekannten weißen Totenköpfe für ein 'niedergeschlagenes' Ereignis und rote Totenköpfe für 'getötet'.
--- Die Symbole für "Ausgehend" sind eine Variante der Symbole für "Eingehend", jedoch mit einem kleinen Einschussloch im Kopf des Schädels (direkt zwischen den Augen).
--- Die Namen eurer Teamkameraden sind nun auf der linken Seite des Team-Detailbildschirms blau hervorgehoben.
- Zeitstempel wurden zu den Tooltips für jede Aktion hinzugefügt, um besser zu verstehen, wann sie während einer Mission stattgefunden hat.
--- Wenn es mehrere Zeitstempel gibt, wird das Symbol mit einem kleinen gelben Symbol in der unteren rechten Ecke markiert.
- Es wurden separate Symbole für einen Spieler hinzugefügt, der entweder ein oder zwei Kopfgeldmarken trägt.
- Es wurde ein Icon für "extrahiertes Kopfgeld" hinzugefügt, um zwischen Spielern zu unterscheiden, die mindestens einmal während einer Mission ein Kopfgeld eingesammelt haben, und solchen, die mit einer Kopfgeldmarke extrahiert haben.
Reduzierung der Spielzeit bei der Kopfgeldjagd
- Die Spielzeit für die Kopfgeldjagd wurde auf 45 Minuten verkürzt (vorher 60 Minuten).
Leistung
Server-Leistung
- Mehrere Abstürze des dedizierten Servers wurden behoben, was die Anzahl der Verbindungsabbrüche verringern sollte.
- Es wurden Verbesserungen an der Verbindung zwischen dem dedizierten Server und dem Server-Gateway vorgenommen.
- Die Toleranzschwelle des dedizierten Servers für den Fall, dass die Backend-Verbindung unterbrochen wird, wurde verbessert, um die Anzahl der potenziellen Verbindungsabbrüche zu verringern.
Client-Leistung
- Mehrere potenzielle Probleme, die zu Stottern oder plötzlichen FPS-Einbrüchen führen konnten, wurden behoben.
- Verbesserungen am Lichteinfall von elektrischen Lampen, um die Leistung zu verbessern.
- Verschiedene Änderungen zur Verbesserung der Leistung.
Deutsche Übersetzung basierend auf www.DeepL.com Service.
Related Links:
Offizielle Website: http://www.huntshowdown.com
"Forumthread" @ Crytek-HQ.com
Audio
Weapon Audio Improvements
Improved the audio tied to distant interior gunshots for better readability over distance. This should make it easy to determine if a shot was fired indoors or outdoors.
Developer Note:
This is one of the first steps in an ongoing effort to improve the overall readability of audio cues. In most scenarios, gunshots are quite readable, but we noticed some issues in their behaviour over longer distances, especially differentiating between an indoor or an outdoor shot.
This change should make it much easier to tell these apart. You will notice two defining elements to the sounds that will give you the information you need to pinpoint where it came from. If it has a long reverberant tail after the shot has been fired, then this was most likely fired outdoors, while indoor shot will not have this kind of tail to the sound but will have a special interior sound that will play alongside the gunshot sound.
We are hopeful that this will be a bit improvement to the overall readability so make sure to test this out and give us your feedback.
Gameplay
General gameplay changes
Player Spawn improvement: There is now a minimum distance between spawning players of 110m on DeSalle. This avoids some unfair spawn configurations and allows us to place more spawn points in general. This currently only affect spawns in DeSalle as the earlier maps already have larger distances between the spawns.
When punching an open door to close it, it will now smash through all the way to the other side 180°. If a player is in the way, they might take up to 50 HP damage.
Gunplay
Weapon Balancing
Increased the rate of fire of the Winfield 1876 Centennial by around 20%.
Reload speed has been increased to shorten the reload time of the Winfield 1887 Terminus
Increased the rate of fire of the Winfield 1887 Terminus by around 5%
Improvements made to the fire animations of the Centennial and Terminus to support the increased rate of fire.
Minor adjustments made to the ballistics of the long ammo pistol cartridge to slightly reduce the damage dealt at close range but keeping higher damage at slightly longer distances.
Developer Note:
The Uppercut has always been one of the weapons with the highest pick rate in Hunt, and for good reason. It is a very versatile weapon in most situations and deals high damage at various ranges. However, with this update, we want to move this weapon away from its current dominating position.
The Uppercut will still deal 125 damage up to 20m or so (previously up to 30m), meaning you can still easily down a player that has lost a small health chunk. However, it will now deal more damage at further ranges, increasing the effective range and allowing the ability to deal more damage to other body parts at range.
Our hope is this will allow it to find a specific spot in the Arsenal alongside the existing weapons and any future additions.
Increased the base damage of the poison ammo to be in line with regular ammo.
Increased the number of Heavy melee attacks that can be performed with the Heavy Knife before running out of stamina by 1.
Increased the number of Heavy melee attacks that can be performed with the Saber before running out of stamina by 1.
Increase the heavy melee damage caused by the Machete:
Armored can now be killed with two strikes bringing it more inline with the Saber.
The increased damage also puts more pressure on enemy Hunters to heal faster before bleeding out.
The Talon heavy melee attack has been reimagined and now acts in the same manner as an attack from a combat axe. However, the number of heavy attacks that can be performed has been reduced from 3 to 2 before running out of stamina.
Developer Note:
Heavy Knife
In general, we were seeing a lower pick rate for the Heavy knife over the regular knife, this of course is not an issue, but we wanted to make sure the Heavy Knife is also seen as an attractive option as a melee tool.
With these changes the two are now closer in terms of heavy attack stamina usage with the Knife still having a slight edge (pun-intended). The important thing that has always distinguished the two options has been the attack animation and hit consistency, this is where we want a lot of the choice between the two to come from, your personal preference when using them.
Machete and Saber
With the changes to the Heavy knives above, we also wanted to make sure that the two small slot melee weapons still stand out as options in comparison to the tools, so we also adjusted them to account for these changes.
Talon Variants
We had also seen a lower pick rates when looking at the Talon variants and wanted to make sure these were an attractive option for players. These changes are a re-imagining of the variant as we saw it was difficult to find their own spots when compared to other melee options. Each swing of the Talon is now much deadlier, for example killing an Armored in one hit, of course this is now offset by only having a maximum of two heavy swings.
Slugs now differentiate between medium and long barreled shotguns, resulting in slightly stronger damage drop over distance with medium barreled shotguns compared to before.
Slightly reduced the damage dealt by slugs to lower body and limbs. This requires more precise hits to the upper torso in order to perform a kill in one shot.
Reduce the extra ammo for Slugs by around 30-40%
Romero 77 reduced to 4 (previously 6).
Romero 77 Talon reduced to 4 (previously 6).
Romero 77 Handcannon reduced to 3 (previously 5).
Romero 77 Hatchet reduced to 3 (previously 5).
Caldwell Rival 78 reduced to to 5 (previously 8)
Caldwell Rival 78 Handcannon reduced to 4 (previously 6).
Specter 1882 reduced to 6 (previously 10).
Specter 1882 Bayonet reduced to 6 (previously 10).
Specter 1882 Compact reduced to 5 (previously 8).
Winfield 1893 Slate reduced to 4 (previously 6)
Winfield 1887 Terminus reduced to 5 (previously 8)
Winfield 1887 Terminus Handcannon reduced to 4 (previously 6)
Crown and King Auto-5 reduced to 4 (previously 6)
LeMat MK2 reduced to 2 (previously 3).
Developer Note:
We have seen Slugs having a higher pick rate than many other custom ammo types, which of course is expected as they are a powerful choice. However, we wanted to take another pass at them to make sure they fill the position that was originally intended.
Medium barrel shotguns (Caldwell Rival, Winfield 1893 Slate, Winfield 1887 Terminus, Specter Bayonet) will now have increased damage drop-off and decreased OHK (One Hit Kill) range compared to the longer barrels, this helps to separate the shotguns a bit and means that if you want the best chance of slugs being effective the longer barrels will be the choice.
We have also reduced their max ammo capacity to make sure every shot counts. It is important to understand that the extra stopping power also comes with consequences when missing shots.
Hunter
Outlines
The equipment of teammates (active and holstered) is now also highlighted together with the character when teammate outlines are turned on.
All interactions that do not require to be held over time can now be activated while cooking a throwable (e.g. starting elevators, gathering ammunition, or taking from a loot box).
Interactions
All ‘use’ interactions that do not require the action to be held can now be activated while cooking a throwable (e.g. Starting Elevators, gathering ammunition or taking loot).
Previously players could only interact with doors and window shutters in these situations.
Meta
Public Leaderboards
Leaderboards will be removed from the Main Menu.
All stats tracked on the Leaderboard will still be visible on your personal profile.
Developer’s Note:
We feel that the current version of the Leaderboard is not in line with the original vision we had for recognizing the best Hunters. This is, in part, due to past issues with exploits and the focus on KD over quality solo or team play. Based on several factors, including feedback we have received from the community, we feel that it is best to deactivate this feature while we work on a better solution.
Black Market
The Black Market is a new type of shop where the players can purchase Legendary content from several infamous vendors.
All vendors will have its own theme as well as a specific type of content which players can purchase for the best possible Blood Bonds price in the game.
Each vendor will have limited stock. Once all items have been purchased, you will no longer be able to interact with the vendor. New offers will be available with future updates
Each vendor shop will contain an order list of items available for purchase. The order they are unlocked for you will be random, but all items will be visible from the moment the store is available.
If you already own one of the Legendary item that is on offer, you will then be able to purchase an instance of this hunter/weapon for a reduced Hunt Dollars price. This will then open the next unlock available from that vendor.
Please note, in order to purchase the Hunter instance, you must have a free hunter slot available.
Legendary Content
Legendary Hunter: Hawkshaw Jack - 1000 Bloodbonds
Legendary Hunter: Bartender - 900 Bloodbonds
Legendary Knife: The Last Word - 700 Bloodbonds
Legendary Winfield Terminus: Burn Out - 700 Bloodbonds
Legendary Winfield M1873: The Redmartin - 900 Bloodbonds
Legendary Berthier: Cassius - 900 Bloodbonds
Legendary Specter Compact: The Collins - 800 Bloodbonds
Legendary Vetterli Marksman: Swamp Song - 900 Bloodbonds
Legendary Vetterli Silencer: Fate's Whisper - 900 Bloodbonds
UI
News Indicator Improvements
We made some improvements and additions to the news indicator: by clicking on any news indicator in the menu tabs, the whole section / sub-section can be marked as read.
It is also possible to mark everything as ‘read’ by using a new dedicated button in the options menu. In this case all the indicators disappear through the game.
Other UI Improvements
Improvements made to the weapons and tools on the death screen.
Weapons and tools in the 3d preview are now better framed and rotate around their center.
World
Global
Blocked off the non-interactive side of the ladders in Hunting Towers for better readability.
Improved the precision of bullet collision when shooting through metal grids, metal barricades, metal cages, etc.
Improved player collision of Horse Carts for more consistent vaulting from the drawbar onto the top.
Stillwater Bayou
Darrow Livestock: Removed the cranked gate and replaced it with a wooden sliding door at the entrance to the basement.
Darrow Livestock: Reworked the Pit area.
Pitching Crematorium: Added a new staircase entrance (from east approach) to the underground area.
Pitching Crematorium: Added some higher walls around the main entrance to provide more full body cover for players.
Stillwater Bend: Reworked the northside underground entrance and its surroundings.
Port Reeker: Added a new bridge entrance to the middle boss building.
Port Reeker: Added multiple stairways, connecting the ground level and elevated walkways.
Alice Farm: Added a new ladder in the silo and a new window entrance to the West barn (spider lair barn). You can now access both roof parts of this barn.
Lawson Delta
C&A Lumber: It is no longer possible to access the roofs of the main buildings (the small roof in between the main building and the workshop is still accessible). This change will also close an unfair position that allowed players to shoot south out of the workshop area near the sliding gate.
C&A Lumber: Added a new ladder entrance under the boss building.
Salter’s Pork: Added a new tunnel entrance on the East side from the open field to the outer East barn.
Fort Carmick: Reworked a window on the south-east side of the wall for better visuals, leading, and cover.
Fort Carmick: Improvements made to the player movement around the large cannons.
DeSalle
Heritage Pork: Added new spawn points and adjusted the areas around them.
Heritage Pork: Adjustments made to the existing spawn points and the areas around them.
Weeping Stone Mill: Added a new hole at the bridge on the west side to vault through.
Kingsnake Mine: Opened the tunnel’s underneath, providing access to the main and side buildings. This includes a ladder and a long elevator to the main building.
Fort Bolden: Changed the covered bridge into a new Log Bridge across the riverbed to the southwest.
Fort Bolden: Added barricades at the high ground next to the west and north-west bridges, providing cover to make it more viable to use the bridges.
Fort Bolden: Reworked the South-West surroundings for more better visuals and more interesting navigation and combat.
Fort Bolden: Minor improvements to the north-west tunnel entrance for sightlines and cover.