I recently started seeing a new pattern in hunt games, where hunters choose not to attack the monster, but simply let the timer run out. E.g when i play as a goliath…then its very easy for hunters with jetpack booster to just hop up and down a ledge, or just go circle around an obstacle and … wait as timer goes down. Its quite easy to do even if you are alone…but with 2 hunters…its … too easy.
In one of the recent games, a player playing with cabot, just waited outside the reactor building, and shot me through the wall, as i tried to go and destroy the reactor. Just…make one shot, if monster starts to follow, run…climb…and circle around an obstacle. I had a full line of sight with him, and he didnt shoot…just to let the timer run out( i was lv 3 monster with almost full armor ) and i lost because of the timer. I think its quite unfair to lose points in a game where hunters are on the run.
I think its…it would be a good idea, to let the “damage done” in game talk for itself, and decide the winner based on that, if the timer runs out.
In some games, Ive killed hunters like…3 times over , and that one hunter lets the timer run out, and i still lose like 10 points, quite frustrating.
The fact is…monster failed to destroy the relay…but, it was a hunt, and hunters didnt hunt the monster down, and lost as well.
If calling the game draw, when timer runs out at the end is a bit too much to ask, then…how about stopping the timer…not when the monster attacks/gets attacked, but when there is a line of sight between monster and a hunter ?
- Reduce - Limit - Add reasonable cooldown timers to “fire and forget” skill-less things in hunters arsenal.
By that, i mean things like sunny’s shield drone, bucket’s attack drones, emet’s healing sticks etc.
Having those things makes playing as a hunter alot more easier than playing with a monster. To me it seems that hunters are a bit over powered…in a sense that its quite easy for a “skilled” hunter to defeat a monster that is 1-2 ranks higher( master ) than he is, but not vice versa. I think its because of all the “auto” things that take the thinking out of the equation, and lets hunters just shoot…where as the monster has to know exactly when/how he uses his skill, when to retreat, when and where to fight etc etc.
A group of “determining rank” - first timer hunters should be = to determining rank first timer monster…but it isnt so, in my opinion.
When i started playing evolve, i lost pretty much 40 games in a row as a monster. When playing first time as a hunter, i won quite often…maybe every third round or so.
Even now, after ive played 150 rounds as a monster, i still lose to “determining rank” first timers about 50/50 % of the time.
I would like to see things organized more like Hank’s arsenal, where using one ability/weapon rules out/stops you from using another, so you have to make strategic decisions, what weapons and when to use them.
Val is quite good example too, when healing, she cant shoot, and vice versa, Emet on the other hand, drops the healing sticks when encountering the monster( heals all the hunters at the same time ) AND gets to do significant damage.
- The birds
Given that the hunters have pretty good tech for finding the monster ( mostly maggie ), it seems like an overkill to have birds give away the monster’s position on the first things he eats. Quite often its … literally the first thing the monster eats, that signals his location. Its frustrating when…you sneak, do deceptive maneuvers to hide from the hunters, only to get your location pointed out in spite your efforts.
I would like to see monsters size/armor/sneaking play a role in triggering the birds when eating.
e.g the bigger the monster is / the more armor he has / he doesn’t sneak, - increases the odds of triggering the birds.
And…instead of triggering the birds as soon as the monster starts eating, it would be nice to at least wait until he is done eating and let the birds go after the remains once the monster is “n” steps away. ( He is the apex predator after all )
DLC - Im fine with dlc… and more or less with the price…But, i think it would better for gamers to buy hunters in a pack of 4( one of each class), so, when you buy a hunter pack, you will always get to play with a new character. I got myself a new assault character, but…took a while before i could actually play with it, because in matchmaking you quite often don’t get the role you want. If players got 4 hunters in one DLC - they would get to play with them right away.
Game error - bug usually means you lose.
I think connection errors and game bugs should be counted as “neutral” or in player’s favor if he was winning at the time of the bug/error.
E.g ive quite a few times had some kind of “protocol error”, or timeout errors that will throw me back to lobby. Once the monster just fell through the ground ( wraith, whilst teleporting ), and i kept falling until i got the message saying that im leaving the game area and i lost. (image in link ) monster falling through ground
Quite a few times wraiths “abduct” ability froze, and the monster just hovered in the air while hunters killed it.
Then, not only that the error was frustrating, losing points adds to that frustration…and to top it off, you get matchmaking penalty as well.
As a side note…if you are away from keyboard then the monster gets declared “abandoned/inactive” too quickly. It has happened a few times when i wanted to change the volume, minimized the game, turned on the volume, and when i returned, i got a message saying that i was inactive for too long.
- Add an option to chat with the monster or if such option is already available, add a tutorial/tip explaining how to do so.
For obvious reasons, it makes sense not to allow monster hear / read what hunters are chatting, but, it would be fun to chat with the monster as well.
What i have in mind is something like
Press enter to speak within your team
Press alt + enter to speak with everybody
press shift + enter to speak to the monster only.
/* Updated */
7) I think the chat messages that are sent whilst waiting for the game to start should remain visible for a longer time…or have the last “n” messages always be stay visible. The messages only last for a few seconds and it’s very easy to miss them.
Alternatively…when a player presses enter, to chat, it could also make the last “n” messages visible, to provide previous context in case players have forgotten something.
I quite often keep the game minimized when waiting for a match. If i play as a hunter, and a match is about to start, the game icon on task bar changes to orange, so i know that a match was found and can join the game.
However, for some reason, the same doesnt seem to happen when playing as a monster. Some kind of desktop notification/alert would be nice to have.
Related to point 8, waiting times for games are sometimes really long( For my timezone at least ), 20min - half an hour, which is somewhat unacceptable when you have purchased a multiplayer game, but cant play it. I understand that we cant force people to buy the game, and get more players into multiplayer, BUT… how about having “free to play” periods for everyone when player’s count drops too low ?
Many games on steam have “free to play” periods for a few days. Evolve could have free to play periods whenever / as long as player count is below certain minimum. This way, those who paid for the game, can play without waiting for eternity and … TRS may lure in some new players who get addicted to the game during these periods.
I know this post may seem like all negative, but it isnt
I like the game allot and i will keep playing it for a while at least.