I know I Know it’s a bit late but I wanted to reflect on the alpha and not just say the
first thing that comes to my mind ^^
So after weeks of collecting all my little notes I finally finished it.
To give a good feedback I took my time, read many reviews and posts and even made some myself because I wanted to make sure that if I didn’t like something it was because it was ,at least in my opinion, done in suboptimal way and not because I didn’t understand it properly.
So now I feel confident enough to give my complete feedback but before I start let me say one thing:
I really really love this game. Even if you would release the game in the same state as the alpha I would buy it and I will definitely play it at release.
I enjoy the monsters and I enjoy the hunter and even though I clocked in about 40 hours in the alpha I want to play more.
However if you look down this text you will see that I will only point out negative/missing things.
This has a reason
This is NOT a review.
I will not explain the game, I will not say what it’s strengths and weaknesses are.
I will only focus on the points that I think can be improved.
My reasoning behind this is simple.
I am sure that the developers like to hear that their game is good and awesome but I think it is far more useful to them if I tell them what I don’t like so they can make appropriate changes.
So without wasting more time lets get started
A quick disclaimer
Everything I write now is based on the alpha I could play. If you think that point X will definitely fixed or change in the retail build then be free to ignore it. This also applies to things the developers have already confirmed will change
(Loading)Time to get into a game should be shorter.
What I mean is that there are too many counters and loading screens before a game starts.
Find players(lets discount this)-> wait 40 seconds(not sure why but we do) -> load -> pick class and perk (2 minutes, too long for my taste but debate able) -> load again -> play.
I think at least a 20% cut is needed. The loading times really hurts if the games was a stomp I encountered a few games that were not even 5 minutes while having >6 minutes of loading time.
More Graphics Options.
Currently its really lacking. One can never have enough options.
Dialog in the ship should be mute able.
Can get a bit annoying after the sometime
The progression system
Do not like it. It forces players to use certain skills
This can lead to ability spamming just for the sake of levelling the ability which causes the player to play bad.
If you finish lvl 1 of something you should start to level lvl 2.
At first i though it was bugged because it makes no sense that you have to level your smg to lvl 1 to start levelling your harpoon to level 2
Introduction to the game
Would like to see damage numbers on the weapons/monster abilities in the class selection screen.
Damage per shot and fire rate/cd.
I see now reason to hide information
I would like to know how much health/armour monsters and hunters have.
Proper introduction to buffs is missing,
Who gives what, how do buffs stack, same monster always same buffs etc.
Proper introduction to sneaking.
It wasn’t completely clear what causes the monster to get out of stealth and if the trackers special ability work against stealthed monsters
Character progress should be look up able from the main menu.
Proper wildlife introduction.
No one tells me: how do the spawn (random or fixed), where do they spawn (random, fixed, chance to spawn at certain locations?), HP, damage, armour gain and abilities like grab are not explained/shown.
Dropship mechanic should be explained in more detail
During my first game this mechanic was quit confusing.
Also I would like to be explained where the dropships drops you (Close to the monster?, or by your team mates?, if by your teammates how close does it drop you or are there certain spawn points?)
Range indicators for deployables should be added
Buckets turrets, Maggies harpoons, trigger range of mines ect.
Should be toggle able in the option menu.
Again see no reason to hide information from user.
Buff type on animals should be shown.
Learning what monsters drop what via trial and error is not really entertaining.
An in range indicator for weapons that do have limited range, eg. Griffins harpoon would be nice
For me it was often frustrating if I was chasing a monster, shot my harpoon and nothing happened and I didn’t know if it was because I was out of range or if I missed.
Indicator for how many deployables are currently deployed.
Pressing Tab and counting them on the minimap is kinda meh.
Jetpack fuel indicator of teammates could be useful.
Like 3 little squares next to their name.
Seams like an important info for your teammates.
"Monster is Stage 2" Text should be changed.
To “monster started evolving to Stage 2”.
During my first matches me and my friends always though that the message is displayed when the monster FINISHED evolving.
First let me say that during the alpha when I played hunter I mostly played Trapper and Support
Assault class lacks variety. Only doing damage might get boring.
Would have loved to see some mechanics that made the assault more interesting to play. Maybe give him more dmg while above X% hp or give him something that forces the monster to attack him
I would like to have a way to climb up cliffs without spending fuel.
An option to choose between slow climbing or fast climbing but using full would add more depth to the game.
Auto Aim reduces the fun out
Val’s Healgun or Markov’s lightning gun have insane auto aim on them. It’s just too much
Spawn should be protected by a minidome so the Hunter have a chance too look around before they are pounced at.
Daisy lands too late for my taste.
I know that your are faster than her but i think it makes no sense to let the tracker dog be the last one to be dropped.
Daisy’s symbols are not explained
Placing Harpoon traps is annoying.
You are constantly looking at the ground and spamming your traps that’s no fun.
I would like to see a trap magazine where you can place X traps in quick succession and then reload.
She has no way to get the Kraken out of the sky
I think it should be the trappers job alone to get monsters out of the sky, ground, dimension or whatever
She might need a second type of Trap with extended range that pulls the target to it (but only if it is flying or whatever)
Has problems in areas with a lot of pillars or high differences
Maybe she should be able to place traps on the side of cliffs/buildings etc
Again needs help with the Kraken.
He simply could start slowly pulling airborne targets out of the sky while they are hooked
Only Hunter who has 0 defensive abilities
Maggie can at least pre place traps or place traps while running Griffin got nothing
His shield ability seems to good.
Its not the values but the option to get someone on your team who can be pseudo medic just seems to be too good to pass.
Same ability spam problem like Maggie’s Harpoon Traps
UAV kinda boring to use
You just fly and look no tension. Chasing behind the monster with yet pack while avoiding the wildlife is far more fun. Maybe make it AI controlled but slower?
It seams like her healgun doesn’t really fit with her other weapons. You want to keep cycling between you weapons but the healgun forces you stay on it for most of the time. I always get this feeling like maybe I should shoot the monster but what if my teammates excepts to me to keep healing him. For me it feels weird.
The auto aim also makes it very unsatisfying to use. I would like to see some rewards for good aim.
Really confusing for the monster if you dont know what he does.
Mines are better against the goliath.
Auto aim on lightning gun too strong.
Could use more diversity from Markov.
He and Markov are the most similar T1 T2 hunters
Nades seem pointless
Ability Hitbox/ area indicator seems wonky
I don’t know what it is but I constantly hit people I thought I should not hit and I got hit by abilities I thought i dodged
T2 is achieved to fast
Now don’t get me wrong I don’t want a overall monster nerf. I just think T1 is the most interesting phase but it is so short. I have seen cases where to monster just sprinted to the other side of the map and it was close to impossible to even catch up before he reached T2
Maxing abilities is a problem
The damage of an ability is as far as I can tell only dependent on it’s level not on your evolutionary state. This is the only reason why the monster has a chance on lvl 1 and why spawn camping is possible. Most of the spawn camping videos I watched also followed this tactic.
The power that a level 3 ability gives you on T1 is just too much in my opnion.
Levelling up abilities could have been more exciting
I am just a little disappointed that levelling up an ability only increases damage and radius. Some special effects for level 3 would have been nice.
For example the flame breath could ignite the ground on lvl 3
I am not really sold on the stealth mechanic however I didn’t get a good chance to test it because as monster the hunter simply would never find me and as hunter only a few monsters used it. So i am not sure if the things I suggest are really needed
What I would like to see is a audio cue if tracks disappear like “The monster tracks vanished” or something like that. So that it becomes clear even for new players that the monster is now/ was in stealth.
The second thing I would like to see is that all tracking devices work against stealth(sound spikes, daisy).
Before I knew better I thought it would work in a simple way.
Monster not in stealth you follow the tracks
Monster in stealth your trappers uses his ability to find the monster
I think that’s the logical way but sadly that’s not the way the developers chose.
Boulder Throw is his worst ability by far
Jumps around too much
I think his ability to jump around like a mad man is just too chaotic it feels like a crazy ape instead of a bad ass monster.
Maybe increase his movement speed but decrease his stamina / stamina regeneration
His close Range Aoe seems to be his worst ability,
Again the other abilities just outclass it in every aspect.
impossible to help up a teammate against him.
If the goliath wants to camp a downed player he becomes easy target. The kraken on the other hand risks nothing. He can keep moving and spam his ability on the downed player making it impossible to help your teammate
Maybe make only melee attack damage a downed player?
And that’s it. It got a bit longer than I thought it would ^^
Thanks for you time and thanks Turtle Rock Studios for the alpha and the game