Feedback Patch [0.1.9] Desperate Expedition

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Comments

  • NuclearBurritoNuclearBurrito Member ✭✭

    The icon sizes for Switches reveal perks are too small at large distances. Can you make it so they don't decrease in size as fast over distance?

  • firstrecon5firstrecon5 Member

    Desperate Expedition
    -add a little more cover and objects in the frozen wasteland section, there's not much to evade the hunter out there (try vehicles and equipment meant to drill holes in ice for sampling)
    --Maybe even underground tunnels
    --Right now Hunters can just superboost+jump into the air and look down to make sure they never lose track of someone in that section
    -Add in snow piles (functionally identical to bushes, just look different and can appear on the glacial ice), mainly appear leaning against things (like the snow built up against it)
    -Give those little buildings on stilts some stuff on the roofs for cover, like radar dishes
    -Give the map spawn rotation (from the Scavenger side, the forest is always to the left, the structures are always to the right, and the glacier always takes up the half closest to the Killer spawn), allow it to rotate what goes where relative the spawns

    Treasure Hunter & Sudden Insight
    -Increase brightness of the symbols, they can be a bit difficult to spot depending on terrain and which symbol it is
    -Make them increase in size as distance increases, it's currently difficult to tell certain ones apart quickly or at a distance (mainly blood and health) (and ammo is so small it's hard to spot at all at distance)
    --Maybe see if you can make blood and health more different so less people will confuse them
    -Alternatively; give them highlights like normal, but differentiate it from real markings by having the silhouette be a dotted line instead of solid line

    Turrets
    If the intent is to make them a long duration area denial tool giving them
    -Instant deployment
    -Increased max range
    Was the exact opposite of what it needed to be
    -An area denial tool is something deployed in an area ahead of time, so it's fine to have a deployment time (especially given that it can no longer be permanently destroyed (during deployment))
    -Use as an area denial tool means you plan ahead of where you want it to be, so you pick out a good vantage point for it, which means that a limited range is acceptable as you are supposed to be PLANNING AHEAD
    -Consider reducing the amount of turrets he can deploy to 1; if done, also reduce cooldown from 90s to 70s, and keep the current range (if you want turrets to be stronger, have less of them)

    Going from this current patch as a baseline here's my thoughts:
    -Bring back the deployment/construction time on turrets
    -Bring max range back to what it was before, or slightly lower
    -Increase the amount of time turrets are disabled for
    -Add a short delay between completing repairs -> targetting Scavenger
    --Give it damage reduction during the construction and the delay if you feel they're getting destroyed too quickly
    ---Or a temporary shield
    ---Or outright immunity, but if it's immunity you need to increase the build period by 1-2 seconds (since the only reaction Scavengers can take is running for distance or getting to cover)
    ---If damage immunity or reduction or shield, give it some kind of shield vfx so people can spot that it's protected
    -Add (back) in a light pillar vfx on its location while being built (and make it a bit more noticable than before). Before I would sometimes see people stand near one during construction and not realize it was being built because it was inside a bush or something, so they couldn't see it till it was over halfway done; a turret-sized light pillar (that fades as turret is built) would make it easier to spot

    Snakebite
    -Reduce the recoil (vertical rise) a little bit
    -Keep the spread where it is or increase it very slightly (too much and it will upset players when they're on target but the bullet decided 'no' and went off 10 degrees to the right)
    -Reduce damage / damage scaling
    The problem with the snakebite is the damage per second, nerfing the recoil and spread is trying to address the symptoms (dying too fast) by making it harder to hit (but if you increase either of those enough that it's an effective fix, it would be too frustrating to use) without addressing the cause (damage too high)
    -Since the problem is the DPS, the 2 ways to handle that are: 1) reduce damage 2) reduce rate of fire
    -Making changes to recoil, spread, damage dropoff, will only be bandaid solutions

    Highlighting disabled constructs
    -The whole idea for the drones is to limit Scavenger movement, or spot them for the hunter; this change makes them succeed even when they fail
    -The Hunter can immediately zone in on the section of the map where they are, and if they aren't able to leave the area stealthily in time, the drone will reactivate, marking them
    -On turrets, by letting the hunter see where the disabled turret is, they know when someone is in the area (under normal circumstances, you won't disable/need to disable a turret unless you have to enter it's area). So the Hunter will just superboost over
    -The idea of highlighting drones when they are destroyed is not bad in and of itself, but when combined with that people can still dronespam it's too much. If someone covers an entire section (or all) of the map in drones, the scavengers will have to destroy drones to move through it (or get marked) but the drones getting highlighted will show the Hunter the exact path they're taking
    --Again, adding in new drone types would eliminate this problem, as a good scav could pass through several drones areas without being detected, so they would only need to destroy one out of every few drones they pass through, so it doesn't give an exact path

    Drones
    -Slightly increase time that drones are disabled for (~1-2s)
    -Remove highlighting disabled drones if they remain as they are
    -Add in new drone types, no really. I've gone in-depth on why new drone types would fix drone spam many times before, so just look at my posts in the older 'feedback 1.x' threads.
    -Since the game IS early access, you don't even need to make nice new models for the time being (just say "we are testing new drone types and the models for the new drones will be made if the new drone types work out well" and put them out with the current model or a rough WIP model, even some basic geometric shapes would satisfy. The game is early access, we will accept if somethings aren't final-product level of detail), just try out the new drone behaviors with the current drone appearance and see how they do.
    -First drones to add to test (names are references to my earlier posts on this)
    --Laser sweeping drone
    ---Make the regular vision cone invisible/nonfunctional. Make a 'beam' or 'wall' go clockwise around the radius of the cone (like how radar is always shown, so it's a triangle with 1 corner at the drone, 1 corner directly down, and 1 corner at the edge of the cone). The 'beam'/'wall' is visible. If it touches someone they are highlighted for several seconds like if they opened a hacked crate.
    --'mine' layer
    ---Make the regular vision cone invisible/nonfunctional. It deploys up to 6 'mines' inside the area (no overlapping), placed against anything solid within the vision cone (try to keep them out of treetops for the sake of effectiveness). these 'mines' have the appearance of the heal caltrop from pre-reboot (red sphere). It places a new one ever 10s, deleting the oldest if there's already 6. If a Scavenger touches one they will be marked for several seconds as though they had opened a hacked crate.
    --mine layer
    ---Make the regular vision cone invisible/nonfunctional. It deploys up to 4 Poacher mines at random (valid placement & non-overlapping) locations within the vision cone. These mines are identical except they take 5s to construct. It places a new mine every 20s, deleting the oldest if there's already 4. When a mine is being constructed there's a visible glow around it, so if someone is in a bush and one is deployed there they'll be able to spot it.
    --'Hive' drone
    ---Could just be a box on the ground. When deployed has a very wide and invsible cylinder aoe. When within the aoe the amount of time you need to be stationary for the afk drone to sit on you is reduced. It also changes it from being completely stationary to being within a 5m radius area, so you can no longer wiggle in 1 bush to avoid it.
    -These would be the easiest drones to implement using the default appearance or rough WIP models / generic looking shapes
    --They could also be balanced via unique hp values / repair times (for example: the drones that are better at detection have less health, drones with very wide area of effect have longer repair times)

    Blood Towers
    -When you are close enough to a tower, have the icon slide down so it stays visible at the top of your screen (in-line with the tower itself)
    -You can turn in blood at a completed tower to reduce time on the clock (1 blood = [.5 or 1]s reduced)
    --The Hunter can block turn in by entering the deposit area like normal
    --Each tower can reduce clock by up to 30 seconds (in 1v5). (up to 1:00 cut from clock, since completing all 3 towers begins blood mode immediately)
    --Turn in amount shown on UI, like how current blood amounts are (make it turn from circle into triangle, each side is 10s, once a tower has finished this phase, the icon turns square to show it's completed)
    --While turning in blood at completed towers, it still sends out the flash in the sky and the veins on the ground (maybe in a different color to prevent confusion)
    --There is a 5 second delay between completing a tower, and it accepting blood again
    -When there is only 1 tower remaining (2 in HwF) the Hunter(s) no longer blocks turn in, but they will reduce the deposit speed
    -During blood mode, the Hunter can no longer block turn in, but they will reduce the deposit speed
    -When there is only 1 Scavenger remaining, the Hunter can no longer block turn in, but they will reduce deposit speed
    -If Scavengers cause blood mode to begin by filling all blood towers, the exits spawn and open faster

    Hunter Crouch
    Bring it back

  • firstrecon5firstrecon5 Member

    Change Ghost from Easy to Medium or Hard. Maybe add a good for new players star to some characters
    I've seen lots of new players skip learning the game as Fog and go to Ghost immediately, who is more difficult to learn.
    Smokescreen and Heal are both straightforward powers that don't need much game knowledge to use properly.
    To use Camo properly you need to know
    -The Hunter can see your health when damaged (even if you're under the effects of camo)
    -Your silhouette is visible when climbing, rolling, or revealed
    -You leave dustclouds when running
    -The flash of light at the end is visible to the Hunter

    If the Poacher (possibly the other hunter too in HwF) is within 25m of a landmine, highlight it
    -If it gets too cluttered, make it only highlight mines while he is holding the skill button to place another
    -This lets the poacher plan his mine layout better
    -If the distance is too far it'll allow him to track people by watching where his mines 'die', so keep it low enough to still be useful for planning minefields without being useful for tracking

    When blood is being delivered at a tower, flash the icon in the top left of the Hunter HUD, maybe make the letter turn red for half a second when blood is delivered or something.

    Add checkpoints to the blood progress on each tower, when a checkpoint is reached, update the Hunter HUD to show that it has been reached.
    For example, checkpoints at 25 and 10 blood remaining.
    When the blood remaining to be delivered reaches those amounts, it updates the objective on the Hunter HUD to that point on the circle (doesn't progress further till the next checkpoint is reached)
    It will still provide accurate amount of blood at 5 or less. This just lets the hunter know if an objective is at certain amounts yet.
    So the if the Hunter sees A with the first checkpoint, they know the remaining blood quota is between 25 and 11 (since 10 would trigger the next checkpoint)
    When the checkpoint is reached, flash the number once, then return to displaying the tower letter (but keep the circle progress at the checkpoin)

    Add a temporary tutorial terminal to both lobbies. When you interact with it it opens up a menu with various tips or tutorials in text, maybe with some accompanying images or video clips.
    Get the information from Discord users, Steam guides, and forum posts. This way it's all information that the players would say "I wish I knew that when I started out" and things which the players think are relevant. This also reduces workload on the devteam since they don't have to come up with all the tips, just combine them from various sources and dump them into the game.
    The terminal could get relocated/removed entirely once a proper tutorial is added. Or it could be updated to serve an additional purpose, like mail & news (instead of them being on the HUD)

    When there is already 1 exit completed, add a 10s delay to Blood Mode beginning when entering Last Scavenger Standing mode. During this delay, the Blood Quota is still set to 1, and completing 1 additional tower will instantly begin blood mode.

    Completing a tower during blood mode causes it to build faster.
    Reduce the amount of time it takes to complete building by half the difference between it and the normal time of exits that opened at the start.
    Exits take 20s to open, so an tower that is finished 10s after blood mode begins would take 15s, a tower that opens 20s (or more) after blood mode begins would take only 10s.
    This way if the tower completes within a second or two of blood mode beginning, it doesn't really matter, but if you manage to complete one after a longer amount of time has passed, you can get out faster.
    So if you manage to finish a tower on the other side of the map while the hunter was defending another during blood mode, you don't have to then evade the hunter for the full 20 seconds.

    Always treat the maximum size of the shield health bar as the full amount
    Level 1 shield would appear with a smaller portion of blue
    This way the person that was shielded can identify how much health the shield has (instead of a level 1 shield being the same size on the HUD as a level 10 shield, so they can't tell)

  • NuclearBurritoNuclearBurrito Member ✭✭

    @firstrecon5 said:
    Change Ghost from Easy to Medium or Hard. Maybe add a good for new players star to some characters
    I've seen lots of new players skip learning the game as Fog and go to Ghost immediately, who is more difficult to learn.
    Smokescreen and Heal are both straightforward powers that don't need much game knowledge to use properly.
    To use Camo properly you need to know
    -The Hunter can see your health when damaged (even if you're under the effects of camo)
    -Your silhouette is visible when climbing, rolling, or revealed
    -You leave dustclouds when running
    -The flash of light at the end is visible to the Hunter

    If the Poacher (possibly the other hunter too in HwF) is within 25m of a landmine, highlight it
    -If it gets too cluttered, make it only highlight mines while he is holding the skill button to place another
    -This lets the poacher plan his mine layout better
    -If the distance is too far it'll allow him to track people by watching where his mines 'die', so keep it low enough to still be useful for planning minefields without being useful for tracking

    When blood is being delivered at a tower, flash the icon in the top left of the Hunter HUD, maybe make the letter turn red for half a second when blood is delivered or something.

    Add checkpoints to the blood progress on each tower, when a checkpoint is reached, update the Hunter HUD to show that it has been reached.
    For example, checkpoints at 25 and 10 blood remaining.
    When the blood remaining to be delivered reaches those amounts, it updates the objective on the Hunter HUD to that point on the circle (doesn't progress further till the next checkpoint is reached)
    It will still provide accurate amount of blood at 5 or less. This just lets the hunter know if an objective is at certain amounts yet.
    So the if the Hunter sees A with the first checkpoint, they know the remaining blood quota is between 25 and 11 (since 10 would trigger the next checkpoint)
    When the checkpoint is reached, flash the number once, then return to displaying the tower letter (but keep the circle progress at the checkpoin)

    Add a temporary tutorial terminal to both lobbies. When you interact with it it opens up a menu with various tips or tutorials in text, maybe with some accompanying images or video clips.
    Get the information from Discord users, Steam guides, and forum posts. This way it's all information that the players would say "I wish I knew that when I started out" and things which the players think are relevant. This also reduces workload on the devteam since they don't have to come up with all the tips, just combine them from various sources and dump them into the game.
    The terminal could get relocated/removed entirely once a proper tutorial is added. Or it could be updated to serve an additional purpose, like mail & news (instead of them being on the HUD)

    When there is already 1 exit completed, add a 10s delay to Blood Mode beginning when entering Last Scavenger Standing mode. During this delay, the Blood Quota is still set to 1, and completing 1 additional tower will instantly begin blood mode.

    Completing a tower during blood mode causes it to build faster.
    Reduce the amount of time it takes to complete building by half the difference between it and the normal time of exits that opened at the start.
    Exits take 20s to open, so an tower that is finished 10s after blood mode begins would take 15s, a tower that opens 20s (or more) after blood mode begins would take only 10s.
    This way if the tower completes within a second or two of blood mode beginning, it doesn't really matter, but if you manage to complete one after a longer amount of time has passed, you can get out faster.
    So if you manage to finish a tower on the other side of the map while the hunter was defending another during blood mode, you don't have to then evade the hunter for the full 20 seconds.

    Always treat the maximum size of the shield health bar as the full amount
    Level 1 shield would appear with a smaller portion of blue
    This way the person that was shielded can identify how much health the shield has (instead of a level 1 shield being the same size on the HUD as a level 10 shield, so they can't tell)

    Just revert the damn UI hotfix

  • 261_VipeR261_VipeR Member

    • Add playable tutorials like DbD has done it. Videos may not be enough to teach new players.
    How about adding bots or test rounds for new players? [ofc with no rewards so people won't only play it to harvest points]

    • Consider more advertising, I'm sure more players will join this amazing game if they would be aware of its existence.

    • Please take a look at the instant revival mechanic, which can easily be abused by experienced players(!):
    https://forum.deathgardengame.com/discussion/1968/pre-made-groups-with-multiple-healers-shields-are-op-make-the-game-un-fun#latest

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