[Feedback] Reboot Patch feedback
Big pile of feedback, just like I did before, some of these might have already been brought up. Some of the bugs might've already been fixed in the patch earlier today.
-Let clones do parkour, even if it's as simple as climbing up a cliff face if the bolt hits near the top. Right now if you're trying to escape and are surrounded by cliffs, as soon as you start climbing there's no way for the hunter to mistake you for a clone. It's also difficult to help someone at a higher elevation since you need to shoot a tree or structure and have the clone drop down on them.
-Could you change clone pathfinding so they prefer to avoid where the user is hiding if the user is stationary? Just a few feet of clearance, right now if the Hunter doesn't notice them they sometimes loop back and go next to the user in a bush, and then the hunter spots and shoots them, killing the clone but also hitting and spotting the user. Seems a bit detrimental if the Hunter fails to notice the clone or the Scavenger, so the clone runs back and stands next to the user.
-Increase the size of the smoke cloud area where it blocks highlights, this might not be needed once the area gets fixed though (it's currently a bit buggy at times, details in bug section below)
-Give some kind of feedback that a Scavenger is getting executed. Either highlight them so everyone can see, or at least make a sound if your healing bolt hits but the revive is prevented because the Hunter is executing. I've seen people use all 3 of their bolts trying to revive someone, and hit with all 3, but they didn't realize the hunter was around the corner, or behind the tree, already executing them, if there's some kind of feedback sound letting the shooter know, they won't waste more than one bolt.
-In the little windows on matchmaking screen that show images of each objective, the Inquisitor is holding the Scavenger in the air, it'd be cool if we could get unique executions for each Hunter +as equipable cosmetic executions.
Quality of Life
-Let Scavengers see what ability other Scavengers have equipped, at least during lobby. (I've had matches where everyone is playing Fog and Switch, got worried we might all have smokescreen) (just displaying the ability icon above them next to their name would be enough)
-On the progress screen, have resources won appear at the same time as xp is getting tallied, rather than after.
-If you exit the progress screen before it has finished tallying xp/resources, then return, have it continue from where it left off rather than starting over.
-Give some penalty for quiting the match (seen entire lobbies empty except for 1-2 Scavengers when they see the Hunter is significantly higher rank) (although you may want to hold off on this until after the player count levels out at a healthy amount, don't want to penalize people and make them want to leave if there's not that many to begin with)
-If someone quits before the match has actually begun (Scavs released into arena) allow the person that left to rejoin, or other people join in their place.
-If in the main menu area, and alt-tabbed out, reduce volume or mute game. If someone wants to watch a quick youtube video without exiting the game, it can be annoying to need to bring up a vulume mixer control to mute the game. (though make a visible/audible notification if they're in a match queue and get a match while alt-tabbed out, something like the popup like Smite does if you're alt-tabbed and get into a match)
-Display how much bonus health and stamina Inked gets in the description of her unique passives, either as percentage or flat amount.
-Let us preview the prestige cosmetics, so players can decide if they like them enough to work towards it on a specific character.
-Bring back a tutorial, and include some more depth to it than the little popups (also increase depth of the information on the popups) (I've met Freerunner rank Scavengers that didn't know you could ping by pressing Q)
-Allow players to view all of the popups in the menu, so they can read them all immediately and whenever they want, rather than waiting for them to pop up.
-Once Blood Mode activates, remove the display of how many power cores the hunter is carrying, they have no use at that point and just clutter the UI.
-Put Crouch hold option in Hunter/Scavenger options, rather than shared. I like crouch hold on Hunter (because you don't need to crouch often) and crouch toggle on Scavenger (because you need to crouch often to hide, so hold would be annoying).
Changes to Drones; I love them, but they can be a bit too pervasive, I played a match in which the drone spawns lined up to create a wall cutting the map completely in half because their vision overlapped, and had 3 drones covering each blood deposit, if one person wanted to deposit blood, the'd need to use power cores to destroy the drones, otherwise they'd already be reactivating by the time the last one is destroyed.
Do one or some combination of the following:
-Add in new drone types, but leave the number that spawn about the same (so there's less of any single type) (ideas for new types below this list) (the best one)
-Put a cap on how many drones can be active at once (yuck)
-Reduce the number of drones that spawn during map generation (eh)
-Change how their locations are determined to prevent full-map-length walls & 3+ drones overlapping a single blood deposit (b a l a n c e)
-Reduce their vision area but make them patrol, covering the same area(or more), but not all of it at once. (cool)
-Make Drones have an duration timer, where they need to recharge for several seconds after a certain period of time, allowing people to run past without destroying the drone if they time it correctly. They reactivate on their own once the recharge is done. For example duration values: 30s on, 5s off, 30s on, 5s off. (interesting at least)
New Drones; I wouldn't suggest you add new drone types and then not at least toss some ideas at you:
-Smaller drones that have reduced vision area and will patrol instead of remaining stationary (if they spot you, they might try to follow you a bit)
-Stationary drones attached to walls/trees that have a different vision angle, like they're a security camera (there's a box on the ground below the hunter interacts with to activate, rather than having to climb the tree/wall). The vision cone may or may not move (camera turns and looks around)
-Tower drones that have a 360 degree sweeping laser that's blocked by terrain, if the laser touches you, it highlights you for several seconds, but the drone itself just continues doing sweeps. (imagine a pole 2 stories high, the laser comes down at a 70-80 degree angle from the top)
-Some kind of 'hive' drone with a wide area that reduces the amount of time you need to remain stationary for the little drone to come sit on your head if you're inside (has long repair time).
-Manually activated pulse generator. Limited amount spawn and it costs some amount of power cores for each activation. When activated, it releases a greyed-out pulse (like the grid-shaped pulse that gets released during blood mode). Once the pulse has covered the entire map, it activates (turns red) and returns, highlighting anyone it passes over for several seconds (not as long as a hacked crate, this is a handicap for a Hunter facing significantly more skilled Scavengers, and a 'reward' for activating most/all of the drones, so now they have spare power cores to spend on this.) The pulse goes out greyed and not highlighting, which lets Scavengers see it and gives them time to prepare, the closer you are to the generator, the more time you have to prepare, but the farther from the generator, the more likely the hunter will not be able to reach you before the highlight expires (if you're not able to avoid getting highlighted), giving him only a vague idea of your location. Can't be destroyed /or/ destroying it during channel causes the pulse to return immediately (odds are, highlighting yourself for the sake of protecting the others)
The new drone types would also spice up the game significantly if Scavengers had to look out for more than one type of drone