SomeOldDude

Legit Tactic, Cheat, Or Glitch: One Hit Kill Still Available.

Recommended Posts

Okay, a little background.  I was got paired up with a player and he was using a major cheat.  He would OHK the nest and then teleport to the next.  I posted the video: https://youtu.be/JlypLiECwLk

 

For grins, I Googled his name and found that he was a YouTuber. It looks like some teen goober having fun at others' expense.  (On the bright side, at least he's not breaking into houses or vandalizing cars for "fun." Cheating in an online game is inconsequential in comparison. )  He even has a video detailing the trainer he was using: https://youtu.be/RYoK9o9LXXM and then shows how much "fun" it is to steamroll NHs here:  https://youtu.be/BD-Y3_4T_aw  In another video he says he has a theory that if you defeat a NH in a flawless victory then you rank up much faster.  This must also be part of his reasoning, that and pure unsportsmanship like conduct.

 

Given that he also has another video in which he claims to have a method to OHK a NH and supposedly it's not a cheat.  Understandably questionable considering his other methods.  It's essentially using a high level double-bitted axe and throwing it while the NH is anywhere in the Ground Pound sequence.

 

Is this another cheat or is it a legit attack?  If so, is it an exploit that needs fixing?  Your thoughts?

 

Edited by SomeOldDude

Share this post


Link to post
Share on other sites

Hello there! 
We don't aprove any cheats or trainers usage as it testifies pure unsportsmanship. That's not on.
As for the OHK matter - this is not a glitch, it's intended. Groundpound is a very, very strong attack, and one of it's cons is that its user is very vulnerable to counterattacks if he uses it at the wrong time.

Besides that, the double-bitted axe is a very strong weapon. So for some word of advice - wage each attack attempt and try to outsmart your enemy!

Share this post


Link to post
Share on other sites

Not sure I'd consider 50dmg a very strong attack. Especially when it can be interrupted with a drop kick.

 

I feel the risk/reward ratio for the ground pound is a little skewed. Reward? 50dmg with some knockback depending on if you upgraded it or not. Risk? Death (chances increase tremendously with each additional player). It needs to either do more damage up close with stun on the ground OR less recovery (scales with players).

Edited by jcks

Share this post


Link to post
Share on other sites

I don't think that's right.  A missed GP already puts the NH in an extremely vulnerable position.  A survivor can issue three strikes before the recovery time is over resulting in a death.  It's easy to miss a GP for various reasons.  Some have nothing to do with NH timing, but game mechanics like the survivor being on a different level than the NH.  Additionally, a GP is sometimes used to put out flares--that's a strategic hit that results is a miss animation.

 

So, now add in a ranged OHK into the mix...

Share this post


Link to post
Share on other sites

I still can't believe how fun btz is, even if the new content makes Kyle Crane promising on buggies. 

 

Concerning cheating: The line between legitimate change/development and cheating is often a thin one.

 

Within some system/theory/program, what can often appear as a cheat, hack, or unfair advantage, especially to those immediately affected, can become an evolutionary step forward for the whole system/theory/program, when viewed more objectively from the outside. See the vital role of invasive plant species or behavior of predators that it took for humans to evolve into what they are. I'd argue that similar dynamics appear in game development over time.

 

Policing never really works, if we're honest. Most sorts of prohibition are idiotic because they don't take account of this sort of point: change will happen and if rules and punishments are absolutely harsh and tight, all we guarantee is that that change, will happen elsewhere without us. We can only hope for self-policing as some of the "cheats", e.g. Kyle jumping half the map, could be something to look at, when thinking future iterations/updates to Night Hunter's agility and movement for example, should we be so fortunate. The Night Hunter should be able to jump like that, within some defined limits perhaps... :D  

 

I agree, most of it is bad sportsmanship, like people hacking nests in one shot or invincibility and the like. But some modding can make a game develop into something fresh or open it for new perspectives.

 

The difference for me in gaming contexts can follow some rule of thumb like "Don't mess with the will or intentions of other players wanting to play and have fun", which can be clarified: Are they playing the game/mechanics they agreed to play when pressing start, where e.g. mortality of your opponent, balance of the game etc. is part of the agreement to play?

 

If the answer is yes, other players' intention to play is not manipulated, and the cheat leads to more fun game play, then good for the "cheater", who is closer to a creative force that pushes development of the game forward than "evil cheater" label would suggest. If the answer is that somebody is indeed mucking with the other player's will/intention because they are say immortal without the other player's knowledge, then we have some sort of bullying situation and it becomes understandable that some feel that a game is no longer a game/fun.

Edited by Chickeninja

Share this post


Link to post
Share on other sites

Interesting point of view Chickeninja. We work on "cheaters" matter, and each fresh idea will help us in brainstorming and coming up with solutions. We all reading this thread. keep posting. Thanks for your support!

As for bringing cheats into the actual, legit gameplay, we already tried that on April 1st, and it brought so much fun!

Check for yourself :)!
https://www.youtube.com/watch?v=N1cUe3Cvk28

Share this post


Link to post
Share on other sites

Interesting point of view Chickeninja. We work on "cheaters" matter, and each fresh idea will help us in brainstorming and coming up with solutions. We all reading this thread. keep posting. Thanks for your support!

 

As for bringing cheats into the actual, legit gameplay, we already tried that on April 1st, and it brought so much fun!

 

Check for yourself :)!

https://www.youtube.com/watch?v=N1cUe3Cvk28

 

Yes, I enjoy most specially themed weekends.

 

What is great about this, besides the fun of dropkicking people/zombies over a mountain, is that the game shows it is open for the right kind of experimentation; i.e. the fun kind. One way around the bad sportsmanship/cheater phenomenon, would be to simply extend that: to have developers and/or map designers experiment so much with things like spider crane or changing any set of parameters boldly, that people have less incentive to look for cheats because the game already offers such game play.

 

A naive idea, because I know nothing about realistic feasibility/costs/work in areas of game design, that might be worth considering:

 

A game mode that is purposefully conceived to constantly develop the above kind of bad batch experimentation into better game play for all, with regular, continuous modification of different kinds of parameters, from subtle changes to really weird, unusual settings would be exciting + keep the community active in communicating whether any of the modifications are worth making permanent.

 

For example, a player opts into "weekend/experimental/Dev Tools game" and they get a notice that "In this week's experimental game, Survivors get a superhuman jump ability, while every second spit of the hunter features strong magnetism (for the zombies that need glasses), on a new map made by xyz". Or something like this that would make it easy for lazy guys like me to opt to play the stable, main version of the game or opt to play something crazy that community and/or developers have cooked up. If such option were easily accessible and not too complicated to set up from user pov, I'd even be prepared to pay some subscription or DLC fee, as this would mean that the game stays interesting and at cutting edge, while getting better.

 

A good side effect would be that people concern themselves with finding the funnest ways to play the game from all perspectives and be less concerned with their pride of "winning or losing". Cheating would become increasingly irrelevant, as it would only distort things, because the game would be technically open for any modifications IF they come in a fun, well-conceived, global package. The best ideas could then naturally migrate to the more stable, main game. And there would be no shame in being on the losing side for sake of experimentation as everybody would be a kind of test pilot. Allowing them to give feedback efficiently after some games would be an indicator as to what is fun and feels fresh.

 

Sure, this is unrealistic and probably costs too much in time and resources. But in terms of my original argument above, it just illustrates what is already being done with bad batch experimentation and takes that same step a bit further: the way to dissuade people from cheating is to be faster and beat them at their own game. Winning the competition for "fun from all povs" makes cheating nonsensical.

 

You guys have made an awesome game and I can't wait for the buggies and whatever comes next! :)

Share this post


Link to post
Share on other sites

I think a cool concept for the Night Hunter would be a Berserk Mode.

 

Whereby the Night Hunter goes Beserk, Glows Red and Huffs like an Angry Bull.

 

 

  • Slight Speed Penalty.
  • Slight Tendril Use Penalty.
  • Increased Climbing Speed.
  • Auto Tracking Tackle that can catch Players that Evade.
  • UV Exposure reduces speed penalty.
  • Call of the Horde. Summon Zombies. (Limited Use)

 

Activation of this can be Caused by when a Complete Nest is Destroyed.  Or when the Night Hunter has been killed so many times.

 

This would give Players a Real reason to fear the Night Hunter.

 

What do you think ?

Edited by Chaos_Deception

Share this post


Link to post
Share on other sites

I think a cool concept for the Night Hunter would be a Berserk Mode.

 

Whereby the Night Hunter goes Beserk, Glows Red and Huffs like an Angry Bull.

 

 

  • Slight Speed Penalty.
  • Slight Tendril Use Penalty.
  • Increased Climbing Speed.
  • Auto Tracking Tackle that can catch Players that Evade.
  • UV Exposure reduces speed penalty.
  • Call of the Horde. Summon Zombies. (Limited Use)

 

Activation of this can be Caused by when a Complete Nest is Destroyed.  Or when the Night Hunter has been killed so many times.

 

This would give Players a Real reason to fear the Night Hunter.

 

What do you think ?

 

Sounds like something any hunter would want to try. B)

 

Why the speed and tendril penalties though? If hunter goes berserk, wouldn't he be faster?

 

I really like the suggestion that something like this happens after a complete nest is destroyed. There is a story related reason for it; that night hunter's volatile babies got killed, so he flies into a rage. But there's also tactical rationale: when survivors kill the last spawn of a nest, the hunter has probably used up most of his spits and shields in the battle that led to that point.

 

As it is now, playing hunter I usually retreat to lick my wounds here, charge a spit and shield or two, and wait for next opportunity, which pretty much sucks the life out of that part of the match. Often, to avoid this scenario and keep the pressure up, I'll try to go in and get a pounce, some ground pounds, or tackle regardless, which often gets me killed :rolleyes:, but charges empty spits faster if I'm low on recharging.

 

Survivors have the upper hand tactically as all they need to do is disperse. They have the luxury to retreat any which way they want. But if hunter goes berserk, then the survivors that move with stealth and care would be rewarded over the ones that go straight for the next nests or hunt the hunter. This type of change would restore tactical balance somewhat and is exactly the kind of thing I'd love to play around with.

Share this post


Link to post
Share on other sites

Im totally fine with people trowing their weapons after a hunter had missed a ground pound but there is also an exploit in this because recently some ultimate survivors have found out how you can trow your weapon at people when they are still in the air trying to ground pound or even when they just stopped tendrilling making them stand still in the air giving the survivor just enough time to trow their weapon which has made it almost impossible for a hunter to come close and stick a spit this has even happened when i uv blocked them and was bussy pouncing me and they still killed me with throwing their axe. This practically makes killing them impossible so please fix the fact that trowing heavy weapons is a ohk

 

Sorry for the long post :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now