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Later, we will send out a survey where we kindly ask about your feedback on TDM and the latest update. So, we believe you’re really going to be enjoying this new mode in Bloodhunt that’s coming out with the summer update. You will therefore be able to use your powers more often which is something that you seldom experience in the other game modes. Each arena has a spawning area for spawning, and there will be timed and random spawns of ammunition and loot within grasp.Īdditionally, we wanted you to feel what it’s like to play a fully buffed vampire in this game-mode, which is why everyone will start each TDM game with max resonances. We are launching TDM with 5 different arenas, that are based on predetermined locations across Prague, chosen specifically for their suitability for this game mode, and they provide a good variety between them. But do not be careless with your unlife, you will still want your team to reach 50 kills and win before the other team does! Unlimited respawns means that you do not have to be worried about making mistakes, which means that you quickly can get back to the action and have your vengeance. We felt that 8v8 was a suitable number of players, you can enter the fight along a friend, or alone. Let us start with a brief overview of what this new mode will contain: We are therefore excited to bring you a sneak peak of a new way of playing Bloodhunt, TDM. We also know that there is a large audience that is interested in Bloodhunt but not Battle Royale games. So we hear you, there needs to be more forgiving ways of playing the game so you can experiment with your powers and learn the game while still enjoying the gameplay. Once you enter a game as a new player after having completed the tutorial, even the cultists can put you out of the game quickly resulting in your demise and having to find a new match.
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One of the things many of you told us in your feedback in the various surveys and discussions about Bloodhunt was that the new player's experience can be a bit overwhelming. The testing has been looking very positive, so we feel quite confident that the summer update will show an improvement in the overall player experience. In both these cases, it was not a case of simply doing smaller tweaks to remove the bugs, but partial rework to make a more robust system that is able to handle edge cases more gracefully and be less sensitive to other elements of the game being finished before we can address this one. This improvement has been tested internally, and in these tests, we have not found it to recur. We have improved the method which is used to send information between the client and the server. Or put simply: the server and the client do not agree on the size and shape of the red gas border. Once more, the culprit is instances of server-client mismatch. Player taking no damage despite visually being inside of the red gas.Player taking damage despite visually being outside of the red gas.However, they are divided under two major categories
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But as it is with this type of issue, it has several causes that are intertwined. The fact that our players had experienced different versions of desynchronization of the red gas has been known to us for some time. Any potential anomalies to this can swiftly be addressed in the form of hotfixes as we no longer must wait for dependencies on other components of the game to be finished. Without a doubt addressing this was important to us, not only based on the detrimental effects it has on our players and the competitive elements of the game, but also because of the additional issues it created.Īfter investigating and addressing the root causes of the problem in internal testing, we have managed to improve and verify the remaining issues to a point where the occurrence of this issue has minimal impact on the player experience. In rare instances this could occur more than once in a row. What made the process of attempting to solve this issue more difficult was that there was not just one cause for it, but several, including a backend to client mismatch (desync) when a reload was interrupted by the player leading to non-damaging bullets being fired when the weapon was used, as well as issues with ammunition not being synchronized properly between the client and the server leading to the server moving the bullets out of your magazine, forcing you to reload again to be able to fire again. The famous “reload bug” is a part of this hydra, meaning it started showing its head more often only after we addressed the former. The reloading issues have become more apparent after we addressed an issue with bullet hit registration.