Features
- Goat Mineral feeder & Mineral block
- Baiting overhaul – more in the Developer blog




Features
Background
For quite some time many players have been reporting issues with the baiting system in theHunter, chief among the symptoms being a lack of activity at bait sites. Although not an opinion shared by everyone, it seems the general consensus among the active community is that the system was altered and “broken” at some point. Some players still enjoy acceptable and in some cases generous yields at their bait sites, while others have no such luck. This inconsistency, especially for those adversely affected, has cast a shadow over the value bait sites add to the game.
Overhaul
The good news is we have spent a great deal of time reworking the system and are pleased to introduce brand new, simplified baiting mechanics. We consulted a small panel of trusted advisors from within the community during the game design review process and we feel that the new system offers a balanced and reasonable compromise. Please read this document carefully as it contains important information about how the new baiting system works, how it compares to the old system, and what players should expect in terms of results. It is important to emphasise at this stage that the old system generated far more baited animals at bait sites than Expansive Worlds ever intended from a game balance perspective in the original game design. For that reason, players should not expect the new system to be comparable.
The “Good” Old Days
The activity at a bait site in the old system was determined by a lot of variables, most of which the player had no knowledge of, or control over. For example when a feeder was placed in a reserve, the client determined how much of the attraction zone (imagine an invisible circle around the feeder) overlapped the spawn map (imagine invisible patches on the map where species can spawn) for the species in question. The result was a figure from zero to 100, based on the percentage overlap. So if approximately 75% of the feeder overlapped the spawn map for that species, the maximum attraction level that feeder could ever reach would be 75. That is just one example, there were many other variables involved, making the system utterly complicated.
Simplify
One of the objectives when setting out to rework the baiting system was to simplify it. Not only to make the experience for the players more consistent and hopefully more enjoyable, but to make the system easier to debug, maintain, and further develop in the future. To simplify the system, some important decisions were made which have changed how baiting works now. We understand that some players may have preferred a more complex system which had a lot of unknown variables resulting in unpredictable behaviour, but it is our hope that the new system will offer better value without removing all of the challenge from baiting.
Attraction
The new system no longer has any concept of attraction, formerly a number between zero and 100. A feeder now has a status, and this can either be “active”, “inactive”, or “penalty”.
When you place a new feeder in a reserve and add some bait to it, the initial status of the feeder will be inactive, for a period of 4 hours (real time). During that four hour period, the feeder will not bait any animals. After the 4 hour “warm-up” period, the status of the feeder will change to active and two things will happen; the bait will start to deplete and the feeder will be capable of baiting animals.
If you let a feeder run out of bait, the next time you add bait the 4 hour “warm-up” period will start again. This can be avoided by keeping feeders topped up with bait at all times. Topping up a feeder which already contains bait does not restart the “warm-up” period. A feeder that is kept topped up with bait will always remain active and capable of baiting animals.
If you shoot a baited animal near a feeder, a 30 minute (real time) penalty is applied to that feeder. During this time the status of the feeder will change to penalty, and the feeder will no longer bait any animals. After the 30 minute penalty period, the feeder will return to active status and will start baiting animals again. The penalty cannot be circumvented by ending the current hunt and starting a new one. In a multiplayer game, only the host can invoke the penalty by shooting a baited animal at a feeder.
Bait Consumption
This aspect of baiting has also been simplified. Bait is now consumed in a constant linear rate, whereas before it was determined by the attraction level of the feeder. The bait consumption rate is 10 units every 24 hours (real time). That means a full feeder will run out of bait exactly 5 days after being topped up.
Location, Location, Location
The location of your feeders still matters, and for that reason we have simplified this process too. Now, if you attempt to place a feeder in a location where the corresponding animal does not spawn, you will not be able to and will receive a message to this effect. This is to avoid a situation where a feeder generates no activity. This does not mean location becomes irrelevant. Some locations will still generate better results than others. This is when it becomes important to discuss locations with hunting buddies and fellow community members.
Expected Numbers
For most players an important question now will be “how many bears or hogs can I expect to see at my feeders now that the system has been overhauled?”, and the answer is, it still depends on location. The new system has been written in such a way that results should be more consistent. If you place a bear feeder in the same location as your hunting buddy, you should see pretty similar results in most hunts. There will always be variations in activity due to the random nature of the spawning system which theHunter uses, but in general results should be more predictable.
Existing Feeders
If you have an existing feeder and want to start using it again, all you have to do is add some bait. Depending on the current location, you may want to consider moving it if you feel the area is not optimal. Once you add bait to an empty feeder, remember the 4 hour “warm-up” period will start and during this phase the status of the feeder will be inactive.
If you already have feeders with bait in them, please remember that the new system is now in place and consequently, you may notice differences in the rate of bait consumption. This is particularly true if you have a feeder in a bad area which previously resulted in a low bait consumption rate. The result is a possible drop in bait in some feeders. This is not a bug and is to be expected in some cases. Unfortunately this is unavoidable but should balance out in the long run.
Technical Overview
Roberto (our lead client programmer) and I were tasked with the baiting system overhaul, and neither of us had any idea how the previous system worked, or what would be involved in beating it into shape for the new design. As is the case with many things in theHunter, it was far more complicated than it perhaps needed to be, and everyone who had ever touched the system before had either left the company, or left the team to work on other projects and probably forgot the words “baiting system” forever.
Björn Öjlert, the original game designer now working on theHunter: Call of the Wild, kindly gave us valuable feedback on how the original system was supposed to work, which helped us understand the reasoning behind some of the existing code. Needless to say though, it was still akin to wading through porridge, at least in the beginning.
The baiting system, from a technical perspective, is essentially a combination of interactions between client and backend. When you start a hunting session, the client requests information from the backend. Included in this data is information for each feeder on that reserve, including a series of timestamps (when the feeder was placed, when bait was last added, and so on), information about how much bait is in the feeder now, how much bait was in the feeder after the last fill, and more. During the hunt, any interactions with a feeder by the player (e.g. moving a feeder, placing a new feeder, filling a feeder, shooting a baited animal at a feeder) result in calls to the backend API to update the data for that feeder.
When you open the launcher and view a reserve map on which you have a feeder, a similar API call is made to the backend to obtain information for that feeder, which drives the mouse-over pop-up box containing the feeder’s status and bait level.
Final Thoughts
As with any change to a system which has been in place for a considerable amount of time, we acknowledge that these changes will evoke various reactions. Some might find the new system too simple; others might welcome the change and consistency. We endeavoured to find a compromise and we are happy with the results.
From a development point of view, we have made good progress and taken a big step forward in terms of understanding how the baiting system works. Very little of the original backend code remains, and what exists now has been optimised. We now have a solid platform upon which we can build in the future, and one which made adding the goat mineral feeders far easier than it would have been with the old system.
We can now, without any shadow of a doubt, say “the baiting system works exactly as designed”. We hope you enjoy the new system.
Share thisHey all you good hunters,
Have we got good news for you? I think we do!
Overhauled gameplay for feeders and bait barrels
After some weeks of blood, sweat and tears, we are finally ready to introduce the simplified and improved baiting system. From its initial implementation, the system has been a complicated interplay of client and server code which made it not only prone to breakage, but also difficult to troubleshoot. Our primary goal was to simplify it to make it easier for players to understand and for us to maintain, all while keeping the hunting fun in check and not throwing game balance out of the window. Not the easiest task but hopefully we succeeded. We are curious to hear you feedback! Please make sure to read this detailed developer blog from David (caledonianblues) who worked closely with Roberto, our lead client programmer. Together they have been responsible for the server and client-side sorcery of this project.
It’s time to bait dem goats!
On that note, today we are also adding a new player in the baiting gallery of theHunter. Meet the Mineral Feeder for Feral Goats! It works in the same way as bear barrels and hog feeders, you place the feeder in a location where the goats are likely to roam, put a special mineral block in it (you can buy it for both em$ and gm$), put up a tripod or a tower and wait for billies and nannies to come by to lick the delicious salt. Have fun with new feeders!
Hunt-a-thon to win theHunter: Call of the Wild
We’ve teamed up with the theHunter: Call of the Wild team to bring you a special Hunt-a-thon competition in which you can get a piece of both games. Not only it will be our first Feral Goat challenge, but we are also going to raffle 5 copies of theHunter: Call of the Wild (and 5 special theHunter: Call of the Wild t-shirts) among all players who will get a score in it! The competition starts tomorrow, but you can already join it on the competition page.
Reserve load-out bundles
We’ve just put a couple of freshly baked load-out bundles from the winners of our community competition in the store. Here is the Rougarou Bayou one from Moohy55 and here is the one for Bushrangers Run from Takedown87. You can find the previously released bundles for Val-des-Bois from waiora, Hemmeldal from SloNeZ, Redfeather Falls from holliday50 (Hawkeye), Logger’s Point from WNorton.
That’s it from us for today.
Happy hunting!
Share thisHello hunters,
Here comes your weekly batch of news from the theHunter headquarters!
Here we goat again…
Earlier this week we released our awesome Feral Goats onto Bushrangers Run and, judging by your feedback, you’ve been enjoying hunting them a lot! We also think the goats bring a special touch to a reserve that has been lacking a fulfilling hunting experience for a long time.
The diversity of fur, colours and horns is something that makes this species unique and fun. Here is the thread for you to check all of them and how about post one of your own trophies? The “melanistic” ones that you could see in your hunt history post-release are actually the common black variation. Earlier today we released a patch fixing it and your hunting expeditions should now show the corrected info.
Right now there is also a pretty high ratio of piebalds and greys of different kinds, which are supposed to be slightly rarer than (think three times as rare) common ones. You can regard this as a release gift, we will tweak the ratio slightly in the next patch. 😉
Currently our goats can only be hunted using the good old spot-and-stalk method, but we are soon going to introduce mineral goat feeders (together with nifty salt blocks) to add an additional level to their hunting gameplay. Stay tuned!
Baiting System Review
Together with the new mineral goat feeders we will also be releasing the overhauled version of the baiting system for bear barrels and hog feeders. The new system features significantly simplified gameplay which we believe will offer players a more consistent experience. It also makes the system a lot easier to work with in the future. Upon release, David is planning to share background info about the changes to the system and technical specifications in a developer blog similar to the one Luna created for HS 2.0.
Deployable towers and scent hounds promotion
Today is the last day you can take advantage of our bonus gift promotion during which you can get a scent hound (female, light coat) and Deployable hunting towers Bare Wood when buying em$. There are a couple of hours left of the promotion, so hurry up while you still can. We’ve also added some heavy discounts to a lot of items in the store for you to spend your newly acquired em$ on.
Last but not the least, say hello to our new team member. His name is Linus and he has recently joined us as a Client Programmer. Read his intro below and say hello in the forums. You know the drill.
Welcome Linus!
My name is Linus Sköld, I recently joined theHunter Classic team as a programmer after having worked on theHunter: Call of the Wild. I started my internship at Avalanche Studios back in the end of August 2016, this is part of the last year of my education at The Game Assembly where I (obviously) studied programming.
Some of my favourite games are World of Warcraft (huge lore nerd), Star Wars Jedi Knight Jedi Academy & Outcast, most (not 13) of the Final Fantasy games, Bravely Default & Second, Fire Emblem . There simply are too many great games to count that I have as favourite, but if you need to have a strong defined ONE game it’s World of Warcraft, 10 years of my life has gone into that game and I ain’t stopping now.
Other than playing tons of games in my spare time I do a lot of programming on my own to learn more about how things work and how to come up with smarter solutions, I also read manga, watch anime, and go to the gym to not have my back destroyed.
I hope to get along with you all, see you in the wilds!
That’s it from us for today, happy hunting!
Share thisGame Design notes: Our Feral Goats have a lot of different fur textures (three common ones and a bunch of rares, all of them are present in both short and long fur variations). Their horns also vary significantly, featuring four main horn types of various sizes, with different degrees of rarity which, together with the assorted fur, provides a wonderful variety.
The scoring is based on CIC scoring. However, we had to make some adjustments to make it work for our game, hence the scoring will not always be comparable to e.g. Alpine Ibex.
The horn score is based on the actual size of the models in the game. The Feral Goats we have in the game are a pretty small variant. In real life these animals have different body sizes depending on where in the world they live, along with other influencing factors. Ours are small, therefore we had to keep the horn size down a bit to fit the model. We adapted the score for the horns to fit the references we have, so head:horn ratio should look accurate.
As a result, the largest horns can reach a really high value while the smallest horns can have a smaller value than what CIC score calculation would suggest.
Please note that currently some lower scoring Feral Goats will have CSS 0. We are looking into this issue and it will be fixed in the next patch.
Share thisHowdy hunters,
Time for a status update!
Hunter Score 2.0 and Dev Blog
In case you missed it, last week we released Hunter Score 2.0. You can check the game design notes here. In addition, Luna has written a technical overview document about working on the feature in which she shares some details about the whole backend infrastructure of theHunter. If you want a better understanding of how the infrastructure of theHunter is built and how your hunting data is being moved and stored, please do have a read (TL; DR It ain’t a piece of cake).
With Luna’s blog post we would like to start (or resume) our Dev Blog. We’ll try to share more details about the murky waters of game development and behind-the-scenes of the development of theHunter. You can expect similar write-ups from different crafts when we bring out bigger features, for example the upcoming changes to the baiting system.
In general, the release of Hunter Score 2.0 went smoothly from a tech perspective. There have been some minor issues which we fixed last week. We also released a small patch fixing the infinite download loop for our launcher and game opening with Steam at launch. Luna continues monitoring the forums and jumping on issues as soon as they arise. We’ve just fixed the display glitch in the achievements panels, when all achievements would appear as if they were earned today (we thought about you stancomputerhunter).
The feedback we received about the new Hunter Score so far has been various and the discussion thread infinite and very interesting. Your engagement and passion about this feature has been fascinating to observe. I’ve responded to some criticisms that were being brought up in the discussion, but would like to iterate some of my points here to reach more community members. This change was made because of the community feedback, this time about “reskins” that we have been receiving for years and that we believed was fair. Everything we do we try to base on your feedback, but of course the design went through many iterations, mostly because of the technical and game balance requirements.
Following the post-release feedback, we increased the Ranks cap to 1000 and kept it consistent regardless of species, weapons or collectibles. If we were to introduce more Ranks in the future to make the system more versatile, which ones do you think would make sense to have?
Very feral and very cute
Our lovely feral goats are already jumping and kicking on our beta server, sometimes kicking it over in the meantime, but all within the scope of the testing phase. We are happy with the progress and we like what we see. With Feral Goats we will be introducing a species variety that we have not seen in theHunter yet. Not only will they have different textures and fur, but also different types of horns with different scoring! Here are two sneak peek screenshots for you to catch a first glimpse of what is coming.
Bighorn Sheep Missions
Yesterday we released the first pack of missions from our last game design competitions. Bighorn Sheep missions by freck1es! We also put together a small but great bundle in the store with some stuff for your Timbergold Trails adventures. More missions and competitions for Timbergold Trails animals are coming soon.
St. Patrick’s Day Event
Tomorrow our traditional St. Patrick’s Day event is starting, don’t miss the announcement and make sure to join us for some shamrock-inspired hunting.
That’s it from us for today.
Happy hunting
Share thisLast week we released Hunter Score 2.0. From a backend perspective, this was the biggest change we’ve had in quite a while, and it touched quite a few systems. For those that don’t know the details from a game design perspective, please refer to Alena’s post.
In this blog post, I will discuss what has been done from a technical perspective.
Preamble: theHunter’s server architecture pre-Hunter Score 2.0
Before I can explain how the new architecture looks, I would like to go over how the old (and current, mostly, see further) architecture works and is set up. We’ll do this back to front, meaning we’ll discuss the layer the furthest away from the player first.
– _Storage_: The SQL database: We use google Cloud SQL to store all the data related to the game, nothing special here, Google takes care of our database, it’s mostly stable.
– _Caching_: Google App Engine’s managed Memcache, with 10GB of dedicated memory.
– _Servers_: Google App Engine (PHP and Python): This is where it gets more challenging. We use Google App Engine to serve the website, as well as the API for the game. The website is a mix of PHP (inherited from the olden times before Expansive Worlds and Avalanche Studios owned theHunter) and html/css/javascript. The API servers meanwhile are written in Python 2.7, both the PHP and Python code are running on App Engine, and connect to the Cloud SQL database and memcache.
– _Cloudflare_: Cloudflare provides an additional layer of caching, it will cache static files such as images, html, css and javascript files, so our web server does not get swamped.
– _Website/Launcher_: The html/css/js served by the web server will be rendered by either your browser, or the game launcher. It is a single page app built using pretty old versions of marionette/backbone frameworks(the ones released back when the website was built).
Challenges
There are several pieces in this stack that are posing challenges for us in the dev team, the main one being the current server/web stack.
– These old versions of marionette and backbone are incredibly verbose and troublesome to work with, making any web changes slow and hard to test.
– The App Engine servers have no unit tests nor automated integration tests, this makes them prone to breakage, especially with the weakly typed languages that are being used.
– The servers have no sane error checking, making it impossible to tell the difference between a user sending an incorrect request and genuine server errors, this makes logs dramatically less useful than they should be.
– Database consistency was not considered during its development, meaning that errors can sometimes cause data corruption, which burdens both the players and our support team.
– Much of our static game data (such as which achievements are available to players, which animals spawn where, etc.) are stored in JSON files. While this is a practical format for developers, these files are most often changed by the game design team, this leads to occasional breakage whenever a single comma or quotation mark is forgotten.
What we’re moving towards
With the release of HS 2.0, we made the first steps towards improving on all this to move towards a more stable server architecture. The idea is that we will minimize the amount of changes made to the Python/PHP servers and instead start building on a new server stack, written in Go and hosted on Google GKE (Google Container Engine: A Managed Kubernetes cluster).
How does this improve on our problems, and why aren’t we just fixing the current servers instead? Well, I’m glad you asked, there are several reasons:
1) The main and most important reason is that, to fix the current servers, we’d need to rewrite them anyway, a lot of individual pieces are poorly designed (from a technical POV) and exhibit unexpected and undocumented behaviour in many cases. Writing new pieces and making sure they are well documented and don’t exhibit such undocumented behaviour solves this issue.
2) Weak typing and lack of unit tests: Python and PHP are both weakly typed languages, combined with the lack of unit tests, this makes any large refactoring or change extremely prone to breakage and passes the whole burden of ensuring correctness for any change onto the QA team, this is not sustainable. Rewriting piece by piece from scratch and making sure we have good unit tests coverage and use a strongly typed language for the new pieces solves this issue.
3) This allows us to move static game data to an administration panel, much easier to use by the game design team.
Upgrade approach
We are not going to be rewriting the whole server stack in one go, this would take months if not years, and would completely stop development of new features.
Our path forward consists in rewriting piece by piece as we make new features, the first step in this was made with the release of HS 2.0, we’ve moved the achievement system from JSON files to our administration panel, we’ve made an administration panel for ranks, and we’ve written an entirely new server for all of it that is now hosted on kubernetes. The new achievement and ranking system does API calls to our new servers written in Go, which are hosted in a kubernetes cluster on Google Cloud.
Compared the the Python servers, we’ve already noticed a huge increase in stability and performance compared to the old, the logging is also much better and they have full unit test coverage.
Hope this was of some interest to you. If you have any questions, please do not hesitate to ask! I am looking forward to working towards a more stable and faster theHunter experience.
Share thisHowdy hunters,
Welcome to another Thursday at theHunter Classic, where it’s status update time.
Hunter Score 2.0
Earlier today we released a new updated Hunter Score system. It features ranks, Steam achievements, special badges and header images for achievement collectors, as well as a new avatar presentation in your profile. You can find all the details about the new system in these game design notes. This has been a big feature for the whole team, Luna has been working on all the backend magic, Johan has created the great art and our new client programmer Linus has sorted out the code for the Steam achievements. Thank you guys, you’ve done a tremendous job <3
We are going to closely monitor our servers in the next days and jump on any issues that might be likely to occur when a feature of such magnitude is implemented. We’ll be answering any questions you might have, listening to your feedback and keeping you in the loop about the progress in the respective forum thread.
New Animal
As you know, we have been working on a new species for quite some time now. It is indeed headed for the outback of Bushrangers Run and it will be a Feral Goat! We chose them because we thought they would fit well in that reserve, and they offer what we believe will be some very interesting trophy hunts. The horns and fur can look in all manner of crazy ways, making hunting Feral Goats a unique experience every time, plus they make really great sounds. We are hoping to be able to share some sneak peeks with you in the upcoming weeks.
Baiting Changes
In response to your feedback, we have taken a stab at our baiting game design. David and Roberto have been digging deep into the code and trying to find ways to tweak the system. We even went as far as consulting our previous game designer Björn, as well as Danny, the client programmer who implemented the system in the very beginning. The conclusion is that bait sites have never worked as designed, so what we are trying to do now is find a way to make baiting gameplay more rewarding without compromising the integrity of the game. All I can say right now with certainty is that we will not go back to they way it used to be before, when you could have 10 bears at one barrel and 20 pigs at the feeder, climbing over each other trying to get to the bait. This was simply not good hunting in our book, so we are aiming to find a reasonable compromise.
Game Design Competition Winners
A while ago we ran a game design competition for missions and competitions for the animals of Timbergold Trails, and now it’s time to announce the winners!
You might notice that there is no winner for grey wolf missions. This is because we felt the quality of submissions was slightly below that of the other species, and we feel this species deserves a high quality mission pack. Our internal game designer Patrick is going to work his magic on this pack of missions, making the set complete.
We are going to post the winning entries in the competition thread shortly and hope to introduce the mission packs and competitions soon, and take this opportunity to thank you all again for your participation and creativity in this competition. The winners will receive their rewards and coveted “almost Dev” jackets as soon as they contact me via private message to specify whether they want em$ or membership days, as per the original post.
And finally, please do not miss the last hours of our Womanly Woman competition – those foxes aren’t gonna harvest themselves!
That’s it from us for today!
Happy hunting!
Share thisFeatures:
Bug fixes:
In progress:
After many years of service and having been applied to countless thousands of hours of the most realistic hunting experience, our once brilliant Hunter Score system has lost its appeal for many players. The reasons are numerous, the most brought up being the amount of weapon variations which we’ve added over years, each carrying its own achievements, further influencing the Hunter Score figures. Another one is that it has become somewhat of a never-ending and demotivating task to increase one’s Hunter Score, with the Achievements bars being set so high.
The challenge to redesign a system with such a huge amount of data, affecting every single player we’ve ever had, hasn’t been an easy one, and what we’re releasing today has gone through many iterations. Our main goal with the new system was to find a balance between preserving what you’ve already achieved in the EHR while adding additional levels to the Hunter Score which would eliminate the problem of weapon variations, making the system more compelling for beginner hunters (imagine joining the game and looking at the achievement progress bars of top players) while still attractive for players with many years of EHR hunting under their belt. As much as we would like to introduce even deeper identifiers of one’s hunting skills and the breadth of one’s gameplay (such as, we wanted to add Hunter Score points for completing missions, harvesting rare animals, competition trophies, harvest value etc.) this has proven to be a huge task for us, at least for the time being given our resources and other projects in the pipeline. In the new improved system, we’ve removed “Exploration” from counting towards your Hunter Score, as this is one of the most controversial categories. Instead we replaced it with another category (which some might find as controversial). That new category is “Collectables”, inspired by community feedback relating to mushrooms and other treasures being meaningless.
Long story short, after months of hard work we are proud to present you with the new Hunter Score. In a nutshell:
1.Achievements. Our Achievement system will remain untouched in terms of numbers and thresholds. However, it will represent nothing more than in-game achievements. As usual, you will receive an in-game pop-up and hopefully a sense of gratification after reaching achievement milestones, but this progression will have no direct impact on your Hunter Score. Achievements will become a means of gauging your own progression, competing against yourself to become a better hunter, but not something to compare yourself against others in game.
Turkey – 90 – 100% existing achievement points
Red Fox – 75 – 89% existing achievement points
Black Bear – 50 – 74% existing achievement points
Roosevelt Elk – 25 – 49% existing achievement points
Moose – 5 – 24% existing achievement points
Species Master
Level 1 – 1 harvest for every species of animals
Level 2 – 25 harvests for every species of animal.
Level 3 – 100 harvests for every species of animal.
Level 4 – 250 harvests for every species of animal.
Level 5 – 500 harvests for every species of animal.
Level 6 – 1000 harvests for every species of animal.
Weapon Master
Level 1 – 1 harvest using all unique weapons with separate Achievements.
Level 2 – 25 harvests using all unique weapons with separate Achievements.
Level 3 – 100 harvests using all unique weapons with separate Achievements.
Level 4 – 250 harvests using all unique weapons with separate Achievements.
Level 5 – 500 harvests using all unique weapons with separate Achievements.
Level 6 – 1000 harvests using all unique weapons with separate Achievements.
Exploration Master
Level 1 – “10 Traveled” (10 km) + “1 hours” (1 h)
Level 2 – “Evergreen Marathon” Achievement (42 km) + “A Day Well Spent” (24 h)
Level 3 – “Stockholm-Copenhagen” Achievement (522 km) + “Heroic Hunter” (72 h)
Level 4 – “Los Angeles-Austin” Achievement (1987 km) + “Master” (336 h)
Level 5 – “New York-Paris” Achievement (5851 km) + “Veteran” (720 h)
Level 6 – “Globe Trotter” Achievement (40076 km) + “Legend” (8760 h)
2. Ranks. Ranks are the new sheriffs in town, i.e. they will count towards your Hunter Score. Ranks come in three categories. These categories are Species, Weapons and Collectables. Species and Weapons are grouped in the same way as our Skills system, so all species have their own Ranks and all unique weapons have their own too. Weapon variations, such as the three different Plinkingtons, are grouped together and harvests with any of the three of them will count towards the same Rank.
The “.22 Plinkington” comes in three color variations; “The .22 Plinkington Blue Marble”, “The .22 Plinkington Winter Camo” and the “The .22 Plinkington Wood”. All of these count toward the same Rank and no matter which gun a player uses, all kills count towards the one Plinkington Rank which in turn counts toward the Hunter Rank.
What it looks like in the old system:
22 Plinkington “Blue Marble” has 100 kills
.22 Plinkington “Winter Camo” has 50 kills
.22 Plinkington “Wood” has 50 kills
… would look like this in the new system:
.22 Plinkington has 200 kills
Collectables have three Ranks: Common mushrooms, Rare mushrooms and Treasures.
Each kill per Rank adds you one Hunter Score point. All Ranks are currently limited to a maximum of 500 points, aimed to make the system as accessible as possible. Please note that we will monitor the performance of the new system in the first months and will adjust the bar if we deem it necessary to do so.
That’s it! You can now go to your profile, check your new Hunter Score and new place on the Hunter Score Rank Leaderboard (please note the Hunter Score recalculation will take some time), Achievement badge and headers images. Have a look and let us know what you think!
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