So a lot of people are wondering what I'm doing and where I've been. I wanna first start off by letting everyone know, no, I'm not done with content. THIS A BIG POST
I did content for 15-ish years. That's almost half of my entire life at this point. I genuinely needed to slow down, get other things done, and do all the "life stuff" I was neglecting.
This includes things like getting a degree, sorting out family illnesses and loss, and genuinely trying to further myself IRL. I've also gotten involved in some pretty substantial projects with businesses that I cannot talk about due to NDA's and other things.
As much as content creation is awesome and fun; it's not something that, to me, could carry me through the rest of my life.
It's unrealistic to assume that I'd be "comfortable" at 40-50 years old money/life wise if that's all I did.
I'm coming back to streaming but there's gonna be a few big changes to my branding/vibe/etc. Same Del, different look. It's gonna happen this year.
The entire focus is gonna be around friends, community, and enjoying myself. It's gonna be 99% positive vibes. There will be no more game reviews, negativity, or bad junk.
I apologize if I haven't reached out to all my content creator friends and people who support me! It's really difficult to keep track and the world's kinda been crazy the last two years. I've been keeping my head down and preparing.
I've genuinely done like 5-6 years of work, prep, and college in <2, so I've been SLAMMED. It's definitely hurt my social life and visibility but that's okay! It needed to be done.
I know a lot of you are excited to get back to hanging out, vibing, playing, gaming, and watching; and I am too!
It's just gonna take a little bit longer but I promise it'll be worth it. I'm doing everything in the most responsible, well structured, and safest way I can. Gotta make sure my future is locked in before I can focus on content once more.
Feel free to always DM me/poke me/message me on Discord/Twitter/Bsky - Always happy to chat!
Genuinely thankful for all of you who still check in and are waiting. Ya'll are the best.
-Del
Just remember to not let all the media personalities who were pro tariffs, pro war, pro ICE, and pro all the other shit that was happening flip-flop and suddenly say it's bad. Tell them to fuck off and keep letting em burn. Deny their success
Seeing so many go "oh yeah this was all bad!" after pushing it was positive for almost two years, nah. Fuck em
Every chance you get remind people they were part of the problem. 👍
Great post. Hunger is not Hunt. Played two tests. It's a really solid game.
Kinda like a medieval Hellgate London, not Hunt showdown. Same sorta complaining that Wardogs had. No duh someone who played 200 hours in a week (I'm aware that's not possible, it's an exaggeration) is better off than you.
Just like MMO's
Just like any RPG
Just like any game with progression.
Genuinely was really tired of hearing Hunt meta people complain tbh
I think it's time to address something head-on, particularly given some of the feedback we've received from players coming over from Hunt during our closed beta.
Fundamentally, Hunger is not a response to Hunt, nor is it designed in opposition to Hunt or even intended as an alternative to it. Hunt is an incredible game and one that is cherished and treasured by most - if not all of our dev team - myself included.
Hunger is our response to the loot-driven extraction genre more broadly, and our attempt to use the extraction mechanic as the foundation for a fully fledged multiplayer RPG.
Anyone familiar with Hunt will recognise that it's actually quite unique within the extraction genre. Beyond its extraction mechanic, Hunt is fundamentally an objective-based PvP game. Its progression loop revolves around pursuing objectives that nearly always require the fighting of other players and then extracting. Obviously, this is an observation - not a critique.
Beyond a shared historical Gothic sensibility (and the letters "Hun"), the principal similarity between Hunt and Hunger is that both games use extraction as a gameplay mechanic. What they do with that mechanic is fundamentally different.
Hunger is designed as an RPG. It has character levels, equipment progression, masteries, professions, an economy, PvE activities and a plans for an extensive endgame. PvP is an important part of the Expedition experience, but it is not the singular objective around which everything else is designed. You can progress through Hunger - including reaching the endgame - without being forced into PvP encounters.
This distinction has enormous implications for how the game is designed and balanced.
We've seen quite a lot of feedback suggesting that equipment should be flattened, that fights should be broadly equal regardless of progression, or that a player with substantially better equipment shouldn't enjoy a significant advantage.
However, that is precisely how Hunger is intended to work. In an RPG, someone who has spent considerably longer developing their character, acquiring equipment and building their economy should be more powerful than someone who has just started. That's not an oversight in our balancing - it's a fundamental feature of the genre.
You might be able to overcome someone significantly better equipped than yourself, but the odds are deliberately not in your favour.
At the same time, we believe that they shouldn't be. If the time you've invested in developing your character, acquiring better equipment and progressing through the game makes no meaningful difference to your effectiveness in combat, then we've fundamentally failed in our ambition to build an RPG. Progression has to mean something, and that necessarily means that players at different stages of their journey will not always meet on equal terms.
Equally, the entire progression structure of Hunger is designed around a substantial journey towards the endgame. That is intentional, and it isn't something we're looking to change. Of course, we're going to continue tightening matchmaking brackets to reduce the extremes between players who encounter one another. However narrowing those differences is not the same thing as removing the advantages of progression or gear altogether.
Where balance becomes considerably more important is at the endgame. When players are operating within comparable equipment tiers, wearing Epic and Legendary armour, using high-end weapons (or lower end weapons that have been tuned via our coming “weapon specialisation” system) and participating in activities such as PvP Battlegrounds, that's where we want much tighter competitive balancing. At that point, we're comparing mature characters and established builds, rather than trying to make a level 17 character equivalent to a level 70 character.
We know already that it's also where a great deal of the long-term balancing discussion will be focused.
I appreciate that this is a nuanced distinction, particularly when two games share an extraction mechanic, a historical setting and a degree of visual similarity. We've spent a considerable amount of time communicating these design decisions through our development vlogs, and they're reflected throughout the systems we've built.
Some of the feedback we've received seems to assume that we've misunderstood or overlooked the things that make Hunt work. In reality, many of those differences are deliberate decisions about what kind of game we want Hunger to be.
We're not trying to make Hunt with more loot or Hunt with character levels. We're trying to make a multiplayer RPG with a persistent economy, meaningful character progression, consequential equipment choices and a substantial PvE and PvP endgame (more coming on this soon), all built around an extraction loop.
There is plenty of room for improvement in Hunger and we're listening closely to feedback about how well our systems actually achieve their intended goals. However there's an important distinction between a system that isn't working as intended and a system that is working as intended but doesn't align with someone's expectations of a very different game (one might even say a different genre).
We're very interested in improving the former. We're not going to redesign Hunger around the latter.
I appreciate if that means that Hunger isn't for you. That's totally fine too, as many excellent titles exist to serve a different preference.
It'd be really fuckin' funny if the first bill introduced was the $5000 check in the future.
Also do the people deleting their horrible racist/bigoted trash tweets realize that stuff is logged? That people are gonna throw it in their faces constantly?
There's like 27 sites that track that stuff. Don't let anyone suddenly act like they weren't part of the problem.
Watching Altman & Musk & all the others suddenly deleting tweets and posting things that are 100000% opposite of the day before is hilarious, but naaaaah they gotta be held accountable.
Gettin' text messages and messages from people I haven't spoken to in like 5+ years celebrating and being wildly optimistic and happy about everything. It's awesome to see.
Complete 180 in moods for so many people. Yesterday was genuinely crazy. Glad so many people voted!
Go vote. Like actually. I know it's inconvenient but stop gaslighting yourself into not doing it. It actually matters.
6-8 hours in a line to avoid years of misery. VOTE. DO IT.
Stay in line even after they close. They have to let you vote if you're in line.
Helicopter Cheating in @WARDOGS has become exceptionally advanced/bad alongside Artillery Tanks & Mortars.
Now there is 'magic bullet' for rockets, and a "MAWS" system. MAWS is Missile Advance Warning System. It gives you notice of incoming projectile locked on with a range count down.
Cheating in Wardogs is at an exceptionally high level right now and I'm highly recommending you play on community servers with active Administration. The anti cheat isn't able to take care of the cheaters, they are always one step ahead.
But with a community run server (yes I know 99% loathe them because fedora wearing reddit style moderation) at least you'll be protected for the most part, from cheaters.
I got asked why I genuinely enjoy PVE games now by a wide margin more than PVP games.
It's the cheating. Everything is filled with cheating now online. Any system that can be cheated will be cheated. Exploiting (duping, etc), aimbotting, walling, softhacking, it's so pervasive.
I genuinely believe the articles saying that 30-50% of people are hacking in online games. I think a ton of people use wallhacks now, ESPECIALLY in competitive games like Tarkov, Hunt, etc where you stand to lose stuff.
Wardogs is a great example. There's hacks for *everything*
Mortars? Topdown FPS view and tracking of all projectiles
Helicopters? Flight hacks (insane maneuverability)
Artillery? Same thing as mortars. Topdown click to fire.
Then you got aimbotting, speedhacks, and wallhacks ontop of that.
Hell, HUUUUUGE numbers of players even do the farming server thing to get like rank 100+ in a day and don't get banned. This sorta exploit farming happens in everything, too.
I don't feel like half my deaths are against players but are against hacking. It's just so disheartening
Like obviously I could hack too. That's the route people are going. I just find it easier and less stressful to like... not play games like that if I can help it.
Seems like cheating is ramping up even more because of AI and devs just aren't putting in enough to counter to it. Probably will see a huge shift of people trying to go back to single player.
Already got entire friend groups of ex-competitive players just doing the PVE/co-op thing.
Do ya'll feel the same way?
@UncSupply @WARDOGS They're just doing farming server stuff w/exploits. I've seen videos of it in the TL
They build stairs/ladders with queues/lines and farm people up to like 200-300. Lots of it is paid services.
There's a few videos going around of this happening.
"Our entire platform hates AI and it's antithetical to our creator space but fuck those guys anyway. Lets keep shoving it on them"
I'm glad you're here Zach, I'd miss so much of this without your posts.
Anyway Twitch hella dumb
@emptyseeker Cod had this awesome token system in a few games where you could keep a gun/thing you unlocked when you prestige
Same sorta thing maybe would be neat for wipes
I'm kinda already over wipes in Wardogs pretty hard. I think we need a certification system like Planetside has.
If it takes 3-4 weeks for a normal person to unlock something it's gonna take sweats like 3 days to do it. This sucks even more for casual players with wipes rn every 30-ish days.
This back and forth on XP doesn't help. I think if there was a "you unlock tokens to unlock things" while you level system it'd help a ton.
Gettin spammed by air? Spend certs and get AA unlocked. Certs can also just be cash.
Gettin tank cheese? Antitank/mines unlocked.
Maybe let people pull things for 4x value or something early?
Let people target what they unlock and not lock certain things behind dozens of hours of grind.
I'll probably be tapping out of S3, even with the super fast XP normal players aren't even close to unlocking some stuff they want. I think that's what people are still not understanding.
It took 1-2 days for people to unlock tanks this wipe. (Without exploiting)
It took normal players around 10 days of playing to do it.
If you double the grind.. that's 2-4 days.. and 20 days of dealing with it before it's fixed. Same with most unlocks.
If anything progression should be FASTER. Normalize the playing field.
I do genuinely think Planetside 2 worked because you could target specific things to unlock to counter the bullshit until it was patched regardless of level.
Thoughts? Also: try to be cordial in replies because holy shit the last few topics have been soooooo toxic and not constructive.