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Evolve Big Alpha Impressions/bugs/glitches thread

I don't know if they've opened it up to everyone or not, but here's a few codes for PC if anyone needs them.

W3Y7D-AHLPK-H3FCZ
W3Y8L-9HALA-Q95AR
W3Y8P-JXJXB-TLMNY
W3YA5-JQDV0-2W5E5
 
Unlocking Kraken is such a chore. I have to grind the useless rock smash and slightly less useless leap smash to get him. Charge and Flame Breath are the only abilities I use.

This is why in multiplayer centric games I feel that unlocks and a leveling system are actually anti-fun. They exist entirely to create the illusion of reward. I guess the idea is to make people who would otherwise not keep playing a multiplayer game to do it just to "unlock" stuff. But those who actually enjoy the gameplay and would be happy to keep playing it over and over would be fine with everything being unlocked from the get-go, just so there are more options to experiment with and create strategies with.

I hate the artificial grinding crap in multiplayer games. Counterstrike and Left4Dead did it right. Every match is a pure instance, with the same rules and the same options, and there's no carrot dangling in front of OCD players. The carrot is that the game is really fun to play, so people keep playing it with their friends.
 
I think unlocking content is also a means of teaching the player, similar to how SP does it. In a way learning how to play goliath well teaches you to get ready for more advanced and harder to play monsters.
 
I think unlocking content is also a means of teaching the player, similar to how SP does it. In a way learning how to play goliath well teaches you to get ready for more advanced and harder to play monsters.

Yeah but I wish they didn't force us to use certain abilities. A simple experience system would have worked fine.
 
I think unlocking content is also a means of teaching the player, similar to how SP does it. In a way learning how to play goliath well teaches you to get ready for more advanced and harder to play monsters.

It can be in theory, but in practice it almost always means grinding and annoyance. Often the high end unlocks don't even have anything to do with being more "advanced" so much as "different" because you need to balance it out. If it's just different rather than advanced, then it should just be an option from the start. That's how I see it.
 
I do like the unlocks for the hunters as it requires you to use those abilities encouraging good play. Left 4 Dead was plagued with griefers all it took was one player to fanny about to throw a game. Pretty much the same here except that most the players have some stat/goal to achieve outside the match itself. Its been pretty good for me so far.

I like the unique perks. Even the one you start with (higher jump?) is great to use, I dont like the idea of the perk bonus increasing through grind as that starts separating players by time involved. I say keep the unique perks at 1 value and everybody should be able to get something that'll give them a bit of an edge irrespective of level.
 
I do like the unlocks for the hunters as it requires you to use those abilities encouraging good play. Left 4 Dead was plagued with griefers all it took was one player to fanny about to throw a game. Pretty much the same here except that most the players have some stat/goal to achieve outside the match itself. Its been pretty good for me so far.

I like the unique perks. Even the one you start with (higher jump?) is great to use, I dont like the idea of the perk bonus increasing through grind as that starts separating players by time involved. I say keep the unique perks at 1 value and everybody should be able to get something that'll give them a bit of an edge irrespective of level.

I think that having a proficiency system is fine. Like if you use specific skills and weapons well, over time if they get a boost increment or you unlock a more advanced version of those skills or weapons which require more experience with that sort of playstyle to use, that can be a good incentive.

But having stuff like character unlocks, perk unlocks, and actual option variety gated behind a general player level grind is really annoying design. It's one of my pet peeves. Hate hate hate hate it.
 
I get the feeling it's exaggered more for the alpha, but I'm never really a fan of MP unlocks. Though it's doubly annoying when you can't actually track anything without seeing the post game screen for now.
 
Yeah but I wish they didn't force us to use certain abilities. A simple experience system would have worked fine.

All the abilities are good. I never would have put more than 1 level in charge if I didn't need to do it to unlock the Kraken. Now I think it's one of the better abilities.
 
Played a few rounds on PC. It's okay. Not amazing but it's got potential. Wouldn't mind actually playing in a team next time.
 
All the abilities are good. I never would have put more than 1 level in charge if I didn't need to do it to unlock the Kraken. Now I think it's one of the better abilities.

I think it works better for the monster as you have points to distribute and toy with, less so with the survivors.
 
I think it could be easier to learn goliath and the game mechanics and then kraken, is basically what I am saying. Not that kraken is necessarily harder to use than goliath or anything.

Like it is easier to wrap your head around playing a ground based dude where you basically gotta run up to a guy and smash face than figuring out a flying dude.
 
I think that having a proficiency system is fine. Like if you use specific skills and weapons well, over time if they get a boost increment or you unlock a more advanced version of those skills or weapons which require more experience with that sort of playstyle to use, that can be a good incentive.

But having stuff like character unlocks, perk unlocks, and actual option variety gated behind a general player level grind is really annoying design. It's one of my pet peeves. Hate hate hate hate it.

I enjoy it but thats just me. I always look forward to the next unlock or character (some great smash bros memories or Turok Rage Wars those little extras keep you going!) If only for the personnel satisfaction that you earned it. Hell most achievements were just grind fests (Gears of War) and some people refuse to play games without them!

I do think that having more of the perks available from the start would be a good idea. Like 3 - 5 for starting players to tinker with. I wonder if the character locks are just for this alpha or if the third character is unlockable. I will say that after playing this all day yesterday its nice to see new characters with different equipment/strategies being used today.
 
This is why in multiplayer centric games I feel that unlocks and a leveling system are actually anti-fun.

I don't think that's inherently true; as has already been said, unlocking 'advanced' versions of abilities makes you learn how you're supposed to use the 'regular' abilities beforehand.
Offering an EXP based system also allows games to reward 'good' play behaviours; giving you bonus EXP for doing what you're supposed to is essential in a game like this, where its all too easy for people to just jump in and play it like a search and destroy deathmatch.

I haven't put in anywhere near enough time to know if Evolve does this 'in a good way' or not yet, but I've already learnt the difference between shitplay as a hunter and somewhat helpful play - certainly in my earlier games I'd just pop an arena as soon as I found the Monster, and looking back I'm directly responsible for a couple of party wipes where I thunderdomed us in a part of the map that was great for the Monster and really shitty for the hunters.
 
I think it could be easier to learn goliath and the game mechanics and then kraken, is basically what I am saying. Not that kraken is necessarily harder to use than goliath or anything.

Like it is easier to wrap your head around playing a ground based dude where you basically gotta run up to a guy and smash face than figuring out a flying dude.

Well here's another way to look at it.

In any given fighting game with a diverse bunch of characters, some will be more technical and harder to use than others. Yet most fighting games offer the entire roster or the majority of it right from the start. You might unlock bonus characters, or boss characters through playing certain modes or earning coins or whatever, but the game doesn't treat gamers like idiots who can't pick and choose what they prefer to learn from the start.

As each class has a number of different characters, and there are different monsters, I feel it would be far more fun to have all these options available from the start. That way players can choose what sort of style they want from the get go and try it out, instead of forcing themselves to play something else in a linear fashion just to earn the character they actually might be interested in trying out from the beginning.

That's why unlocks are bullshit.
 
I'm not sure comparing solo competition (fighting games) to co-operative teamplay is entirely fair.
I agree with this. You can't grief your team in a fighting game, but you can in a cooperate team-based game. That alone might be a reason to have risk (being VAC banned or whatever) and reward (if you don't get banned you can unlock some abililties).

For people who aren't actively griefing, having EXP tied to positive gameplay things can help improve bad players too, possibly.

*edit* Were you talking entirely about the monster, duckroll? I got confused if so.
 
Not sure what to think of it yet, there's really not much skill required with the hunters and it's really slow... Every match so far is follow footsteps or other visual aids for many minutes, find monster, spam your attacks, wait for cooldowns, repeat. It's really not as exciting as the e-sports style commented trailers they released...
 
Never had any problems with other video games, but every time I load into this one, the map doesn't fully render, only some letters in the dialogue/text appear, and the text from the menu disappears as well. That coupled with the long loading meant me spending 20 minutes trying to attempt this game but I couldn't even get it working, even when I bumped down to medium settings (I have two 2GB GTX 460's in SLI).
 
Well, fair enough if you're speaking from that perspective - I'm arguing for the hunters point of view :p

For the hunters the progression is individual rather than team-based, so it's also fair I think. Let's say 4 individual players match into a team, and they want to form a strategy together, each of them have unlocked different characters in various classes, but they haven't each unlocked all of them, but they've played the game enough to know what the options are and how they could be helpful. If they want to put a certain team combination together, but are hindered by the fact that some of the players who would need characters in certain classes haven't unlocked them yet, isn't that artificially dumb? You want to play a match a certain way, but you can't because of artificial barriers in the progression system.

*edit* Were you talking entirely about the monster, duckroll? I got confused if so.

I'm talking about -character unlocks- in particular. Not proficiency as I said earlier. Rewarding players for using certain abilities and weapons well is good. But locking away different characters in each class and for the monster seems silly.
 
Has anyone hit this bug where everything in the game freezes in place but you can freely move around?
 
Here is some left over.

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Evolve PC Alpha #2 -- MB-7C3DE9E5B12DACCD
Evolve PC Alpha -- MB-C28550284F209DCD
Evolve PC Alpha #4 -- MB-27030B28A43124AB
 
It's been happening to me damn near every game now. Sucks when it happens during a good match.

Happened to me like 3 times so far. In the last one, I was the last one left alive and monster was level 3 in the room with 2 mins to clear objective. I was juking him left and right until it just froze. Teammates were about to airdrop in too...
 
I think it works better for the monster as you have points to distribute and toy with, less so with the survivors.

I have never won unless I've spread my points around to have multiple abilities as soon as possible. With Goliath at least. And yes, every skill is useful - I've had to use all four very efficiently in combat to beat a team.
 
Played a few games, didn't really care for it. Felt like I was chasing the monster 90% of the time and running around not doing anything isn't very much fun for me. Maybe they will show some other modes that are more action oriented this month. But for now I'm not sure I see why all the big media outlets were giving this game awards at every convention.
 
Game looks and feels great, but I don't dig it that much. Being the enemy is too lonely, and being the marines is just chase, chase, chase.

The isn't any sense of pace, there's nothing in the game that isn't go, go go. In L4D you had a feeling where you alternatively over-exposed and trapped. I think the linear design of the levels was something super interesting and unique. Even in CS, there's a certain sense of linearity by virtue of starting on the opposite sides of the map.

This game is very much "arena shooter" but much slower.

Given that I cited L4D and CS, you'll be correct in guessing that I also hate "achievement treadmills." Making you do 100 rock throws is not "teaching you how to rock throw" it's a virtual carrot for you to chase. And when this game goes live, and all the marines have "20%" damage/speed bonuses and you're trying to start out by playing the monster for the first time it's gonna suck.
 
Which is it? lol

Btw, people complaining about lack of content should keep in mind that there will be a dozen maps, another squad of Hunters, a third monster, and at least a campaign mode of sorts in the final game. Should be pretty decent configuration mix up for launch, with maps and modes being free DLC down the line if they do that. The lack of word of any other mode has been a big disappointment, since Hunt isn't the most approachable or friendly intro into the game.

UAV is absolutely faster than the hunters and the Aerial part of uAv makes it way better for getting across the bigger maps.
 
Playing the first day on Xbox One was fine, was able to get into matches fine... unless I wanted to play with friends. Then I got the dreaded "Lost Connection To Host" error. But since yesterday, after the PC build went live, I haven't been able to get into a game. The search circle just keeps spinning and doesn't find any games. Did it to me yesterday and today.
 
finally got into a game of this.... and damn the load times are horrendous. The worst I have seen this gen for sure. I feel like I am playing Wing Commander III again...
 
Played a few games, didn't really care for it. Felt like I was chasing the monster 90% of the time and running around not doing anything isn't very much fun for me. Maybe they will show some other modes that are more action oriented this month. But for now I'm not sure I see why all the big media outlets were giving this game awards at every convention.
There isn't much incentive to attack as a monster unless you can wipe the team. That's something they can easily address but it would probably come at the cost of rewarding the monster with some kind of buff for downing a hunter.

I wonder what 5v5 (monster and hunters) would play like.
 
Tried some today, after 5 minutes solid of chasing after the monster 3 times in a row, either for him to get bubbled and die or get stage 3 and win, it's a really dull game.

It's too bad too, I had high hopes for this one.
 
There isn't much incentive to attack as a monster unless you can wipe the team. That's something they can easily address but it would probably come at the cost of rewarding the monster with some kind of buff for downing a hunter.

I wonder what 5v5 (monster and hunters) would play like.

That's not true. Downing a hunter decreases their max life. Having the support at low max HP is a huge advantage later on.
 
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