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Evolve Big Alpha Impressions/bugs/glitches thread

You guys are bumming me out in this thread, though I can understand some of the complaints. It's a game that can make a bad first impression since it's entirely based on the skill level of parties involved. It's not for everyone but when it clicks, it's one of the most rewarding games I've played in years.

The first few games I played in the previous alpha had me feeling more like a passenger than a participant. Go into it knowing that you aren't going to know everything right away as a lot of the intricacies come with experience.

Some tips for those of you that are confused (no tips for tier 2 hunters/monster as I haven't used them yet):

If you're playing monster...the second you spawn, you need to move as the hunters are on their way. Use your leap ability to get lots of distance and crouch to hide your tracks. I don't engage the bigger animals unless they have a perk I want, otherwise, you're perfectly fine eating smaller animals. Use your sniff ability while you're eating to see if the hunters are close. Basically, you kill smaller animals and eat them to build armor and your evolve meter. Once it's full, you can evolve whenever you like; there's no time limit. I usually engage the hunters before evolving since you lose all of your armor when you evolve. You also gain a bit of health back. Evolve in a hiding place as you're a sitting duck. Do not run out in the open in the beginning because the hunters can see you when they jump from the dropship. Bait hunters into fights near big monsters as they can help significantly. Tyrants (water monster) can completely lock down a hunter. If you attack an animal or hunter while crouching, you can pounce them like the hunter from L4D. They can't escape unless someone shoots you off. Builds seem to to change from person to person but I would definitely recommend not skipping flame breath, the aoe damage, short cool down and ability to still attack during it are so good. I myself usually get 3 levels of rock throw to start with, then 3 levels of flame breath, and level 3 charge to finish with.

If you're playing support...use your shield! It completely blocks damage on the person you're using it on until it runs out and has to recharge. Otherwise, you should be firing your weapon as you have the second highest dps of the group. Don't be afraid to use your orbital barrage; it has great range and comes out relatively fast. I've sniped fleeing monsters with it off in the distance and finished the game with it. Be aware that it can knock back teammates though, so don't throw it on top of a downed teammate unless the monster is just sitting on the body. If you can find an evolving monster and use it on them, you will cut off bars and bars of their life. Also, you can use your cloak to revive teammates but I've also used it to ambush monsters and get the dome up before it realizes what is happening.

If you're playing assault...alternate between the lightning gun and mines. His third weapon is pretty lame and the mines have huge burst damage, so I usually rotate between draining my gun and tossing mines. The shield is pretty straight forward and can absorb an infinite amount of damage, it just has a time limit.

If you're playing medic...abuse the tranq gun. Seriously, this thing can ruin a monster. It's one of the best tracking tools you can get. The medigun is pretty long range so don't feel like you need to be directly beside the person you're healing. On the same note, you can be ballsy and swoop in to use your aoe heal for some nice team burst healing. You can also use it to heal yourself as it has a pretty low cooldown. If you're in between battles and injured, go ahead and use it; it should be up by the next fight. Try to tag the monster in the head with the sniper rifle as it gives 3x bonus damage instead of 2x.

If you're playing trapper...be aggressive. You need to be up the monster's ass as much as possible. You can follow tracks and use birds as guidance, but it often doesn't pay to directly follow them as the monster will have moved. Get familiar with the maps and cut off where you think the monster will be heading to surprise it. Spam your harpoon traps! They're life savers and will stop a monster not paying attention for a second or two. You can also place them throughout the level to get an idea where the monster is. Your SMG has pretty decent damage so feel free to spray once you've got your traps down. Daisy is...not particularly helpful for tracking in my experience. She's too slow to track a decent monster, but she can be nice for tracking sneaking monsters who don't leave tracks as she can smell their general direction. She also counts as another player, so even if all of the hunters are dead, if Daisy gets away and can live long enough, the hunters can still come back. She can also revive teammates.

Holla at me if you have questions.
 

Carlius

Banned
there is something missing in this game. it just gets repetitive and even boring at time when you spend 20 minutes looking for the monster and 2 minutes killing him, then its over.
 

PrinceKee

Member
there is something missing in this game. it just gets repetitive and even boring at time when you spend 20 minutes looking for the monster and 2 minutes killing him, then its over.

I haven't played enough yet to feel it getting repetitive. But, what else is going to be in the full game to switch it up? Is there a story mode or co-op story? Other type of game modes online? I can see it getting repetitive if this is all the full game will be...
 
there is something missing in this game. it just gets repetitive and even boring at time when you spend 20 minutes looking for the monster and 2 minutes killing him, then its over.

Yeah, I found it so, so boring. Running around following tracks for 15 minutes only for a few minutes of action is not what I'd call a fun game. This game really interested me at first, but now I'm ice cold on it.
 

Pop

Member
there is something missing in this game. it just gets repetitive and even boring at time when you spend 20 minutes looking for the monster and 2 minutes killing him, then its over.

yup

I was bored of it quickly. Very very repetitive.
 
Played 3-4 games last night and this wasn't really what I was expecting so far. First off, I know this is just an alpha, but both the matchmaking and loading process are excruciatingly long. Also every time I tried to join a second game after the first ended, I would get some sort of error and ultimately have to quit out and reload the game.

The gameplay itself seems unstructured and chaotic. Some sort of basic tutorial would have gone a long way. I felt like none of the hunters had any idea what to do and we just ran around somewhat aimlessly until we found the monster and then all hell would break loose. I thought "tracking" the monster would be much more involved process than what it actually is. Some of these games only lasted a couple minutes and overall I felt I spent more time trying to get into games than actually playing.

I'm not writing it off just yet and will continue to play through the weekend, but my initial impression is not a great one. L4D1/2 were among my favorite games last gen and I played over 1,000 hours across them so I had really high hopes for Evolve. Now I kind of just wish they were making L4D3 instead.
 
I haven't played the game yet but I get the feeling that it would benefit greatly from an offline mode that simply let you learn the maps and play/monster abilities. This game is highly dependent on the players making the game fun for each other, and not having a way to learn the highly specialized roles in a stress free environment is bound to be frustrating.

I suspect that a large part of the "tracking the monster down is boring" problem comes from not knowing the maps and inexperienced play. Once the players can better anticipate what the monster will do, and the monster starts using that to set up more ambushes, there should be more player/monster interactions. In addition the time between those interactions should be more interesting because of the mind games being played.

TL;DR The game should get more fun the better the players get which is why having an offline tutorial/training mode needs to be included in the game.
 
You guys are bumming me out in this thread, though I can understand some of the complaints. It's a game that can make a bad first impression since it's entirely based on the skill level of parties involved. It's not for everyone but when it clicks, it's one of the most rewarding games I've played in years.

The first few games I played in the previous alpha had me feeling more like a passenger than a participant. Go into it knowing that you aren't going to know everything right away as a lot of the intricacies come with experience.

Some tips for those of you that are confused (no tips for tier 2 hunters/monster as I haven't used them yet):

If you're playing monster...the second you spawn, you need to move as the hunters are on their way. Use your leap ability to get lots of distance and crouch to hide your tracks. I don't engage the bigger animals unless they have a perk I want, otherwise, you're perfectly fine eating smaller animals. Use your sniff ability while you're eating to see if the hunters are close. Basically, you kill smaller animals and eat them to build armor and your evolve meter. Once it's full, you can evolve whenever you like; there's no time limit. I usually engage the hunters before evolving since you lose all of your armor when you evolve. You also gain a bit of health back. Evolve in a hiding place as you're a sitting duck. Do not run out in the open in the beginning because the hunters can see you when they jump from the dropship. Bait hunters into fights near big monsters as they can help significantly. Tyrants (water monster) can completely lock down a hunter. If you attack an animal or hunter while crouching, you can pounce them like the hunter from L4D. They can't escape unless someone shoots you off. Builds seem to to change from person to person but I would definitely recommend not skipping flame breath, the aoe damage, short cool down and ability to still attack during it are so good. I myself usually get 3 levels of rock throw to start with, then 3 levels of flame breath, and level 3 charge to finish with.

If you're playing support...use your shield! It completely blocks damage on the person you're using it on until it runs out charge. Otherwise, you should be firing your weapon as you have the second highest dps of the group. Don't be afraid to use your orbital barrage; it has great range and comes out relatively fast. I've sniped fleeing monsters with it off in the distance and finished the game with it. Be aware that it can knock back teammates though, so don't throw it on top of a downed teammate unless the monster is just sitting on the body. Also, you can use your cloak to revive teammates but I've also used it to ambush monsters and get the dome up before it realizes what is happening.

If you're playing assault...alternate between the lightning gun and mines. His third weapon is pretty lame and the mines have huge burst damage, so I usually rotate between draining my gun and tossing mines. The shield is pretty straight forward and can absorb an infinite amount of damage, it just has a time limit.

If you're playing medic...abuse the tranq gun. Seriously, this thing can ruin a monster. It's one of the best tracking tools you can get. The medigun is pretty long range so don't feel like you need to be directly beside the person you're healing. On the same note, you can be ballsy and swoop in to use your aoe heal for some nice team burst healing. You can also use it to heal yourself as it has a pretty low cooldown. If you're in between battles and injured, go ahead and use it; it should be up by the next fight. Try to tag the monster in the head with the sniper rifle as it gives 3x bonus damage instead of 2x.

If you're playing trapper...be aggressive. You need to be up the monster's ass as much as possible. You can follow tracks and use birds as guidance, but it often doesn't pay to directly follow them as the monster will have moved. Get familiar with the maps and cut off where you think the monster will be heading to surprise it. Spam your harpoon traps! They're life savers and will stop a monster not paying attention for a second or two. You can also place them throughout the level to get an idea where the monster is. Your SMG has pretty decent damage so feel free to spray once you've got your traps down. Daisy is...not particularly helpful for tracking in my experience. She's too slow to track a decent monster, but she can be nice for tracking sneaking monsters who don't leave tracks as she can smell their general direction. She also counts as another player, so even if all of the hunters are dead, if Daisy gets away and can live long enough, the hunters can still come back. She can also revive teammates.

Holla at me if you have questions.

Good stuff here.

I was typing up my impressions earlier, but deleted them, as I want to give the game a day or so for people to get used to the mechanics.

My biggest complaints center around lulls in the action. Moments of quiet and just tracking/hunting the monster can be fun, but yesterday there was a LOT of chasing the monster, or encountering it, fighting for a bit, then it runs off and we can't do jack shit because we're so much slower.

However, I think my team wasn't really using the dome or harpoon/traps as much as they could have.

I played mostly as Medic and really enjoyed it.

I do wish the tracking/hunting mechanics weren't so simple, but again, maybe our team wasn't taking advantage of all its resources.

UI really needs some work. The lack of polish makes it feel B-tier, but again, Alpha. It is hard to discern where the monster is sometimes, because the icons on the screen can be so large.

Also not a fan of the art design for the levels we got. They all look like they were pulled from last gen's Turok games. Drab and green.

Facing the Krakken is TERRIFYING, btw.

Oh, and load times are really awful. Also really annoyed that we have to watch the same drop ship animation once the drop ship comes in.

Oh again, and lastly: Daisy. Daisy, Daisy, Daisy. For as much as I hate you when you stand still in the middle of nowhere and do jack shit, I found myself screaming your praise as you revived our teammates. And that one time our entire team got wiped, and you hid from the monster long enough for our dropship to come in? DAISY, I COULD KISS YOU!
 

jem0208

Member
I posted this in the other thread but this seems like a better place to do it.



The game can be absolutely fantastic and some moments are some of the most fun I've had in a game. Playing as the monster is at once both scary and awesome.

The hunters though have a pretty dull job. 90% of the match is spent running around almost aimlessly. The wildlife you see can basically be ignored 99% of the time unless they have a perk and so only really serve as a slight annoyance which you jetpack over.

This is made much worse when you have a unorganized team. I've had matches where the monster was especially sneaky and we didn't see it at all until it was at stage 3.

The devs really have to give the hunters more to do than just hunt. Maybe they could have an in game leveling system where killing the wildlife gives you exp. That would make the meta game far more interesting as well as you'll be building your character throughout the match just as the monster will be.



I think when the monster reaches stage 3 the hunters should be given the ability to make a rudimentary base. Stuff like being able to place turrets and breakable walls.



Really, I think the devs really need to give the hunters something to do.
 

E92 M3

Member
I don't get this game: I spawned and spent 5 minutes catching up to the team and we ran around in circles for 10 minutes and then a big monster came and we killed him. Am I doing something wrong or this game just very boring?
 

jem0208

Member
I don't get this game: I spawned and spent 5 minutes catching up to the team and we ran around in circles for 10 minutes and then a big monster came and we killed him. Am I doing something wrong or this game just very boring?

That's pretty much the gist of it...
 

Papercuts

fired zero bullets in the orphanage.
Oh, I've just been using the other thread for impressions.

So far I think I've player ~10 games. 3 as the monster, 3 as the trapper, 2 as the medic and 1 each as assault and support.

It initially leaves a pretty bleh impression. The movement takes time to adjust to since you're basically always in full sprint, and with the jetpack you need to manage it to an extent instead of blowing it all just moving around so you can help chase the monster if needed. There's a lot to take in and adjust to which takes time, especially since the alpha mostly dumps you right in while you get your bearings.

As the monster, you start off weak as hell. I knew pretty much nothing about the game beyond the premise going in, but the general mechanic is as you eat you gain armor and points to evolve. Armor is super important as your health is precious, if you got trapped early on it is REALLY bad, as health doesn't come back. Evolving seems to extend your bar but significant damage done to you will still remain. I've been starting each match with flame breath, charge and leap smash. You have a leap to move around and can climb basically anything, but the leap isn't something you can spam. Getting hit by a medic tranq makes your walk really slow, and if you're out of leaps it's really bad. This is why I start with charge as you can still use this while under the tranq, so you can run and generally regen another leap to help get away. It's a really fun premise as once you get to level 3 you get the ability to wreck something in the map that will let you win, but the hunters can't just go there and camp(which I've seen happen a lot). Doing this gives the monster free reign to roam around and fully pump up his armor before going here, and the hunters are going to have a rough time once he's this buffed.

Trapper is a really fun class. The key here are the harpoon traps and the dome shield, which locks the monster in a circle arena so he can't run away. A good, aggressive trapper can end a match quickly if the monster is found early and put in a dome. Harpoons lock him in place to further frustrate him and the whole team should focus fire when this happens. The trapper also has Daisy, who is constantly tracking the monster and makes the trail to follow. Daisy can also revive people which is pretty great.

Assault is what you'd expect, super powerful tanky guy. Has a strong shorter range electric gun that can chain to enemies, an assault rifle(which I haven't really used), landmines and a shield he can pop to be invulnerable for a bit. I'm not usually a fan of these archtypes but he's pretty fun to play, popping the shield and getting right in the monster's face with the electricity feels great.

Medic is another class I usually don't care for in games, but here the medic seems to serve as a scout on top of healing. There's a general AoE heal burst, a med gun straight out of TF2 with really long range(I am pretty sure you can actually heal people while they're down, too). But the other two weapons are important, the tranquilizer and the sniper. At first I had no idea what these white circles over the monster where, but the sniper places weak points. So snipe the head and you also mark it as a weakpoint, so the rest of the team should focus there. The tranq makes the monster have a yellow outline that everyone can see through geometry like L4D, and also slows his movement. A medic with a good shot from afar can really annoy and slow down the monster, which is really important.

Support is what the game threw me in as for my first game when I had no idea what I was doing, so I don't know much about him. Can summon an airstrike, give shields to other people, cloak(which seems like an AoE, so the whole team can cloak), and a machine gun. Don't know what to really do with him since I was running pretty aimlessly, but the airstrike is really damn powerful. It also knocks your own teammates around so you need to be careful.

I don't have the Kraken yet but I'm really liking this, it's super interesting. There are also alternate characters that I thought were just skins, but are actually new sets of weapons/abilites in each class. For instance, the other trapper does not have Daisy or any type of pet, but can lay sound traps around the map that will track down the monster if he gets in a certain distance. I know the alt Assault has a flamethrower, but that's all I've seen since I don't have any myself right now.

Issue wise, there's a lot of glitchy/cackling sound bugs and the load times are terrible. Like, a really long initial load time just to get to the page with the classes, then once everyone is locked in there is another long load for the game. Obviously it's an alpha, so that type of stuff is expected, but the loading definitely needs to be way better for the full game. I also had the framerate tank into single digits during some of the airstrikes. It looks like there's some element of terrain destruction and the explosions were busting things in the enviroment and made the game basically die. Not a huge fan of the UI either, especially as the monster I've found it hard to keep track of everyone's status.
 

PhatSaqs

Banned
Finally lost as the Kraken after a game of eight straight wins. Tranq & Harpoon are musts against him. Dome too of course but even inside the dome the Kraken can take flight and drop death from above so doming in the right spot is critical.
 
Game is ok. I've longed for something like this but it doesn't quite nail it. Was looking for something more methodical. I think once shit goes down like when an arena goes up it's just mayhem and I can't see shit on either side. The giant can move so quick that one second you think you are in good position to fight him then the next he's flailing at you.
I'll play some more this weekend for sure.
 

Enordash

Member
Finding a game, load times, and game stability are all incredibly rough, but I suppose that's to be expected of an alpha. There are also weird glitches in sound (especially while in the dropship prior to the match) that I've experienced. I suppose that's not really the point of this thread though.

The game is interesting when playing as a hunter. The entire experience hinges on the skill of the monster. When the monster really sucks, the game is wildly easy and the rounds last mere minutes which doesn't translate to much fun. I realize that this role is not as traditional as the hunter roles, so people will take some time to warm up to it. We even had a round where the monster was still standing at the start point when we dropped in. The entire round length was about 2 minutes long as we immediately took him down.

On the other hand, if the monster is really good at hiding and avoiding detection, it turns into 20 minutes of hide and seek. This isn't really the most fun thing in the world either. It's a little disheartening to see the notifications that the monster is evolving when you haven't even seen the thing. This could be due to inexperience with the tracking tools though. When the monster does manage to get to level 3, it's pretty beastly and now the game shifts over to how reliable your team is. A pretty shoddy team can take down a level 1 monster. A level 3 monster requires some legitimate teamwork. If you have a couple randoms that are completely useless, your team gets wiped really fast. So in this case, you just spend 20 minutes aimlessly wandering, then 2 minutes getting destroyed.

I feel like these extreme cases aren't going to be as rare as people might expect. The game definitely seems like it can shine when it achieves some sort of balance. Maybe a few small skirmishes here and there where the monster manages to get away and recoup. Then a crazy close battle where your team is working together or you barely manage to wipe a team when you're playing as the monster.

The game seems like it could be fun in bite sized chunks, but I don't know if it will be the wonder of teamwork and tactics that I was hoping. I'm also worried that it won't have the variety to have long legs.

On the standpoint of pure game feel, the weapons feel a little wonky. They lack the punch that I'm used to. The hit marker is nice, but there's no real aural cue so it feels a little empty. If I'm laying into the monster, I'd like to hear some sort of thud perhaps. I'm imagining shooting a lancer into a Locust in Gears here. To be fair, I thought the weapons felt strange in L4D as well.

The movement feels reasonably natural and climbing as the monster feels great. When you start getting pushed around every which way as a hunter in a monster fight, it doesn't feel as smooth. It feels less like a huge creature just rocked you in the face and more like you started experiencing a crazy lag spike.

I'll keep playing over the weekend though to see how these impressions hold up.
 
I don't get this game: I spawned and spent 5 minutes catching up to the team and we ran around in circles for 10 minutes and then a big monster came and we killed him. Am I doing something wrong or this game just very boring?
I get the feeling that once you know the map better you should be able to anticipate where the monster is going. So instead of following him for 10 minutes you'd be trying to cut him off.

I can also see a risk vs reward situation happening where the team has to balance splitting apart a little bit in order to spot the monster more quickly vs staying together for safety. The monster would then have to adapt to this. If the party spreads out to search faster the monster should go on the offensive to attack the now weakened units. If he doesn't then he'll spend all his time running and never have a chance to level up.

I think this will become the meta game that makes the chasing more interesting, but it can only happen once players know what they are doing.
 
I haven't played enough yet to feel it getting repetitive. But, what else is going to be in the full game to switch it up? Is there a story mode or co-op story? Other type of game modes online? I can see it getting repetitive if this is all the full game will be...
I think this comes down to how you play each class, the sniper with tranqs should be hot on the monsters heels, the trapper should also be on point to capture the beast when she hears it close by, the other two classes just need to be ready to deal damage.

Things like the hunter traps are good to spread around the map as you run but they are so easy for the monster to break and escape that they feel slightly useless, you can also only lay a few down before the first ones just dissapear, no warning or hud icon to let you know this.
 
I haven't played enough yet to feel it getting repetitive. But, what else is going to be in the full game to switch it up? Is there a story mode or co-op story? Other type of game modes online? I can see it getting repetitive if this is all the full game will be...

The same thing that stops moba's getting repetitive, different characters, different team compositions, different playstyles and most importantly it needs to be fun
 

Papercuts

fired zero bullets in the orphanage.
I get the feeling that once you know the map better you should be able to anticipate where the monster is going. So instead of following him for 10 minutes you'd be trying to cut him off.

I can also see a risk vs reward situation happening where the team has to balance splitting apart a little bit in order to spot the monster more quickly vs staying together for safety. The monster would then have to adapt to this. If the party spreads out to search faster the monster should go on the offensive to attack the now weakened units. If he doesn't then he'll spend all his time running and never have a chance to level up.

I think this will become the meta game that makes the chasing more interesting, but it can only happen once players know what they are doing.

I've seen a lot of people just bunched as a group trying to follow Dasiy's trail but ultimately the monster is going to keep outrunning them and likely be level 2 before the see him. So yeah, spreading out to an extent seems important.

The monster is capable of instantly stealth killing people too, so there's a huge risk on that end, which is nice.
 

thenexus6

Member
Never even got past the press x to begin screen

"The My2k servers are at capacity please try later" is all I ever get. Some alpha this is.
 
It's not bad. That's about all I'm gonna say, it didn't hook me enough to keep playing, but I recognize the potential underneath. I'm sure it'll be great for a lot of people.
 

.la1n

Member
It's okay. Main thing is as a hunter it can get pretty boring running around finding the monster especially if your team mates have no desire for cooperation. Spend most of my time chasing team mates around trying to encourage them to work together.

I will say when you get a good team together it can be a lot of fun.
 

GRaider81

Member
Hope there is a LOT more content in full release.

First game I played as the monster and it was decent. Lasted 15 mins and got to stage 3. Played a second game but got bored fairly quickly, very repetitive gameplay.

Much like titanfall it might be good in very short bursts but had no desire to play the game for more than a couple of games last night. Have had no desire to play the game today either.
 

Orca

Member
I think a lot of the concerns about not knowing what to do will be alleviated by the full game having a tutorial and/or bot mode. That will also curb the issue of boring matchups with bad partners or opponents.

When you get a good game going, it's fantastic. Walking along knowing the monster was close, expecting it to jump down from up top only to have it charge out of a cave nearby....bigger scare than Alien Isolation ever gave me.
 

Tawpgun

Member
Yeah I know its an alpha and all that but for me the biggest issue is how unpolished it feels. Mechanically it seems fine, but the feel of it is offputting for me
 
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