over 3 years ago - /u/CreatureTech-PHX - Direct link

Hello Slayers,

Welcome to another edition of State of Dauntless. This one’s big! We’ll be discussing our developer pipeline, release schedule, and how these things impact feature polish and future iterations. We want to explain how we used to look at content releases pre-Reforged and how we’ve changed post-Reforged.

Let’s get into it!

How We Used to Launch Content

Historically, we always aimed for large content drops with a ton of features all at once, but it meant they were spread far apart on the calendar. An example of this would be each Escalation launch. Let’s look at 1.3.0 for example. This patch saw a new Behemoth, Escalation environment, Hunt Pass, Slayer Journal, and the Training Grounds. It was a patch packed to the brim with content, but then we did not have another large content patch until 1.4.0. With patches like this, we would see players hungry for content between launches.This made us consider delivering content to players more frequently, providing the community with more exciting moments to jump in and play.

What We Tried with 1.6.X and Infinite Radiance

With the Infinite Radiance season, 1.6.X set of patches, we tried something different. Instead of saving all our content for one big patch, we released it into the game over many. We began with our Trials work, wound work, war pike work, Primal Behemoths, and the Reward Cache in 1.6.0. The following patch, we release the Relentless Cell. 1.6.2 brought the Future faction and Elder Behemoths. Most recently, in 1.6.3, we released the Chronovore and the Paradox Breaks. This approach allowed us to give players something new to play with while also measuring the fan response of each patch individually. It was great, but not perfect.

An underlying issue with both schedule structures has been less time committed to our launched features once they are in the live game. We want to give players new content as often as we can, and you deserve this content to receive updates and support once it’s live. At the rate we’re putting out content, this has been challenging as we are focused on the next shiny feature.

We want all content to launch in a stable, bug free state, and continue to receive additional support post launch. This also means going back and supporting our past features.

Our Future Release Strategy

We asked ourselves a simple question: do players value quality over quantity? Listening to your feedback, we think the answer is yes; you do. We’ve had a lot of conversations around slowing down our new feature rollouts in order to give them more time in the oven and prioritizing ongoing support of our live features.

We are currently working to understand what the size of a season is. What features do players expect from each season and how many do they want? By looking at launch data and past player feedback, we’re nailing this down so we can optimize our workload and deliver consistent content.

For example, we recently dialed back our Ostian season’s scope. Out the gate, we wanted a ton of features, but when we took a step back, we realized it would be better to have less features with more focus. Right now, that season will contain Thunderdeep Drask, a New Behemoth, Sub Classes (now called Omnicells), Heroic Escalations, Repeater work, and a high level Hunting Ground. Believe it or not, we had maybe four other things we wanted to pack in there, but have decided it’s best we save them for later while we focus on this set of features.

Thunderdeep Drask is a good example of us honing our focus. At first, we initially thought this would be just that: Thunderdeep brought back. By freeing up time and committing to this feature, it’s turning into something closer to a brand new Behemoth or an advanced variant with weapons and armour. It’s electrifying.

Portals

And this brings us to portals. We set out to make portals so we could have a way to provide instanced encounters in Dauntless. Sublevels, if you will. The goal behind this was to provide a set of unique sectioned off activities to the Hunting Grounds. In their current state, portals only led to the Keystone Behemoths. We could go our old route, launch portals and move on to the next shiny feature, but we believe it’s better to hold off until we can launch them with a clear plan to support them with new content in the months after. When we do launch portals, we want it to be a robust feature with many activities behind them that many Slayers can take part in. For now, we’re putting portals on ice until we can budget out time and resources to really make them shine.

The Future

We’ve seen a lot of comments about the reduced commitment to Dauntless in the wake of opening new studios and starting development on new titles. Yes, we’re currently incubating new projects (and they’re incredibly exciting) but this isn’t at the cost of our first love: Dauntless. We’re still committed to bringing content to Dauntless frequently over the years to come. We want to assure you that these new decisions around our pipeline aren’t because of lessened resources; it’s because of a desire to raise the quality bar of Dauntless. We want Dauntless to be a shining example of what we, as a studio, are capable of. Dauntless will be at its best when we release our next title.

Right now, we’re busy working on the Heroes of Ostia season and planning the following one. We can’t wait to get this content in your hands!

Thanks for reading, and feel free to leave your feedback below. We’ll be reading it, as always!

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over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by World_Ends_With_Bred

We like quality a lot more

Yay!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by somerandomep

One question if it can be answered is thunderdeep getting its own armor and wep?

Yup! Not sure about the weapons, but we're working on some armour pieces now. They're like a variation of the current Drask armour

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Lord_Nethermore

Quality is definitely something that the community has been asking for. Can't wait to see what you guys have in store.

That being said, I noticed that you are planning to work on the next two seasons. Is there any discussion about working on the primal and elder behemoths with their mechanics and armor? I know that was something people wanted addressed.

Also you said that you wanted to put portals on ice. Does this mean that they won't be released on June 3 as shown in the roadmap? What features do you plan on adding that will make portals more enjoyable?

Finally I can't wait for the return of Thunderdeep. Will it get a makeover like Skraev did or eventually become its own behemoth? I love that more shock behemoths are getting introduced since there are less of them than others, so I hope this means variants down the line for shock.

Looking forward to more and hope you answer most of my questions.

The current plan for Primals/Elders is to have them live in Paradox Breaks only. I know their creator wants to polish a few things in the future when she finds time.

Portals will not be launching on June 3. We aren't comfortable with its current state at this time.

Drask is getting a full makeover, and it's looking amazing!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Dauntless-stye

will you guys be updating the roadmap soon? by roadmap I mainly mean like the little timeline one, it was nice and it'd be great to see whats past 1.6.5

Yes! I have an update for Omnicells that I plan on getting in this week.

I'm also working on updates for the Weapon Work and some other items.

I think the next BIG update will be once we're midway through the Heroes of Ostia season. At that time, we'll be comfortable sharing more information on the next season of content.

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by FaeFay

excited beyond belief :]

That's great to hear!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Charetta

At first I was disappointed that you would push back the release of Portals as I've been waiting for them, but since you said you'll be improving them to be more than just Portals to Keystone Behemoths I think I can wait longer. I do value quality over quantity the most and I expect the new content have as few bugs as possible (no bugs is basically impossible). For now, there's a lot you need to patch up.

I look forward to the Heroes of Ostian season, to meet Thunderdeep Drask and seeing the first glimpse of the brand new Behemoth. I'm also curious to know more about the now-called Omnicells (as far as I heard about the Sub Classes system I think the new name would be less confusing).

desire to raise the quality bar of Dauntless

I think the word "quality" for this game is entirely subjective. Example, the cosmetics of current Hunt Pass sure is of high quality and you did some great improvements with the game. But that doesn't mean you did some questionable changes that people have called you out on and criticized. You did some of the classic "Don't fix what's not broken" that lead to disappointments. You have your ups and downs and I hope you can still learn from the downs and not be too proud of it.

I wish you the best of luck with the future content! And remember, please don't rush them out and focus on perfecting them so there won't be another big wave of bugs that takes approx. 1-4 weeks to patch out. There are enough things to do in the game in the meantime, or just let us have a break from the game and focus on something else for entertainment until the next big update. Break times should be more valued.

Thanks for playing and taking this journey with us. We'll continue to read your feedback and do our best to improve as we move forward.

Thanks for the support!

over 3 years ago - /u/jordanpowpow - Direct link

Originally posted by SirKeksalot

So glad to hear Drask's spa day is going well. If Thunderdong is getting unique armor, does that mean other dire variants will as well? Because that's an exciting prospect and opens up some interesting possibilities.

It certainly does!

over 3 years ago - /u/ArkanPotato - Direct link

Originally posted by Edwardc4gg

i stopped playing once elders or whatever showed up. I want that to be a thing again where i get in the game and enjoy it but since hunting grounds are really bad now i hope you make modified behemoths their own thing.

The Elder and Primal Behemoths will be moved to the Paradox Breaks in 1.7.0, so you wont see them on other islands.

over 3 years ago - /u/ArkanPotato - Direct link

Originally posted by ttrixy

Lovely post.

I hope you're doing well and that you're having a great day, sending positive vibes for y'all -- everyone needs it sometimes.

Thanks, right back at ya =)

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Slyth01

I think he is refering to the unreasonable dificulty of vreaking wings, the odd hit boxes, and spam of the 1 shot move

A fix is coming to the wings soon. It'll make them easier to hit!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Golennug

Thunderdong ;)

That's the official name, for sure.

over 3 years ago - /u/jordanpowpow - Direct link

Originally posted by Xardas_88

Wait, what? Did you just confirm dire armor variants? That would be awesome.

Just that it does open up some interesting possibilities!