Is the game on next-gen backward compatible or will we have an actual Next-gen update? Exemple: Addition of ray-tracing, up resolution behemoths model, less load time etc
Is the game on next-gen backward compatible or will we have an actual Next-gen update? Exemple: Addition of ray-tracing, up resolution behemoths model, less load time etc
Next-game compatible! We should see increased fps and faster load times though :)
Happy for us to be able to share this information out to the community. The whole team has been hard at work on these changes, while still continuing to work to deliver on existing content like Escalation going forward. I can't wait for all of you to get your hands on it and see the things we've accomplished.
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Really sorry that's how this letter makes you feel.
The reasoning behind Hunting Grounds is to greatly reduce downtime so players spend more time, well, playing. We aim to make it just as viable to grind out the gear you want on these islands, so not much will change in that regard.
As for the playtests, it wasn't technologically possible for us to do a complete playtest with all players. We don't have that capacity, so we're using sample sizes instead.
While I can't ask you to like this news, I will ask you to play it on release and judge it first hand. I really hope you enjoy it.
Once again, sorry to add stress to your day!
It all sounds very exciting! Can you share anything about how the Slayers' Path system will supplant or interact with the Mastery system? Specifically, how it will translate a player's progression from the latter to the former?
Mastery and the Slayers Path are different systems that will both still exist. While many of the game play rewards in the Mastery System will be handled in new ways, your Mastery progression will remain as it was, acting as a record of your challenges completed, and continuing to grant things like titles and other signs of your accomplishments.
Will behemoth kills in endless hunts still give hunt pass xp? and if so, is the amount per kill changing?
yes and maybe - all of that tuning is being looked at.
Hey everyone, thanks for all the feedback and questions! We're super excited to get this huge update out to players. I wanted to take this opportunity to answer some of the most common questions and give everyone a bit more context around some of our changes, especially the one about removing pursuits and patrols.
One of our primary goals with Hunting Grounds has been to rework the queue -> load screen -> hunt -> load screen loop. We want you to be able to enjoy a more dynamic hunt where you can stay on an island much longer, fight multiple behemoths and fauna, find new exciting rewards, and be immersed in a more emergent island experience. We think this is a better experience in just about every way compared to pursuits and patrols, but we're certainly going to listen to feedback from the community once this goes out to ensure it's hitting all our goals.
To support this new hunt structure, we are completely reworking gear progression. For starters, the Mastery system will no longer be required to unlock any gear upgrades. We started down this path a few months ago by removing gates around +6 and +10, and with 1.5.0 we will remove the remaining gates. We're also removing the need to farm Arcstone and elemental orbs.
So how do you get end game gear? We're introducing a brand new weapon XP system where you will level up weapon classes individually. You'll be able to gain XP by engaging in whatever activities you enjoy the most, which means you'll have way more freedom to play the way you like and you won't have to farm the same queues over and over again. We're also adding some cool new perks in the Slayer's Path for players who want to master each weapon class, and each class will have its own flavor of perk that gives your character a permanent upgrade, regardless of which weapon you use.
We want you to feel like your Mastery grind was valuable though, so we are keeping the Mastery system but moving a lot of the gameplay bonuses to the Slayer's Path. Don't worry, if you got the rewards in Mastery, we'll make sure you keep those in the Slayer's Path. We've also got some cool new rewards in Mastery to replace anything that was taken out, and again, you'll be granted those rewards if you've already achieved those Mastery ranks.
I hope this clears up any concerns around the removal of pursuits and patrols, but like I mentioned, we really appreciate any feedback on this. This release is the first step in our progression rework and we have a bunch of cool ideas for what's to come.
Well this will differentiate it a lot from similar titles like monster hunter and God eater.
This is like the best news, with how casual dauntless is in front of those series it is a good step to allow us play more.
One thing is concerning me on the new hunt type. But is it possible to lose and how can you lose? The thing about the game right now you hardly lose except dauntless trials.
I am just wondering how it will be on the hunting islands. Still what i saw from experimental servers is a good sign and like you said this mode will keep expanding in the future with more behemoths and islands. Thats is something a lot of players want.
Hey, thanks for your feedback! As for "losing", we're keeping the concept of the Danger Meter and Behemoths can flee if it gets too high. Also a slayer who is downed and can't be helped up will also respawn on a timer, but will have to navigate back to the fight. We want to make sure to keep you guys in play, on the islands as much as possible but there is still the risk of losing a Behemoth fight.
Mm, not a fan of pursuits and patrols being removed from the game when you haven't given us any in-depth info on how mastery will be reworked.
Not to mention how annoying this is going to be for people going for specific heroic dyes.
Also if anyone can correct me, what will this do to people who don't hunt in groups but prefer to hunt alone/with a friend or two? Are you forced to play with randos now or what?
I think the big reason people are skeptical about the update isn't the changes that are coming, it's that you've all explicitly told us that things like patrols and pursuits are being removed (with this being the first we've heard about it) and there's absolutely nothing we can do about it because it's a pivotal aspect of 1.5. It feels like we were able to give feedback on the open world hunt, but weren't aware that in praising the new open world hunt system we were condemning the pursuit/patrol system to oblivion. It feels underhanded, to say the least.
I feel ya. In fact, these being super reliant on RNG is something we really didn't like. We're actually exploring more fun and interesting ways of allowing slayer's to pursue stuff like heroic dyes and exotics so you don't need to rely on too much luck.
I'm somewhat worried about how the hunting grounds will change cell/gear progression, since we will be obtaining them at a much faster rate.
Progression is definitely changing, but we've spent a lot of time looking at the overall game economy and drop rates of things. This is all being adjusted for this patch in a way that makes a lot more sense to the Reforged experience.
If we have a thing at +15 already, will that carry over? I'm trying to figure out how much sense it would make to Max out legendaries vs just making a LOT of legendaries
We're definitely going to migrate your progress over in a way that makes sense in this new system. +15 gear will be turned into equivalent max level gear (Powersurged gear). For everything else, we've got some other progression appropriate rewards picked out. Legendaries will still be top tier weapons on their own, so having many of them is still great.
So what your saying is that I, a warpike user, who greatly enjoys warpikes, but doesn't have all of them maxed, should max out all of the legendary ones for stabbing purposes?
Warpike machine go stab
Yeah for sure! Maxed warpike will still be maxed warpike. So if you love warpike, go max it out! Alternatively, I hope that maxing things out in the Reforged world is super fun too, so hopefully you enjoy being a stab machine there as well. :)
Pursuits and Patrols will be removed from the game.
this is the only thing I hate about this update. I see no reason to force people into hunting grounds if they only want to do quick runs or hunt a specific behemoth.
If you are looking to hunt a specific Behemoth, we are tuning HG so that you should always have a clear path to the Behemoth you're looking for.
If you find that you are not able to get a specific Behemoth, please let us know!
I'm a little concerned about the official confirmation that this is going to fully replace pursuits and patrols. While I'm definitely excited for the new hunt, I'm not sure that it'll be able to adequately fulfill the purposes of the existing ones.
I'd rather pursuits stayed - at least as a branch of the new mode, if nothing else. Some way to consistently fight a given behemoth uninterrupted. Regardless, if you're removing those hunt types then make sure that you're covering the foundation left behind.
Thanks for your detailed thoughts :D
When it comes to finding a specific Behemoth, you should be able to do so. The spawn of Behemoths on islands is tuned such that you can find the Behemoth you're looking for.
What about the specific materials awarded from patrols? In specific the stones? What will be the way to get those? Removing patrols feels like it will be much more of a hassle to get those.
We are also rebalancing progression - so keep your eyes peeled for new requirements, recipes - and let us know how it feels
ok so lets assume that works as intended. if a person has a quest to finish or a part to find and it only takes them 1 kill to accomplish and they want to leave immediately after do they get to just leave by themselves or do they drag the whole team along? and if they don't drag the whole team along do new people get to join an already active hunting grounds or would we be stuck with a smaller team until we start a new hunting grounds?
People will be able to drop in and drop out. Islands will hold six people at a time :D It is possible that many different parties will cycle in and out of an island while someone is there.
We're also removing the need to farm Arcstone and elemental orbs.
Does this mean that progressing your gear from +0 to +whatever the highest grade there will be will require only behemoths' parts?
This will still require for us to not have an added RNG layer of actually encountering a behemoth we need in this new system - if we need to farm for Koshai tail drop and can't 100% of the time get it as the first encounter in an instance - this new system needs to be tuned to allow for that.
Weapon XP system locks only perks for weapon class, right?
Will we, in the new system, be able to get fully upgraded, let's say, Weapon 8 once it drops, to max rank without grinding for weapon XP with subpar weapon from said class if we have a stockpile of required behemoths' drops.
Thanks.
The last part of the formula is that you'll be able to prestige your weapon class back to level 1 to gain a powerful new upgrade for your gear, and this will be the primary way to upgrade gear along with parts.
Yes when we release a new weapon, you'll be able to craft and upgrade it directly without having to grind the levels, but you'll want to do that anyway because a lot of your overall power will come from weapon class in the new system.
How will gear be transitioned from the arcstone system to the new system? Will we be starting from scratch on our end game builds?
We will be migrating gear to the new system. Players who have got to +15 will get the weapon transferred to the highest power level in the new system. Anything below that will give you some amount of materials to get you part way to the end game upgrade.
Can you answer whether patrol chests will have some value or should we look to use them up before?
Patrol chests are sticking around, but we are renaming them as Patrol Keys and they will have a really good use in the new system. I would recommend saving them.
So the new weapon and armor system is not limited by arbitrary points but works similar to the old mastery system? Everything can be unlocked by playing and pursuing goals / xp?
A lot of your power is going to come from your level in the new system, and you'll be able to level up fighting any behemoth. You will gain XP faster by facing tougher opponents.
this makes it sound like its at least worth a try before judging it too harshly
I hope you do!
Sounds great! Can we expect this to be roughly equivalent to the transition between archonite+parts each level/arcstones+part gates every few levels that we had some time ago?
I’m not sure what you mean by equivalent but this is a substantial rework to the way the gear upgrade system works. We will only have a single end game upgrade for all gear now rather than 15 levels that don’t feel very meaningful. Getting this final upgrade will require you to collect a new Aetherheart material which comes from leveling up weapon classes, any weapon class, and Reforging that weapon class (resetting it back to level 1).
I think my question was answered in another thread but I was referring to if we could expect a similar trade like from archonite to arcstones when the patrols like Maelstrom were replaced for Heroic and such. But with raw resources not being converted, how will escalation gear progression be different from base gear? Or will legendary crafting be no different than any other equipment?
Legendary gear will be no different. You'll still need all the same parts minus the Arcstone. Legendaries will start more powerful than all other gear when you craft them, and they can be Power Surged to end game power just like all other gear, which brings them to +15 equivalent power.
Will behemoth strength be adjusted by the number of people in the area? I'm thinking about afk or leechers mostly which is a problem present since beta in dauntless.
One of the things we're targeting with our tuning is leechers.
Only Slayers actually engaged with the behemoth will get the benefits of slaying.