over 4 years ago - /u/CreatureTech-PHX - Direct link

Hey everyone, you may have noticed that we've been adding a ton of large features to the Development Roadmap over the past few months. We thought it would be a good time to answer any questions you have around these features and the future of Dauntless.

Many of these items are early in development and are subject to change, so pick our brains! We're happy to answer any questions about the reasoning behind these features.

Please only submit up to 3 questions so everyone gets a chance to be heard. The comments will be displayed via contest mode which hides comment vote score and displays them in a randomized order to give each question a chance to be seen.

The AMA has concluded!
We have to get back to work. We hope we cleared up a few of your questions, and we're sorry we couldn't answer them all. We'll be leaving this thread up for a bit, and we may pop back in to answer a few more questions throughout the day.

Thanks for dropping by and remember to check out the Roadmap update Friday for a look at a new hunt type.

External link →
over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Dahvikiin

- Is the video of the previous AMA (12/5) uploaded? it was over a month ago...

- Will we be able to see performance stats? (FPS, VRAM, Networking, etc) as in Overwatch (which has statistics, advanced statistics and even a netgraph)?

- Are we ever going to see the other cities mentioned in the Journal?

I can answer the first part of this. Our video editor is hard at work on the Behind the Behemoth video for Thrax and a community video. Once these are done, he'll have some time to go back to the Q&A video.

For stats, we don't have this planned for the near future, but we may do something for FPS down the road sometime, but it's not a focus.

As for other cities, I'm sure we will hear about them :D

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by ItzMrBlox

Pets, will they only be cosmetic or will they have a function?

It's likely that Pets will live pretty exclusively in the Cosmetic side of things. That doesn't necessarily mean that they might not have interactions - I'd guess a "Rare" pet might just follow you around, but a "Legendary" pet might have some fun actions or even a utility function on islands. No concrete plans for the latter specifically in development today, but I don't see why we wouldn't explore that at some point!

This doesn't mean that we might not look at combat pets at some point, however -- I'd guess that might take the form of a "Beastmaster" type weapon, if I had to guess. We wouldn't want to add required pet gameplay for all slayers all the time. I think that would be too much.

over 4 years ago - /u/TravisDay - Direct link

Originally posted by Explosionatr-Gaming

Will there be more rewards added to trials overall?(Both using steel marks and gold marks)

Trials was originally intended to be a stand alone reward system but it's certainly possible we decide as time goes on, and we make some improvements to Trials, that we expand the list of options.

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by CreativeGuy66

Any plans on adding a massive hunt. Like up to 6 or 8 slayers to take a large powerful behemoth

I think this would be really cool! I think as we look beyond Escalations into new hunt experiences something like this will definitely be on our list for consideration.

We're also currently working on prototypes for drop-in/drop-out islands that could contain activities for larger groups, a la public events!

over 4 years ago - /u/TravisDay - Direct link

Originally posted by ilikefish78

Is powercreep being addressed in the future? If so in what way?

We are currently looking at all of our progression and reward structures and have a lot of plans for what we want those to look like long term.

At present we have a system in place where players get increased power every escalation season. Long term the goal is that players do continue to increase in power and we introduce new content that leverages that power. In the short term we are going to be restructuring How players increase their power over the course of their time in Dauntless including things like a prestige system that grants power, gear being crafted at a specific power level instead of everything being upgradable 14 times, and an implementation of a skill system for weapons.

Those are going to take a while and will be coming online over time.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Meirnon

Hoi! I've got 3 questions for you!

  1. What are the plans on expanding Training Island features and tools in the near future to better improve its usefulness as a tool to the wider community, such as changing Power Rating, Element, or Status on the dummies to better compare builds or test damage calculations?
  2. Are there any plans to revisit Shock Escalations with the advancements made in both Blaze and Umbral Escalations regarding encounter designs and visual polish (such as the elemental variants)?
  3. How close are we to features such as the Ramsgate Renovation and Weapon Reworks? They've been Green Islands on the roadmap for awhile, which usually means "soontm", so can we expect some information and release dates in the near future?

Hey Meirnon,

There are plans to expand the Training Grounds into more of a dojo experience for deeper theory crafting, but this may take a back seat while we work on other features. We put in the foundation in 1.3.0 for so new players could get a better handle of weapons before they go into the wilderness and getting wrecked.
There currently aren't plans to return to Shock Esca, but we've seen some desire for Behemoth variants. If we decide to go back, we'll let you know.

Ramsgate rework is RIGHT around the corner. Like crazy close. I can't give you a date on that, but stay tuned over the next few weeks. Sword Rework is in the final stages of testing right now, so they may land around the same time as Ramsgate. At this time, we're unsure what the next rework will be OR when it will be. The priority may shift to focus on other large features. Once we figure that out, we'll post it in the Roadmap.

over 4 years ago - /u/TravisDay - Direct link

Originally posted by xRdZiiN

- any future plans for a new game mode after all escalation types get released?

- Titles, please make them more noticeable ( maybe they can show up above players names in the city ? different colors for different types of titles based on how hard / rare is to get them " The Dauntless " should be waaaay more evident, cuz right only people who played with the person who have the title can see it, usually only the same 3 people we play everyday knows we have it.

- plans to improve mastery system ? new and BETTER rewards, more lvls, more impact full things to do, cuz right now i don't think anyone feel rewarded to get lv 50 slayer / behemot, it's just a number, the currently rewards is really really bad. (silver cores) meaningless titles ( nobody see them).

" - plans to improve mastery system ? new and BETTER rewards, more lvls, more impact full things to do, cuz right now i don't think anyone feel rewarded to get lv 50 slayer / behemot, it's just a number, the currently rewards is really really bad. (silver cores) meaningless titles ( nobody see them). "

We are currently working on a lot of reworked progression and reward systems. Mastery will continue to exist in the new future but will focus primarily on objective based title rewards. The primary power growth is being reworked but we will ensure that any work players have done in the game will be compensated generously to transition into the new world.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by SirKeksalot

-The current meta consists of building a truckload of damage, typically in a lowlife build. Going forward, can we expect to see new cells and cell buffs to foster builds around other mechanics (i.e. builds that make Adrenaline stronger and have perks to facilitate that, dedicated crit builds, etc.), or are you only going to nerf the really powerful cells we have now?

-Iceborne has long been a controversial cell because it fills an important niche as a set of "training wheels" to give new players more leeway for just learning the game, but it's also wildly overpowered and trivializes everything short of round 4 of most Escalations, thus making it able to carry a player through most fights as long as that player keeps up their DPS. How do you plan to keep Iceborne good for what it does well now while making it less busted so players aren't able to rely on IB alone? If you're not touching it at all, why not?

-Boreus is undoubtedly the most hated behemoth in the game, and Valomyr is surely a close second. Can we expect reworks for these fights at any point? If we can, how do you plan to keep these behemoths' identities while making them actually fun for a change?

  • We generally like low life as a powerful, aspirational build that you can earn and equip a whole handful of cells around. Nerfing individual elements of this build to bring the entire build into line would likely leave each of them totally useless by themselves (due to their multiplicative nature). While we have designs for a "Gear/Cells 2.0" which changes enough aspects of the content in the cell landscape that the new builds would emerge, it's likely not close enough that we want to leave low life as the dominant build for that long. We're looking to introduce new cells and rework some underperforming old ones to have more 3-4 +6 builds arise to challenge low life. This will take some work, but we're targeting the first of these sets of changes for the start of next escalation.

  • Likewise to the above, we actually like Iceborne for the most part. We see higher usage of it in Escalation, and lower usage of it in Trials as you'd expect. Playing with Iceborne equipped is a lower risk, but lower total output in the hands of a high level player. I like the idea of a singular addition +6 (likely defensive) cell added to a build that allows for sustain through combat, particularly if (as in the case of Iceborne) it feels like a synergistic and smart choice. That all being said, we discuss Iceborne in design/balance meetings constantly and have considered options where some aspect of sustain is integral/default to the game (a la Bloodborne's lifesteal after being hit, or having the Flask be cooldown based instead of charges based).

  • I can't speak to Behemoths as closely as I do to player combat, but we've been making an effort to go back to Behemoths and touch up aspects and mechanics that players find frustrating or unfair. Boreus and Valomyr are certainly on this list, however we're first prioritizing those Behemoths that are disproportionately more deadly than the Behemoths in their patrol group (Stormclaw, Riftstalker, etc).

over 4 years ago - /u/TravisDay - Direct link

Originally posted by JacquesLeSuave

What will the design philosophy/approach/aim be with the future skill tree and Cells 2.0? And will they have any goals toward addressing power creep (or overall balancing, really)?

Thanks for all the great work, BTW.

Our goal is to create a wide array of play styles for players. The details of how we accomplish that is a topic of daily discussion so it's too early to give specifics but we want everyone to feel like there is a way to engage with Dauntless that speaks to them.

over 4 years ago - /u/SpookyAesthetic-PHX - Direct link

Originally posted by NewtHasSauce

Is there going to be any Lore that'll be involved in quests, or anything? It would be cool if instead of getting break parts, or killing Behemoths our job would be to study their attack patterns, or knock em out instead of killing them to study them. I think a lot of new stuff that comes out is more focused on more ways to kill Behemoths but I think its a valid question to ask Is every objective in this game going to circle back to Slaying the Behemoths?

Hello! The new Narrative Lead at Phoenix Labs, here - great question! There is definitely going to be an increase to the presence and significance of lore within the world. We're actively talking about the ways that we not only build out the story, but the ways that we have to tell and experience that story.

At a recent company presentation, I referred to us wanting to change the way that behemoths are perceived, so that they no longer only feel like "fashion violently waiting to happen." I personally want to see us get to a world where the threat is shown and felt, and not just told - that way we can explore more of the impact of the actions of slayers within the world.

Having said that, the standard disclaimer applies! We're having some very exciting conversations about what that looks like, and what it takes to get there. We won't transform overnight, but I think you'll definitely notice incremental improvements along the way to something really exciting. I really have to stop myself from saying more, because I love getting into these things... but we've already got enough notorious leakers at the company, we don't need one more! (Sorry!)

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by craftyninja227

Can you address the scheduled order of releases? mostly concerning :

Ramsgate rework

Sky fishing

Social systems (guilds + friendship cores)

Total weapon rework as well as when is sword rework

trials rework

Cells 2.0

Anything you have and can say that is coming soon would be great! Is there is anything else coming soon that has gone unsaid? :)

A lot of these things are still in early development and are being reprioritized and shifted. I'll do my best to put these under soon and far, but take it with a grain of salt.

Ramsgate Rework: Very Soon
Sky fishing: Launching with Ramsgate Rework
Social Systems: Small iterations will drop as improvements are made, but big items (guilds) are far.
Trials rework: Far
Cells 2.0: Far
Sword Rework: Soon
Complete weapon rework: Far

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by ActuallyHoax

Do you ever plan to add an open world feature?

I'm not sure if this hits exactlyyy what you're speaking to (I think "open world" can probably mean a lot of things to different people), but I can mention this:

We're currently working on a new structure for basic hunts -- imagine persistent, drop-in/drop-out multiplayer islands for Slayers to go to with multiple (and continually spawning) behemoths.

over 4 years ago - /u/TravisDay - Direct link

Originally posted by Falminar

What kind of features are going to be restricted by the new progression system (the journey map)? Is it just going to be certain activities, plus buffs, or is it also going to be things like e.g. needing to unlock weapons and/or abilities of weapons before having access to them?

How do you progress through the journey map? Is it going to be like mastery (grinding; the more of a certain activity you do, the more things related to it you unlock), questlines (you have to do a specific, unique task for each unlock), more like a classic skill tree where you level up in some generic manner and then spend skill points to unlock things, or something else entirely? (By extension, how much time is expected for a player that's already currently at the endgame to spend working on the journey map?)

How much are you likely to need to re-learn each weapon, after their respective reworks? Are you expecting the playstyle to be changed significantly and their core combos to be remade, or is it more of adding to and rebalancing the abilities that are already there?

Players will progress through the Player Journey Map through a cominbation of mechanics. Core progression through the tree will be granted as the player earns experience and unlock the central nodes. Features will be introduced via quests once the player has reached the appropriate level, and specific upgrades and unlocks within each tree will use assorted resources that players earn from different activities.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by HiroOfEchii

Will there be future updates for guild? Like guild islands or anything guild related. I would love it if you guys could add more features in to guilds. I have a great guild I'm apart of and we'd love to see more done with the guild aspect.

That's awesome that you have a great guild you're actively a part of!

We definitely want to improve guilds and give players more reasons to play together with folks in their guild. But we’re super early on that and not ready to talk about anything yet.

I'm curious -- as someone who is active in your guild -- what features are most interesting for you?

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by loulou1s

Can you guys add a wrecking ball hanging from the trees in the training grounds so players can practice booping?

This is actually a really neat idea...

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by nathoonus

Are you planning something for repeaters?

Something we haven't shared yet, but Repeaters will have per-Behemoth variants!

In the new universe, the concepts of Barrels and Prisms will go away and instead Repeaters will have the same one-to-one behemoth-to-weapon relationships that other Weapons enjoy. This will add a whole new slew of Unique Effects for Repeaters to select from, tons of new cell combinations (no longer just Tech/Mobility), and the benefits of prismatic cell slots and bonds for the Legendaries. Repeaters will retain their ability to customize the Chamber and Grip abilities, as well as their Mods. Plus, that also means tons of awesome new models for Repeaters players to earn and enjoy.

We've got the art for this already in progress, however there is a decent amount of work to bring Repeaters back into the fold of more "normal" weapons, as well as the migration of ownership between existing Barrels/Prisms to the new Repeaters. We don't have a date set in stone for when this is gonna drop, but we'll let you know!

On the gameplay side of things, we've got a few ideas kicking around for a (minor) rework to some of the Repeaters core (non-Chamber/Grip ability) actions, but that work doesn't currently have a date associated with it. We'll let y'all know more when we do.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by MrClawsX

Do you have a general idea on how Dauntless would work on Mobile? If so, could you explain it to us?

We'd had some discussions around this, but for now, we've pivoted away from mobile while we work on the core features of Dauntless.

We may return to mobile in the future, but at this time, no one is working on it.

over 4 years ago - /u/TravisDay - Direct link

Originally posted by theAgamer11

Personally, the fact that equipment requires almost exclusively orbs and barely any behemoth parts to upgrade feels unfulfilling and dull, kind of like the monster hunter equivalent of an MMO's "Go kill 50 of this one monster" quests. It also leads to common behemoth parts being completely useless after a couple dozen fights. I know I've seen at least some agreement from others on this subreddit.

Are you satisfied with how weapon crafting is right now or do you agree that upgrading equipment should involve more than just grinding generic orbs?

We have a number of meaningful changes to how crafting works coming in the near future. We're still working through the details on a daily basis but one of my personal goals is that the act of crafting a new item feels rewarding and exciting.

There's always room to improve but I think we can do a lot better than what we have right now and we are in the process of executing on that.

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by P_alladium

Are new hunt/patrol islands in the works?

What about adding new fauna to the islands already in the game? We've got Gruk Gruks, Styxians, and Smollusks, so why not have them populate islands?

What will happen after there's an Escalation for every element? Is that something that's been brought up?

To your first question, let me copypasta this from another question:

We're currently working on a new structure for basic hunts -- imagine persistent, drop-in/drop-out multiplayer islands for Slayers to go to with multiple (and continually spawning) behemoths.

So yes, we're currently working to turn islands into persistent spaces you can roam around and beat stuff up over a longer period of time. Part of that process will surely be bringing in our smaller critters, special events, and maybe even questgivers -- TBD which of those will be in their initial release. We're in the prototyping phase of this and always looking to hear what sounds fun in this department!

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by dymex_fml

shield weapon when

We've put weapon 8 on hold while we rework some of the core features of Dauntless. Once we're in a happy place with progression, current weapons, and hunt types, we'll be returning to add more.

over 4 years ago - /u/SpookyAesthetic-PHX - Direct link

Originally posted by Free_Hooks

Will you ever implement an actual story mode with more quests? I love that we finally have a lore journal and that lore plays a part in the current events. Only the first time you play do we see a cutscene, could we expect more with such an update?

Are you planning on improving existing behemoths, adding more moves and making or improving the current "phases". Giving embermane more fire abilities for example in harder variants.

I can speak a bit to the first point: while not explicitly called out as a story mode, we've been having quite a few conversations about the ways that we can tell a more prominent narrative - both within the means of what's already present in the game, and new ways of engaging with it so that we can explore that story deeper.

You'll definitely start to see more of these elements making their way into the game when we move into the next season post-Umbral. Beyond that, we're having conversations about how we can take things even further in the following season... which I can't go into yet, but suffice it to say, the talks have been exciting to me from a storyteller's standpoint, so I hope they'll also resonate with everyone else and that we'll have a chance to detail our plans further in the future!

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by Olaprik

Is neutral escalation going to be a thing?

I would say "extremely low probability" on this one. We currently think of Neutral Behemoths as more of a stepping stone into the different tiers of fights, but that might change over time!

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Constantglitches

About the friendship cores feature is it somehow related to guild mates or is it limited to only one friend?

Would u be able to earn multiple cores from different friends or is just that friend?

Any updates on how social features and guilds are gonna be improved?

Quick aside: Instead of “friendship cores,” we’re probably going to rename these Slayer Links, because we don’t want this to be confused with any existing cores.

Our current plan is to have this be available for up to three friends -- that way you can have an entire party that’s all linked up together.

The thing our social systems team is focused on right now is Slayer Links. After that, we have a few things we’re exploring. It’s too early to say exactly what those are…but the spaces we’re looking at include improving the partying experience, identity expression, and Guilds.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by superpavan007

Now that there are escalation and trials, any other hunt mode in the works ?

Yes! We're currently working on something that will be added to the Roadmap on Friday.

Basically, we want to add explorative islands where Behemoths of varying difficulty spawn, allowing players to hunt to their heart's content. We're currently running some prototypes of this and it's showing A LOT of promise. In the future, these could hold more events and activities outside of just hunting (think sky fishing).

The intent of this is to explore ways in which we can make a mode that's more engaging and fun than the current patrols and pursuits.

Check back on Friday for the Roadmap update :)

over 4 years ago - /u/SpookyAesthetic-PHX - Direct link

Originally posted by SoupBread1

Will there ever be the option to earn reputation for factions in order to gain achievements/exp and obviously fashion/equipment rewards etc.?

While there aren't any concrete plans at the moment, I wouldn't rule it out for the future! This is definitely something that we've talked about from a storytelling perspective - I personally love the power that can come from a meaningful faction, and the sense of belonging and identity that it can entail.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by [deleted]

What is the team's philosophy towards weapons, what do you want to see from new/old weapons (exotics) and their purpose in the game. What will happen to some of the more neglected weapons and will smaller reworks be made for those? And what do you want to see from new weapons moving on.

Big question!

We've got a ton of moving pieces here right now. Repeaters and Strikers both were steps in a direction we want to move, not necessarily from what those kits are but what those kits allow us to do. Both Repeaters and Strikers have a lot of "Keywordable" gameplay hooks that we can use to push and pull that gameplay. When I say Keywordable, I mean things that can be adjusted and manipulated from things like Mods - Repeaters having Chamber Abilities, Grip Abilities, Empowerment, Reloading, Ammo Count, Range, etc. are a lot of different things that can we alter to make them have new or more specific gameplay. Compared to say the current day Sword, we have a lot of difficulty creating bespoke content that adjusts the "core kit" of the that weapon. Two Sword combos are effectively non-distinct from each other, when compared to the possibilies of gameplay adjustments for something like Tempest Form and Karma Breaker.

Why the focus on these adjustable aspects? In 2 of our big upcoming combat content changes, we intend to greatly expand on the options that weapon players can access to adjust the way their weapon plays more fundamentally.

  • In "Gear/Cells 2.0" we currently plan on different Behemoth weapons adjusting more specific aspects of the weapon's kit: Embermane Strikers may reduce the duration of Tempest Form, but greatly increase the effectiveness, where Rezakiri Strikers may cause Adamant Bolt to pierce through Behemoths and hit multiple parts. Embermane or Rezakiri Swords would adjust aspects of the Sword's kit.

  • In the future of Talent Trees (a feature beyond even the Player Journey Map), we intend to allow Players to customize and modify the way their weapons play even further. While it's still in the early design phases, having multiple mods, options to adjust gameplay of special, combo bonuses, etc are all ideas for that level of customization.

Weapon Reworks are multi-pronged: Creating a more keywordable kit, improving the flow of the kit and attacks, updating the visuals and style of the kit, and integrating the kit more closely with its specials (where applicable). After the Sword Rework is complete, we'll likely take some amount of break from Reworks while we assess the feedback of our first major Rework of this style, and focus on Talent Tree/Gear+Cells 2.0 zone.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by MathieuAF

- is an higher difficulty planned ?

- is a puzzle or secret research planned ? (the umbral escalation orb looks cool, would have been cooler to be able to interact with it by using one of the emote of the pass to discover a room and loot a few things ... i'd love to discover things like that, maybe next monster being teased if u find a secret , more lore, more anything :'(

- is repeating element gonna be removed from the sword :o ? i've just picked up swords and love how i can berserker the hell out of behemot :'( shwing shwing o=]===> ) ) ) ) ) forever

I can take the first two questions!

We're currently reworking a lot of the progression in Dauntless and keeping an eye on power creep. I've heard conversations about making more difficult modes of Escalations, and it's something we're considering but haven't committed to. Bottom line: We want players who have hit max power to have activities that challenge them.

As for interacting with the relic... Stay tuned.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by dickonakite

What will weapon 8 be, and why is it the ability to outright mule-kick an Embermane in the horn?

The plan WAS a bow, but we've put this on hold while we tighten up other game systems.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by MathieuAF

- is an higher difficulty planned ?

- is a puzzle or secret research planned ? (the umbral escalation orb looks cool, would have been cooler to be able to interact with it by using one of the emote of the pass to discover a room and loot a few things ... i'd love to discover things like that, maybe next monster being teased if u find a secret , more lore, more anything :'(

- is repeating element gonna be removed from the sword :o ? i've just picked up swords and love how i can berserker the hell out of behemot :'( shwing shwing o=]===> ) ) ) ) ) forever

Repeating Elements will be removed in the Sword Rework! The Sword Rework removes and replaces all of the basic combos from the current sword on live. The 3 specials will remain, however each will receive adjustments and tuning that will help fold them into the way the new Sword works.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by SpookyAesthetic-PHX

While there aren't any concrete plans at the moment, I wouldn't rule it out for the future! This is definitely something that we've talked about from a storytelling perspective - I personally love the power that can come from a meaningful faction, and the sense of belonging and identity that it can entail.

From a social systems perspective, it would be a great opportunity to have players work together toward helping factions they align with. No plans currently, but it's within the realm of possibilities. :)

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by Coromaru

Do you feel the “sub 3” mindset created by mastery system has prevented you as developers from creating challenging and engaging content?

What I mean by this is mechanics which may be insanely fun and challenging can’t be implemented because it has to be possible to sub 3.

I don't think we consider "sub 3" a hard and fast rule at all - we could always tune a particular fight to have a different time to beat if we needed to. We do like the idea of always having an aspirational goal time for players to reach for, though!

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by IDrewABox

With the Ramsgate Renovation coming soon, are y'all thinking about adding walking (and maybe talking) NPCs to really emphasize a "bustling city"?

Edit:

Also, any plans for more items in the field? Like an electric trap? Or more mechanics like using environmental hazards against Behemoths?

At this time, no. This would really bring down performance for players in the city, and right now, it isn't a priority. NPCs do talk though!

Environmental hazards are a big possibility though, especially for mods and such.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Siynothlich

I'm just going to weigh in here if you don't mind and also answer that question for you just in case :)

Rewards! Make people who hunt with guild members give something like EXP to the guild. If the guild levels up it can unlock perks like more member slots, extra hunt bonuses, escalation exp?
Maybe even custom guild tabards?

Yeah, of course! Thanks for the answer. Will share these with the team.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Constantglitches

As reward of doing challanges or guid leaderboards allowing guilds to have their own sigil and banner in game similar to What they do with partners would be definetely rewarding

Got it -- thanks for the thoughts!

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by loulou1s

I’d like to add to this if that’s okay. Im also part of a great active guild and I’d like to see some sort of mentor system built in within guilds. Where a high level player can “mentor” a lower level player and gain rewards together. Another is a guild specific leaderboard, I’m sure most guilds are pretty competitive within themselves

Of course, thank you for answering too. I'll share this back with the team.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Free_Hooks

Guild challenenges!, maybe even a big one involving multiple guilds giving special cosmetic/other rewards

Great, thanks for the input! Will share with team.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Kensekaru

  1. What's the near future looking like for dauntless? (Accessories, Hunts, Monsters, Weapons, Etc.)

  2. Do you have any comments on potential gameplay features that'll enhance the future of dauntless?

  3. How would you feel about running a For Honor-like system of weekly/monthly content streams and talking directly to the community on progress that will soon be added to dauntless or what to expect in the upcoming update via Twitch/Mixer?

I can answer your third question! We recently pivoted away from streams in favor of creating more videos like Behind the Behemoth. We have a few more in the works...

That being said, I'd love to come back for more casual hunts on streams and answer some questions live.

over 4 years ago - /u/CreatureTech-PHX - Direct link

Thanks for stopping by! We're all going back to work, but we hopped some of our answers were insightful.

See you in the Shattered Isles!

over 4 years ago - /u/SpookyAesthetic-PHX - Direct link

Originally posted by Raven_The_Knight

Will you be adding more to the game other than simply fighting bosses, like objective based missions?

Absolutely! Beyond the things that are already in the works and coming (such as Sky Fishing) there is an entire team dedicated to developing activities that flesh out Dauntless as a world.

From the perspective of things that are under my purview, I am very keen to see things like differing objectives within missions, for certain. There's a ton of power and versatility that can come from those modifiers to completely change the feel of a story - and better yet, provide moments for some organic storytelling. You know, those moments that you share with friends to say "We were trying to do [redacted], but then [redacted] happened, so we had to [redacted] in order to save [redacted] - I thought we were done for, but we managed to pull it off!"

All in all, we are definitely looking at a future that lets us expand the ways there are for interacting with Dauntless!

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Mr_TakeYoGurlBack

Will Guilds finally be more relevant? Can we have a guild hall? Can we have guild power up perks for being in a Guild?

Copy-pasta-ing an earlier answer :)

We definitely want to improve guilds and give players more reasons to play together with folks in their guild. But we’re super early on that and not ready to talk about anything in detail yet.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by frostyjokerr

Obligatory, I love this game and everything you all are doing! Keep up the great work everyone and if you are working remotely, here is your daily reminder that your mental and physical health are very important.

The question I have is: Are you all working on or have you passed the idea around of cells or other mechanisms that would be purely for fun in hunts? Ie, the Grunt Birthday Party Skull from Halo. Something that wouldn’t aid a slayer, but would just be for S&Gs.

I'm on the social systems team, so can't answer your question, but just wanted to say -- thank you for the message! That's really kind and considerate of you to say. We appreciate you <3

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Pokejon2000

my one question i have is about the sword weapon rework. i dont know you can answer or not but i was wondering is. will sword be playing completely differently with the rework or will it still be familiar enough for people who main the weapon. i ask because i use sword a lot as a new player. it helped me a lot to get into the game better and id be kinda sad if the rework was to change it in a way to where i either couldn't get to grips with or just didn't find it as fun. hopefully you can put my concerns to rest maybe?

I can't put those concerns to rest! The Sword Rework will be entirely different! Haha :)

For real though, we are removing every core combo the current Sword on live have and are creating a brand new suite. This new suite has a new flow and has more specialized combos that excel (or don't) at more specific scenarios - this is a step forward for us in a landscape of weapons that have generally either had an entirely prescriptive kit (Strikers) or a 1 optimal damage path that players just need to experiment with until they find (current live Sword). These combos will also be more responsive, with a more updated style - sporting all new animations, vfx and sfx -, and more satisfying. The Sword Rework does still have the 3 Specials, however these have been updated and/or tuned to be more in the fold of the new kit.

I think the new Sword is a treat to play, and it pains me when I played the current Sword on live haha. I encourage you to give it a shot when it's out, and hope you feel the same way too.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by frostyjokerr

I appreciate it, but there is no need to thank me. I’m just looking out for my favorite dev crew (and non-devs that are the lifeblood of the show here!) <3

<3

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by rexistreves

So weapon eight is a Bow (or something similar), but the roadmap island is still gray. Can we expect for it in at least 6 months?

Weapon 8 is a Bow. We had it in development for a short time, which is why it showed up in some of the mockups for UI made around that time. Since then, we've put the Bow on ice to focus on reworking some of the earlier weapons to better support the Player Journey Map and subsequent weapon Talent Trees.

Post the Sword Rework, we'll likely spend some time assessing the impact of that while working on the above 2 features. After the assessment, we'll then what we'll work on next in terms of big combat content - that will probably take the form of more Reworks first, then picking the Bow back up at a later date. Either way, we'll also be working on supporting all weapons via the Talent Trees at the same time.

over 4 years ago - /u/Phx-Zalgus - Direct link

Originally posted by SkyeSeraph

I agree, depending on the nature of the utility. If the utility is something like "automatically harvests plants for you if you run by them," that would be fine in my book, and it currently fits with Dauntless' business model (pay for cosmetics and pay for ease/to progress faster). If the utility is something like "grants an extra stim" or "grants an extra flask" then hecc nooooooooooooooo. Basically, if it affects combat at all, pls nu.

Agree - "grab gatherables as you run past them" is literally the example we've used internally as "probably ok!" I consider anything that touches combat at all to be off limits, and that would include even giving you a single stim - you're just metagaming at that point and not picking a favorite pet flavor.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Charetta

If Barrels and Prisms will go away, will we somehow get a refund of crafting materials that we used to level them up?

While we haven't hammered out the details of the migration yet, likely you'll get the equivalent version of the same bespoke Behemoth Repeater. So if you have a +12 Dawnstar Barrel, you'll get a +12 Valomyr Repeater.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Constantglitches

Sounds fun, I hope its tuned up so we can have that link with multiple people since having constant friends it sometimes an issue

I should mention -- our plan is that it's a time-bound link that matures and unlocks to grant your rewards, and not a permanent one that you can only use on a single friend.

Currently, we're planning for each link to last 7 days. After that, you can choose to re-link with the same Slayer or choose a new Slayer to link with. Each link is on its own time too, so if you start a link on Monday with Friend A, and a different one Wednesday with Friend B, they would end on the following Monday and Wednesdays, respectively.

over 4 years ago - /u/jingofalltrades - Direct link

Originally posted by Charetta

I didn't know it changed name. Then what are the rewards in that? And as for "three slots" I assume you mean three friends, or two friends and the one who invites the friends?

We'll share more info as we get closer to the release, and things are more firmed up.

Current thinking is that most of rewards will be things that help Slayers continue to achieve their goals in the game -- so think things like rams, break parts, bounty coins, vault coins, etc.

For the slots -- that means that you can have up to three Slayer friends that you are linked to at a given time.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Charetta

And the Prisms? I have them all upgraded to level 10.

Yep same deal - in cases where we have a Barrel/Prism conflict (such as Valomyr), we'll come up with some method to make sure folks are rewarded. Perhaps the Prism becomes the Valomyr Repeaters and the Barrel becomes the Rezakiri Repeaters.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Urs4-M4j0R

this is cool news ... espacially as i read we gain them by the way it is

so will the twinsuns stay untouched as i love them ... and the way you mentioned all get their own "gun" set

what is for those elements wich have not enough variations for,like i belive there is like one neutral only ? Do the "chambers" still stay with us?

will we get some additions to the repeaters system too? like e.g. ammo types just examples: beanbag to stagger, shotgunammo aoe, piercing wound, etc .... thst would be awsome and make the repeaters a whole new weapon in my opinion

For the neutral barrel players will be migrated to owning one of the neutral Repeaters (Quillshot if I recall correctly). The new ones that don't map to existing barrels will need to be crafted up, as they effectively will represent new gear.

Your chambers and grips and mods will all remain, no adjustments there. Perhaps there will be some adjustment to when those are awarded from quests to fill in how Zai's questline plays out, but no change for players who already have done those quests.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Kremdes

I hope that talent tree will not lock using to specific stuff. I love the fact that I can switch weapons every hunt and have 4-6 different builds prepared all the time. If a talent tree would lock me down to specific elements, weapons or cores - I would hate that.

Unlocks and improvements sound OK, but if I have to decide between different stuff without the chance of preparing different speccs for those builds you would remove the biggest positive for me.

Cool, good feedback - that's my inclination as well. I want players to be able to main a weapon if they want and have X different loadouts for that weapon in different configurations.

over 4 years ago - /u/bunheadwhat - Direct link

Originally posted by -SpaceShorts-

From the perspective of a guild leader, this system is completely terrible. You're encouraging us to pick favorites and disregard everyone else for a week at a time if we want to make efficient progress on whatever those rewards are. That doesn't sit well with me, and I won't be using this system at all, seeing as how there are 70 members in my guild and I'm not going to neglect them for some bag of goodies.

I totally get where that fear would come from, but I am hopeful that once Slayer Links are in-game that you will see they don't discourage you from playing with people who you are not Linked with. Our goal is not that you choose favourites, but rather that you have more of an incentive to play with your friends since we are a co-op game. We are excited to put it into the game and see how players use it / what the feedback is once people have their hands on it.

Perhaps players within your guild will use the guild as a starting place to find people they want to link with! Also, since the Links are completed after 7 days you can always rotate who you choose to be linked with week over week if you like.
That all being said, the Social Systems team that is working on Linked Slayers are also working on making Guilds even better in the future. We appreciate you leading communities within our community, and in tandem with that we want to make sure we are supporting the friendships that people are forming in Dauntless.

over 4 years ago - /u/Hellizard - Direct link

Originally posted by Spagenji

I wonder what happened to the old narrative designer. Funnily, I don't think he left willingly...

If you mean me, I'm still here and working with John on all of this. :) He is actually the first strictly narrative designer we've had.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Kremdes

That's not what I want, I'm have loadouts for 4 different weapons with different cell setups. If the talenttree locks me down into specific cells or weapons, that would be bad design compared to the freedom we have right now

Sure yah - likewise you could have just 1 Sword loadout and still be able to change it in any time you'd normally be able to adjust Specials/Mods etc.

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Meirnon

I'm a big fan of adjustments to UE's and the idea of weapon talent trees.

That said, I do have a concern and a preference.

My concern is simply that having a lot of "exotic-like" UE's that require more bespoke and granular attention paid to them could slow down development and quality control, while also narrowing design space elsewhere, as each effect would require more specific attention to how it's brought into the game as well as checking it against new content more frequently to ensure it doesn't break - either in the literal sense or in the "oops, we made this mechanic way too strong by adding a new tool" sense.

My preference is that UE's do not affect/mutate weapon kits or force usage of specific tools to get benefits out of the UE's. I would prefer they build on top of instead of shifting or altering the weapon's kit. I think alterations/mutations should remain in the purview of the Talent Tree, as making it responsible for those broad playstyle decisions I think is more interesting and prevents UE's and Talents from conceptually bleeding into each other.

I'm all for more tools that give us more synergies. I just don't want to pick a reza weapon and learn that I simply can't benefit from its UE unless I use Adamant Bolt. I much prefer situations like Boreus Chainblades where I get some use out of it no matter what, but it really shines when synergized with momentum blades.

In the universe I'm describing here, the exampled Embermane/Rezakiri Strikers effects actually replaces innate Perks on the weapons, not the UE. One of the goals there being Perks are an untunable tool when it comes to the strength of an individual weapon. It's not always the right call to nerf the Perk itself, and we can't arbitrarily grant 2 instead of 3 on some weapons. In a universe where these are more granular mutators, we can actually hop in and tune them.

That being said, the division of "what lives where" hasn't been decided with regards to Talent Trees vs. Weapons vs. Cells - Once we start to shore up those designs it's likely that some (or all) of these ideas change.

over 4 years ago - /u/SpookyAesthetic-PHX - Direct link

Originally posted by Spagenji

Hahaha, that's great. The way I read it, it seemed like you got, well how do I put this? Exodia'd.

He would have gotten Exodia'd, but I let a very trustworthy looking young man see my cards, and he proceeded to throw them into the ocean. I don't know how I didn't see that coming...

over 4 years ago - /u/PhxDibs - Direct link

Originally posted by Diribiri

Is this on the roadmap? It seems like something that should be. I feel like the roadmap is missing a lot of features in progress or smaller things than the giant reworks or new weapons.

Yah, I'm speaking openly about stuff that's further out than we want on the roadmap. If we had EVERYTHING we had planned on the roadmap, we'd have to constantly be removing things when priorities, design, etc change.

We're deep into the Repeaters work, so I'm confident it will come to players but have a harder time predicting the timeframe.

over 4 years ago - /u/bunheadwhat - Direct link

Originally posted by Syraleaf

1: How will Mastery remain relevant with the upcoming progression system?
2: What is the deal with guilds. Are they in development?
3: Why have we not been getting 'better' rewards for end game achievements (mastery, trials etc) Is this because of the dev time it takes? Or is there something in the works and are we just waiting for it to release?

I can only answer #2, but here it issss:

2: Guilds are something that the social systems team is thinking about, but we are not yet actively working on them. We formed the internal social systems team at the end of March, and we decided that top priority for us would be friends list and communication functionality (seen in-game as: interact with a nearby Slayer, improved friends list, slash commands). Our current focus is on Linked Slayers, which will reward players for playing with friends week over week, as well as upgrading "interacting with a nearby Slayer" into full blown Slayer ID cards (!!!). Both of these features are in development, with Guilds as the probably-next-up-thing after they are live.