Hey everyone,
We’re seeing a lot of feedback come in around solo queues and the removal of pursuits and patrols. I want to dig into this and explain our decision-making process around removing solo queues. It really comes down to design, tech, and queue health.
When we set out to make Dauntless, we aimed to make a social experience that relied on teamwork. I think it’s safe to say that we’ve strayed from this path a bit, and we want to get back to that design ethos. We believe Dauntless is best with friends, and we want our community to experience this new hunt type together. Our goal is to make sure that more players, even if they’re strangers, are an asset (not a detriment) to a hunt.
This was a result of a small sample size, not the entire playerbase.
We recently did some research into why players use solo hunts. Many players mention that they choose solo/private hunts so that getting to an island and hunting is faster. With Hunting Grounds, Slayers will no longer have to return to Ramsgate between islands, and they can stay and slay on islands as long as they want. This will cut down on time spent on loading screens. In fact, because of their drop-in nature, matchmaking into Hunting Grounds will effectively be immediate. Sometimes joining Hunting Grounds will create a new instance, but this will be as fast as private matchmaking.
We’re also working hard to assure that gathering materials and grinding is just as straightforward as it was before, so those concerns should be addressed at launch as well. We want to make sure that gathering all needed materials is easy and understandable for players. We have retuned recipes to take Hunting Grounds into account, we'll be watching how it performs post-launch in case we need to tweak this tuning. Our goal is to avoid the need to hard-grind a specific behemoth over and over again for your next power upgrade. We've MASSIVELY revamped progression to address exactly this - you should have a lot more choice in what you do, and no longer feel the need to just kill a Gnasher over and over.
Now let’s look at players who want a challenge. We still have to give Trials some love so competitive players have a place to go to put their skills to the test. Future work in 2021 will address current Trials concerns (meta, diversity, and more). We will be focusing more on Trials in the new year once 1.5.0 is live.
As for practice, we really think that staying on an island and forever slaying Behemoths will be good practice. No downtime, just action and constant practice. It should also be said that there will be very difficult encounters in Hunting Grounds that will take your full attention. We do understand the importance of one-on-one battles, specifically for learning a Behemoth’s behaviour, but we’re hoping that the reduced downtime between fights will still provide more practice per session. We will continue collecting feedback on this after 1.5.0 to see what you all think.
Finally, wanting to avoid strangers is a concern for some, and we understand that. Some players just don’t want to interact with new people. We want to remind players of the mute function in our game, just in case. And if you’re worried about an unpracticed team scaring away a Behemoth, they no longer flee to another area, which means you’ll no longer have to chase down your target twice.
When it comes to keeping pursuits as well as adding Hunting Grounds, queue health is tricky. If we spread out our player base across too many queues, it could lead to longer queue times. this would go against everything we’re trying to do with Hunting Grounds (less downtime, fewer queues). We don’t want to create a world where queues are unreliable for our player base.
As for enabling solo queues for Hunting Grounds, there’s a little complexity there. For our existing hunt types, hunting parties are formed from the parties that join matchmaking, and then sent to a server that’s spun up just for them. Private hunts are a simple matter of skipping the matchmaking process and jumping straight to spinning up a server. Our public areas like Ramsgate and Hunting grounds work differently - the matchmaking process is already skipped, so there isn’t an easy “toggle on” for solo. Instead, a Hunting Grounds instance with space for your party takes you from the queue (and if there are not enough instances, a new one spins up). To make a private Hunting Ground would require special logic just to support private hunts, and with our intent to move back to putting social play first, spending our effort on something that doesn’t support co-op play wasn’t the right choice at this time.
Bottom line, Hunting Grounds has been designed to solve player concerns (like long loading times, gathering materials, challenging hunts) without straying from our goal of making Dauntless a co-op experience. That being said, we are completely open to feedback and will of course be looking at player behaviour data/feedback once Dauntless Reforged (1.5.0) is live in order to best evaluate how to move forward in 2021. These are just the reasons why Hunting Grounds isn’t launching with solo queues, but who knows what the future may hold after we dig into the data and feedback.
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