over 1 year ago - /u/slayerdk-PHX - Direct link

Hey everyone, we've shared our plans for the road ahead in our latest State of Dauntless yesterday.

We thought it would be a good time to answer any questions you may have about anything outlined in the blog, and the future of Dauntless.

We will be here answering questions from 2-3 pm PT today.

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 hope we've managed to answer most of your questions, and we're sorry we couldn't answer them all. We'll be leaving this thread up for a bit, and may pop back in to answer a few more questions throughout the day.

Thanks for dropping by, and keep your eyes peeled for upcoming AMAs!

Clear skies, Slayers!

External link →
over 1 year ago - /u/slayerdk-PHX - Direct link

Hey everyone, we've shared our plans for the road ahead in our latest State of Dauntless yesterday.

We thought it would be a good time to answer any questions you may have about anything outlined in the blog, and the future of Dauntless.

We will be here answering questions from 2-3 pm PT today.

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 hope we've managed to answer most of your questions, and we're sorry we couldn't answer them all. We'll be leaving this thread up for a bit, and may pop back in to answer a few more questions throughout the day.

Thanks for dropping by, and keep your eyes peeled for upcoming AMAs!

Clear skies, Slayers!

External link →
over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Puzzled-Food1268

My only question is will equipping two weapons give you extra cell slots? Or will you reduce slots on weapons/only give the effects of held items?

There will be changes to the way cell slots are distributed across gear and what goes in them, but broadly, you should not expect to have more cell economy because of this update.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by sseltnuad

So jn did a little state on the following on discord last Thursday but I still wanted to ask. Can you tell us anything or is there just mayyyyyybe something planed for Underwater combat and by that also for community requested Water and Air aether frequencies? No doubt the development of to completely new aether frequencies with new environments and Behemoths would require a great update maybe evenly sized as the „The Shattered Isles“ Update and as you stated after next summer you want to come back to monthly updates. And I know this would consider much time, but is there a possibility that in the future some time around we might see those two elements with a big patch? After all me myself and many others here on reddit did posts on the topic and also created very decent concepts for Behemoths, themed islands and combat systems…would love to know your thoughts about that.

While a cool idea for certain, we have no plans to add any kind of underwater combat, we'd rather continue to expand on and improve our on land combat. We also have no plans right now to add any new elements to the game, for now we're going to continue to expand post update on the existing elements.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Nugget_System

Though cells will be more secondary, will they still bring uniqueness to builds & will they still maintain an identity to a build for it to perform well in your guys' vision with the new weapon system?

I envision the role of cells to be more akin to Decorations as seen in Monster Hunter. Cells serving the purpose of pushing your build 'over the line' into your build, activating or upgrading perks, as opposed to their current position as basically the most important source of those perks.

over 1 year ago - /u/JulioNicoletti - Direct link

Originally posted by Threef

Nearly all presented changes are system design changes or _just_ programming features and improvements. And with confirmation that we'll be not getting a lot of cosmetics, it seems like art team is not on board with that huge patch. Is that correct?

More cosmetics are on the way, and the art team has been super busy on more than just cosmetics and behemoths!

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by 898CronoZeus

How would, with the new weapon system getting added, level up. Would it be the same system, or different?

Would the behemoths be able to free roam, so you can use bait (like pursuits), and if so, would the behemoth be able to fight each other?

How would the new exotics work, and will there be new equipment like variants of armor for dires, lanterns, and Omnicells?

The current plan is that weapons will level independently in the new system. Each sword should be unique enough that leveling things as a 'class' of weapon no longer makes sense. Leveling will still be via experience, with crafting being involved to unlock perks and abilities on the weapons as they level up.

In a sense, this also addresses your question about new exotics. We are looking at moving to a place where each weapon in the game has the kind of uniqueness that an exotic does, making your weapon choices between any two swords, etc, quite important.

As for Behemoths, it is currently the plan that Behemoths will be less tethered to arenas, able to move around the islands more freely. Additionally, the new hunts we have planned are meant to find a middle ground between the old pursuits and the current Hunting grounds, and put you in a position such that you will know up front what behemoth you are targeting and can be assured will be on the hunt.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Ecresrylca

Mentioned as being in the works in the past but is there going to be added for old slayers to utilize the overabundance of parts that they have collected that aren't being used after weapons are all crafted?

When it comes to using collected parts from behemoths, the current plan is to have some sinks available to spend those resources. Firstly, in the new weapon progression we are doing, there will be a lot of places to spend those amassed resources. But second, we want to make sure there are longer term and reusable things that make good use of your excess behemoth parts.

over 1 year ago - /u/JulioNicoletti - Direct link

Originally posted by Distinct_Elephant_84

With the announcement of changes coming to Dauntless next summer, myself, and probably many other slayers, welcome the idea of these changes as the state of Dauntless currently is stale.

Dauntless is chucked full of potential and many players have been hoping for some time for the Devs to breathe new life into the game.

So my question is, given the state of Dauntless and how the Devs have seemingly not bothered much with the progression of the game itself, is Dauntless a project that the Devs are actually passionate about and want to see flourish?

I have played a fair few MMOs and it is does become quite apparent when a dev team may not be as invested in a gaming project as much as they could be, as this is what really makes any gaming project shine and become something that players truly enjoy, when the development team are behind the project 100%.

is Dauntless a project that the Devs are actually passionate about and want to see flourish?

YESSS

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Distinct_Elephant_84

With the announcement of changes coming to Dauntless next summer, myself, and probably many other slayers, welcome the idea of these changes as the state of Dauntless currently is stale.

Dauntless is chucked full of potential and many players have been hoping for some time for the Devs to breathe new life into the game.

So my question is, given the state of Dauntless and how the Devs have seemingly not bothered much with the progression of the game itself, is Dauntless a project that the Devs are actually passionate about and want to see flourish?

I have played a fair few MMOs and it is does become quite apparent when a dev team may not be as invested in a gaming project as much as they could be, as this is what really makes any gaming project shine and become something that players truly enjoy, when the development team are behind the project 100%.

Everyone on the Dauntless team at the moment is very excited to be working on it. We are a mix of developers who have been on Dauntless for many years, developers newly hired to the project, and developers returning to Dauntless from other PHXL projects.

Our studio has several other projects on the go, but all of us on Dauntless are working on it because the Shattered Isles means a lot to us, and I personally have a passion for this style of game. Co-operative measured action with friends means a lot to me as a person, and continuing to put in the work to try to make sure it's right is genuinely exciting to me.

over 1 year ago - /u/slayerdk-PHX - Direct link

Originally posted by Distinct_Elephant_84

With the announcement of changes coming to Dauntless next summer, myself, and probably many other slayers, welcome the idea of these changes as the state of Dauntless currently is stale.

Dauntless is chucked full of potential and many players have been hoping for some time for the Devs to breathe new life into the game.

So my question is, given the state of Dauntless and how the Devs have seemingly not bothered much with the progression of the game itself, is Dauntless a project that the Devs are actually passionate about and want to see flourish?

I have played a fair few MMOs and it is does become quite apparent when a dev team may not be as invested in a gaming project as much as they could be, as this is what really makes any gaming project shine and become something that players truly enjoy, when the development team are behind the project 100%.

is Dauntless a project that the Devs are actually passionate about and want to see flourish?

100%!! the Dauntless team is all-in!

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Cookie1058

Will there be damage effects for radiant and umbral? Like how doing so much terra does healing and how so much shock shocks a behemoth etc

This is on the list! But we haven't settled on a design we like yet.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by TogglingTyrant

Will any progress be transferred over when the update in a year drops, slayer's path, cosmetics that were purchased, reforges and so on. Many of us are end game players, just wondering if all the progress we have achieved will be in vain in this new upcoming version of Dauntless?

With regard to your already existing progress in this new update, some things will be changing, we'll be working to ensure that all your hard work pays off.

To give the most basic example, while we are looking to re-evaluate reforging as it is, we will preserve a way to make that number go up, and for you to keep the number you've already earned.

While we may be making some big changes to things, we'll be certain to account for all of the things you have worked for and earned, and preserve as much as possible, while compensating appropriately for anything we can't hold onto with changes.

We're still here today because of the love and support that Slayers like you have put into the game. And even when we need to make major shifts to keep Dauntless on track, we want to preserve that legacy and respect your efforts.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Vasenkov

Do you see weapon swapping as a way for adding new weapons?

Like weapons which would struggle to be a complete standalone experience in reality of current Dauntless, but could work great paired with one of classic weapons.

It certainly opens up our options in that way.

In the same way, it lets us push existing weapons into more niche or individual roles. Because we can present players with challenges that require specific answers, without it being unlikely they have that answer.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by KorrupiKid

Got a question from omega135 on discord who couldn't be here for the AMA:

I was wondering if old things would still be relevant or will be added back, as in previous additions like the primal and elder behemoths, the thornbound behemoths, heroic+ behemoths, and if they could be readded into the game in a fresh way like how thunderdeep drask was reintroduced

We don't currently have any plans to bring back any of these specific examples. Though we do have something coming along with it that will roughly replace the 'heroic+' idea, when it comes to giving Slayers powerful high end behemoths to fight.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Icy-Bee-2157

Hey I am so incredibly happy that you are back and also with such great news that the game is far from over and will go on. And if that wouldn’t be enough I read the phrases „dynamic isles“ and „new Hunting experience and pursuit“ AND „open World like“so I am guessing there will be a pursuit like mode…guys thank you so much for listening.

Dauntless because of its core has so much potential and we do have a speedrun, a arcadian, a endless, a mission and a level based game mode. Although after pursuit and patrols went out the game laked on the real hunt based game experience.

My Question is: In bringing this „mode“ and working on more dynamic islands will the 10 original map models come back?(well some of them still exist but emberthorne cove, coldrunner key and the original hades reach where redesigned and I still miss the original designs). I mean the provide a more open worldy like feeling a bigger variation of islands can’t really be that bad and you do have the models of those three og maps…

Appreciate it!

Yes - pursuits and patrols had a lot of benefits that we lost when we moved to the Hunting Grounds. We intend to bring back those benefits.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Icy-Bee-2157

That sounds great Does that mean there still will be like two behemoths on one island with like one of them being the top of the food chain or is it one behemoth or does it even depend on island and behemoth?

It does depend on the island and Behemoth, but generally you can still expect to see multiple behemoths on the island, with one being the 'target' of the hunt, while others there serve as ways for you to get additional loot and parts, or to power yourself up in preparation for taking down the 'key' behemoth of the island.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by GENM_ACT

I was disappointed to learn on the official Discord that there will be no new elements until next summer. I was hoping that things would change when the new Gauntlet mode was added, but in fact it is a very boring mode, and I was even more disappointed when I learned about the above. Is there anything that can be added in small increments instead of all at once?

I hear you GENM, waiting isn't fun.

Taking the time to do it all at once, though, lets us really make the kinds of changes we think are important to the game and the kinds of changes that the community has been requesting for a very long time.

over 1 year ago - /u/Cinco4706 - Direct link

Originally posted by MrHorris

What past update/rework would you say has been your favorite (and why)?

For me, Escalations. The game mode allows me a way to quickly jump into a curated path for a bit, feel extra powerful, and still have meaningful challenges via Heroic escalation!

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by arcane_mornechui

  1. how will cells work on the second weapon? I assume it'll be same armor, and for the purpose of active perks the cells in one wep will be swapped for the cells in the other?
  2. how much info, generally speaking, will the community be granted public access to?
  3. will the slayer's path remain in the game, and if not what will happen to the perks gained from it?

1) With regard to cells on the second weapon, I answered this elsewhere, but we'll be shifting perk economy and cell economy a bit, it's safe to say you will not have more total perk economy from cells than in the previous system.

2) When it comes to information, as much as we can possibly give you, we know that there are a lot of questions, and this is a big period of time, so we think transparency of what we're working on and how it's progressing going forward will be of vital importance. And as early as possible, we will begin finding ways to put test versions of that in front of players well before release.

3) The Slayers path will remain in the game. The shape of it will likely shift a bit, particularly around island unlocks, but it will still be there, and will continue to be expanded on.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Crumpled-Receipt

1.) will swapping between weapons have an effect? Like a parry (which would be sick) or attack speed boost. 2.) when can we expect a next behemoth? 3). How do you plan on keeping the game alive?

right now, weapons can be swapped with a single button or as part of a combo that connects combos on both weapons. We also are exploring abilities that trigger on swap.

You can expect Crudge as the first new Behemoth either with this update or in the first season.

We plan on keeping the game alive by taking this time, the support of the community, the support of the studio, and the talent of the dev team to evolve the game in the ways it needs to, to continue being fun now and in the future. Not a lot of f2p pve games get to be 5+ years old and we want to make sure we've got the right foundation to grow.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by slender_kitten

Are there any plans to add weapon levels and therefore behemoth levels above level 20?

Yes there are plans for weapon and behemoth levels above 20 (Ahrelia's answer is more nuanced than mine :P )

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Xx_Sebas_Xx77

This year will we have updates that will bring a lot of content? Will we ever see more game modes? For example, a way that we are a behemoth and we play it with friends and we have to kill our friends and they kill me. (I hope they understand me)

Not this year, but next year!

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by slender_kitten

Are there any plans to add weapon levels and therefore behemoth levels above level 20?

When it comes to weapon levels, they will level past 20 in the new system. As for what that means for behemoth levels, we are still working out exactly how that interplay will work in a way that makes the most sense, and we may be moving to more directly displaying the 'power' of a behemoth so you can compare yourself against that, rather than the more arbitrary level.

over 1 year ago - /u/slayerdk-PHX - Direct link

Originally posted by saiykuu

Are we ever going to see a revamped training grounds? The capabilities we're missing like wounding, dodging and using tonics make it not accurately reflect actual gameplay as well as making it pretty useless for actually testing anything outside of just hitting the behemoth.

How will the secondary weapon play into perk summary and elemental advantage? Will the weapon's unique effect or innate perk work when the weapon is inactive? And would elemental advantage from the current weapon apply to off-field attacks from the other?

Any chance we could get routine updates on development progress until the big update is released? Something aside from an AMA which actually showcases the changes and additions that have occurred in between, to keep players interested and assure us that it's actually coming.

Any chance we could get routine updates on development progress until the big update is released? Something aside from an AMA which actually showcases the changes and additions that have occurred in between, to keep players interested and assure us that it's actually coming.

for sure! stay tuned for monthly dev blog updates and other community activities. we'll be sharing more info very soon on a community 'hub' of sorts.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by MrHorris

Early on Dauntless was touted as a challenging game where you expressed your skill through your ability to successfully slay a Behemoth, but as time went on it shifted into a bit more of a power fantasy where slaying the Behemoth became a given and skill expression was through how well you slayed a Behemoth. Any plans to shift/embrace where the power fantasy of the game currently stands?

Right now, Dauntless has leaned a little too far into the power fantasy smash the behemoth easily world. Where we want to be is a tiny bit more into the skill challenge. Behemoths are supposed to be the big bosses, the apex predators of the world. But they've become more like mobs to plow through. Expect slightly longer kill times, more specific answers for different combat situations.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Icy-Bee-2157

By reading your state of dauntless and seeing that you indeed plan on putting the hunting experience and the feeling of a more open world with various options into focus I was wondering:

Do you maybe think about bringing patrols and even expeditions back into the game?

Of course they‘d need to be overworked and given a new purpose but after all for the game to feel more open worldly with various things to do or to make your way through the shattered isles I think those modes might be „a vine addition to your collection“.

Patrols had a lot of benefits (feeling like you won and completed the objective, having a solid end moment) that we want to bring back - but we also want to keep some elements of surprise that we have on the hunting grounds. We will be bringing back the spirit of pursuit, but the idea is more

A main behemoth that is the goal of the hunt, plus a variety of side objectives that change each time you visit. Those might be chests guarded by enemies, an on-island quest, another behemoth, a secret power, a puzzle etc.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Threef

Idea about Damage Cap (and other caps) seems controversial, but I think I like it. There was also a mention of getting rid of "steamrolling the Behemoths", which I like even more. Does that go together? Will the caps be dependent on the Behemoth we're fighting? How will it work?

Stat caps would be to bonuses you can gain from cells/perks/buffs.

We already have this in game when it comes to attack speed, there is a max attack speed your build can attain before further attack speed benefits no longer grant any more.

In the new system, we are ensuring these things are more directly quantified. Anything that previously would have given you Attack Speed before now falls under the new 'Speed' buff. The Speed buff has a stack cap. Similar 'stat' buffs govern the rest of your things. Damage bonuses no longer give '10% increased damage'. They give you a stack (or more) of Might, and there is a cap on Might stacks. So once you have a build that can reliably stack to maximum 'Might' in a hunt, there's no reason to build more damage into your build, and you can begin picking up utility abilities.

We'll have a blog in the coming months where we more specifically break down changes to buffs, the caps, and how we're handling all this. But that's the very basics.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by napta682

Question 1 I understand you probably can't speak much to this, but can you give a vague idea as to what the "weapons with unique identities" will be. Will they be something similar to exotics but slightly different?

Question 2 Have the devs considered giving a category name to weapons like the silver sword and golden claws? It's a very small thing but it would nice to have a way to refer to them as a whole

Exotics is a good example yeah. Here's an example I used earlier (just made up today, not an actual design ;))

Sword A uses old sword kit, frost damage, and can give shields with its special
Sword B uses new sword kit, blaze damage, and creates magma orbs you can hit to shoot
Sword C is new kit, shock damage, and has something like the shock mantle amp built into it

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by KorrupiKid

Question from cat.alva on Discord who couldn't attend the AMA

When will the next event weapon (like silver sword and golden claws) be released

We will not have another event weapon this year. While we enjoyed making them, and we like the value they added to the game, any weapon we put out in the next year would need to be overhauled for the new weapon progression system anyway, so we would be doing work we would then have to redo or undo. But the Silver Sword and Golden Claws will be right there alongside other weapons in the new world.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Distinct_Elephant_84

With the announcement of changes coming to Dauntless next summer, myself, and probably many other slayers, welcome the idea of these changes as the state of Dauntless currently is stale.

Dauntless is chucked full of potential and many players have been hoping for some time for the Devs to breathe new life into the game.

So my question is, given the state of Dauntless and how the Devs have seemingly not bothered much with the progression of the game itself, is Dauntless a project that the Devs are actually passionate about and want to see flourish?

I have played a fair few MMOs and it is does become quite apparent when a dev team may not be as invested in a gaming project as much as they could be, as this is what really makes any gaming project shine and become something that players truly enjoy, when the development team are behind the project 100%.

To be very transparent - we are only able to invest this much in Dauntless because this team loves the game and truly believes there's a huge future for it.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Zer0X344

Any plans to add new specials to existing weapons anytime soon? Strikers for example only have adamant bolt, and Titan Crash.

We would like to have at least 3 strong Strikers build around archetypes in the game. And that will mean needing another special for Strikers.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Intelligent-Tap1742

Would weapon switching affect weapon based bounties, like would simply having the weapon equipped count?I'm assuming not but I wanted clarification, like the bounty that says stagger with repeaters, there are only so many options but with weapon swapping we could do it from it just being there??

How will levelling be affected, will both weapons get XP if both or are used in the fight or only the weapon that kills the behemoth and if it goes to both will it be shared 50/50 or 100/100??

And I know it's switching from one weapon type to another but I feel like that opens up space for one handed weapons, just wondering if it's a possibility??

I know I'm technically only allowed 3 but I have a suggestion As a QoL improvement could we get more accurate behemoth health info, like in the journal, not just telling us about the behemoth but also hp, moves etc.

Right now, both weapons get XP when they're used

It opens up a lot of cool possibilities, but we don't have plans for a one hander

I'd love to fill the journal with HP, moves, parts, etc yeah! that's a great idea

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by MrHorris

Early on Dauntless was touted as a challenging game where you expressed your skill through your ability to successfully slay a Behemoth, but as time went on it shifted into a bit more of a power fantasy where slaying the Behemoth became a given and skill expression was through how well you slayed a Behemoth. Any plans to shift/embrace where the power fantasy of the game currently stands?

We're pretty unified as a Development team that we would like to return to the older version of this. Longer Behemoth fights with more complexity and reactivity, where a Behemoth feels like a meaningful fight, with meaningful rewards, and less like a speedbump.

over 1 year ago - /u/slayerdk-PHX - Direct link

Originally posted by GENM_ACT

You said that "events and activities continue to be plentiful in the run-up to the big update", do you really believe that? There are no attractive events throughout the year and since the addition of Radiant Escalation and Alaila it has been quite boring. People who don't speak English well or aren't enthusiastic don't check what the developers are saying on Discord. Could you please have more transparency and open communication with the players?

hey, so while the events & activities in-game will be rotating, we will be having lots of other community events outside of the game. You can look forward to regular communication from us via monthly dev update blogs (always translated), social media posts (in English only), AMAs (also in English only), and more! Stay tuned for a communication 'hub' of sorts we'll be sharing soon!

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by GENM_ACT

You said that "events and activities continue to be plentiful in the run-up to the big update", do you really believe that? There are no attractive events throughout the year and since the addition of Radiant Escalation and Alaila it has been quite boring. People who don't speak English well or aren't enthusiastic don't check what the developers are saying on Discord. Could you please have more transparency and open communication with the players?

That's a great point - we can certainly try out best to have out comms in other languages as much as possible. This blog is fully translated, for example!

As for updates - it depends on what kind of player you are. For new players, more casual players, rotating hunt passes, gauntlets, trials, heroic escalations, and seasonal events is a lot of new stuff. But of course, if you're a long-time Slayer those aren't as exciting, I totally get it.

The content we're working on for this update, however, will hopefully get those vets excited.

over 1 year ago - /u/JulioNicoletti - Direct link

Originally posted by Impossible-Gap6741

1.Will there be an option to pick the time of day on certain islands,  2.will certain places in ramsgate be getting an upgrade? 3. Do you have plans to do anything with the neutral element in the future?

2.will certain places in ramsgate be getting an upgrade?

We've been seeing some early signs of rezoning near central Ramsgate...something is on the way...

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by GENM_ACT

In the meantime, is there anything you can tell us more about the new elements? We don't want to see a repeat of the Gauntlet mistake, so I think we need to listen seriously to our players' opinions and consider our future plans.

You bet. You can expect regular updates on our development every month and test builds open to any players who wish to participate later this year.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by WIIU_Awesome

1)Will combat finally get challenging and not frustrating? For the longest part of dauntless self healing has been op. This resulted on making hard challenging content awful...either spam stuff or one shot players. I know a lot of players use this clutch but it should never have been too strong.

2)Will consumables ever get love? Like the grenades and other consumables don't even do anything.

3)The biggest disappointment with reforge update is that we were promised island changes...what we got was rather bad...will this update actually attempt to make them better?A solution i proposed at a time was to combine at least 3-4 maps and make them bigger, more variety, more fauna. Arena behemoths don't feel interactive.

1) We do plan to make combat more challenging yes! I agree, self healing has been OP, Behemoth Kill times are extremely low, and Behemoths generally present very little threat. This is one of the big things we want to address.

2) Consumables will be getting love in this update. They sit in a weird spot where some are overly impactful and important, and some do nothing. Love for consumables is one of the things this update will need to address, but I don't have details right now.

3) Yes, we have plans to make the Island feel more interactive, and for every journey to one to feel more like a small adventure than the current Behemoth deathball.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by damcrit

Guess I don't really understand the reasoning behind these decisions - how would they benefit the game over simplistic and very much needed Quality of Life updates you could be doing instead, that doesn't need the game to be put on further hiatus that it basically has been for a while now.

The State of Dauntless post isn't really giving much info to go on either, since everything that is listed there can be followed up with a question such as 'like what?' or 'how exactly?', and judging by the promises made on your Trello board in the past, on mechanics you should have improved or added to the game (and a whole array of logical improvements that I don't know if you even considered), I don't really have much hope on anything being delivered, until I actually see them.

And just as an example of QoL update over revamped mechanics, instead of you reworking a whole lot of systems to allow multiple weapons at the same time, why not just simply update to allow switching loadouts without limitation during island hunts? Seems something that would be easy to implement, instead of wasting time and resources on something much more complex over insanely long period of time.

I am honestly going to be annoyed if any of the new progression systems devalue my time and effort I've invested in this game over a few years, as bigger changes to core mechanics should be something that sequels receive. I see a lot of "to heck with the old players, as long as we bring new meat" attitude in most 'games as a service', so I am hoping for the best, but also fearing the worst.

Answers to questions like Like What and How Exactly will come in the monthly development updates. First up will be weapon swapping and gear. We'll go into a lot more detail about how that works.

Things like weapon progression, islands, behemoths etc will all get their own dedicated development update.

The goal with this update is to give those long-time slayers who have "completed it all" a lot more to do. On the flip side, it aims to bring more of our new players further into the game and into that end game space.

Appreciate you sticking around and seeing what we're up to.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Threef

What's the reason for lack of development in recent months? We have rumours and ideas, but no official statement

For the most part, because we've been focused on the changes in this update, engine upgrades, growing the team. But, we didn't want to start talking about it until we knew we had what we needed to commit.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Icy-Bee-2157

So that means that depending on the weapon there could also be different combos like one sword has the old sword mechanics and one the new one…same for chain blades etc that sound nice

It does mean that exactly

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by TogglingTyrant

I have defended you from some of your prior partners here on reddit, I have always given you the benefit of the doubt on issues, needless to say I have shown you loyalty over the years. Now you want to give us a new game, great, I am down with that, I am excited for it to be unveiled in a year. My question is for us players that want to continue to play this game in the meantime (waiting a year), why would you forsake us and give us nothing for a year with no new anything? Why not utilize us and throw some variation of the content yet to come and you will get the feed back that is needed to make the game in a year amazing?! Use everyone in the current game of Dauntless as a soft run, sure major content keep as a surprise, minor content we can help you work out the bugs in the application.

Thanks so much for your support, seriously means a lot.

One great way all players can help before the update is to participate in the test builds. Starting in October or November, we'll have regular test builds for players who want to join - to test out new features, check out early versions and give feedback that we can act on.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by TogglingTyrant

I have defended you from some of your prior partners here on reddit, I have always given you the benefit of the doubt on issues, needless to say I have shown you loyalty over the years. Now you want to give us a new game, great, I am down with that, I am excited for it to be unveiled in a year. My question is for us players that want to continue to play this game in the meantime (waiting a year), why would you forsake us and give us nothing for a year with no new anything? Why not utilize us and throw some variation of the content yet to come and you will get the feed back that is needed to make the game in a year amazing?! Use everyone in the current game of Dauntless as a soft run, sure major content keep as a surprise, minor content we can help you work out the bugs in the application.

It's simply that there is no way to do both at once. The same people working on this update are the same people who would make that new content. We didn't make the decision to do this lightly, but we all believe here on the Dauntless team that this update is necessary to keep the game on a healthy road we can keep maintaining for years to come. We also know you've heard that from us before, and we'll try to remain transparent through this whole process to make sure we're giving you the same confidence we have.

At its heart, and in the way you play, this game should still feel like Dauntless, the game you love is still the soul of the updates we are making, and we hope you'll come on this journey with us!

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Icy-Bee-2157

Adding to the second question of Satisfaction my question:

As you stated in you Post yesterday there are going to be more community-tests; -surveys and -activities which is really great.

As you probably know there are many players who created their own behemoth concepts and shared them on the platforms. I would really love to see(maybe in the future after Summer 2024)community events where people post there concepts to give you inspiration or even to be in a voting with the highest voted Idea being implemented into the game. Not only would the developer-community relationship benefit but it would give the community exactly what they voted for… Would this be something to give a shot?

There is so much talent in the Dauntless community!!

Of course, a lot goes in to creating a new Behemoth encounter. And, we haven't been able to work on new ones as much as I personally would have liked to recently - but that is the nature of making games some times. Now, we're ready to do a lot of cool behemoth stuff - including Crudge! Which was concepted with the community on a live stream (way too long ago). That'll be the next new Behemoth next year.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Southstarlion14

Will there eventually be new gamemodes or other new content for late game players in the future since the game hasn’t had a fulfilling update of new hunting grounds, new omnicells, or even new weapons for awhile

Do you guys plan on doing frequent updates on the game after the summer 2024 update like say every 2-3 months a new behemoth gets added or new armor piece is available to use?

Yes - we are definitely looking at end game.

And yes, after the big update in 2024, back to regular cadence of Behemoths and weapons.

over 1 year ago - /u/Ahrelia-PHX - Direct link

Originally posted by Ecresrylca

With the changes to hunting grounds and the "new" pursuit style hunting will we have a better way to switch between loadouts? The current system of a box for refilling consumables is nice but limited and being able to swap loadouts while staying on the island would be nice

We don't have plans for any further ways to change loadouts on an island, we're focusing more on making sure the loadout you choose to bring to the island matters.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Arcknoc-Enforcer

I do not know if anyone else posted this or not but do you guys have any plans for new exotic weapons in the future, maybe for new or existing behemoths?

Expect all weapons to be a little bit more like exotics - unique in important ways.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Charetta

I still have mixed feelings about the State of Dauntless post and have so many questions, but had to pick a few.

 

1) About the new permanent progression and enhanced core gameplay, is it like an overhaul the same scale as Reforged update where it changed the way we hunt and progress and our current progress will migrate to the new system, or is it just additional content that won't conflict with our current progress (ex. Slayer's Path, Mastery, etc)?

 

2) You mention "surveys and community playtests", does that mean Experimental version on Epic Games will make a return?

 

3) You certainly have heard lots of feedback on the loadout menu, like requests to improve it (reminder it lags switching between each loadout on PS4 while on PC it browses smooth like butter and it doesn't scroll like a carousel from first to last loadout or last to first with a single tap), the ability to name the slots and adding more loadout slots. Is this QoL update a possibility to happen or nah?

  1. bit of both of those... Slayers path still relevant, mastery more relevant. But leveling weapons to 20 and then back to 1 for a reforge isn't the way we want to move forward.
  2. It might not be the Experimental Build, but something like that exactly, a separate test build.
  3. UI is getting a BIG look-at
over 1 year ago - /u/gtez - Direct link

Originally posted by MrHorris

What past update/rework would you say has been your favorite (and why)?

Okay, old school answer, but Reforged (v1.5.0). I loved what the addition of the Slayers Path did for the game. It's also the last feature set that I was involved in, so it's quite special to me.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Firefly_Girl2016

I realize that Cosmetics aren't important to you guys, but they are the money maker. It seems the ptb shot themselves in the foot. Many of us like our 'digital paper dolls'.

I have everything in the game, have been loyal, but with nothing new coming for a year or so... We already have been teetering.... I'm concerned about many things. Many of us feel our voices have gone unheard. I don't want to leave Dauntless, but the Slayers are important. It seems it will be a brand new game. Will it? Will you be leaving the Slayers that have been and stayed the course with Dauntless in the dust?

Yes, new cosmetics for sure. They are super important!

As for leaving slayers in the dust, I sure hope not. The goal of this is actually to go back to the game's roots a little bit (longer fight times, more specific hunting goals) but update it to make sense today.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by GENM_ACT

Dauntless has no way to see and sell their inventory. Any plans to improve this? Behemoth materials and limited currency with few uses are left over, and behemoth materials are rotting and stinking badly.

Not an inventory per se but... lots of uses for you unused behemoth parts.

over 1 year ago - /u/jordanpowpow - Direct link

Originally posted by Icy-Bee-2157

I would really like to participate Will there be a info on how you can try to participate in this testing?

Certainly! u/slayerdk-PHX will post about it once we're ready to bring folks in.