Dauntless

Dauntless Dev Tracker




30 Aug

Comment

Originally posted by SilnCalroshi

Sorry for the off topic question, do you have plans on expanding the development team? Can fans help you build features, even for free?

We have been expanding our development team! One of our new designers hired just this month is in this thread as well, and we still have a number of open positions.

Comment

Originally posted by Wizard_Weed

How will this affect balancing with monsters and weapons? I mean will monsters be stronger or weapons be weaker in any way and if so how?

Expect Behemoths to be stronger overall than they are right now. I expect total fight times to increase slightly across the board.

Comment

Originally posted by Manujiiva

Is the weapon swap a forced mechanic or will i have the option to run only one weapon if i want?

You could run only one if you wanted.

Comment

Originally posted by Devon_Pro

Ok, so here’s my three I would hope to get some info on. 1. Will Weapons that we’re completely ignored during the ‘Rework Phase’ such as Axe and Hammer get any sort of proper rework? Like a Sword Rework, not what was done with Pike, CBs and Repeaters. Which leads into question two

  1. Will Pike CBs and Repeaters get any sort of Revamp or even a bigger Rework or will they stay the same?

  2. When you say, “Each Weapon will be more unique”, does that mean Weapon Classes as a whole. Like a specific gimmick only that weapon can do? Or do you guys mean each ‘Behemoth Variant’ (Exp.) Rezakiri Sword will have something only it has compared to every other Sword?

In the new update, each weapon you have will be a special and unique piece of gear with its own abilities. Related to your questions 2 and 3, that means that two swords will not play identically, the way they do now. But may have different combos, specials, etc.

Comment

Originally posted by YoloDennisNL

Any idea on how things like Mighty Landbreaker and Savage Wellspring will operate? Will they carry over after weapon swapping or be more like axe's determination in the sense it only stays on the selected weapon?

The benefits from Mighty Landbreaker would likely carry over, however it is not yet decided if this ability will still exist, or how heavily modified it will be when I start digging into Hammer work. Right now it offers one of the single highest damage sources in the game, not ideal for balance!

In general, as stated in the Blog, some effects will carry between your weapons, some can only be triggered while thee weapon is active, and I'll generally be tackling that case by case as I port the movesets and abilities to the new weapon progression.

Comment

Originally posted by Own-Illustrator4550

Someone has to ask, Is an 8th weapon planned? (For example the bow that everyone keeps mentioning or a different one)

there is an 8th weapon planned.

Comment

Originally posted by Wizard_Weed

How will this affect balancing with monsters and weapons? I mean will monsters be stronger or weapons be weaker in any way and if so how?

Player personal power fantasy and the 'cool factor' they bring to the table should generally be going slightly up with this, however were also looking at Behemoth improvements across the board both to AI, and move sets, with the goal that overall kill times go up from the current time to kill, and fights feel more like a call and response between the Slayer and Behemoth.

Comment

Originally posted by Threef

Do you have plans already how to handle leaderboards in trials for double weapons?

there are a few options we are considering but it's certainly on our radar.

Comment

Originally posted by Lord_Nethermore

In the dev diary you guys talked about using different monster parts for a single weapon.

Why the change when each weapon is characterized around each behemoth? Is it to make crafting much easier or to make it more realistic that all parts can come from different behemoths?

Couple reasons.

The first has to do with how behemoth-specific weapons funnel players to specific content. If you want a Koshai Axe or Koshai armour, you have to fight a lot of Koshais. If you don't LOVE fighting Koshai, that gets old, real quick. If you could work toward that same goal, but had many different Behemoths that all contributed toward your progress -- you are more free to choose game modes and encounters that are fun.

The second has to do with creating weapons that are more unique in their playstyle. Right now, all of the blaze swords, for example, are pretty similar. We've started to try and differentiate with things like Phaelanx, but as we add more Behemoths - weapons either are "best" or "not best". Having weapons with stronger unique identities, kits, and playstyles lets each shine in a different situation. To do that, we want multiple behemoths feeding into a single weapon.

All of that said, there are places where specific behemoths/beh...

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Comment

Originally posted by Devon_Pro

Ok, so here’s my three I would hope to get some info on. 1. Will Weapons that we’re completely ignored during the ‘Rework Phase’ such as Axe and Hammer get any sort of proper rework? Like a Sword Rework, not what was done with Pike, CBs and Repeaters. Which leads into question two

  1. Will Pike CBs and Repeaters get any sort of Revamp or even a bigger Rework or will they stay the same?

  2. When you say, “Each Weapon will be more unique”, does that mean Weapon Classes as a whole. Like a specific gimmick only that weapon can do? Or do you guys mean each ‘Behemoth Variant’ (Exp.) Rezakiri Sword will have something only it has compared to every other Sword?

1) Axe and Hammer will both be getting new attention during this process. We'll be making updates and improvements to both of them. However we aren't planning to do any move set reworks on the same scale as Sword in this.

2) CBs and Repeaters won't get a bigger rework than was done for them already, though we will see fixes and cleanup that they still need.

3) This means each weapon. As the simplest example that we've already shown, The Hunger uses the old sword Moveset, while the Silver Sword uses the newer sword moveset. Not every weapon will be as distinctly different from one another as this, but each individual weapon should fulfill some kind of gameplay niche and need.

Comment

Originally posted by Swift_N_Deadly

Not weapon swap related. With very little content in the game currently to create engagement for content creators, what does the future of the partner program looks like for people dedicated to this game but don't have enough content to meet current partner requirements?

I know things are not that way now, but I expect this big update next year and the ongoing development of Dauntless after that to provide lots of exciting content for creators. We're building new features with them in mind - especially those that really come online at the later stages of the game.

Comment

Originally posted by Coffeethirst

This is not a question. PLEASE GIVE THE QUILLSHOT WEAPONS EFFECTS

My soul as a wound user and a sword main is dying

Every weapon in the update will have a meaningful effect. Though the direction we are going will likely see Quillshot specific weapons no longer being a part of the game.

Comment

Originally posted by Swift_N_Deadly

I agree, so many of the buff icons look similar, and they are not explained anywhere in the game to my knowledge. I believe an update to this is needed and unique visuals will go a long way, but we also need the explanation for these icons to be in the game somewhere.

This is a huge problem in understanding what's going on in combat - especially for new players. And one we are definitely addressing.

Comment

Originally posted by Coffeethirst

Will you give buffs another look? I am very excited for this overhaul as a longtime player, but I feel that buffs have gone unpolished and overlooked for a very long time in terms of visuals. Too many buffs share icons, while other’s don’t tell you when they activate unless you look. Just adding unique buff icons even by outsourcing to an artist would make the new update feel like it has a bit more polish. Especially for an area so long neglected.

you bet. One of the bigger things we're looking at actually is a new way to manage effects on the player. Expect a whole blog post dedicated to that, but we REALLY want to clean up that bar and make it really easy to know what's on you / what an ability is doing. This new system will extend from gear that connects to those effects all the way to enemies that interact with those effects.

Post

Hey everyone, we've shared our plans for the changes coming to weapons & the new weapon swap feature in this dev blog yesterday.

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

We will be here answering questions from 3-4 pm PT today. (i.e., in about an hour from now)

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.

...

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28 Aug

Comment

Originally posted by Icy-Bee-2157

Great Post It looks more then promising, I am really hyped about it and after getting to see what you worked on over the last view weeks I am even more hyped for next summer.

Also I know this post is about weapon swap and I know I shouldn’t but CAN WE TALK ABOUT THE LITTLE RAPTORS IN THE BACKROUND haha

THE WHAT!?!?!?!

Comment

Originally posted by Icy-Bee-2157

Great Post It looks more then promising, I am really hyped about it and after getting to see what you worked on over the last view weeks I am even more hyped for next summer.

Also I know this post is about weapon swap and I know I shouldn’t but CAN WE TALK ABOUT THE LITTLE RAPTORS IN THE BACKROUND haha

👀

Post

In the first of our monthly dev blogs discussing ongoing development work for The Shattered Isles, learn all about the exiting changes coming to weapons, plus the brand-new weapon swap feature! ⚔️

➤ Read the blog now: https://playdauntless.com/news/the-shattered-isles-weapon-swap/

We'll be having an official AMA with the dev team on Wednesday, August 30, 2023 3 PM PT right here in r/dauntless (a new thread will be started for that). We'll be happy to answer an...

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25 Aug


22 Aug

Comment

I love this idea, it's not far off some of the stuff that already exists but on a wider scale. (personal opinion disclaimer)