Dauntless

Dauntless Dev Tracker




29 Sep

Comment

Originally posted by BodybuilderOk6047

Hey dauntless I just lookt at the dev blog and the problem you face with, players zero in on target behemoth and other players that want to explore, wy not have a earship be called after you kill the targeted behemoth and it will be an extraction point fore player free to leave and if they stil want to explore, they can

This is one option we have discussed, allowing players to remain on the island after the target is defeated if they want to continue to gather and explore.

Comment

Originally posted by PrinceUldrenSov22

You mentioned improvement in Behemoth behavior and interactivity. Does this mean we'll be getting a new mechanic similar to the Aether Geysers that allow us to jump on some Behemoths backs?

We aren't currently planning to expand on the Behemoth mounting system beyond its current level, but definitely a possible in the longer future.

Comment

Originally posted by GentlemanTrex

Love your game, but I'm at work so I'll be brief!

1: the new game mode or open world aspect will it be similar to Monster Hunters open areas? Sort of Monsters Co existing in an ecosystem, moving around to do things rather than just staying in an invisible circle? ? 2: for new creatures, any hint at what's coming up? 3: unrelated, but how's Fae farm doing? My wife adores the game to no end and it's nice to see you all branch out!

The current thinking has the new mode working closer to Escalation. A series of events you complete in the course of your pursuit of the Behemoth, leading up to facing it. Less randomization and 'wackyness' than Escalation, and more about conquering and Island to face the Behemoth that rules it.

No big hints I want to give about creatures other than what was shown in the blog today, or the sneaky look at a new creature that appeared in our previous blog!

And Fae Farm is doing well! We're incredibly proud of the Fae Farm team and what they accomplished. While our teams focus may be Dauntless, we're here cheering on their successes and wishing them many more!

Comment

Originally posted by KorrupiKid

Bonus question for you. Will Gaius Copperwheel make a return? He is the cartographer after all and we have not seen him since old Ramsgate. Where is he hiding?

Ha! I wasn't sure anyone would remember him. He's out there ;)

Comment

Originally posted by Manujiiva

Will the reintroduce pursuit be endless or it ends once the targeted behemoth is slayed?

Any plans on upgrading the current game engine to lets say UE5 or another?

The current thinking right now is that these pursuits would be finite, you would know about how long they are going to take, and they would have a clear defined end point.

We are upgrading Dauntless from UE4 to UE5 as part of this big patch.

Comment

Originally posted by Cpt_Maelstrom

- Why the team decided to go back to patrols instead implementing the bait system? I believe the result would be almost the same.

- Whats with the "mimic" fauna? It seems very annoying, and as the current gatherables goes, theres pretty much no reason to interact with them (as you can buy potions with rams). Another possible issue: (like in wayfinder) mimics has set points, instead being randomly placed, so players can easily avoid it.

- Am I wrong to see this "new game mode" as a simple "Hunting Grounds event"? Or like some combination of already existing content, such as, Terra esca mushroom gather / linnea wood cutting / barrier building repeatable quest / island adventures or even escalation? Because none of these were fun or made any difference. So im a bit sceptic when the "new way of playing the game" is built around these kind of side activities (and the main activity also just a HG event, called differently)

Yes, shrines and all that stuff are new, ...

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-The team has decided on this direction because there's a lack of impact and consequence in Hunting Grounds. Hunting Grounds have no fail state, and very little in the way of rewarding success moments. This doesn't mean we will definitely lose hunting grounds, that's still under discussion. But having pursuit hunts against dangerous behemoths that can be failed, and that have a clear defined end point to reach for success is still a strong moment that adds weight. While a bait system would let you hunt what you want in the Hunting Grounds, it would not make them feel any less the sort of player death ball where Behemoths feel more like fodder than they are today. And Hunting grounds with much stronger behemoths might not really feel like Hunting grounds anymore.

-The mimic fauna will likely drop far more of the resource they are mimicing than a normal pickup, so finding one should be in its own way a bit of a reward, as you can get large chunks of the material when you unco...

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Comment

Originally posted by EmberKoi

I'm pretty sure I speak for almost everyone when I ask, when is a new weapon coming??

Check out our last AMA all about weapons. There will be a number of new weapons, but I imagine you're asking about a whole new weapon type - like perhaps something that starts with a b and ends with a w. Not ready to commit to a When, but it's a When not an If.

Comment

Originally posted by sseltnuad

I am not able to join the AMA when live so I am stating my questions here. I hope that is ok for you: Btw another great Blog I am truly excited

  1. One thing about the new side quests(it’s a mix between a question and a suggestion/feedback So you stated that there are going to be side quests like protecting npcs or buildings. That is honestly very great and surely will bring proper dynamics into the island experience…one thing though…

Are those npcs or especially the buildings always going to be present on the island even if they are not for a present side quest or is there going to be the same island model just with and without buildings on it?

In my opinion this would be the better solution, so to not just have the same parameters on the same island. I mean we have it with the boreal out post/ coldrunner key model. We had the old one that in terms of hunting grounds got removed and replaced with the one with the skalds town. And that’s a bummer ca...

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  1. still early testing these things but yes, the design for the new pursuits includes a series of small objectives before the "Boss" fight that could include a number of things in a number of places on that island. So each fight would have some variation.

  2. don't plan to remove any, excluding perhaps ones that are doubled up.

  3. no new islands at the launch of the big update, focused on making sure we've got all the gameplay pieces right and the islands we have are fantastic for what we need.

Comment

Originally posted by NickyNicklas

Are you bringing patrols back? Or something close to how patrols felt?

I'll admit that the reason to why i first started getting hooked on playing Dauntless all those years ago was the fact that we actually had to look for the behemoths and hunt them on the map itself, not knowing which one it'll be (Specifically in patrols).

When the hunting grounds were introduced i felt that the game definitely lost that charm and just became mindless and boring. Having the behemoths constantly respawn and show up on the mini-map ruined the feeling of actually hunting a dangerous monster.

I also felt like the game lost the CO-OP element a bit too. Yea you can hunt together on the hunting grounds, but it'll never top the excitement of being the first to find the behemoth and sending out that flare making people group up and defeat it was exciting.

I love grinding in games, but playing a game where that's the only you do will eventually make people lose interest (w...

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Appreciate your thoughts here! That said, we are very likely to make it clear to you where the behemoth is in this new take on pursuits. If we had a system more like Monster Hunter world's scoutflies and the like, then I think it might feel more meaningful to have to hunt the behemoth. As it was in the past though, it didn't much feel like a 'hunt' to find the behemoth, you weren't using clues or intuition, it was a bit more of a random scatter that involved a lot of empty running.

That said! We really want to bring back through this mode the feeling that Behemoths are dangerous and powerful. That a hunt takes time and means something for your effort. It should involve a suitable build up to facing the Behemoth, and to a longer behemoth encounter than the ones we see currently in the game that will give players to use their new combat options.

Comment

Originally posted by peetar

I never liked "tracking" the Behemoths. It just wasn't fun to load into a big map (that you had memorized from playing dozens of times before). And spending the first few minutes spreading out and running to one of the 4 or 5 pre-generated spawn points. It felt more like a chore, than a hunt. And then if you didn't kill the behemoth fast enough, you'd have to repeat the "hunt" all over again. Any plans to change how the start/interludes of pursuits work?

Yes - these new pursuits have some smaller objectives leading up to the "boss"

Comment

Originally posted by Due_Extent2124

will we get any new dodge animations?.
i mean... the war pike one was pretty cool.

not the highest priority atm. That said, there are some weapon kits that will have new ways to dodge.

Comment

Originally posted by Due_Extent2124

will we get any new dodge animations?.
i mean... the war pike one was pretty cool.

There aren't any new dodge animations planned for current weapon classes. But if we were to make a new weapon class, it would also very likely get new dodges. I'm being a bit vague here since we aren't ready to talk about this fully yet though.

Comment

Originally posted by YoursTrulyHuntty

I have been scrolling down and reading the other comments and have came to ask my own.

With the possible return of pursuits, Should the hunting grounds stay along with the pursuits? It would diverse the community between Hunting grounds and Pursuit.

That's a really interesting point. Pursuits already take a toll on queue times so having both would require some thinking to make sure those are healthy. And that both modes have a clear purpose. Already as the team answers these questions we're jamming on some ways to take this feedback and improve our plans.

Comment

Originally posted by KorrupiKid

Please tell me about the map

and we are currently working on a world map that will finally show off the frontier of the Shattered Isles in a way you have never seen before!

This is by far the most interesting thing mentioned in teh blog post if you ask me. I have a lot of feelings and concerns for the map.

First of all how will the map work?

The shattered isles are ever changing and islands don't stay in one place. We know they move around which is why we've previously been told there it's difficult to make a map.

What will be on the map?

The blogpost mentions the word "frontier" leads me to believe it will only include Ramsgate and the various islands we hunt on. Ramsgate is said to be a frontier town fighting off the behemoths closest to the Maelstrom. It's hard to tell what the world is like now ever since the skyquake messed up a bunch of stuff, but I imagine the stu...

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Korrupi!

I'm also excited about the map. We have some thoughts about island movement but a large portion will stay in place. Clarity of gameplay is important there. narratively, islands move, but stay within their chains.

Skyquake PLUS we portaled away from Old Ramsgate not so long ago. We're in a bit of a different position than we were in olden times, but the part of the Shattered Isles that we've seen in Dauntless so far is part of the larger "Frontier" - the less-colonized lands. But there's a whole world out there I'd love to explore one day. The map can show us where those places are in relation to us but we won't be visiting them.

Comment

Originally posted by FrikityFrock

  1. Are there going to be dual-type Behemoths? Whether it be new variants of existing Behemoths or new species altogether?
  2. Will weapon elements have more substantial effects on multiple behemoth types? Like instead of blaze weapons only being effective against frost types, it is partially effective against, for instance, umbral and shock, but also partially resistant by radiant, terra, and neutral?
  3. There was mention that random island events where AI slayers could be fighting behemoths. Is it possible we could have enemy factions of slayers that side with the behemoths? Even potential PvP?

No plans at the moment for dual type behemoths, or expanding or altering our current elemental strengths and weaknesses!

Comment

Originally posted by EmberKoi

I'm pretty sure I speak for almost everyone when I ask, when is a new weapon coming??

Not part of what we're talking about for today's AMA, but we'll have an upcoming blog in the coming months focused on weapons which will likely also talk about new weapon classes.

Comment

Originally posted by peetar

I never liked "tracking" the Behemoths. It just wasn't fun to load into a big map (that you had memorized from playing dozens of times before). And spending the first few minutes spreading out and running to one of the 4 or 5 pre-generated spawn points. It felt more like a chore, than a hunt. And then if you didn't kill the behemoth fast enough, you'd have to repeat the "hunt" all over again. Any plans to change how the start/interludes of pursuits work?

While I'll leave it to others to go into more details, we are currently talking about at any given stage of a pursuit, putting compass information, or a beam of light, or flares, or some other marker to indicate where it takes place. Ensuring it's always clear where you need to go to accomplish the objective.

Comment

Originally posted by Saphir_blue

Hello, do you intend one these things below: - monsters gaining stackable buff atk for instance + can apply some debuff to slayers (minus atk/def) along with other malus (poison, fire.....) - revamp rewards for gauntlet: uneven distribution (used pots x efforts) + add a way to have some free platinums - raid mode

The first one is something that will happen, though it is generally tied to the current status debuffs. We will talk about it soon, but the revamped buff system also gives behemoths opportunities to give players debuffs that move their buffs in the opposite direction.

Comment

Originally posted by PrinceUldrenSov22

Will Pursuits also include Lore and secret Side Quests along with Hunting Grounds?

You might even learn about about the world through the new Map ;)

Comment

Originally posted by Icy-Bee-2157

So sadly I won’t have the opportunity to be present during the AMA so I am going to ask my questions now and hope they‘ll get answered:

First of all again the things you brought up in the block just sound incredible. I mean honestly one of my questions for this update blog was if we will get a world map like in open beta and boom there is the confirmation…this is just incredible and will bring more clearance and lore to the game and how this world is structured….just thank you so much…if it is any like the map we had back than it’ll be great…

So on to my questions:

1.Since this mode will be substitute Hunting Grounds I am assuming all those maps will be transferred over to this new mode am I correct?

  1. Are original Island Models like old ember Thorne cove, the prototyp for restless sands or boreal outpost returning? I mean I like the new models as well but since hunting grounds they just went out of the game and to have much variety in the new...

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I am very excited about the map. That's all I will say about it now ;)

Substituting hunting grounds was some early thinking - but feedback from the community so far is clear that we should at least take another look at that.

We're taking a look at all the islands and seeing what makes sense. I would expect all of the existing islands to remain and potentially some of the old that work for what we need.

Yes gliders.