Dauntless

Dauntless Dev Tracker




03 Aug

Comment

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 loa...

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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.

Comment

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.

Comment

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.

Comment

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...

Comment

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.

Comment

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!

Comment

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.

Comment

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

Comment

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.

Comment

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.

Comment

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.

Comment

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

Comment

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 t...

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Comment

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.

Comment

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.

Comment

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.

Comment

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.

Comment

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!

Comment

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 )

Comment

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.