Dauntless

Dauntless Dev Tracker




30 Aug

Comment

Originally posted by PokeStarChris42

That sounds pretty damn cool, would love to see it happen

Check out the videos in the blog post linked in the post!

Comment

Originally posted by Sparky1083

Have you thought about making exotics just a weapon class of it's own?

Like the current exotics would be in that class, but you could also make new, weapon variant exotics.

E.g. Excalibur, a slower sword with higher damage Or a spear instead of a pike, allowing you to throw and retrieve your spear.

Could be cool, could be crap, 1 way to find out

Most weapons will feel more like the exotics of today

Comment

Originally posted by med000000000000

will weapon swapping be swopping between two loadouts or two weapons in the same loadout?

Just the weapons

Comment

Originally posted by NinjaMaster231456

Omnicells have a linked element (Tempest - Shock, Revenant - Umbral, Bastion - Neutral, etc.) except for Terra. Are we gonna get a 7th Terra themed Omnicell in the future

Bastion will be terra ;)

Comment

Originally posted by Falminar

if weapons will be crafted from multiple behemoths now, then does that mean the number of weapons is getting reduced? (and if so, are there any plans to compensate progress on existing weapons, is there any reason to craft or powersurge any existing weapons?)

and since weapons are now compiled from multiple behemoths, will there still be anything thats rewarded from hunting only a single behemoth?

weapons are supposed to be highly unique after this update, but are you willing to share to what extent theyll be the same? you gave as a loose example "a frost sword that uses the old sword moveset and a blaze sword that uses the new sword moveset", which is probably not accurate, but if it were true then the two weapons wouldnt even be recognizable as swords beyond aesthetics. how many combos do you expect to be shared between two weapons of the same type on average, what will tie them together as both being swords and not entirely different things?

...

Likely, especially at first, less weapons total - but more unique playstyles than the current suite of weapons.

Yes, we are 100% planning to make sure everyone is fairly compensated for their account's progress when things change.

How much is the same — depends on the weapon. In the video in the blog you can see the Umbral sword has a totally different set of combos than the frost one. But there will likely be a sword that has the same combos as the frost one but different special abilities or passives.

Comment

Originally posted by Head-Ad-9854

Elemental effects of radiant and umbral?

I would like to do that for this update, it's on the books, but I'm not ready to promise it till I have a design in place.

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.