Dauntless

Dauntless Dev Tracker




03 Aug

Comment

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.

Comment

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.

Comment

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.

Comment

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!

Comment

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.

Comment

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

Comment

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.

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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