Dauntless

Dauntless Dev Tracker




28 May

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Turns out there's a bug where these aren't being used in the recipes. This will be fixed in 1.6.4.

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Originally posted by Pseudolatry

Nice idea. Maybe the person putting the stones into the device gets something depending on how well the event went? Like did you slay the first behemoth only, or the first two, or all three?

I'll pass on the suggestion!

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Originally posted by suremad

thank you for the reply.

I try all the above still can't get in. I already send a request and just need to wait 72 hours

edit: there is some difference, before I try that at the loading screen says "Attempting Automatic Login" and now it says "Logging into Dauntless" but the error not appearing

Sending in the request is your best choice. They'll look into it for you :)

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brb making the swap on all social channels

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We did talk a lot about doing stuff with the armour that would fit each behemoth better, but really it comes down to being a time thing. I would absolutely love to do some more snug fitting armour for behemoths (not necessarily "designed" but more layered on in an interesting way, like a caddisfly but instead of rocks its bits of future scrap).

I uploaded some ideas we were exploring for elder shields here. Scroll down to the last two images if you'd like to check it out:
https://www.artstation.com/artwork/3dY9Bg

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this is hilarious omg

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Thanks so much for your thoughtful post. This was passed around the office today.

I definitely agree on the rewards front. We need to do a better job of rewarding players for engaging with harder content. This has been a big focus in our design for Heroic Escalation which we're working on now. I'm really excited to get this into the hands of players. We're currently leaning towards a big chunky reward for beating it once a week, along with improved regular rewards for doing it the rest of the time.

In terms of Trials, we do need to add more rewards in the store, and probably just more repeatable rewards because players will always outpace the rate that we can make unique rewards. This is on our radar but I can't promise when we'll get to it. I think that would help give players more reasons to feel like their time in Trials is worth it.

For elders and primals, I do think we missed the mark a bit on giving more rewards early. At least now with the Chronovor...

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Yesss! The Prime Gaming bundles will continue now until early January 2022, and will have 1 weapon skin for each Dauntess weapon. You can check out all the skins in our blog here! https://playdauntless.com/news/new-prime-gaming-rewards/


27 May

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Originally posted by Meirnon

PHXL has said in the past they are unwilling to do anything of the sort due to the legal hurdles involved in implementing such cosmetics.

Also, there's a chance the perception would be "PHX is outsourcing work from its fans for free" and we really don't want to do that. It's a fun idea, but has a ton of hurdles, unfortunately.

I'm currently wondering if a live stream with a concept artist would be a fun middle ground. Players get to throw suggestions in the chat and watch us bring them to life.

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We repurposed some assets for this map so we could spend more time on what makes it unique, specifially the temple and ruins.

There was also a lot of work done on the visual effects as well.

Techniques like this help us priortize what's important and get content out the door in a timely matter.

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We consider this when designing these public events, and we've learned a lot over the years. Yes, players can technically leech this even, but it's not optimal and actually harder to do.

Players will always find a way, but we want to make sure it's not the winning strat.

I've also passed this thread on to the devs to peruse :)


26 May

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Yes! We totally agree.

We're in the middle of a lot of discussions around our pipeline and how to improve it. We want to launch features in a more polished state, and this might mean slowing down our development schedule.

We plan on having a State of Dauntless around this very topic soon!

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Hey there!

We are currently looking at adding content to Dauntless in bite-sized chunks patch over patch. This is an attempt to make more modular content that can enter into the Shattered Isles outside of major content launches. We never intended to Paradox Breaks to be as robust as an Escalation.

We're currently working on subclasses, Thunderdeep, a new Behemoth, enviroment, heroic Esca, and more, and we expect to roll these out across many patches instead of one whopper of a patch.

Basically, we're focusing less on one huge beat and breaking things down into smaller beats. We're still learning a lot, and we intend to have a State of Dauntless post all about our developer pipeline and roadmap soon!

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Originally posted by djp1968

Some of your learnings don't resonate with me at all. Not sure if I'm the weird one, or if you're still out of touch in some big ways.

Players were meant to assess the individual Behemoth and take down the pillars that applied to that fight. Our intent was to allow the player to choose how many pillars they wanted to knock down, based on their confidence and assessment of the situation. We believed that this would add more agency to each encounter.

I have killed many, many Primals at this point, and never once thought about the fight like this. My decision about what, if any, pillars to break had absolutely nothing to do with the individual behemoth. It has never been anything more complicated than, "Do I think it might be at all dangerous? Then maybe break the healing pillar." Otherwise why bother? I have no incentive to destroy pillars other than making sure I win the fight, and breaking any of the other types of pillars doesn't feel lik...

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I think a lot of this hits the nail on the head.

We wanted to have players consider their enemy and adjust to match it, but obviously that didn't click. We realize we shouldn't be pushing players to use tactics they don't find fun. Like you said, most players won't change their chainblade tactic, they'll just think the mechanic is bad. We shouldn't be forcing players hands in this way.

As for pillars, I totally agree as well. The decisions weren't as meaningful as we wanted. We'd love to tackle this again in the future with richer and more dynamic decisions!