Dauntless

Dauntless Dev Tracker




12 May


11 May

Comment

Originally posted by clearcontroller

The arcslayer Flagstaff doesn't animate with the fractal mindlock banner plant properly.

The images show up but the Flagstaff itself doesn't glitch out

Thanks for letting us know, I'll pass this issue along to the team.


10 May

Comment

Originally posted by tryptophantom

  • In-Game Name: dunny2
  • Type of Bug: UI
  • Expected behavior: "Claim Bounty Rewards" should disappear when bounties are claimed
  • Actual behavior: "Claim Bounty Rewards" notification is always visible, even when no bounties are active
  • Screenshot/Clip: https://i.imgur.com/kmZPj6c.jpg / https://i.imgur.com/CgGIqNc.jpeg
  • Reproduction Rate/Steps: Notification will go away when selecting "Mark All As Read" from the Gameplay options menu, but will reappear upon reloading game

\Note: This bug may be due to having unclaimed bounties from the previous season, as this bug has been active for me since the new season began**

Hello! The team is aware of this issue and is looking to fixing it in an upcoming patch.

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WHOA

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YES, PLEASE.

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Yup, this is logged! We weren't sharing anything about it, because we didn't want players discovering it!

Going to hide this thread.

Keep it secret. Keep it safe.

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Originally posted by Mannex29

THIS. Please be transparent and open with your upcoming major changes. Every update recently has pushed more and more players away and the main reason is because you make "improvements" to things that either don't need them or the "improvements" end up being worse than the original design.

Before you dump massive amounts of resources into this project have an open discussion with us. From what I've read so far it isn't sounding very promising.

The issue here is that if we communicate it now, but end up pivoting due to lessons learned during early development, we'd need to adjust our messaging.

This can lead to players feeling confused and let down. We're being more cautious with our new Roadmap and only communicating when we're sure of the final form of a feature.

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Originally posted by MrHorris

The longer the cooldown of an ability the less that ability actually affects your gameplay. I don't care about the power level changing with increased cooldowns, I care that a tool used to (potentially) create a more varied moment-to-moment gameplay is being taken away.

Big flashy effects like the legendary abilities are kinda cool, but they don't change how we play.

To me this sounds like a further simplification of the core combat loop when one of the greatest problems with Dauntless's gameplay has always been how stale it got. I deeply hope that increased cooldowns on any form of anything is rethought. I have had a years long addition to the Koshai Lantern because it has an active and significant effect on my playstyle, it doesn't matter if there is a number-go-up, taking away a tool I use to deepen combat will directly decrease my fun.

Again, this isn't about numbers, it isn't about balance, increased cooldowns are a reduction to the potential variation...

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Our goal is definitely to increase the complexity of core combat and give players more tools to solve problems (along with increasing the variety and complexity of encounters). So I agree that simply reducing the cooldown on lanterns might seem to go against this goal, but this is only being done to give subclasses more room. We're currently prototyping a number of subclasses, and most of them have very short ability cooldowns, like 2 - 3 seconds for one, 15 seconds for others, and 2 minutes for others (when they are much more powerful and impactful). And these subclass abilities will be way more impactful than the lanterns are. One of our subclasses (the one with the super short cooldown) happens to be heavily inspired by the Koshai lantern ability :)

And I think there is a trade-off when it comes to an ability's cooldown. The shorter a cooldown, the more you can integrate that ability into your moment to moment, but since it can be done very often, for balance reasons it ...

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Thanks for the feedback! I've gone ahead and passed it on to the developers to read over.

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So there is a lot to address here, but I'll do my best. I think we had a slight misstep when naming these Behemoths. They were always meant to be smaller, yet unique, fights in the Hunting Grounds. I think by naming them Primal and Elder, we set expectations really high. We also took in a lot of feedback around the Primal pillars and learned a lot about what players want out of island events. We're now collecting feedback around Elders.

As for the lore, we have a lore blog in the works, social media posts, journal entries, and a couple of quests to help flesh out the time travel story. It will also hint at what's coming up in the next Ostian-themed season. If you're interested in the story of the Shattered Isles, keep an eye out for these...

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I love this idea!

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Originally posted by Scarbrine69

Are they gonna buff lanterns for this? The hold abilities aren't all that useful with the exception of pangar which relies on being spammed for it to be effective. There's also cells like conduit and cascade which depend on the hold ability. All of this is coming in the distant future right?

And yes we have to take a look at some of the cells that revolve around using your lantern hold often, like Cascade, and make sure they remain effective.

Comment

Originally posted by Scarbrine69

Are they gonna buff lanterns for this? The hold abilities aren't all that useful with the exception of pangar which relies on being spammed for it to be effective. There's also cells like conduit and cascade which depend on the hold ability. All of this is coming in the distant future right?

We have to do a big rebalance of lantern abilities because they are going on a longer cool down in the future and you likely won’t increase charge rate from damage unless you equip specific cells. We are currently testing a 45 sec cool down but nothing is set in stone.

This might be seen as a nerf to lanterns but we are introducing subclasses which will add a lot of power into the game because subclasses come with a very powerful passive and active ability that doesn’t take any perk economy. So we likely need to take a bit of power of out cells and lanterns so that we don’t make everything trivial. We are also introducing harder heroic content next season so we have tons of stuff changing and we have our work cut out for us on the balance front. We hope to get a bunch of public testing on this stuff before it goes out.


08 May

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Plan is not for them to disappear. All of the seasonal activities like Primals, Elders, the talent trees are featured across the islands right now, but will eventually move to a home where anyone can jump if they'd like to.

The abilities will be helpful for defeating the new radiant Behemoth - whether you fight it in 2 weeks or in 2 years.


07 May

Comment

Originally posted by Antoxik

  • In-Game Name: Antoxik
  • Type of Bug: Weapon Axe
  • Expected behavior: The weapon metter to charge
  • Actual behavior: When I use lantern tap (embermane) while charging an attack with axe, the charge is set to 0 so the next attacks in combo dont increase weapon metter.
  • Screenshot/Clip: do not have one right now, but if necessary I can make one
  • Reproduction Rate/Steps: happens 7.5/10 times, it is probably caused by lantern tap input overlaping with changing of the attack charge level, causing the attack to be caunted as noncharged, therefore not increasing weapon metter
  • System Specs: PC, win10
  • Geographic location: Czechia

A video would be very helpful here if you are able to provide one :D