Dauntless

Dauntless Dev Tracker




09 Feb

Comment

Originally posted by Square_Extension2828

You mean like a tunnel in HG leading to an escalation style hunt?💡😮

I both mean that, and also what if you could have an Escalation like experience over the course of a season, leveling up a talent tree and engaging in challenging content and earning upgrades in the Hunting grounds, leading up to a larger capstone like hunting ground encounter?

Comment

Originally posted by 26nova

Might be a bit unrelated, but asking just in case.

The last roadmap update mostly showed incoming frost escalation, saint bonds and and the realm of ice pass. Two of those are live and saint bonds should be coming very soon. I'm curious about what's to come, I know the recent patch is still very fresh. But I still would like to ask what kind of ideas you guys got in the works.

Always enjoy checking the roadmap, so I guess my question is in short: When can we expect an update on the roadmap? :D

I'm currently redoing our Roadmap and will have more information this week.

We found that the current format wasn't really working and was hard to parse. Stay tuned for more info :D

Comment

Originally posted by AngriestOfTrouts

Is there a way to cancel a quest?

I don't want to complete "Mane Attraction" especially after I've read what needs to be done in order for me to complete it.

My casual build and playstyle isn't fit for 10k in a single hit.

No, but soon you'll be able to have more than 1 rumour on the go at once, so this won't be an issue in the next patch!

Comment

Originally posted by Dauntless-stye

was frost wolf supposed to be a variant? if so what is with the "new behemoth" tab that has been on the roadmap for a while now? If not why is it a variant is it because it was rushed?, if so will there be a chance that it will become a new behemoth with armor one day?

The "new behemoth" was Urska!

We're working on redefining our Roadmap and will have more information this week! This update will clarify a lot of the items that are currently in limbo :)

Comment

Originally posted by SouthernRaid3r

These may be unrelated to the current patch and such but😅: 1. Are there any plans sometime in the future to add weapons using behemoth variant parts? 2. Are there any ideas floating around with regards to a new element of behemoths? Like a water element which could introduce leviathan/water based creatures? Would love to fight those lol 3. I just want my war pike to boop when using the pike charge😂. I commented on a prev. Post and a dev said you're looking into it. If such a change were to be made, would it be done only when the weapon is next in line for a rework or sooner pending approval? 4. What's you guys's approach to bug fixes? Inevitably, new patches create new bugs but I'm just curious as to whether you guys wait for the next patch to fix bugs or instead fix them based on how serious they are? Like do you patch out bugs before a major patch or wait for the new patch? 5. If you've read this far, thanks and sorry😂Great game, wish you guys only success in the future! From on...

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  1. Maybe! They may take the shape as rumour rewards, but who knows.
  2. We're sticking with the tried and true elements for the foreseeable future.
  3. We're doing some work on the pike and wounding soon!
  4. Patch fixes are logged and get worked on over various sprints (sprints are two-week windows where we organize our work into chunks). Sometimes bugs take more than one sprint, other times they're easily addressable. It really depends on their complexity.
  5. We appreciate YOU!
Comment

Originally posted by kSai_

What inspired the name and design on the Urksa? I've noticed the name "Urska" sounds similar to "Ursa" (Latin for Bear), while the design more closely resembles a Sabertooth Tiger.

Naming a Behemoth is always a lively process, but I do use some consistent tools to help narrow things down before presenting name options to the team for feedback. Usually I'll start with a real-world language and work from there. And I gather feedback and ideas from many places within the company, but ultimately I have the responsibility of settling on a name (for better or worse).

For Urska, I looked at some of the same linguistic inspirations I used for the Frostwarden's gear and Skaldeskar itself—Scandanavian languages, Icelandic in particular (shoutout to Husavik...

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Comment

Originally posted by EnteMitRespekt

Will there be another Youtube video about "Behind the Behemoths" but regarding Urska, i really like the story behind all this

Yes! We're working on a making of Reforged video first but after that Urska is in my sights!

I'll be sure to get some lore in there for you :D

Comment

Originally posted by saltshaker167

Why did you make the runs between fights in Fresca so long?

Do you have plans to do anything about the frustration of multiple people building for the same avatar and then inevitably getting angry when somebody else takes it?

In short, we thought it would be cool to try something different :) If you take the element of Frost itself as inspiration, you get a different vibe from it than you would with say Shock (Frost I might correlate with survival and stark, vast landscapes, with slowing down, whereas Shock I might correlate with a chaotic, fast passed vibe.) It was a risk for sure, as Escalation is more known as a fast paced gameplay so that can perhaps be a bit polarizing, but we've also gotten some positive feedback from those that like the immersive quality of the level itself.

Comment

Originally posted by HaryuDalaiLama

Amazing escalation overall, love the frostbite concept, even if it is a bit fast on the latest stages of 10-50 (the fight against urska isn't as enjoyable as it could be), and that encountering a shrowd/reza is equal to death 90% times.

Putting that aside, there are some bugs, especially the fact that powerboosts don't seem to work (I know it will be fixed), and that the 4th choice of amp turns into a choice of 3,2 or 1 at times (sad).

For balancing, I would point out the overall "defensive" turn that the esca has taken, a LOT (too much) of the amp are defensive ones that are in majority useless, and few of the offensive amp are viable (2% power or 3%crit is sooo little), it result that 50% of the choices are by default, which is in no way enjoyable. The fact that defense amp always appears with other defense amp doesn't help either.

Did not get to urska farming yet, but considering the massive farm needed for the paws, I would love either for the parts heal...

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Overall, the amp pool is less fleshed out than I might have liked it to be initially. The Avatar system ended up being quite a lift, and ate up time I might normally have spent on new amps. The reduced amp choices tend to happen largely because you are unlucky enough to get the same Linnea boons round over round.

In 1.5.4, our next patch, I have changed this to ensure she can never pick the same Boon two rounds in a row, which should help with the variety of round types, which also should reduce how much you feel like you're getting pushed into the same amps over and over again!

I appreciate the feedback, both positive and negative! I'll continue to tune on this stuff and try to get the amp pools feeling their best.

Comment

Originally posted by MrClawsX

How did you guys come up with the idea of Urska? And what was the most challenging part of making Urska?

The pillar moves were the most complicated part since it has the Behemoth, the player, the environment, and all those pieces working together.

Coming up with Behemoths is a team effort between the combat designer, the artists, and our whole content team. Usually starts with either an idea for an encounter from the designer or with some concepts from the designer -- usually a combination of both.

Eventually we get to a look we like that we can get into the game and start playing with!

Comment

Originally posted by kSai_

Can I ask what was the reason behind the differences in variants this Esca compared to the others?

  1. What happened to the trend of doing 2 of one elements and 1 more of another? (I know that Terra Esca doesn't quite fit this trend, but the 2 behemoths given variants are of the same element, so it kind of fits)

  2. Why is Frostwulf so radically different in design and, while having similar moves, attacks different enough to be considered its own behemoth, but is still a variant? I could honestly see you retconning Frostwulf into being an new behemoth related to the embermane, give him armor and weapons, and not change the design or move set and the community would have no problem with this.
    TL;DR: why does Frostwulf look and act different enough that some could consider it it's own behemoth, yet isn't.

  3. Is it true that Deepfrost Gnasher was originally meant for Frostfall? I heard rumors that it was originally called Frostfall Gnasher, ...

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It's interesting, often the trends players find in these things aren't on purpose at all!

For every variant, we choose a Behemoth based on the designers ideas and plan to make an awesome experience. There are some more detailed responses from Anthony, the designer, above.

Frostwulf is a pretty deep change for a variant, yeah! It's not a separate behemoth because we know there's an established pattern with Behemoths having gear, mastery pages etc. And this Behemoth didn't currently have that. There's no reason we can't add gear for variant Behemoths in the future, though!

Deepfrost Gnasher was never originally meant for Frostfall. Kaltauga, the Skraev from that mission with Linnea was though! It was moved into a separate release sometime after the concept, but before any work had been done on it in the game.

Comment

Originally posted by Vladimmir

Are we going to get the lantern power power/defense fixed for fresca? besides still having +0/+0 at esca lv 19, I'm really enjoying this one.

Yup, this will be fixed for the next patch.

Comment

Originally posted by Thought_Left

why does the aurora effect look like how they do currently? was there an issue with making em or were they rushed and why do they have physics?

It came down to time and some difficulties with tech, but also we shared the concept art which looked dramatically different so that didn't help.

We have heard the feedback that it isn't up to player standards and we're redoing it :)

Comment

Originally posted by EnteMitRespekt

do you have any plans on adding deepfrost behemoths into the hunting grounds?

We haven't sorted out if/where they go exactly yet, but we did want to keep them unique to Fresca for a little while. I imagine they'll find their way to the colder Hunting Grounds in the future.

Comment

Originally posted by StormerGaming

Will Frostwülf ever be named Frostwülf when given a gear set? Cuz it being an Embermane just.. no. Lions aren't wolves. Ya'll may take your time on that one, but c'mon we all know Frostwülf is a new behemoth, and an awesome one too! And i just hope there would be a mission that involves an area in the Skaldish, Frostbite and the fearsome Fenri. That would give the cleansing pylon more use, and you can add some modifiers to make the fight challenging, but fun.

The reason why this Behemoth is a variant is because of time constriction and scope. We simply didn't have the bandwidth to add two full Behemoths with unique sets of armour and weapons.

I guess we shot ourselves in the foot by making it so unique that people now want full sets. Whoops!

Comment

Originally posted by Thought_Left

why does the aurora effect look like how they do currently? was there an issue with making em or were they rushed and why do they have physics?

Some issues discussed in another thread - but you can expect to see them in their final, true form in the next patch. The VFX isn't there and functioning properly.

Comment

Originally posted by Asymmetric_Harmony

How come earning hunt pass xp in hunting grounds was removed?

This is the first I've heard of this! You should still be getting HP XP from HG.

Comment

Originally posted by Mannex29

Hey team LOVING the direction with fresca... great idea with the avatars giving kind of a class/roll system. Also opened up the possibility for weird builds that actually work because of the avatars. Love it... however....

Main concern with fresca are part health on Urska (tail specifically but also paws)

I do want to say please do not nurf frostbite it is manageable as of now while adding a little challenge. If you nurf it to make it easier it will make it essentially non existent. No threat.

I crafted and powersurged the Urska sword as my first weapon not realizing the 15 paws needed to powersurge was a mistake. Is this being fixed and any plans to refund the extra paws those of us unfortunate enough to build sword first spent to powersurge it?

Lastly for fresca... why can't we jump when next to another player? This has made me fall into the depths SO many times. It's funny... until it's not anymore.

I as well REALLY want to know what's ...

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The numbers on the crafting of Urska's sword has some issues with the crafting numbers. We're going to adjust these in the future to the correct numbers. Sorry for any confusion!

We're also redoing the wings on that armour set and making Urska's tail easier to break.

Comment

Originally posted by kSai_

whats the teams opinion on which behemoths are gold, silver, and bronze?

Embermane, Skarn, Gnasher - gold, silver, bronze.

Comment

Originally posted by WIIU_Awesome

I have to say i was dissapointed from 1.5 but things getting better and better. I m having a lot of fun and have lots of things to do, from leveling weapons,completing slayer path, lots of rumours to do , ice escalation and hunt pass. Thats looots of things and i like doing them at my own pace.

My biggest complaint is that i feel a bit letdown from the island rework. We have such beautiful escalation environments so when i heard about a rework i expected it to be massive in difference. I get what you meant by rework was not much visually but more of adapting hunting grounds mechanics to the existing islands.

I just hope sometime in the future you will revisit the islands and improve them, i mean they are still technically the same islands we had since alpha.

I feel all islands need to be twice as big as they are right now and host 6-7 behemoths, also to have a bit variety aesthetically on the same islands will be massive. As it is now everything feels the s...

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We definitely have a list of islands we plan to go back and revisit from an art perspective. The trouble is balancing that work with making awesome new things for players to enjoy. We'll continue to update the hunting grounds over time!