Dauntless

Dauntless Dev Tracker




14 Jun

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This makes me way more happy than I can explain hahahah

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Blossom! Commander and the leader. Bubbles! She is the joy and the laughter. Buttercup! She is the toughest fighter. Powerpuffs save the day!

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    /u/gtez on Reddit - Thread - Direct

Originally posted by KentoHardRock

Noticing a lot of missing damage numbers and pretty hinky frame rate stuff...

Edit: He just called Wound Damage PIERCE damage and Part Damage SLASHING damage. Really?

"Brand new never before seen Behemoth..." "This Behemoth was in the game before but we took him out..."

Danger meter is a reflection of how scared the airship pilot is? When was this ever communicated in game and how does that have any impact on whether or not you can revive your team if when everyone dies the airship captain has to come and get you?

Don't forget that it's an early demo build. Also slash and wound is what it's called in code. I make that mistake a lot. Sorry.

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This is an issue we are aware of :}
Should be fixed in 0.8.3

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I'm glad to see Kakyoin is in charge, as he should be.

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Originally posted by PiotrhasGrenat

I also have this one where I get hit but can still run a short distance before actually being thrown to the ground. Delays range from 1-5 seconds.

This is a bug with dodging that we are actively working on :}

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Originally posted by Kaludaris

This is unrelated to the issue but I wanna mention of all the numerous game subs I’ve been on, this one is my favorite. A dev reply to nearly every post is awesome, I like this game and you guys more and more every day.

Thank you <3

We all want to make Dauntless better and the community is the most important!

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Originally posted by Vetriol

Honestly, I feel like it's because the game forcibly turns you whenever you bump into a wall. I do wish this feature was removed, because it's frustrating when I'm jumping around on rooftops/cliffs, but the game rotates my character immediately after bumping a wall (doubly frustrating when I throw my axe, but a teammate bumps into me, causing me to auto-rotate and fling my axe off a cliff)

Forced turning may be affecting this, but from the clip it is not 100% clear. There is a lot of tuning on the forced turning to make this feel just right, which is something we are tracking. We have revisited this for 0.8.0 and plan to continue updating this with more traversal in the future.

This can feel frustrating during hunts, so it is something we are keeping a very close eye on <3

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We are working on solutions of AFK slayers at this time. We will share more information soon <3


13 Jun

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So close, yet so far away...

We always aim for movement/traversal to feel smooth and effortless. To this end, it is important to us that traversal never stops your ability to play. What you are seeing is one of the few pesky ledges that conflict with the various animations used for climbing.

We will always aim to provide immediate fixes for any instance that get your completely stuck and plan to further improve traversal in the future. Thanks for grabbing a clip of this so we can track of those pesky ledges! <3

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Originally posted by Alek_R

Omg, it's coming to switch! YES!!!

YES!!!

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Originally posted by Hexdro

Aside from the obvious about performance (hopefully they iron out the issues by launch) - I'm really excited to be able to hunt on the Go, and in handheld mode. I love how Dauntless has become the perfect game to pick up & play on any platform and you can play with anyone and also progress is shared between.

Also, of course - Winterhorn Skraev looks awesome!

Thank you so much for the kind words!

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Originally posted by not_a_profi

Tbh i feel like it's mostly new players, who have not enough experience with the game and give this feedback. I like how the roll works besides the fact that it's server based. All I can wish for is a client based hit detection, it would help a lot. Even if there will be cheaters - I'm sure most players will appreciate their own experience, especially in PvE game.

All I can wish for is a client based hit detection

https://www.youtube.com/watch?v=ubKUMlEppAs

We hear you. We're always working on our tech and the best possible solution for all of the factors involved. I would explain them, but someone once asked me to reset a router and I got a nosebleed.

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Originally posted by Dawg_Top

please do know that iframes start immediately when you dodge

That's a huge suprise for me. I could swear they were by the end of the dodge. Playing chainblades is such a pain because it feels like Iframes start when you start walking/attacking after dodge.

We are also taking a look at the chain blades to figure out if this is how we want to keep it.