Dauntless

Dauntless Dev Tracker




14 Jun

Comment

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

Comment

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


13 Jun

Comment

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

Comment

Originally posted by Alek_R

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

YES!!!

Comment

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!

Comment

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.

Comment

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.

Comment

Originally posted by darkfight13

Thanks for the response. It's always nice and reassuring when developers/companys are active with their community.

Always nice and reassuring to have a passionate community <3

Comment

Originally posted by TheBetterness

You guys are freaking amazing, your transparency warms my heart!

It's our pleasure. Thanks for playing!

Comment

Originally posted by Turdfox

Thank you for the response! I was really hoping to get a definitive answer on how these abilities are supposed to work as they felt like it should be instant when working correctly and the “delayed knockdown” issue seemed to support that. However a lot of opposing opinions were flying around so I wasn’t sure if I was just crazy.

Hopefully this is an issue that can be resolved in a timely fashion without overworking yourselves. I can see myself putting some time and effort into the game if it only was a bit more consistent.

Hopefully this is an issue that can be resolved in a timely fashion without overworking yourselves. I can see myself putting some time and effort into the game if it only was a bit more consistent.

Deal!

Comment

Originally posted by deapee

I don’t know how to ‘summarize it’ - other than I definitely get hit at times that I logically shouldn’t. 100% certain of it. I get the different wind up times, and that’s fine - but the results are not consistent. I do not believe my internet connection is to blame - I feel like it’s something with the mechanics or internal logic of the game’s code.

[Sticky comments are being weird so I'm going to reply to this top comment as well <3 ]

Hey Everyone!

Thanks for everyone who weighed in and shared your experiences and feedback. It's critical to making Dauntless the best game that it can be!

Skill and mastery are at the core of the Dauntless experience. Being a Slayer means mastering the art of Slaying - knowing the intricacies of your weapons, the edge that your armour gives you, and the basics of combat (which includes dodging).

We're glad to see this conversation revolving around other high-skill titles like Monster Hunter and Dark Souls (which we are big fans of, too!), because it shows us that you also want this challenge and skill. Our goals are for A) Combat to be as intuitive as possible and for it to reward your skill and dedication. B) for combat to feel fair, predictable, and rewarding. And if that's not the experience that Slayers are having - we have work to do (and we're excited to do ...

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Comment

Hey Everyone!

Thanks for everyone who weighed in and shared your experiences and feedback. It's critical to making Dauntless the best game that it can be!

Skill and mastery are at the core of the Dauntless experience. Being a Slayer means mastering the art of Slaying - knowing the intricacies of your weapons, the edge that your armour gives you, and the basics of combat (which includes dodging).

We're glad to see this conversation revolving around other high-skill titles like Monster Hunter and Dark Souls (which we are big fans of, too!), because it shows us that you also want this challenge and skill. Our goals are for A) Combat to be as intuitive as possible and for it to reward your skill and dedication. B) for combat to feel fair, predictable, and rewarding. And if that's not the experience that Slayers are having - we have work to do (and we're excited to do it!)

We know that we have work to do when it comes to better communicating the impact ...

Read more