CreatureTech-PHX

CreatureTech-PHX



27 May

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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!


25 May

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Originally posted by Hushini

The key issue I felt hit you with elders and primals, as a more longtime player, is lack of planning. You didnt plan for the possibility that a player might not enjoy these encounters, and made them far too frequent. Somehow, through logic beyond my capabilities, you didnt plan for pubs being idiots, and made 2 encounters that are exactly why so much of your playerbase feels the need to play solo, and only solo. More in detail, the fights feel really specifically catered to certain weapons and styles, contrary to your goal of “freedom of playstyle”. Original primals, you broke more than one pillar, fight is terrible for slower weapons. Elders shields get triggered by nearly everything, and move around randomly for some f**king reason. Who does this disadvantage most, the strikers and chainblades players who can dash in and out whenever they wish, or someone with a hammer, where instead of being rewarded for completing a combo, something hard to do with these fights, triggers shield...

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I think time constraints definitely played into this. We're having a lot of internal conversations about our pipeline and how much content we should be putting out each patch. Ideally, future content will get the time and polish they need before going out. We'll have another State of Dauntless around this in the future!

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Originally posted by Antoxik

they already said it should be patched in 1.6.5

Yes, this is more of a bug than a design failure... It def wasn't intended, and we are fixing it!

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Originally posted by Draven1187

elders were a pain in public, cause people didn't understand how to fight them, which ended up getting me shocked almost to death multiple times. would prefer to see them behind portals or get their own island.

Exactly! We learned a lot about what kind of difficult content can live in public areas.

The mechanics were a little much for random groups.

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Originally posted by Pwague

is the new weapon anywhere on the agenda of updates?

Not at this time, but we will have more information on juicy updates soon.

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Originally posted by StormerGaming

i honestly enjoyed primals as they were and i wish to see their original 4 pillar fights be introduced into the paradox breaks as they eventually will no longer be on other islands, and they would’ve made for interesting fights and they would certainly be unique if they had a custom texture but i see where y’all were going with this, elders tho... their shields shouldn’t activate on attacks that are A. out of range B. minor inconveniences like the radiant drone or kharabak boomerangs tho you all know we’d still love some radiant variants ^ but i get that this is not escalation, not anymore. but i do wish that one day, we do eventually get a radiant escalation tho... :/

We definitely want to bring them back in their own bespoke area. We want players who want to tackle this content to be able to.

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Originally posted by Cavemanjazza

I know it's not related to elder and primal behemoths, however... I'm really quite sad about the Chronovore stuff. The behemoth itself is really cool and I like it a lot, but I just miss amps so much. Is there any chance for a real radiant escalation in the future?

It's not off the table!

Let's Talk about Design!

Hello, Slayers!

1.6.3 is here and we’re all excited that you’re out there punching the Chronovore on the Paradox Breaks, but let’s take a look back at Elder and Primal Behemoth encounters. We had a lot of conceptual designs with these encounters, and we learned a lot during the course of their development. We think this is a valuable opportunity to explore our design with you.

Join us as we take a look back at our initial intents and the lessons we learned along the way.

Primal Behemoths

Our Design Intent

We wanted to explore diversifying our combat gameplay with both Primal and Elder encounters. The initial idea was to have three unique timelines: past, present, and future. The goal behind these was to create Behemoth modifiers that would meaningfully change the combat experience. We wanted players to focus on the core fundamentals of each Behemoth, adding a layer of strategy to each encounter. The modi...

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Yes, turns out our Switch crash rate is up and we're hot fixing it today.

Thanks for your patience while we iron this out!

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We're working on making the wings easier to hit. As of now, there's an issue with collision that's making it difficult to get this part.

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I believe we balanced the length of this to be comparable to the usual Escalation grind. I'll pass on your feedback to the developers.

The good news is, it doesn't expire!

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As a younger sibling, I'm having flashbacks to getting double bounced on trampolines by my brother...