Proteus505

Proteus505



21 Jan

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Thanks for the post, I shared some thoughts on our design intentions in another thread here https://www.reddit.com/r/dauntless/comments/s93a3t/comment/htmntwv/?utm\_source=share&utm\_medium=web2x&context=3

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Originally posted by llMadmanll

It's... not supposed to be?

If you upgrade you basically gain less xp but much faster. It's a tradeoff

Yes this is correct. If we made upgrading a bounty both more efficient in XP and more efficient in time, there would be no choice and it would always be the correct choice to upgrade.

The design now is that if you have a lot of spare tokens or want XP faster to reforge or level up, you can spend extra tokens to upgrade, which is less efficient in terms of XP/token to increase XP/time-played.

This system also allows us to grant more tokens through events or special weekends and have a good sink where you can spend those more quickly. We also have many player types, some who don't play as much as others. With the change to no longer expire free bounty tokens at the end of a season, many of our players will slowly accumulate tokens over time now, so this will give those players the ability to use those spare tokens.


19 Jan

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Originally posted by AresThreeFive

Can you still randomly get silver and gold bounties with this updated bounty system or do you get them through upgrading bounties only?

You still get them randomly at the same rate as before. The upgrades is just a bonus on top.


05 Jan

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Thanks so much for the feedback! It will indeed be a great year for Dauntless!


17 Nov

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This was great! Thanks for putting this together.


16 Nov

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Originally posted by Solaihy

Those 2 interactions may or may not be intentional, if the cell's health sacrifice was coded as a general rule of wether or not it counts as taking damage it would apply to both cells, but the fact that it procs one and doesn't remove the other, makes me think this was more intentional.

And yea, the risk vs reward aspect of it shines brighter than my future x)

Yes, it was an intentional choice to allow both Rage and Predator to be active on this Omnicell.


11 Nov

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Congrats!


30 Oct

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This is a bug which is why we put the Platinum cost to skip it at zero. We will fix this in a future patch so for now use the Platinum skip option.


16 Oct

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That’s awesome!


15 Oct

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Originally posted by Falminar

on the other hand, i feel like some variants just don't have enough of an identity that they could become behemoths proper without huge changes

frostwulf fits great, but e.g. flameborn and deepfrost gnashers? not so much. some like those feel like they're bound to be variants forever

plus, the more unique behemoths you add the more you have to consider how they're hunted. at first, every behemoth with its own gear had somewhere that it's a guaranteed spawn on a hunting ground; but if you turn every variant into a new behemoth, then i don't think you can cleanly fit 9 new hunting grounds islands into the roster. and if they're not guaranteed spawns anywhere, then we're back to the ol' pursuits vs. hunting grounds debate all over again!

Yep, that is something else we have to consider. We’ve talked about adding ways for players to control spawning of behemoths a bit more, like a bait system, but haven’t prioritized it yet.


13 Oct

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Originally posted by NXT_JAYGOD

can we drink at the bar

We can't condone drinking and slaying. It would be far too dangerous for slayers.

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Originally posted by GENM_ACT

I would like you to work on the development of the mini pet currently in the backlog. Did you have any problems developing mini pets?

We decided that pets weren't as high priority as a lot of other content, so we put them on hold for now.

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Originally posted by GENM_ACT

How many omnicells are you planning to have in total at the moment? I would like to have omnicells of all attributes.

We're loving the impact that Omnicells are having on build diversity and combat, so we want to keep making them until we start running out of ideas or feel like that space is getting saturated. We may also need to pause Omnicell development from time to time to focus on other areas like weapon refreshes or other types of content like exotics and lanterns. We're going to keep evaluating each season to see what makes the most sense and what excites players the most.

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Originally posted by Bottom_Txt

Why was the xp banking amount reduced from 8,850 to 3,500? In my honest opinion, it feels even more bad now since level 6 can be attained in approximately 10 mins of gameplay.

We are certainly open to extending this in the future, but we want to gather feedback and see how this feature affects play patterns first. Anything that affects the Reforge loop has a lot of implications on how players play the game and where they go to hunt, so we just want to be prudent before we introduce a radical change to the game.

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Originally posted by ginosamattress

Do you plan on adding any new gamemodes, and what are future plans for omni-cells?

We talk about new game modes all the time and pitch ideas internally. Game modes are a big investment and we don't want to water down the existing modes too much, so a lot of thought has to go into each new mode.

At this time, we're just in the ideation phase for any future modes and aren't actively working on new ones.

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Originally posted by Catnippleaddict

Is phaelanx xp mastery going to get fixed?

Yes, it will be fixed in an upcoming patch.

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Originally posted by SirKeksalot

Has neutral just become the forgotten element? Because all the neutral weapons suck, there are no plans for a neutral legendary behemoth, there's no talk of giving neutral weapons an elemental proc, and you barely see any neutral behemoths in HG outside of events in the later islands. The Quillshot weapons aren't even planned to get a UE AFAIK. I get that it's largely a "beginner" element, but endgame players still get bounties for using neutral weaps, and there's something to be said for a weapon that performs equally well against everything, if only for farming purposes.

We've had talks about this recently. This is subject to change, but we don't have any plans to build more neutral content at this time, and have even talked about removing neutral as an element in the game. We don't feel like neutral has enough of an identity to ever make it a really exciting form of content and would rather invest more in stricter elemental gameplay.

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Originally posted by WIIU_Awesome

With the cell recategorization will we see any buffs to the bad/useless cells none uses?

Not for the same patch, but we are taking a look at some cell adjustments in one of the upcoming patches. This will include some tuning on some of the Wound cells.