Proteus505

Proteus505



04 Mar

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Thanks for the feedback!


12 Feb

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Thanks for letting us know. We can take a look.


06 Feb

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Originally posted by witas02

Nice! Can we get any info on the required levels you've chosen ?

We are still discussing the rules and where we want the cutoffs.

Comment

Originally posted by Sivialus

Will highlevel escalation level requirements gate (lvl14) be implemented or we'll have to continue to suffer from oneshot underleveled teammates?

Yes we are working on level gating and hope to get it out soon.


04 Feb

Comment

Originally posted by Py-Reaux

Asking Proteus the same question asked of CreatureTech in this thread:

Follow-up question: During the intense discussions going on at PHXL in regards to buffing aethersparks, has the topic of just getting rid of them ever been seriously debated? I think the community would very much like to hear more details about what options have been given due consideration. Thanks.

Yes we did discuss this at length, but we still think there's value in having sparks. To keep the game healthy, we want a good variety of activities for players, and that means putting some exlusive or semi-exclusive rewards in each activity type. Trials has Marks, Escalation is your path to Legendary weapons, but Hunting Grounds needs something. For end game players who have all the parts they need, they could just skip HG entirely if there wasn't a reason to go there, which would lead to stale play patterns. If some players don't like playing in Hunting Grounds, that's something we can improve over time to make it more fun and engaging or less frustrating, but we don't want to remove the need to engage with any of our activities.

Comment

Originally posted by Eonwulf

Getting enough while you level depends entirely on how you play. Leveling exclusively in the hunting grounds from 1 to 20, I went from 2 sparks to 30 sparks. I still need 70 more sparks which means I have to island hop to find at least 24 events, and not have terrible players cause the event to fail.

Just because the data y'all collected might work for most players, it doesn't work for all players. So you are gating progression for a portion of your player base just because they don't play the same way the majority does. Aethersparks have no business gating progression. It's just bad game design. You already have to spend time leveling up, and then you have to spend time wasting exp to collect a pointless currency in order for the level up to go through.

With the new balance, we definitely accounted for players who play many hours per day and spend a lot of time in Escalation. We won't give enough sparks for players who spend ALL their time in Escalation, however, so all players will need to farm Hunting Grounds some of the time. Let us know what you think!

Comment

Originally posted by _RitZ_

If I can add to op's feedback, as an open beta player I also amassed a large amount of tokens and took some days to use them up before a new HP came. Since you already have a system to expire the free bounty tokens, I don't really see the issue if people didn't use them.

I have long realised that I can't view Dauntless as a main daily game because I'll consume new stuff in at most 2 weeks. After that my guild will naturally be barren and I don't want to play daily anyway. This new 4 daily tokens doesn't motivate me to login just to get the tokens and log out immediately. Especially since a few months where am forced to pass through a VPN just to be able to login at all. It only demotivates me that am losing on tokens.

I think the proposed 2 accumulating and 2 daily login is a fair compromise. Nothing changes for your daily players while leaving flexibility for players like us to plan when to play.

Thanks, that's good feedback!

Comment

Originally posted by PixPenguin

Since in this post there was talk of being able to purchase things with aether sparks, I thought it would be interesting if bounty tokens could be purchased with aether sparks! Here’s why:

Playing with bounties is just more fun When I’m grinding reforges without bounties it feels like I’m just doing the same thing. However bounties are a great way to add little rewards here and there, add extra challenges, and spice things up

Bounty tokens speed up the reforging process significantly Completing a 10-50 escalation run at around level 15 will give about 140xp per behemoth (all of these numbers are rough estimates) which means killing all 7 behemoths gets you 980 xp. If you can complete 4 bronze bounties in 1 run, you will get an additional 800xp per run. This is not a super common occurrence, but if you get a bit lucky it does happen. This means that bounties can be about 40% of all xp you gain, which means that they are vital to grinding reforges quickly

You...

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Thanks for the feedback, that's an interesting idea! For now, we want to wait until the economy settles a bit because we've introduced a bunch of changes, and we don't want to distort it too much so we can get a baseline. Then we can look at introducing new interactions.

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Originally posted by KevinTheStressKiller

I would like to see the removal of mobility cell slots cause there is never a good reason to equip mobility cell unless forced to. The game itself isnt build in a way where having a +3 or +6 mobility cell is better then having more damage. Running 30% faster isnt going to do much in a game about slaying behemoths fast. Unless there is a plan to make mobility cells help with damage there is no point to it.

We do have plans to make mobility cells more competitive. This will most likely come with the new cell system improvements we are working on.

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Originally posted by WIIU_Awesome

I love these changes.

The ice escalation is probably my favorite in terms of visuals.

The ice variants look decent but i want to fight them before i judge.

Urska is amazing but like all escalation bosses i feel it will be weak. I hope heroic escalation address that.

The new cell might not be meta but it looks fun.

The cell rebalancing is a very welcome change and i hope you guys continue this trend. Those were some decent buffs.

I am a bit sceptical about the status cells. I had a set which i had fireproof just for Helion lava. Right now i will have to adjust it. What is the plan for this cause it is sad if we see them gone. Maybe do what Meirnon suggested and implement them as a set buff(like all fire gear grands fireproof)

Bug fixing seem ok but we need more fixes. But it's looking better already.

I m happy with the aetherspark decision. Monetization on gameplay is just bad and glad you stopped.

Also the pat...

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Baking those immunity effects into elemental set bonuses is something we'd like to do in the near future, when we find the time!


03 Feb

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Originally posted by SouthernRaid3r

Slightly off topic but anyone else think the pike's charging move should be able to interrupt? Can't tell you how many times I've charged at a charging embermane😅also, agree with the points made as a pike main👌

We've been discussing this as well.

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Originally posted by SunnyBloop

This is great to hear!

I was one of the many that vehemently opposed the recent decision to make Aethersparks less common, and advocated for Aethersparks to be removed from the store entirely - Seeing this is a huge step forward, as monetising progression materials should simply not exist, regardless of how "easy" it is to acquire said material. (I had the same issue with Ace Chips back when the Middleman released.)

With Aetherhearts potentially moving away from Reforging, can we get some form of incentive to Reforge? I want to mention that I COMPLETELY applaud this idea, as upgrading gear should never involve losing power, and Reforging should always exist outside of progression as a means to create a gameplay loop with enough incentives to actually commit to Reforging. Something a kin to a Prestige system, with cosmetic MTXs or cool rewards that are worth having to repeatedly Reforge for, alongside the minimal stat bonuses we already recieve.

We're definitely sticking with the Reforge model as the primary source of progression (getting Aetherhearts), but we want to give players a bit more flexibility. We have the prestige icons and reforge nodes to encourage players to still reforge even if we offer another path to get Aetherhearts, and if that runs dry for a lot of players, we can always add more rewards to keep that loop healthy.

Comment

Originally posted by Meirnon

This was to avoid the problem of one endgame activity that players would grind endlessly, and ensure that players are experiencing all Dauntless has to offer.

Sparks are only offered in usable amounts through events. This necessarily funnels players into a single activity - and not just all the varieties of that single activity, but even a single mode of play in that single activity ("do events").

The practical effect of Aethersparks is to force an island's player population to converge to an activity, and by effect, to lock player's progression to their participation in that activity. Events necessarily are both artificially social through this mechanism, and devalue significantly time spent in other activities.

It also encourages play-behavior antithetical to the intended play experience of Reforged through "verthopping". The system actively encourages playing in ways completely counter to the goals stated in the introduction o...

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With the new drop rates in 1.5.3, players should have way more flexibility in their activities. Most players should have no problem getting enough to Reforge, and that's without island hopping and still spending a bunch of time in Escalation. We are changing the design around sparks from a gate model to a reward model where you generally receive what you need, but if you get a bunch of extra ones, you'll have another reward to purchase with your spare sparks (coming soon).

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Originally posted by -Frostbriar-

I love where you're going, as it was starting to look a bit dicey with the MTX. Especially the introduction of paying real money to shortcut quests...

If you really mean :

"What this doesn’t mean: This doesn't mean grind options will be so unreasonable they might as well not exist. And it doesn’t mean the best way to become powerful will be to spend platinum. "

And:

" What this doesn’t mean: This doesn’t mean spending players will tower over non-spending players when it comes to Slayer power. This is something we’ve always wanted to avoid, "

Then can we please get an alternative to the current, punishing, system of bounty tokens being tied to the daily login? As the experience rewards from the bounty tokens catapult Slayer progress, and with the new system of reforging gear then you're penalised for not taking advantage of that, but gimping your team if you rock up to Escalations with low levelled weapons.

...
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Thanks for the feedback! We'll keep thinking about bounty tokens and evaluating the new model. The new 4 per day model is still relatively new since Reforged, so we still want to gather more data and feedback to ensure it's hitting our goals. We want bounty tokens to be really meaningful tokens that drive interesting activity for the player, and the old model, at least for most players, just led to them being stockpiled for a long time and most players not using the vast majority of them. We're not opposed to modifying the system in the future, but no immediate plans for it.


01 Feb

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Thanks for the feedback. We appreciate everyone's patience as we fine tune the economy. The next patch that lands in a few days will have a hefty buff to Aetherspark drop rates.

There are bunch of factors that are distorting the economy right now, with the recent migrations, the holiday event, and a lot of players coming back into the game over the holidays and getting the hang of the new Reforge loop. There are also some pain points with some players sticking mostly to Escalation while we introduce private queues and level gating, making it more difficult to get sparks. Overall this has made it more challenging for us to tune a few of our currencies.

We'll keep gathering data once this next patch lands and we'll keep listening to your feedback.


27 Jan

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Originally posted by Nitan17

Really great to hear it.

IMO you should just restore aethersparks drops per every event stage. Removing them had by far the biggest effect on the 'sparks earn rate and also made this possible:

  1. Start doing an event
  2. Work your ass off through stages, reach the last one
  3. Random players join, start dropping like flies, upping Danger
  4. Event fails, all your hard work is wasted, aethersparks-wise you get nothing

It's the most aggravating, frustrating, anger-inducing thing that can happen to you in the game right now.

I can understand lowering aethersparks earn rate, that has a purpose, but making your players livid and hate playing with others is something that needs to be avoided at all costs.

Thanks for the feedback! We’re discussing that topic internally.


26 Jan

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We've fixed a few cases where Aethersparks were not dropping correctly. We are also doing another tuning pass to increase Aetherspark drop rates based on feedback and the latest data we are reviewing since patch 1.5.2. Both of those changes will come out with 1.5.3. We'll keep monitoring this currency closely with each patch until we get it right. Thanks for your patience.


22 Jan

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Originally posted by Meirnon

I would like to be able to prestige your lantern capacitor for a particular escalation, resetting your talent points and lantern power/resistance to 0, but leaving your power boosts/bonus merits/cosmetic unlocks intact.

We were chatting recently about a different solution to keep rewarding you for continuing to play an escalation when you max it out, but this is another interesting idea. We are looking for ways to grant Aetherhearts in another way, possibly less efficiently.


21 Jan

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Just to chime in here and give more context around the decision to reduce Aethersparks. The main reason we made this change was because we noticed that overall, the amount of Aethersparks in the economy was growing over time, and many players had thousands of extra sparks (even before the Frostfall event) . That is not a sustainable state for our economy. All our currencies should have a healthy balance between the rate that you acquire them and the rate that you want to spend them. This is something we will monitor every patch, and we can make changes as often as we need to until we find the right balance. I will add, however, that it's also healthy for a game to distribute different rewards in different activities. We give Aethersparks in Hunting Grounds, Legendary materials in Escalation, Marks in Trials. We're not opposed to making changes to this model down the line if needed, but this kind of distribution encourages everyone to vary their activities, which keeps the game fres...

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Comment

Originally posted by singlehandedone

It has not been solved for my character.

I played like 5~8 hours years ago and have returned last week. I wanted to test out the repeaters but there are no main quests for me.

Okay, can you submit a ticket to customer service because they should have the tools to help you out.