bunheadwhat

bunheadwhat



14 Nov

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Originally posted by Akashura

Sorry that my response isnt the most thought out, theres definitely better ones in this thread, but i just wanted to get my feelings about this out.
I just think that Solo/Private play is JUST as important as Free play with randoms.
As an example, i used to play tons of Warframe back then. I had some amazing Public experiences, sometimes just sitting with randoms in a survival mission for an hour straight just having a GREAT time (and i hope i will have times like that in the hunting grounds aswell).
But there were just as many times where i wanted to play solo or with a friend or two for various reasons that honestly dont matter, the thing is that i WANTED to do them alone/with friends.
I will use public hunt in the hunting grounds a lot, yes, but i also KNOW that i will want to be alone or with a friend there, without some random person running in and ruining my/ our experience.

That all makes sense to me! Sometimes you want to just play with friends.

We want to know how people feel with this specific feature before adding private matches, because it could very well be that another feature is instead better for "just with friends". It's all a balance and we are definitely not saying no to solo q / private matches - we are saying we won't have it on launch and then will reassess to see what's best for the game and the players

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Originally posted by Vozu_

Got it, that makes sense. To touch on the point about 3 bad teammates - Hunting Grounds will have a rebalance of multiplayer scaling so that hunting with people will feel better than it has.

As a person whose preferred way of hunting has always been to have 2-4 man private party of close friends, I am a little worried that there are too many variables here to account for.

If you make the scaling too generous (to make bad teammates not pose a problem), then an isolated squad of good players will face even less challenge than before -- and we are hurting for enjoyable challenge already. But if the scaling isn't generous enough, then yes, the added random teammates will be worse to have.

This is a complex issue, just as everything around the topic of private matchmaking is.

Yeah I totally agree. Major balancing act for sure! That's part of why it's important to let people play with it live and then go from there -- there are so many variables and we want players to give feedback now of course but also once they are in-game with the patch and playing with all of the context.

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Originally posted by Koshaibloom

I am a solo player, i have no problem with playing with people, i don't do solo hunt just to make run faster, i do it because i like doing things alone time to time.

No solo hunting grounds is not the only thing that i don't like about this update, there is also the new progression system that looks a bit too grindy, being forced to nerf yourself to get an end-game material is not something i like ( I am not going to reforge my weapon classes and weak myself, please add another way to get aetherheart ).

Now there is another problem, i have a golden crown and you know what happen when you have one in ramsgate?, rando rando in coming with FRIEND REQUEST, so imagine in hunting grounds, i can already see myslelf BEING STALKED EVERYWHERE I GO. And thats something i deeply want to avoid.

I am not going to reforge my weapon classes and weak myself, please add another way to get aetherheart

We will have a migration system! So players who have unlocked things already will have their new progression "level" much different than the level of a brand new slayer starting fresh in 1.5.0

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Originally posted by Satyrox

Forced co-op from fresh new players with no gear to maxed veterans, this is tooootally not going to lead to any kind of toxicity.

There will be a migration of current accounts to the new progression that will include content being unlocked already because of their new "level" in the new system.

On the other hand new players will be onboarded through unlocking islands one at a time, and unlocking progression as they go. Veteran slayers will have access to content on day one that new slayers will need to unlock.

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Originally posted by EmmerichVibiana

When I answered "saving time" I meant I don't want to fight a health-scaled behemoth with 3 bad teammates. Removing pursuit and patrols seems like a really bad idea.

Got it, that makes sense. To touch on the point about 3 bad teammates - Hunting Grounds will have a rebalance of multiplayer scaling so that hunting with people will feel better than it has.

About removing pursuits and patrols: we are removing pursuits and patrols, but that doesn't close the door on solo play generally. It may be that we find out that players love Hunting Grounds as a group play activity, and that we lean into different opportunities for solo activities instead. Or it may be that players really want solo queue on Hunting Grounds! Either way we are going to keep listening and are excited to see how the 1.5.0 patch goes!

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Originally posted by Akashura

I really dont like that this reads like "We've heard your complaints and decided you're wrong, and here's why", why are you asking people if they want a solo option if you're gonna dismiss them anyways.
Sometimes i just wanna hunt something alone without some rando running in, and no i dont wanna do trials, which btw you guys said thats its not in a good state.
Just give us a solo mode

We definitely don't think you're wrong to want a solo queue! We do however want to see what issues and frustrations this mode solves, and then act on the data and feedback we get from it being in everyone's hands <3 The intention of this post is not to dismiss feelings, but rather to share where our heads are at so that you're informed about the "why" behind our choices.
Once Hunting Grounds is live it may be that players a) still want a solo hunt mode and b) don't want that solo experience to be on Hunting Grounds. With that feedback we would act differently than adding solo to Hunting Grounds itself. What I am trying to get at is that we (devs, players, everyone!) don't know the answer until we have all the context and know what problem we are trying to solve.


13 Nov

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Beautiful!!


12 Nov

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Originally posted by Serrishtar

"make it feel like a co-op game that you may choose to play alone."

How do I choose that if Hunting Grounds has no solo queue? I'm confused.

Hey!! I wrote a longer reply here, but TLDR: We originally planned Hunting Grounds to have no solo/private match making, but since getting a lot of feedback around that we are having some really good internal discussions on how to move forward with it in a way that makes sense for the community! Will have more news on that front soonTM

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Originally posted by MagganonFatalis

want instead to make it feel like a co-op game that you may choose to play alone.

Why are y'all not allowing solo play in hunting grounds then?

And why are there so many un-solofriendly mechanics in in Dauntless?

We have heard a lot of feedback about no solo/private hunts in Hunting Grounds and we are talking about how to best tackle that. No news yet, but we are having some conversations about it tomorrow. I wrote a longer reply in this thread if you want to take a look!

I find it interesting that you find it unfriendly to solo currently, because a lot of feedback that we hear is that it doesn't...

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Hey! We are definitely not trying to let this fly under the radar, but I understand that we haven't communicated what we are thinking and that's our bad.

To clear some things up: we originally were thinking that Hunting Grounds would not need solo queue / private match making since it's such an inherently co-op feeling experience, and we really are trying to move the game into a "co-op game that you can play alone if you want to" rather than the current "solo game that you can choose to play with friends", if that makes sense. That being said, we have heard tons of great feedback about not having solo / private hunts since getting Dauntless Experimental up and running, and it's sparked a lot of great conversations internally.

Long story short, we are talking about what the best way forward is and getting on the same page as a team before we come out with a plan. There are some meetings happening tomorrow that should help us know more!


11 Nov

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Originally posted by RainbowSixThermite

I can't answer for OP, but this looks like it was supposed to say something like "Quanti anni hai" which asks how old you are, instead of just saying how dare you.

I would assume the answer to that would be yes.

Thank you <3 we have logged a bug and are on it!

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Originally posted by frostyjokerr

As an end game player, I see your grievances and can agree in many fashions, but boring?

I got to the point where the game became a lull and me and my boy just steamrolled through everything, completing Hunt Passes by the weekend’s end, completing missions and eventually finishing most of the mastery.

After a while, we were just like “what do we do now?” So we just got innovative and challenged ourselves. We would make just bullshit classes, still powerful because weapons and armor are max, but we would go cell-less, or use ridiculous combos of cells. It keeps us entertained, challenging ourselves with ridiculous shit. Lol

Maybe, though, you are fading away from the game. You’ve lost the flame you once had for it, and that happens. I’d wait for Dauntless Reforged to make any final decisions about leaving though.. seems pretty fun!

I love that you make your own fun in the end-game.

Is there anything that you would look forward to as an end-game player that doesn't currently exist in Dauntless?

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Originally posted by Coromaru

I think you really hit the nail on the head. Specially when talking about playing with friends.

Dauntless use to be a much harder game. A game that required you to work as a team. Rare drops were earned by focusing and breaking the same part 2-3 times.

Ultimately for me the issue is the game has become to much of a joke. Killing a behemoth without it moving isn’t a challenge and our power allows us to do this. Every behemoth is slowly getting a interrupt which is more free damage.

Where as fighting a constantly active behemoth for 10-20 minutes like we use to can be very challenging.

I see that you have the speedrunner tag -- do you feel that more end-game content would help you feel better about Dauntless? Or more teamwork needed in general?

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Originally posted by danydh

thats why i quit the game.

yes the game is fun buts legit all grind. grind to increase damage unitl you can post your one shot videos on reddit. that seems to be the end goal. if you want a game to waste time with a friend, then the game is fun. but solo playing is braindead boring

Question: Do you tend to play solo only?

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Originally posted by obsalex

I agree on around 50% of what you said, as in yes the game needs to require mastery of a weapon to kill things fast, yes we should have a diverse party to take care of monsters BUT with changes as such the game would feel WAYY to much like monster hunter's small copycat brother, because what makes dauntless beautiful IMO is that you can become strong, it's not monster Hunter where a hunt at max level lasts an hour, it's instead possible to become stronger thanks to "risky" Cells for damage up, and I'd like to remind you how did it FEEL to fight and beat your first shroud/riftstalker, it was hard wasn't it, but now they are way easier to defeat all because you grinded the equipment, became stronger and this is your reward, kicking a monster, who previously destroyed you, so hard they disappear in aether dust.

this is your reward, kicking a monster, who previously destroyed you, so hard they disappear in aether dust

Hahaha, I like the way you put that

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Originally posted by superbhole

This is a lot. I'ma do my best to find your best points. Some of them repeat.

You're kinda late to most of the conversation, though.

A lot of the very stuff you addressed is changing in December.

The game just boils down to damage.

They're removing lantern power that we got from Escalations. It was pretty pointless, and made skill less important.

Half of the items in this game makes no sense.

We all agree, slayers and developers alike. Cell rework is literally at the top of their list, if I'm not mistaken.

Why can't my molten edict cannon ball interupt someone but my weighted chain blades can?

This one's pretty off-topic, but since I'm a real molten edict main, I'll answer.

It was supposed to be a tradeoff, every other hammer got a concussive blast with stupidly short range ...

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I am definitely hopeful that 1.5.0 will address a lot of the community concerns that are mentioned in the original post and I appreciate you advocating for it <3

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I want to start out by thanking you so much for writing this all out.

Many people in the community agree with you, and we devs also agree with a lot of what you're saying as well.

For context: we are pushing really hard on our 1.5.0 (December patch) right now, but a lot of what won't be addressed in that patch will be our focus come January and onward. We made a big bet with redoing a lot of the core of Dauntless (1.5.0) and because of that we have been hyper focused on those features as a whole rather than on community concerns individually at a quicker rate. Because of that a few of these concerns will be addressed with that patch, and the rest will be part of the "next up" conversation. I can guarantee you this thread is one that we will cite come Dec/Jan when we are building up our next hit list, and we are already chatting about this post and it's replies internally. <3

There are some things in the works that I feel will help some o...

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10 Nov

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The snowboots go so well!!