Awesome run, congrats!
These bugged times have been removed. We're learning every day about what situations are causing them and fixing bugs to keep them from happening again.
Thanks for bearing with our growing pains here!
Awesome run, congrats!
These bugged times have been removed. We're learning every day about what situations are causing them and fixing bugs to keep them from happening again.
Thanks for bearing with our growing pains here!
We definitely have heard the feedback that our icy boy isn't an encounter that players love yet. We have some changes we're testing internally that will hopefully make fighting him more fun -- I'd expect to see them in a patch or two.
Hey, I know that Curiosaur already hit up this thread, but just wanted to chime in, too!
Performance is something we're continually working on and is a huge focus of the team. We'll keep working on it until we don't have to! We have really ambitious targets for console performance right now and we're making progress towards them every day.
Definitely agree on the teamwork front - we're digging into a major revision to some of the challenges and objectives that we present to players, and part of that will likely involve being more generous with when we give players credit (it stinks when I deal a ton of part damage but somebody else gets the break). Rewarding successful co-op play is always our goal.
Thanks for sharing your thoughts!
Read moreHey, great post! Thanks very much for your thoughts.
We're actually in-development for a mode that incorporates a lot of the mechanics you're giving voice to. We agree that a marathon-style mode would be a great addition to the game, and I personally believe it can sit alongside Trials in a complimentary way. I definitely recognize that a Time Trials style mode is not for everybody, and personally think a mode like we're talking about in this thread will be more relevant for greater percentage of players.
To give you an idea of what's going on behind the scenes, Trials was a great endeavor for the team because while building it, we were also building a lot of technology and content frameworks to enable us to start building
We need Gauntlets in this game
Best Weapon
yes
Totally agree! Lots of great analysis here. We actually just checked in a change that should address this, which is going into testing and should land in one of our upcoming patches.
The TLDR of the fix is, in addition to some tuning adjustments, we'll be guaranteeing that you receive the common for simply breaking the associated part. Your rares and epics will be dropped in addition to this baseline, at generally the same rates as you see today. We'll keep an eye on the hitboxes and see if we need a followup change after this one.
Hopefully when the change rolls out, you'll see an improvement to the targeted farming experience. I need those Shrowd Legs myself for my Hunger, so I'll be looking forward to it as well!
Read moreI'm glad to see Kakyoin is in charge, as he should be.
"I reject!"
We've considered giving you some options of things to buy with excess Hunt Pass currency that you accumulate after completing the hunt pass (be it cores, hard to grind bonus vanity stuff for the truly hardcore, etc) -- share your feelings on this idea, if you could - I'd love to know how it strikes you and the kinds of rewards you'd hope to see in such a system!
Hi! There are a couple of changes coming in the 0.8.0 patch that should address some of these issues:
- More of a focus on high tier behemoths for crafting high tier gear (eg: orb requirements shifted to heroic arcstones, etc)
- We agree this quest felt rough, particuarly on the heels of Moyra's quest and the requirements have been reworked
Thanks for the feedback and keep it coming!
Hey you'd you guys remove ability to see teammates' loadout? is it a bug? or is it intended?
The inspect menu had some serious issues that were causing problems as we push to console, and had to go into retirement to be rebuilt. We know it's a useful feature, and hope to have it back in action before long.
Thanks for the great work you've been doing PL. Its awesome to be a part of Dauntless. I am so looking forward to season 4, my excitement is overflowing! I must admit I thought the grey islands in the road map was the volcanic ashland biome I was waiting for.
I only have one question...
Q: Will you bring back the island Koshai was usually on, the one with the vine bridges and caves?
I loved that map! And I don't know if I missed the reason why its gone but I have been wondering what happened.
Yes, Sovereign's Throne will return! There were a number of reasons it went out of rotation, but will return as part of the rework to progression structure that's coming very soon.
Q1: What are the dev team's thoughts on colossal/massive scale behemoth battles? Perhaps something that takes place on an airship, and makes use of the spears we've seen jabbed into islands?
Q2: With "weapon mods" on the road map, are there any worries that these might cause massive balance issues?
As always, I hope everyone on the dev team is doing well; the rate at which the game has been growing lately is amazing!
Q1 - We've talked a bit about working towards larger scale encounters in the future (not sure about changing the basics of combat to quite the extent you're alluding to, though), but there are technical/design challenges we'll need to conquer before we get there. In the realm of new kinds of encounters, we're currently focused on planning new modes that will allow the 4-player core combat experience to be very structurally different, though!
what exactly do you guys have for us endgame/hardcore players if you have one? what can we look forward to this year?
In addition to our current items on the roadmap, we're in the early stages of a new game mode that will allow challenge to scale in a pretty serious way! Keep your eye out for details in the months ahead.
Will we be getting dyeable weapons in the near future (within 1-2 months)?
Will exotic weapons also get multiple specials to choose from?
To your first question, I'm guessing dyeable weapons won't fall in that time frame. We definitely know there's an appetite, though -- and hope to be able to support it when the right people for the job free up!
As someone who just started playing the game (OB 0.6.8) and dragged even my fiancee to play with me, do you have any plans torwards bigger behemoth "raids"?.
Guilds right now are pretty much useless without any incentive to actually pay 1000 platinums to start one, so I'm really curious about what could possible be its future.
Thank you in advance!
We've definitely talked about what larger encounters might look like, but there are a number of technical and design considerations that would need to be overcome before we go there - our next focus for combat encounters stays closer to the 4-player gameplay you're used to, but definitely mixes it up in a way that I'm hoping will require more player coordination.
In general, introducing challenges for guilds to complete together is a big goal of ours, but isn't currently at the front of the production pipe. I'd love to know what kinds of guild gameplay you'd be interested in!
Read moreinteresting. is this new mode slated to release within the year?
Current plans indicate yes, but things can obviously always change when it comes to schedules.
Hey! This is a great question.
As Xeliph called out elsewhere in the comments, this is partially to encourage queue health. If you had to exclusively farm a single behemoth for 100 hunts to max out their weapon, queues would get massively fragmented, and that problem would only get exacerbated as more behemoths were added to the game. Patrols are a balance against that.
Additionally, we think it would be somewhat fatiguing to fight a single behemoth 100 times in a row. We find that most people like a little more variety in their hunts.
We CERTAINLY want to make sure you've fought a Behemoth a bunch in order to build and max their gear. The whole premise of the game is building gear out of the parts of behemoths you've slain. We picked several keystone levels (+1, +6, +10) to require a variety of parts to make sure you've beaten the behemoth a number of times at each threshold of difficulty.
Maybe the balance is off? Perhaps we should require some parts at +15? Other levels? Defini...
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