Dauntless

Dauntless

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Cell System Feedback
Hey folks, we wanted to create one specific space for all feedback related to the cell changes, to sit. We appreciate all the feedback you’ve shared so far, and are continuing to read everything!
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the old system was sloppy and inefficient but relatively clear. the new system is convoluted and confusing. not sure who ever approved this design, but maybe give them a job review due to this, because it's a problem. i'm trying to make sense of what matters and what doesn't, and where stats are and what's important and what currencies are rare and what are trash like cells used to be (thousands of surplus) and none of it is clear. so much frustration and no fun at all happened in the time i've spent playing today.
Critic

The biggest problem I have with the cell system is that it is massively unsatisfying, largely due to the perk distribution on sets. Predator is a perk that requires 8 cells to activate. If you equip all pieces of a fully levelled Malkarion set, you would get 10 points in Predator, meaning you have two wasted points. This makes build crafting extremely awkward. I spent around 15 minutes matching armour pieces to create a set with no wasted points, and it sucked. The perks had little synergy, and they were perks that I never use.

Feedback

I think a step in the right direction would be to alter the default perk distribution on sets. If I equip every piece of Malkarion gear, I should have no wasted points. This change would instantly make build crafting easier, and it would just feel normal. In what other game does equipping multiple pieces of armour from the same set, boss, or theme result in a negative effect (in this case, wasted points)?
Origineel geplaatst door andamonkey:
the old system was sloppy and inefficient but relatively clear. the new system is convoluted and confusing. not sure who ever approved this design, but maybe give them a job review due to this, because it's a problem. i'm trying to make sense of what matters and what doesn't, and where stats are and what's important and what currencies are rare and what are trash like cells used to be (thousands of surplus) and none of it is clear. so much frustration and no fun at all happened in the time i've spent playing today.

This is to be expected when so much of the system changed and became more complex by design. It's frustrating and confusing because it's new, unknown, and complex. Nothing in the world that is those three things is ever clear, fun, and simple when you are trying to figure it out. This is literally the nature of learning and problem solving.
Laatst bewerkt door GrayEagle; 6 dec 2024 om 0:43
Origineel geplaatst door Polo:
Hey folks, we wanted to create one specific space for all feedback related to the cell changes, to sit. We appreciate all the feedback you’ve shared so far, and are continuing to read everything!
Since this game just got release I'm gonna wait until the resolution option has been change to 1920 x 1080 which is my monitor max resolution and some missing graphics like buttons, character inventory setup and Idk how many more missing because its a new hardware or something. Also love your game hope you manage to get everyone progress back if possible!
Laatst bewerkt door Shadow Foxy; 6 dec 2024 om 0:38
I think the cell changes are generally great. I agree with Sacred that the build system feels awkward and generally very rigid. To me, the new system addressed the concerns with the old system, but also introduced things that are worse. So, overall it feels rather neutral in overall outcome.

I think the negatives are:
- Rigid set of perks attached to gear. One perk was rigid enough before, two makes it even worse. It also makes it difficult to mix and match gear as easily as before since the two+ perks per piece requires you to build around the perks on the armor. This will lead to one clear build per set of gear since the gear is more directive due to its perks. This alone has the opposite of the intent of the rework.
**If you want greater freedom in builds, remove the rigidity in the armor perks. More perks per piece of armor = greater rigidity in builds as you are forced to build into what's inherent to the armor or you lose out on combat power.

- Gear perks are not always complimentary. This is very bad. The goal with the rework was to increase diversity in builds. Odd combinations of perks on gear with some that don't fully match in a set is making it very difficult to create good/fun builds or efficient builds without wasting perks or perk points as Sacred pointed out above.

- The lack of sufficient information when just viewing cells to insert into gear. This is very bad as well. You get a general description, but not the same breakdown you get on the gear screen. This is very odd, but also essentially requires use of the dauntless builder to make sure you understand the effect before wasting a cell.
**Please update the information on the screens/menus when selecting cells to insert into gear. This is pretty basic and should have been included in the initial roll out given it's part of the main overhaul of the game.

- There needs to be a reviewable in-game guide on the different terminology. Buff vs perk; enhance vs talent; talent point vs perk point; behemoth vs fauna/creature etc. This is what is confusing people leading to the poor reviews. The complexity of the system is not the issue, it's the lack of instructions/directions to help people make sense of things. Tutorials are great, but they only last once and most people are skipping through them to get to the content.
**This will address some of the confusion and allow people to feel more willing to take this new system on alone or without needing to completely rely on the dauntless builder.


- The balance of cells seems very far off in certain instances. I have not seen everything the game has to offer yet, but so far there are clearly cells/perks that will never be used at their current balance level. General example: gain one stack of a buff (only once when condition met) vs gain a stack per instance a condition is met (any number of times a condition is met). These two things alone show the imbalance in the system. The perk that gets one buff will always be a lower or bottom tier to anything that can stack multiple times. The power balance between perks/cell effects is also off. Some perks/cell effects scale with the weapon level, and others are locked at one function. With such a discrepancy in the balance of certain perks, certain pieces of armor are essentially useless unless you want to essentially lose combat power.
* This comes down to play testing and reviewing data. If I can tell within an hour of starting the game that this is a problem, as devs., you should already know. Please balance at least the clearly underwhelming perks/cells. For those that are a set value with no change/scaling, just make them scale. That is the purpose of leveling the weapon, and I think a truly awesome feature. Having the effects of perks scale with the gear level feels amazing and so rewarding. Watching nothing happen with your perk with each gear level feels terrible.

The positives:
- I don't mind the one-time-use cells. One of the issues previously was that all of the cells you'd accumulate were useless after getting two +3 of each. I actually stopped opening cores because I didn't need any more cells, therefore no aetherdust was needed, and I'd get rams from the hunts...so really the previous cell issue also decreased the value of cores as well. The new system actually makes each cell and core feel as if they hold some value. You cherish every one you get.

- The increased complexity of the system has been under appreciated so far in the reviews I've read. I love the complexity and greater freedom of cell placement.
Laatst bewerkt door GrayEagle; 6 dec 2024 om 0:49
We have 14~ less cell perk points to work with than in the last system because we are missing weapon cell slots and +2s/+3s. You guys also removed a handful of cells that were FINE, a meta is FINE.
This wouldn't be much of an issue, but you also need to max out cells to get ANY benefit.

This objectively makes build crafting WORSE than before and gives us less freedom to do the things we used to be able to. Me and my friend are unable to recreate our builds from before leaving very little options aside from using whatever new meta build is going to form.
There aren't enough armor sets with the perk combinations we would need to recreate our niche builds from last update, this means buildcrafting is WORSE.
You remove specific cells, +2/+3 cells, a whole slew of weapons, weapon customization, and no supply us with enough armor and cell slots to make niche builds that were once used...

How was this supposed to give us MORE freedom?
There is nothing wrong with a meta or complicated system (which is why you changed it), the issue was we didn't have NEW things to shake up the old meta or at least dilute it a little bit, too focused on rework after rework.

Here's my suggestion:
You should roll this update back
Give us the new weapons as exotics
And give us the armor update (keeping the exotic helmets)

And then you need to sit down, shut up, and just make NEW content, bows, pets, guild housing, behemoths, cells, cosmetics, etc...
And for the love of ♥♥♥♥ never lock another gameplay weapon behind a paywall again

The new content would keep old players around and draw in new players (like how Warframe does)
And that would in turn generate more money

The only reason dauntless is struggling is because of a lack of content, not an issue with the core mechanics, come on

EDIT: KEEP WEAPON SWAPPING TOO, THAT WAS ALSO GOOD
And you really should read the constructive parts of the negative reviews, even the nonconstructive ones can still give feedback if you look passed the insults. Just read, listen, and try to understand where we're coming from, please.
Laatst bewerkt door DJBacon; 6 dec 2024 om 11:54
Origineel geplaatst door DJBacon:
We have 14~ less cell perk points to work with than in the last system because we are missing weapon cell slots and +1s/+2s. You guys also removed a handful of cells that were FINE, a meta is FINE.
This wouldn't be much of an issue, but you also need to max out cells to get ANY benefit.

This objectively makes build crafting WORSE than before and gives us less freedom to do the things we used to be able to. Me and my friend are unable to recreate our builds from before leaving very little options aside from using whatever new meta build is going to form.
There aren't enough armor sets with the perk combinations we would need to recreate our niche builds from last update, this means buildcrafting is WORSE.
You remove specific cells, +1/+2 cells, a whole slew of weapons, weapon customization, and no supply us with enough armor and cell slots to make niche builds that were once used...

How was this supposed to give us MORE freedom?
There is nothing wrong with a meta or complicated system (which is why you changed it), the issue was we didn't have NEW things to shake up the old meta or at least dilute it a little bit, too focused on rework after rework.

Here's my suggestion:
You should roll this update back
Give us the new weapons as exotics
And give us the armor update (keeping the exotic helmets)

And then you need to sit down, shut up, and just make NEW content, bows, pets, guild housing, behemoths, cells, cosmetics, etc...
And for the love of ♥♥♥♥ never lock another gameplay weapon behind a paywall again

The new content would keep old players around and draw in new players (like how Warframe does)
And that would in turn generate more money

The only reason dauntless is struggling is because of a lack of content, not an issue with the core mechanics, come on

Good my friend tu as tout dis.
The new Cell system is extremely unfriendly and has made the old problem of not having suitable armor sets even worse. I can't find suitable parts with all the cells I need, instead the armor has a lot of completely unnecessary Cells that just take up space. The old system was clear and easier to use, the new one forces you to sit for hours looking through everything in the hope of somehow finding suitable parts.
It is so bad 1 time use and struggle to get two active on a build is crazy literally all the changes you have made are all really really bad changes like unbelievably bad and dont know how you guys thought this was a good idea. and why is everything gone that I've grinded out for years? You guys have killed your game with 1 update I hope you have backups of everyones stuff cause when you guys finally realize that you need to revert it back cause your game is dead, no one will come back unless all their stuff is returned.
after trying to deal with cells and ONCE AGAIN accidentally permanently installing one, i'm just done. ♥♥♥♥ this game with a rake. uninstalled. i'll go play enshrouded and warframe some more
I like that armor pieces are now much more important and that we can fit any cells on them but the fact that they are consumable kinda kills experimentation for me, at least until i have a stockpile of a certain cell. This also now makes it impossible to use the same armor piece in different loadouts with different cells, I wonder if instead of only consuming a cell when applying it to an armor piece it would unlock for that armor piece (aka you can unequip/equip it for free on that piece going forward). This wouldn't change the grind much but would also allow for experimentation again and also the ability to reuse the same piece in different loadouts
Eu joguei Dauntless antes de ele ser lançado na Epic Games, quando ainda possuía um launcher próprio. Esperava que, com o lançamento na Steam, os problemas fossem resolvidos, mas parece que as qualidades do jogo foram removidas e os defeitos persistem. O novo sistema de células e equipamentos é mal elaborado, e a interface transmite a sensação de incompletude. Ao abrir o menu para alterar equipamentos e equipar células, falta clareza nas descrições e informações. Gostaria de dizer que estou satisfeito com o resultado, mas infelizmente não estou.
consumable cells is impossibly stupid, yet it's not even the dumbest part of the update.
I'm really liking the builds that come from the new armor and cell system. I like that it enforces a good mix of defense, utility and damage. Generally I would only take perks that increase my damage, but I'm enjoying checking out a lot of utility perks and how they synergize with various other perks. I like the variety of thresholds as well. Something big like 8 can help define the start of a build and perks with 2 to 3 can be a nice additional to builds with extra slots open.

That all being said I can't really plan anything with the in game UI. It's quite tedious to check what perks any gear has, what levels they get those perks, and what thresholds those perks require. I have been using dauntless builder outside the game to plan my armor builds, and even that is a bit tedious, but I should start remembering most of the perks/thresholds by name soon (hopefully).

On the topic of consumable cells: I have no personal fear that I will ever run out of cells since they are so abundant to me. That being said I don't really see what consumable cells add; it seems needless. I also worry how it affects newer players. I was able to rush armor to 20, but if I was going chunk by chunk I would want to probably swap out cells at every step to re top of my perks where I can. Unfortunately that seems a bit difficult for newer players I have had to advise some new players I introduced to the game to not experiment with cells while leveling. It might be bad advice, but I do fear for them.
Only a single question WHAT MORON decided to lock cells to a gear piece instead of to loadout, now you can't have 2 build sharing an armor piece. And this trash isn't even the biggest problem with this trash update. Fire the moron(preferably out of a canon aimed towards the sea, but just fired is also good)
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