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[Dauntless] ver 1.0 live. Out on consoles now.. Switch version in the works.

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    GrundlestiltskinGrundlestiltskin Behind you!Registered User regular
    jothki wrote: »
    jothki wrote: »
    Did they change the mechanic where it tracks how poorly your group is doing and cuts you off from revives if you mess up too badly? I'd think that wouldn't work very well with multi-monster missions.

    You get 3 self revives per hunting ground session (I think these restock at supply crates). You can use them in a fight, but they increase the danger meter significantly. After you use up your self revives you can still self revive, but there's a timer instead of it being instant (e.g. you now have to wait ~20 seconds before self reviving).

    Back in beta it was just one self-revive, I'm guessing that adding more was the fix for that then? Does this mean that you can never fail as long as at least one person stays alive for 20 seconds?

    Every death increases the danger meter for the encounter; I think self-revives raise the meter more than having someone else raise you, but I'm not sure. Regardless, once the danger meter hits 100% you have ~1 minute to kill the behemoth before it will just run away, ending the encounter.

    3DS FC: 2079-6424-8577 | PSN: KaeruX65 | Steam: Karulytic | FFXIV: Wonder Boy
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    jothkijothki Registered User regular
    jothki wrote: »
    jothki wrote: »
    Did they change the mechanic where it tracks how poorly your group is doing and cuts you off from revives if you mess up too badly? I'd think that wouldn't work very well with multi-monster missions.

    You get 3 self revives per hunting ground session (I think these restock at supply crates). You can use them in a fight, but they increase the danger meter significantly. After you use up your self revives you can still self revive, but there's a timer instead of it being instant (e.g. you now have to wait ~20 seconds before self reviving).

    Back in beta it was just one self-revive, I'm guessing that adding more was the fix for that then? Does this mean that you can never fail as long as at least one person stays alive for 20 seconds?

    Every death increases the danger meter for the encounter; I think self-revives raise the meter more than having someone else raise you, but I'm not sure. Regardless, once the danger meter hits 100% you have ~1 minute to kill the behemoth before it will just run away, ending the encounter.

    Ah, so that's the missing piece there, I was used to the danger meter not actually ending the fight, just trapping you in a state where you can't heal through revives.

    I would have liked to check out how the game has evolved myself, but it looks like they added a battle pass at some point. So, no.

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    McMoogleMcMoogle Registered User regular
    Think the battle pass was added 2 years back.

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    GrundlestiltskinGrundlestiltskin Behind you!Registered User regular
    McMoogle wrote: »
    Think the battle pass was added 2 years back.

    Yeah, the battle pass has been around for a long while. I also think it's fairly unobtrusive and is a really easy way to justify throwing some money at the developer (it's $10 every few months).

    3DS FC: 2079-6424-8577 | PSN: KaeruX65 | Steam: Karulytic | FFXIV: Wonder Boy
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    jothkijothki Registered User regular
    McMoogle wrote: »
    Think the battle pass was added 2 years back.

    Yeah, the battle pass has been around for a long while. I also think it's fairly unobtrusive and is a really easy way to justify throwing some money at the developer (it's $10 every few months).

    They're just fundamentally incompatible with what I want out of games. Heck, I bounced off of an attempt at Secret World Legends entirely because there was a daily login event going on at the time, and that had zero money involved. Those sorts of things are all or nothing for me, and in most cases I'd prefer nothing.

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    ED!ED! Registered User regular
    Golden Yak wrote: »
    I'm not familiar with other Monster Hunter type games, but I wonder if Dauntless might benefit from some kind of trade/barter shop? Like, I have all my Gnasher gear built and upgraded, so every time I get a random Gnasher on a hunt, I'm getting all these claws and snouts I just don't have a use for any longer. You can't really view your inventory, but it's probably overflowing with Gnasher snouts going to waste. I wouldn't mind being able to trade, like, 5 snouts for an Arcstone or something.

    You have access to full inventory in MHW. Here I guess it doesn't matter that much
    Dr. Chaos wrote: »
    This game has been around longer than I thought it would.

    Is it still pretty active?

    Very much so. Hunts don't (didn't) take long to get into unless you were queuing for a specific monster and even then you got in eventually

    As for reforged: I jumped in and had no idea what the fuck I was doing. The transition was not smooth. Game honestly seems more Monster Huntery to me which I'm not sure is a good thing: Dauntless was the quick get in and get out alternative to chasing an Anjanath down for sixty fucking minutes. Fights are still fast but you can just stay on world and grind the monsters there till your hearts content.

    . . .also not sure the revamped crafting system is less grindy.

    "Get the hell out of me" - [ex]girlfriend
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    Golden YakGolden Yak Burnished Bovine The sunny beaches of CanadaRegistered User regular
    ED! wrote: »
    . . .also not sure the revamped crafting system is less grindy.

    I don't like it. Before, yeah, you were grinding out stones, lots of 'em. But that was really only if you wanted to take your armor past +10, the max level (which was more long-term progression if you wanted to push yourself further in Trials). Escalation was another way to get stronger by unlocking bonuses, so you weren't stuck on grinding stones if you wanted to improve (and I think you got stones from Escalation anyway). Plus you had daily double-prizes from hunts.

    Now, if you want to upgrade your gear all the way, you need to grind out your weapon skill, and then reset it for the upgrade item. Then you go back and level weapons again. And it takes way longer to get an upgrade re-leveling weapons then it took to get enough stones for an armor upgrade, and you were never forced to go back and fight lesser monsters because your gear level just took a nosedive.

    I guess the trade-off is that you really only upgrade your gear piece once - first you craft it, then you upgrade it, then you're done. But I feel like I'd rather grind for stones to get lots of little rewards often, rather then grind weapons for way longer to get a little reward once.

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    GrundlestiltskinGrundlestiltskin Behind you!Registered User regular
    Golden Yak wrote: »
    ED! wrote: »
    . . .also not sure the revamped crafting system is less grindy.

    I don't like it. Before, yeah, you were grinding out stones, lots of 'em. But that was really only if you wanted to take your armor past +10, the max level (which was more long-term progression if you wanted to push yourself further in Trials). Escalation was another way to get stronger by unlocking bonuses, so you weren't stuck on grinding stones if you wanted to improve (and I think you got stones from Escalation anyway). Plus you had daily double-prizes from hunts.

    Now, if you want to upgrade your gear all the way, you need to grind out your weapon skill, and then reset it for the upgrade item. Then you go back and level weapons again. And it takes way longer to get an upgrade re-leveling weapons then it took to get enough stones for an armor upgrade, and you were never forced to go back and fight lesser monsters because your gear level just took a nosedive.

    I guess the trade-off is that you really only upgrade your gear piece once - first you craft it, then you upgrade it, then you're done. But I feel like I'd rather grind for stones to get lots of little rewards often, rather then grind weapons for way longer to get a little reward once.

    Yeah, there are a couple things about the system that are interesting. Because the only upgrade you apply is power surging and because the bulk of your power is derived from your weapon skill (+400 power at level 20 skill vs. 20/40/60/80/100 base power for weapons based on tier), pre-power surge weapons are generally comparable in effectiveness. You don't have that scenario anymore of "well I really want to try this other axe, but it's +1 and I really need it to be +10 before I can use it for anything;" as soon as you craft it, it's immediately useful (or at least comparatively useful to other weapons at that tier. Also, power surging items brings all of them to the same base power, meaning there is no statistical difference between power surged gear; you're making decisions purely based on the cells and traits of the weapon, which should provide at least a little more flexibility in builds.

    It's certainly not a perfect system but I can see what they were going for.

    3DS FC: 2079-6424-8577 | PSN: KaeruX65 | Steam: Karulytic | FFXIV: Wonder Boy
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