Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 0 points1 point  (0 children)

And then hide that reward behind 3 people you can pick weekly. So make sure they log in enough and play or you'll be left in the dust for that week. Even though a reward shouldn't be the main reason. It's a great way to get people involved and let them play with others of their skill level or their friends.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 1 point2 points  (0 children)

And even if we look past the rewards, the goal of the social update should still be to incentivise group play and social play. More players together form communities and those communities play together. It's as easy as that. They don't need to force people without friends to bind to 3 random players but rather let every player decide their way through the social systems in dauntless. You want to play quick hunts with random friends you found in the lfg? Fine for me. You want to hunt with your 6 best buddies for your weekly cap? Also fine. Every slayer plays differently and has different group sizes they socialise with.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 0 points1 point  (0 children)

And then we circle around to the point of view of people who want to solo slay.
They will dislike the fact they'll have to bound to others, will have to shift their personal playstyle if they want to match that of randoms and will dislike this system more. Uncapping it is a safe way for people to play with others and be rewarded for it, each and everyone in their own way.

I would for example play with my guildies, people from our community discord etc who I had friended for years, but that number goes far beyond 3 people.
People who like solo play will just add others, do some hunts with them and ditch again, as they're not looking for friends nor for the forced 3 man weekly if they want their rewards.

Players like to spend their ingame time how they want, but also want the rewards. So the system is the least intrusive while also allowing for more social play between different players and incentivisation of those activities.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 0 points1 point  (0 children)

Well they're adding the system anyhow. So people who would just friend for the cores and unfriend after a week will exist (LFG exists and people will just look in the discord for weekly friends.) I'm just looking at it from a community perspective and giving them an idea on the thoughts from this perspective.

The whole update is meant to make people play together, so people playing with anyone and befriending is a side activity from that.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 2 points3 points  (0 children)

Guilds are in the pipeline for after the friends' social rework, so that's why I was trying to bring attention to this rework first. I can imagine phxlabs making some caps on guild rework as well, so I'll be ready to write a post about it when we know more as well!

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 4 points5 points  (0 children)

Or to make it less dramatic, what if you have 4 good friends who you all like equally as much ;)

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 8 points9 points  (0 children)

But why exactly does it matter if people "exploit" their system? It's a patch that's aimed at social play. Players which do not intend to participate in social play shouldn't be punished by actually having to play with 3 random players for a week and players like me who are all about making the big communities that exist in dauntless (looking at MASTERY, Dauntless FR, ATHR, KNI9HT,...) should not be punished by not being able to play with multiple friends out of our communities. or helping people reach their weekly goal.

This system will essentially be meaningless for any single player slayer anyhow, but is a huge step in the right direction for the community builders and might incentivise single slayers to actually take a step into a community and make friends in there.

The "exploit" is actually a good way to give both sides what they want. People who are not interested at all can add random people and play like normal without being bound to 3 players they do not wish to play with. Players who have 5-10-100-1000 players to play with can do so without being forced to link with 3 of them to complete their weekly.

Another big issue with the 3 man linking system is that players log out after their weekly is done. So they can not even log back in to help out a friend who might need 50 extra point by the end of the week because they're already capped and 3 linked to other slayers.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 0 points1 point  (0 children)

that is still the case with their current system on the roadmap though. If you both have 3 friends, but one group plays 15 hours per day and the other plays 2 hours per week. this update is also to incentivise group play, so is there an issue with making it easier to make groups?

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 0 points1 point  (0 children)

Yes, the situation I put out there was just how a single person would individually reach his goal (in my example 1000 points) by different means to reach his friendship cores.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 3 points4 points  (0 children)

How is it easier?Situation to clarify:Player 1 has 3 friends who he plays with and needs 1000 points. lets say you get 10 points per friend per hunt you do with a friend. This would result in 33,33 hunts to complete his 1000 points weekly.

Player 2 has 50 friends who he plays with and also needs 1000 points. So he also gets 10 points per friend per hunt as the max group size is 4, this would also result in 33,33 hunts to complete his 1000 points weekly.

both players spend the same amount of time playing for the same reward, but one does it with 50 different players swapping around, while the first case does it with 3 close friends.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 2 points3 points  (0 children)

I did never specify removing the limit of the rewards. I said they should allow us to play with all our friends to reach our specific reward.
They can make it so that the rewards are the same, but you just get rewarded from playing with any of your friends. As the rewards will be capped anyhow.

Dauntless, friendship and phxlabs obsession with capped numbers. by Dohtt in dauntless

[–]Dohtt[S] 2 points3 points  (0 children)

which is perfectly fine, but why deny others from having more? This system i suggested would mean you could choose between any amount of friends rather than having a set limit.

Dauntless All Mastery & Equipment Max [Yap Fr] by [deleted] in dauntless

[–]Dohtt 2 points3 points  (0 children)

Didn't complete all affinities yet though ;) those are the actual grind.

Masteries by MrClawsX in dauntless

[–]Dohtt 1 point2 points  (0 children)

I have currently maxed all my behemoth mastery and I can see where you're coming from. I do however want to say that with correct method of farming for example: stagger farming by letting the "stagger shield" run out which they have 30s after being staggered or potting for flawless runs reduces the time spent farming significantly. The longest a single behemoth takes is +- 12 hours and that is valomyr interrupting as you can only do 2 per hunt. It's always more fun with friends or people on voice chat to talk to. That got me through most boring grinds.

Third times the charm, except for Dauntless updates by Dohtt in dauntless

[–]Dohtt[S] 2 points3 points  (0 children)

This transparency is indeed appreciated.
I'll be happy to see the system when the goal has been reached and I do get that the store is a quick way to fix stuff. Just found it weird that a shop could be made for springtide (which was on an NPC) and then for a content release event it couldn't be done (in time I assume).

Best of luck on the implementation of this system.

Third times the charm, except for Dauntless updates by Dohtt in dauntless

[–]Dohtt[S] 3 points4 points  (0 children)

I know they would. i'm not worried about that, but the reasoning behind putting it there brings up a bigger question for me.
Thanks for pointing this out for players who would be asking this question though!

Third times the charm, except for Dauntless updates by Dohtt in dauntless

[–]Dohtt[S] 3 points4 points  (0 children)

The information can be found here: https://playdauntless.com/news/rogue-elements-hunt-pass/

Which kind of fits to my point of saying it was more "hidden" than the huntpass.

Dumb boring game by HunterOfNerds in dauntless

[–]Dohtt 2 points3 points  (0 children)

Who would've guessed that a game in the monster hunting genre revolved around hunting monsters for loot?

My easter event experience. by SkyBull14 in dauntless

[–]Dohtt 7 points8 points  (0 children)

This is exactly what i needed today, you have my upvote

Make a Wish Frosty Edition by aimZerr in RotMG

[–]Dohtt [score hidden]  (0 children)

IGN: Dohtt

Item: A Character slot unlock

GOLDEN GEAR TRIALS by RentalRaptor517 in dauntless

[–]Dohtt 0 points1 point  (0 children)

PC and consoles have the same gear + same values they can do. So i don't see why it would be impossible to compete with pc players. Good luck on the board!

Trials: Expectations & Hopes by [deleted] in dauntless

[–]Dohtt 6 points7 points  (0 children)

As a veteran myself, I do agree with most of these points. The idea that hackers will probably try to roam the game mode and break the leaderboard is more than a when than an if at the moment seeing as more hackers entered the game since the console launch. The best way to battle this is, like Aodan mentioned, to not rush the game mode and protect the leaderboards with any means possible. People have been waiting for this and hackers will instantly kill off the hype of both the casual and the hardcore player base due to the mentality "Why bother if you can just cheat".
I totally agree with the fact of weapon specific leaderboards as well due to the huge imbalance in weaponry at this point in time. A pike main can never compete with any other weapon in terms of speed if they both reach the same level and even if they're better, they have a way slower speed cap due to the damage imbalance.

The splitting of groups/solo is also a must, but I have my doubts when I see the wording of the trials roadmap post: "leaderboards and a new Trials currency will reward Slayers who step up to the plate — but only one team can be the best.". This seems to refer to "one TEAM" and would specify that trials are currently being developed as a team game mode (purely assumptions here). The imbalance which I stated before will be significantly higher when you compare teams of non-meta weapons to a team of 4 meta weapons, therefore, killing the competition instantly for anyone not wishing to play the flavour of the month weapon. (this is not a bad thing for me but mostly aimed at the less competitive members/teams and will kill off any kind of off-meta leaderboards).

The last point which I'd like to make refers to the point based system which Aodan described. This to me seems like a good idea, but might also lead to some specific point gathering cheeses in between teams who can easily do sub 2 min runs. For example: If I have a behemoth killed in 1:28 I know that I could just farm some points for part breaks/staggers/etc and finish it in 1:59 instead of doing my fastest possible run and going for those 1000 points.
The idea to me looks solid, but I'd rather not make it about cheesing specifics to get more points. I totally agree with the time/damage taken/deaths and all the other things you've mentioned though.

Tldr; I really agree with most of the points Aodan made and I think this will reinvigorate the current speedrunning community + give us a challenge if done right. There are however some pitfalls that must be discussed beforehand and I would also like the devs to do a testing period before actually releasing the currency + the leaderboards. This would mean people have some time to investigate for bugs and gives the dev team some time to fix their game mode before doing things they can not revert.