The encounters are not locked to any one place on an island.Escalation is a new type of hunt in Dauntless accessible the same way as a Pursuit or a Patrol, but instead of a single fight it throws Slayers into a series of four sequential arena-type battles against varying Behemoths (five if you unlock Malkarion). Ian Tornay: Slayers will fight Behemoths across a wide variety of islands and environments with fights taking place in tons of different environments. GameWatcher: Will each Behemoth fight take place in the same arena? For example, if we are fighting an Alpha Pangar, will we always find it in the same type of environment? From the time that you touch down to the final blow, it’s exploration, combat, and cooperation. Ian Tornay: Once you land on an island, you will not encounter loading screens. What do you mean by this exactly? Surely there will still have to be loading times at some point? You will not need to load between areas”. GameWatcher: On the Official Dauntless FAQ on Reddit, you stated that “Islands are seamless. Ian Tornay: Servers will not be region locked. Will players be locked to these servers, or will they be able to move between them freely? GameWatcher: We know that you got the European server up and running recently. Of course, the game is also open to true solo artists. We’re proud of the inherently social nature of this game. While it’s possible to play solo, we’ve seen in our Alpha tests that many players who start solo begin to prefer playing in groups. Ian Tornay: Hunts do scale based upon the number of Slayers that are in them. Will people playing on their own be able to hunt solo, or will they join a solo-queue where they are matched with others? If players can hunt solo, how is the difficulty of the hunts scaled? GameWatcher: Dauntless appears to be geared towards a four-player co-op experience. We’re dedicated to a curve that will place players who are new to the genre on the path to mastery, while challenging veteran action gamers at the same time. It’s important that anyone can pick up and play Dauntless – and it’s equally important that completing the game’s challenges feels significant. Ian Tornay: Our favorite games are easy to pick up and hard to master, and we’ve seen a similar sentiment from players. What’s in place for players that are put off by how challenging the hunts are? GameWatcher: While this game is targeted at hardcore players that like a challenge, there are some that are concerned about the difficulty. We’ve also overhauled our tutorial and intro quests, and are digging into difficulty and challenge next. After working with this feedback, we have a weapon that has a high damage potential and really rewards mastery and pushes players’ skills. Ian Tornay: We got a ton of feedback on the axe early on in our Tech Alpha. GameWatcher: What has been the most surprising/interesting feedback that you’ve received from the community so far? Our graphics programmer is a huge wide-screen, high-resolution enthusiast, though – so stay tuned! Ian Tornay: We’re working on these features, but they may not be in for launch. GameWatcher: Will you be providing Ultrawide support and 240Hz support? Of course, Beta testing plays a huge part in this and we’re keeping an eye on how different configurations are performing. We’ll have the game running beautifully on high-end rigs without needing to sacrifice an enjoyable experience on more modest computers. Ian Tornay: We’re fortunate to be working with Unreal 4 which gives us a ton of flexibility. GameWatcher: The game looks amazing however, we realise that it’s important for free-to-play titles like this to run well on everything, including low-spec PCs. We’re excited to share them and see how people customize their legends! Ian Tornay: We’ll have tons of dyes (including different colours and finishes), emotes, banners, and other customization options. What sort of cosmetic items can we expect to see? We understand that you plan on making money through selling cosmetic items. GameWatcher: It’s admirable that you’ve chosen the free-to-play model for Dauntless and are not going down the popular ‘pay-to-win’ route. We were lucky enough to interview Ian Tornay, Community Head at Phoenix Labs to talk about the feedback from the community so far, the game’s difficulty curve and more. Upcoming co-op, action role-playing game Dauntless may be free-to-play, but it’s doing a pretty good job at shaking up exactly what that phrase means.
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