Dawn of the Hunt - What We’re Working On
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I doubt people were playtesting this during development and thought it was hitting the mark. As a game developer (working on a somewhat related genre), I understand that making games is challenging. This patch smells like someone at the top who likely didn't listen to people on the team and thought they knew better. There are so many leads and directors like that in the industry, with egos that prevent them from accepting feedback. These people rarely get held accountable and throw people in the trenches under the bus. As a lead, I always searched for the best ideas, even if they weren't mine.
I feel for those in the devs forced to push this terrible patch out because I know the studio is full of talented people who pour their heart and soul into the game. To the fans acting like this is the end of the world: relax. The game is still in early access. The devs have heard our complaints and will address the issues. This will be a great game, and hopefully, the directors/leads will pull their heads out and listen to the team moving forward. |
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Ideally your priority for what you are working on should be getting stable servers and a stable game.
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rue is a cat
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It's not that players don't 'want' to parry. The way you use that term sounds like it's a preferential thing. Death is too punitive in this game with area resets or having to start boss fights over that getting through the campaign in any reasonable amount of time doesn't not permit the change of getting heavy stunned by something that should be parry-able and dying. Players not 'wanting' to parry is because we don't want to roll the dice on seeing death screens. Some bosses I've tested on don't appear to have a single parry-able attack to begin with.
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woo hoo affinity for other stuff in tabs,man im a junk collector. lol make sure to have a stash tab sell when this comes out
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they just deletes negative commets, tyrants just show you good comments, they have no comminity support, no customer sense
Tyrants of GGG just cheating all of us |
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let your best staff play monk or stormweaver, post a video on youtube and show us how could you beat the endgame bosses .
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"Many players are reporting that areas feel like they are too large.
Normally when this is the case, the main reason is due to other concerns such as monster life or player damage being incorrect, or just a lack of entertaining content in the area." If I can kill a mob in 10 seconds instead 20 seconds ('cause you said that monster life is wrong or our damage is incorrect) does not change the fact that a Map is too large. I don't know what kind of School you have in your Country but TIME is not SPACE. Our "Perception" that a Map is too large can lowered a bit IF we have a lot more movement speed or a lot more movement skill. And if you add more Movement skill these skills must be accessible to all classes and from the beginning. Have a nice day |
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Try looking at Jamanra, stupidly marathon fight and tbh, my mate and I who both paid for early release are losing interest. Fight him for 10 friggin minutes and die. Tried it five times now, bloody ridiculous. We’ve stopped playing and probably won’t again unless this is addressed
Last edited by Whisky2Times#4702 on Apr 9, 2025, 9:19:20 AM
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25% less health on monster and they still take an hour to kill lol Bosses are a battle of attrition, which a computer always wins. And even if you beat the boss, you want to take a toaster bath because the loot dropped consisted of 3 magic items and some gold.
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