News Liste Dungeon Stalkers

Dev Blog #3
Dungeon Stalkers
27.11.24 08:00 Community Announcements
Hello Stalkers!
We want to share some information about what is happening behind the scenes here on the Dungeon Stalkers Team!

Today’s topic focuses on the core of Dungeon Stalkers’ combat: a revamp of the skill system and a redesign of ultimate abilities.

And for the first time ever, get a sneak peek at our brand-new Stalker, ‘Lián’.


Reconstruction of the Skill System


"To enhance clarity and ensure diversity, we’re introducing fixed skill slots alongside a Perk system to improve both efficiency and balance."

Dungeon Stalkers’ previous skill system provided a wide range of abilities for each character, offering players the freedom to tailor gameplay to their preferences. However, we found that a small selection of highly efficient skills dominated usage, disrupting the intended balance between characters.

To address this, we plan to implement a fixed skill slot system based on order or placement. This simplification is expected to make communication and discussions among players more straightforward and intuitive.

The previous free placement system will be replaced with a fixed slot structure, as shown below:


*Skill names are based on the development version and are subject to change in the future.


To address the issue of reduced diversity in skill setups, we plan to complement it through the diversification of the Perk system. We will discuss the changes to the Perk system in more detail in a future update.


Ultimate Abilities Reflecting the Stalker’s Identity


"We’re revamping ultimates to align with each Stalker’s role and class, offering fresh changes to the gameplay experience."

During previous tests, we received significant feedback regarding the ultimate system, with two key issues highlighted:
  • All Stalkers used ultimates in the same way (breaking a Mana Stone to activate effects for a limited time).
  • The long activation time for ultimates made them difficult to use in high-pressure combat situations.

To address these concerns, the development team has decided to redesign the ultimate abilities to
match each Stalker’s role and class. Here are a couple of examples of the revamped ultimates:

  • Rio: As a rogue-type Stalker, Rio’s ultimate will enhance stealth and tracking abilities while dealing significant damage to enemies in a limited area from behind.



*Skill names are based on the development version and are subject to change in the future.


Beside this, we plan to carefully review each Stalker’s ultimate ability and assign new skills that align with the concept of their respective class.

However, if the existing ultimate abilities are suitable for the concept, they will be retained, and the ultimate casting delay when breaking a Mana Stone will be significantly reduced for all classes.


Eighth Lotus ‘Lián’



"A mysterious archer stepping into an unfamiliar world to complete her trial of enlightenment."

Lián is a young woman from a distant land, hailing from deep within the mountains of a faraway continent. As a disciple on the path of harmony, she was granted the name of the mystical lotus by her master. Her final trial is to retrieve the "Moonlight Lotus," hidden within a dungeon created amidst the chaos of two warring nations.

Although she knows little of the world or the "Moonlight Lotus," Lián understands that this journey is essential to completing her enlightenment. Every challenge she faces in this harsh world will deepen her understanding of herself, her abilities, and her purpose, guiding her toward true wisdom and strengthening her resolve.

No matter what she witnesses or loses…

Lián is a skilled archer who excels in combining archery with mystical techniques and martial arts honed through her training. These abilities make her archery skills even more formidable and unique.


*This image is a work in progress and may be subject to change in the future


That’s all for today’s Dev Blog.

Every piece of feedback and each question from our Stalkers is incredibly valuable to us. If you share your thoughts on Discord and the Steam community, we will continue to improve the game in return.

Next, we will conclude with answers to some of the questions we’ve received from the community.


l Q&A Corner



Q. Is Rank Mode similar to the previous PvEvP mode, as explained in Dev Blog Episode 2? Or are there additional differences from the existing PvEvP mode?

Zitat:
author:

A. To clarify the differences between the previous PvEvP mode and Rank mode, based on our current version we have, it works as follows:
  • The artificial activity range limitation through the Crimson Veil is removed.
  • All exploration elements are revealed on the map from the start. (The escape portal will be shown from the moment it is generated.)
  • In Rank mode, Stalkers can acquire the highest tier items in the game, and the overall item drop rate will be higher than in regular adventure modes.

As mentioned in Dev Blog Episode 2, Rank mode will feature slightly tougher enemies and field bosses, and there will be a risk of losing a significant amount, including equipped items, upon death, which remains the same as before.


Q. Will the Witch’s Call system continue even after the Crimson Veil is removed?

Zitat:
author:
A. The Crimson Veil will not completely disappear. All dungeons will only remain active for a certain period, and just before the dungeon disappears, the final Crimson Veil will trigger once, closing the dungeon.

As a result, the Witch’s Call system will be removed. Before the dungeon completely closes, stalkers can choose to battle powerful bosses via the escape portal, fixed escape points, or boss portals marked on the map.


Q. Is Dungeon Stalkers being developed with the goal of being accessible and not hardcore, aiming for a PvPvE + extraction shooter game?

Zitat:
author:
A. Yes, that’s correct. Currently, the extraction genre is considered to be ‘hardcore’ and difficult. Our development team firmly believes that Dungeons Stalkers can be an extraction game that anyone can enjoy, and we will continue to do our best to ensure that the game becomes accessible and appealing to a wide range of players.


Q. Why did you decide to develop the game in third person perspective instead of the common first person perspective used in other extractions shooter games? Is it to emphasize differentiation and character identity? Also, are there plans to offer both first person and third person modes in the future, considering different player preferences?

Zitat:
author:
A. When developing Dungeon Stalkers, the most important thing we focused on was introducing Stalkers with diverse backgrounds and concepts, offering players a variety of satisfaction.

Our development team values seeing our character’s appearance and actions within the game, which naturally led us to choose the third person perspective.

While we are not currently considering a first person perspective mode, if many stalkers request it after launch, we will carefully consider it.


Q. Q5. In the previous tests, there were various different pathways through the dungeon, but certain areas always seem to be in the same location (for example, Goblin Mines being in the center of the map). Are there plans to have these areas randomly placed too, which will help keep the game fresh and fun?

Zitat:
author:
A. We would love to provide dungeons with more diver exploration elements.
However, simply placing the same exploration elements in different locations may not be enough to bring the level of excitement we want.

Ultimately, we plan to increase elements like the ‘Goblin Mine’ and ‘Catacomb’ for more exploration and challenges, and we also aim to introduce dungeons with different themes, moving beyond the current prison dungeon theme.
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