News Liste Dungeon Stalkers

8/16 Developer Note
Dungeon Stalkers
16.08.24 09:28 Community Announcements


Hello Stalkers
Thank you so much for participating in the Dungeon Stalkers August Beta Test.

We would like to quickly update you on the most common feedback from this beta test and share our current progress and improvement plans.



Q1. The server instability during the August Beta Test is quite severe.We are experiencing frequent issues such as infinite loading screens, crashes, and rubberbanding issues.
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author:
First of all, we would like to offer our deepest apologies. We are encountering various issues that were not identified during internal testing, and we prioritizing the server-related issues to address them as quickly as possible. We are working to resolve the server problems as swiftly as we can.


Q2. The default size of the stash is too small, and the cost to expand it is quite burdensome. Are there any plans to either increase the default size or adjust the cost of expansion? Additionally, managing items that take up a lot of space, such as potions and lower-tier materials, is quite cumbersome.
It would be great if there were more efficient ways to manage the stash, such as allowing the stacking of items or creating dedicated stash slots.
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author:
The development team is aware of the concerns regarding the inventory and stash. In the next update, we plan to significantly reduce the cost of expanding the stash. We will also increase the number of items that can be stacked to make the stash more convenient to use. Although these changes won't be implemented in the current test, we promise to improve this based on the feedback we've received from many of you.


Q3. Are there plans to adjust the difficulty of solo dungeons? The number of monsters and bosses is too high, making the solo play mode significantly more challenging compared to squad play.
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author:
With the recent update, we have initially lowered the difficulty. As we conduct this test, we will gather feedback from the Stalkers and make further adjustments to achieve a more appropriate balance.


Q4. There is a significant performance disparity between ranged and melee characters. It seems that melee characters often find themselves at a disadvantage.
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author:
When the development team was balancing the game, adjustments were made to address the issue of ranged characters being too weak. This led to changes in the combat dynamics between ranged and melee characters. However, it seems that these changes may have resulted in noticeable differences for players. The development team is currently reviewing the updated combat balance and has made initial adjustments for the upcoming update. We will continue to monitor your feedback after this initial adjustment.


Q5. The sources for acquiring gold are too limited. Please diversify the ways to earn gold.
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author:
We are aware that there aren't many ways to obtain gold at the moment. In the future, we plan to introduce more opportunities to earn gold through various content or provide more stable and consistent ways to acquire gold. We will ensure that players can earn a corresponding amount of gold for the time they invest in the game.


Q6. The distance between the camera and the character is too close. The cramped map makes the field of view very limited, making it difficult to attack enemies. This is especially critical for melee characters, as their restricted vision is even more detrimental compared to ranged characters.
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author:
We chose to bring the camera closer to enhance the sense of pressure and immersion in the dungeon, even though it's a third-person game. However, if many of you are not satisfied with this, we believe it's best to make improvements. In the next update, we've adjusted the camera distance to slightly widen the field of view. We hope this adjustment will meet your expectations! We look forward to receiving more of your feedback in the future.


Q7. Please increase the variety of material items and other collectible items, and make them more useful.
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author:
Yes, moving forward, we will create a wider variety of items to enhance diversity.


Q8. The options on items obtained in dungeons are too simple, reducing the fun of combining them, and the impact of the options isn't very noticeable. Additionally, there needs to be a stronger sense of purpose in collecting good items.
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author:
The development team takes this feedback very seriously and we are committed to making improvements. We are considering a variety of options, including set items with more diverse and impactful effects. Our goal is to enhance the excitement and enjoyment of the game, and we will make adjustments accordingly.


Q9. Could you increase the number of PVE mode attempts or remove the daily limit? I would like to enter PVE mode even after using all my attempts to continue training in the game. Also, are you considering adding a PVE mode where players don't lose their loot upon death, allowing for better training?
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author:
We sincerely appreciate the positive reception and love for the PVE mode. The reason we implemented a limit on PVE attempts is that we wanted players to primarily enjoy the PVEVP mode, which we believe offers the most fun. Our intention was for players to get familiar with the game through PVE and then move on to PVEVP. However, we understand your concerns about potential imbalances that could arise if we remove the attempt limit entirely. Based on the feedback from this test, we are considering adjusting the number of attempts and reducing the penalties for dying in PVE. Our goal is to make PVE more accessible and enjoyable, and we will explore various improvements to achieve that.


Q10. I think the role and objectives of the Battlefield need to be clearer. While it's possible to obtain good equipment there, it's difficult to get matches, and the risk seems too high compared to the effort required. Do you have any plans to improve the Battlefield?
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author:
We acknowledge that this issue is tied to the current player count and several other factors, leading to a less than satisfactory experience. We plan to make improvements to the Battlefield to encourage more players to participate together. This will include reassessing the reward levels and transitioning the content from being constantly available to a regularly scheduled event, allowing players to engage without feeling overwhelmed. We will refine the timing and content to make the Battlefield more appealing and accessible.


Q11. Do you have plans to improve the matchmaking system so that players are matched according to their skill level? It seems that new players are getting overwhelmed by those with better gear.
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author:
Currently, we don't have a skill-based matchmaking system in place because we haven't yet reached a sufficient number of players. We prioritized quicker matchmaking to allow for faster gameplay. However, once we reach our target player base, we plan to implement a system that matches players according to their skill levels. We are working hard to grow the player base quickly and introduce this system as soon as possible.


Q12. Please improve the ping system. It's too cumbersome and inconvenient to use.
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author:
We will develop a new ping system to enhance its usability and make it more user-friendly.


Q13. I would like to be able to control my character's movement while viewing the inventory in the game.
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author:
This suggestion requires some careful consideration before making any changes. We will continue to gather more feedback from our players and thoughtfully evaluate the best direction for improvement.


"We would like to thank all of you who are playing Dungeon Stalkers. The game is currently in testing to gather honest feedback from our players. During the test period, we will address what can be improved quickly, and for things that can't be fixed right away, we will make sure to improve them by the time we present the game again. We are committed to making changes and ensuring that we do not disappoint you. We will continue to do our best to stabilize and improve the game during the remaining period. Please enjoy playing, and thank you!"
-David
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Release:TBA Genre: Action-Rollenspiel Entwickler: Action Square Vertrieb: Action Square Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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