Tuesday, 28 June 2016

Dash Quest: A Look Ahead, Part 2

Welcome back, dashers!

In our last blog update, we spent some time talking about our plans to better optimize your Dash Quest experience. This time, we'd like to focus on a subject that's become very near and dear to our hearts recently, the Daily Dungeon feature.

Dungeon Crawling: Designs, Updates, Enemies and Loot

Sunken Temple will be getting a facelift in the near future.
We introduced our Daily Dungeon feature about a month and a half ago, and it's such a natural fit for Dash Quest that it's already a little hard for us to believe that it wasn't always there. Your support of our efforts has been nothing short of extraordinary; players seem to love the feature, and it's incredibly fun for us to support. We wanted something that would help encourage players to return to the game each day, and we want to continue trying to make these Dungeons exciting, unique pieces of the Dash Quest experience.

With our recent additions to the rotation of this daily feature, the Desert Ruins and Ice Cavern, we realized that we were capable of hitting a higher design standard on these experiences. By doing this, we can help further differentiate them from the core "Classic Mode" gameplay and offer new and veteran players alike some new twists and approaches to help keep all of you on your toes. You can not only expect new Dungeon themes going forward to carry similar design sensibilities, but we'll be revisiting our original trio of Dungeons - Catacombs, Sunken Temple, and Lava Forge - to better align with those that have been released since.

What other surprises can you expect? We've been working on modifying our level system to allow us greater flexibility in adding in unique events and rare occurrences; you'll not only start to see more dynamic stages in the Daily Dungeon but possibly other modes as well. We also want to start introducing some new boss monsters and monster encounters in Dungeon modes to keep things interesting for all of you. There's even been some talk of doing Dungeons with multiple difficulty levels. We want to create more dynamic enemies and more interesting rewards for defeating them, and we're laying the groundwork for that now.

We know that many of you have run across bugs or other issues related to your particular Dungeon attempts. We also know that many of you have feedback on what works well and what doesn't. We're continuing to investigate issues as we run across them and will make every effort to provide appropriate fixes as we're revisiting the feature. If we see an opportunity to make this feature better, we're open to making changes if they're deemed necessary.

What would you like to see in the Daily Dungeon? What do you enjoy about them? What could use some work? What's your cool idea to make them even more amazing? We'd love to hear your thoughts.

Be sure to check out our last entry on our performance changes, and keep an eye out for our next blog update regarding some big plans for our in-game UI!

30 comments:

  1. I personally really enjoy the Daily Dungeons, thanks to all you guys at the Studio and the devs especially!

    I think mixing it up in the Daily Dungeon is a great idea! Generally for me I can only get as far as 25-30 on certain dungeons and only to lvl 10-15 on others before they crash, so optimization will be super welcome! But dynamic and different stages/levels would be awesome, especially if there was some sort of rare monster/boss spawn somewhere in those levels.

    Once crashes are reduced to where most people can routinely dash 10k in one go, I think some extra's for levels after that would be cool. Say if you dash 10k, then say after another 10 levels you encounter a uber boss spawn with legendary drops.

    I think an even cooler idea to implement once crashes are reduced would be to be able to track players that dash 10k in one go, and reward them with some token/ticket, and upon a certain number of those they get to access a legendary monthly dungeon or something, with like 10x gold drops (just cuz gold farming can be a grind) and normal bosses are everywhere, etc.

    Lastly I like the current differences between the dungeons. I have noticed that the Desert dungeon is awesome for gold farming, while several others are good for items. Theme differences are great but if you can differentiate to where some are great for gold farming for melee and hard for mages, and others are visa versa that would be even more cool and encourage diversity between playstyles.

    Again, super thanks to all of you at TinyTitan, you guys rock and this is really the only game I play frequently, you guys are an amazing team and really make the community awesome, thanks a bunch!

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  2. There is a bug in the daylli dungeon, with the boss battle. .. if you guys could remove the bosses while the bug have no solution, it would improve the dungeon experience... and if you guys put the boss on again, make them stronger because right now they die in about 3 seconds agaisnt the combo lightning and holy... or make them receive little damage from magic

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    1. Luis, are you able to give us some more details about the nature of the bug you're seeing with bosses? Is it only occurring in the dungeon?

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  3. It is only ocurring in the dungeon, it isnt every time but never got past floor 25~30... the boss Just doesnt apear and i have to quit the dungeon... i already tried not using haste, lightning or holy to see if it was a problem with the magic but didnt work. My Phone system is Android.

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    1. A specific dungeon or dungeons, Luis?

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  4. Any that have bosses (lava and catacombs)... desert and frozen didnt happen because they dont have bosses (as you know lol)... desert finished in one go.

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  5. Até least the times i played desert ad frozen cavern i didnt find bosses

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    1. I made a screenshot of the erro. .. here it is: https://s31.postimg.org/rsnmoi36j/Screenshot_2016_07_06_11_39_34.png

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    2. Thanks a lot for the additional details, Luis! Have seen a couple of other reports now, so there's definitely something up.

      When this happens, does your game stop? Do you just continue running endlessly? Trying to assess if it may not be the boss itself, but perhaps the end stage portion not loading in properly.

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  6. The game doesnt stop... and the char stop running... so i have to quit the run and let the char die... another shot... https://s31.postimg.org/kp18t4w2j/Screenshot_2016_07_06_12_53_11.png...

    And sorry for the grammatical errors... My main language isnt english so my Phone keep trying to correct what I type lol

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    1. No apologies necessary, Luis! We've got a fix in for this now, and it should go out in the next update. Thanks again for bringing it to our attention.

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  7. Hey guys! I have been enjoying the game for a couple weeks, now. I'm @ legend 2, about to go 3.

    Here are my suggestions and feedback, so far:

    -BUGS
    Berserk bugs out the size of spells. The increased size nerfs blade ring. When fully leveled, the ring gets too big to hit mobs that are hitting you. Also, if you die with berserk, the spells get stuck that way and you have to restart the game to fix them. This stacks, so if you die a couple times, they spells are completely broken.

    Ressing after a KO perma-stuns bosses.

    Ressing while stopped by mobs occasionally doesn't make you walk again, so you're just stuck there, and you have to quit the level.

    On Android, when I tap a bonus in the cash shop (2x XP, 2x Epic Coins, etc), the info pops up, but the OKAY button takes me to checkout. There should be a button to close the info box without proceeding to checkout.

    -PETS
    Choosing a pet doesn't feel like an meaningful choice. I haven't played the ghost much, but the only other one that feels impactful is the owl.

    -STORY MODE
    Why do bosses drop health and mana? I guess this is just a vestige, but it's silly.

    Masteries are not rewarding at all. If the purpose is to give us additional, challenging content, the difference in rewards should be more noticeable as you progress through mastery difficulties. Especially in the Goblin Hills, the rewards are basically nothing. If the purpose is to make it less lucrative to skip all of the earlier content in order to farm the high-yield content in the castle, then I guess mission accomplished.

    I know this has been brought up, and you guys have talked about doing it, but it would be really nice to have more specific information about stats. For instance, it's unclear whether or not the "Damage" skills apply to spells. Some have sad it only applies to weapon damage, which seems intuitive, but there's some misleading information that suggests otherwise. More information about how INT affects spell power (how much damage does it add? Does it affect heal?) and showing your crit multiplier (with modifiers) would be nice, too.

    -EPIC COINS
    I don't really understand the purpose of Epic Coins--what role are they attempting to fill? All the gear available seem to appeal to specific builds, which is cool. But, they don't appear to be necessary for any builds. And, since they're kind of a pain to grind, it doesn't feel very rewarding to go ater them. Because these coins are the only thing you keep when hitting legend, I was hoping I could use them to advance more quickly in in my next run. It would be nice if there were a couple leveling items in the Epic shop, so that carrying these over was useful for pushing rapid legend levels.

    -SKILLS
    I often feel like there are certain skills I must get, and more that are basically useless, and just a place to dump points until I unlock more useful ones. I would love to see a revamp into a more traditional tree system, and the addition of more impactful melee-oriented skills. By 100, you basically have everything you could want, so there's very little actual choice in terms of structuring your build.

    -PAY TO WIN
    I don't feel like I can't enjoy the game without paying regularly for it, so that's good. I bought the 2x XP & remove adds, not because I just couldn't stand not having them, but because I like to support games that I like. Having very powerful offers flashed in front of the player leaves a bad taste in the mouth. Specifically, I have an issue with paying for double legend perks & ressing for watching an ad. Success in the game shouldn't rely on whether or not I spend 30-60 seconds watching 1 or 3 ads for games I'll never play. Also, I don't think it makes sense to make the most prestigious and powerful rewards available (legend perks) available for sale. Obviously, this is a business decision. But, this is going down a road that I think really represents how NOT to do freemium.

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    1. Hey, Dustin!

      Thanks for taking the time to post your feedback. That's a lot to take in, and we appreciate that it obviously took you some time to put together.

      Bugs: We're aware of all the ones you've mentioned and either have fixes in place for our next update push (Berserk size) or are actively investigating them (ie. the revive bugs).

      Your comments on pets, epic coins, story mode and skills are definitely in line with conversations we've had around various aspects of the game. There are many situations in which the game's base design wasn't really informed by choices that have been made later, or some design elements have been rendered redundant by directions we've chosen to go. The great ongoing challenge of Dash Quest is that it was never built to support the long-term play and passionate fanbase it's developed. It was a genuine surprise. Now, we find ourselves looking at a product put together by a one-man team and are trying to round it out into a fuller experience. We need to really reconsider the game at a nuts-and-bolts level, but we need to consider what impact it's going to have on our players while we're doing it.

      Re: pay to win - your feelings are duly noted. There are some game studios out there that are creating things that really aren't games anymore, and the fact is, while we've got bills to pay, we never want to get to that point. We're going to continue to experiment with revenue and will continue to do so. Ad for rez is something many of our players have expressed positive reactions to because of its optional nature; I think many of them would prefer it to forced ads, which we've dramatically reduced the presence of in recent updates. We do honestly consider all the feedback our players give us regarding these aspects of our game, and we'll certainly look at making changes if we feel it's the right thing to do.

      Thanks again for taking the time to comment!

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    2. Hello sir, as a player, here are just something that I may share with you:

      - EPIC COINS: Actually, because you keep epic coins, when you reach level 100 if you want to farm the daily dungeon easily you may want to use some Epic pieces. I'm legend 4 (and I could legend 5, but I'm taking a break until I can break daily dungeons to level each weapon to 10) and the last time I've run to 100 the first piece I've bought are the Lunar Robes, because they give +30 intelligence and a good resistance and they allow you to farm gold coins to get the Augmenting Tome first and the Sorcerer's Orb last. Using this build combined with Ivory Staff you can pretty much do EVERYTHING in the game by just doing magic: A master 5 dark castle level can be done by losing close to 0hps and gaining over 50k gold coins every 2 minutes (about 2 minutes) using Haste, Lightning and even Acid Rain if you want something different (or the good old Holy).

      However, reaching a valid body piece without having epic coins may run you in several troubles if you don't have epic coins, because farming about 500k coins to get a good one is a huge waste of time, considering that at level 100 you probably don't have enough gold coins to actually farm masteries.

      -SKILLS: I was wondering the same for some skills indeed. Some are just underrated (like Acid Rain, which is pretty good with the Tome) while some are just useless to me indeed (the lightning bold is expensive an useless, isn't it?). That's something that should be reseen -indeed-.

      -PETS: Agree. I didn't even leveled up the others: the owl is just the best one not because of the owl itself, but because it still boots you the INT a bit, which is mandatory if you're using an offensive magical build.

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    3. Thanks for your response -- it's clear you guys are putting a lot of effort into handling feedback.

      I'm looking forward to the updates & changes in the pipeline.

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  8. Hello dear developers,

    Lately, after getting Legend 4, I've noticed a few bugs after the Performance tweaks (amazing in some specific situations):

    1) In any daily dungeon, when you reach a floor with a boss, if you're Hasting the boss doesn't appear and you're forced to die. There is no way to find that boss, you must die, simple as that. That wasn't like that before the tweaks update, so it may be related to that?
    Also, side note: every single daily dungeon has such issue: you're always unable to find bosses if you're hasting (or you're moving either fast or very fast).

    2) In classic / hero mode, when reaching the devil's violet mask, the whole framerate gets down really fast even in the simpliest level with the lowest tier enemies: not sure if that's intended, but also you cannot leave the game any further, whenever you pause and hit "quit" it freezes and you cannot leave unless you close the app (on Android, Nexus 5x). Again, not sure that it's intended or related to the tweaks, but it makes it impossible to move on after devil x2.

    3) Not that relevant, but still a good point to shot here, if the login fails and you hit the Daily Dungeon button something magic happens: it tells you that you're not logged in correctly or that the game can't fetch the current data and, if you play either classic mode, hero mode or story mode, when you reach the end of any level you get stuck and you can't do anything but esc and quit. When you quit, you successfully get the login and can access the daily dungeon, but it tells you that you died once already and it counts the meters you've done in the last level (where you died). That's black magic :)

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    1. You've found our rare "black magic" build, Briosheje! (Or... not so much, that's just a bug. Oops.) Thanks for passing that one along.

      We've been made aware of the boss issue and have a fix in place that should go live with our next update. It isn't directly related to the rebuilding/optimizing, but our level construction in Dungeons is very different than the Classic/Hero stages, and some of of "end level" code wasn't playing nicely.

      Are you able to clarify any further the stage you're referring to in classic/hero?

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    2. Any stage, unluckily, is getting very very very laggy after a while. It looks like every time the whole thing restart again (after beating the last boss) every level gets more laggy, and gets insanely laggy at Violet Devil x2, I would say that even the green lands are unplayable (and there aren't many enemies there, it just gets very laggy). It can be reproduced every time in any mode, despite I'm mostly experiencing it in Hero Mode. Until Violet Devil it's absolutely okay, perhaps it gets laggy at the dark castle, but it's playable. After that it starts lagging quite badly, and I'm pretty sure it's not because of my nexus 5x, because I don't experience such lags in any other stage (even the one with tons of stuff spawning everywhere).

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  9. I really hope the bugs get ironed out, especially when in this dungeon. Twice now it's frozen on me at level 40, at the boss, making it so I can't proceed past it. And quitting the game locks it up further to where I have to close it out entirely and lone almost 150k in gold earned in that dungeon

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    1. Hey, Justin! Should be a fix for that one on Android at present. We're working on getting the update submitted for iOS.

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  10. Hello, I have another interesting bug for you :)

    While playing the dungeon with environmental damage (the one with the lava) I run twice in a strange bug: When reaching the fountain it was like it skipped it and started immediatly the next floor. I have caught a screen describing the issue: http://prntscr.com/bua69w . Basically, while I was at the fountain, I was getting attacked (and couldn't either attack or defend obviously). When I went to the next floor the enemies all disappeared but found myself with about 3/4th of HPs, so they indeed dealt damage to me.

    This happened twice in the entire run (until 10k meters, then I left), once after beating a boss and the next time without beating a boss, I cannot really reproduce any further detail, the only thing I can reproduce are the meters (5k meters the last time, while about 3k meters the first time).

    Hope this helps :)

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  11. :::::::::::::::::::

    Guys please add more gear slots
    boots\ amulet\ring \ helmet \ gloves \ armband


    add more dungeon UBER DIFFICULTY REALM
    challenge directly ALL BOSSES
    followed by theyr mob-spawns
    with 10x 20x 30x 50x higher life \ damage


    Guys add new special tier1\ 2 \ 3 \ 4 \5 build
    to increase the farming fever!

    Guys add more temporary potions,
    like spend xxx gold\coins\
    get this potion boost xxx attribute for xxx time


    ::::::::::::::

    This game is amazing, u have all potentials to become
    diablo2 in a single app.!

    please dont give up, with stupid upgrades
    u must blows up our mind with new amazing contents!

    ReplyDelete
  12. :::::::::::::::::::

    Guys please add more gear slots
    boots\ amulet\ring \ helmet \ gloves \ armband


    add more dungeon UBER DIFFICULTY REALM
    challenge directly ALL BOSSES
    followed by theyr mob-spawns
    with 10x 20x 30x 50x higher life \ damage


    Guys add new special tier1\ 2 \ 3 \ 4 \5 build
    to increase the farming fever!

    Guys add more temporary potions,
    like spend xxx gold\coins\
    get this potion boost xxx attribute for xxx time


    ::::::::::::::

    This game is amazing, u have all potentials to become
    diablo2 in a single app.!

    please dont give up, with stupid upgrades
    u must blows up our mind with new amazing contents!

    ReplyDelete
  13. I don't know if this is the place where I report my problems but; I'm having the problem that it says I get 2x the gold in a stage but I just get it once! Is this a bug?

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    1. You probably are getting the bonus, and just not noticing it. The bonus applies to your running total right at the end of the level. On normal levels, just as the last monsters are dying, you'll see the gold total double. On boss levels, it appears to apply just before you pick up the boss drops (so, it's not entirely clear, but it seems that the bonus doesn't apply to the boss's drops).

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  14. make a separate button for charge attack. beside the pet skill is good area or under the first spell

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    1. also make a load and save data for easier loading or transferring and saving game.

      Delete
    2. also make a load and save data for easier loading or transferring and saving game.

      Delete
  15. This comment has been removed by the author.

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  16. I really want the anniversary key items, it's very frustrating figuring out, I'm hoping it wasn't a one time thing. :( Plz tell me there is a way collecting everything means so much to me lol I'm legend 26 I love this game

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