As summer approaches and we prepare for Early Access, the Dungeon Stalkers development team wishes you peace and happiness. [/p][p][/p][p]In this Developer Blog, we’d like to share our thoughts and actions based on feedback and data collected from the Final Test. We hope to communicate what issues arose during the test, what feedback we received, and how the development team is responding. [/p][p]Before we begin, we want to emphasize that we are always open to feedback. We categorize your feedback into causes and effects, delve deeply into them, and engage in extensive discussions to derive their meaning.
Because an online PvP-based game naturally invites a wide range of experiences, opinions, and even conflicts, it’s impossible to implement every suggested solution.
However, we ask that you never stop giving us feedback or raising issues. Each piece of your input helps guide us forward—even when we’re lost in the dark. [/p][p][img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAAAXNSR0IArs4c6QAAAARnQU1BA-
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1.-< Game Content
1.1 Challenge and Rewards in Adventure Mode (PVE)
[p]Some players shared that Adventure Mode (PVE) lacks sufficient challenge and loot, weakening motivation, and suggested the addition of loot priority.[/p][p]Adventure Mode was designed as the primary entry point for many players. While we will maintain its position, we plan to enhance the value of adventure during Early Access by adding new exploration content that introduces optional risks.
Additionally, we are researching and developing Instance Looting for all modes, including PVE monsters and treasure chests.
Instance Looting is rarely attempted in extraction games as it can greatly hinder immersion, so we’re approaching it carefully from a user experience standpoint. [/p][p][/p]
1.2 Lack of Out-of-Game Content
[p]Some noted a lack of depth and volume in out-of-game content. [/p][p]We interpreted this as an issue stemming from non-circulating out-game systems and unconvincing content rewards.
We are improving Adventure Coin acquisition, and restructuring content so players can purchase various rewards and blueprints to craft desired legendary gear in the Workshop. [/p][p][/p]
1.3 Need for a Training Room
[p]Players suggested the need for a training area to test characters without matchmaking. [/p][p]We’re working on adding a Training Room in the future.
This will be more than a simple dummy test: you’ll be able to test various builds using consumables and legendary equipment. [/p][p][/p]
1.4 Lack of Meaning in Stalkers’ Levels
[p]Some felt that Stalker level lacks practical meaning. [/p][p]We wanted to avoid players feeling defeated simply because of a level difference in combat, so we chose to remove direct level-based advantages.
We are currently working on an experience-based ranking system per Stalker to provide honorary rewards during Early Access. In the upcoming Profile System, we also plan to give seasonal honorary rewards based on level achievements. [/p][p][/p]
1.5 Stalker Skill Swapping
[p]There was feedback that the fixed Active Skill (QECV) set for each Stalker limits strategic options. [/p][p]We agree that free skill combinations offer compelling strategic depth.
However, we chose fixed skill sets because we believe allowing free combinations could reduce the overall quality of individual skills more than it would increase strategic variety.
We aim to achieve both strategic depth and skill quality through skill enhancement or transformation via legendary equipment.
We ask for your continued support and active feedback as we proceed. [/p][p][img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAAAXNSR0IArs4c6QAAAARnQU1BA-
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2.-< Game Systems & Stability
2.1 Game Freezing/Crashing
[p]Extended play sessions caused freezing, and in such cases, corpses wouldn’t remain, resulting in complete equipment loss.We are researching solutions to enhance stability regarding freezing and crashing.
Additionally, we’re implementing Reconnect functionality. If your game crashes unexpectedly, you’ll be able to re-enter that session and resume play. However, please note that Stalkers left in the dungeon during this process may be unintentionally exposed to danger. [/p][p][/p]
2.2 Matchmaking System Improvements
[p]Some users experienced UX issues when preparing for matchmaking and suggested the need for regional matching in dungeon lobbies.During the Final Test, MMR-based matchmaking and detailed equipment score matching excessively fragmented the player pool.
We’re optimizing equipment-based matching to suit player population and adding regional matching as well. [/p][p][img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAAAXNSR0IArs4c6QAAAARnQU1BA-
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3.-< Combat & Balance
3.1 Stalker Balance
[p]There was varied feedback regarding character balance, the overwhelming performance of some legendary gear, and clunky skill execution.We adjusted stats based on various PvP indicators and data.
We assign each Stalker a role and balance them by analyzing tendencies within that role. Since the game is based on 3v3 team fights, some Stalkers may naturally be stronger or weaker in 1v1 scenarios.
For legendary gear, we investigated various causes and made adjustments—such as tuning excessive survivability from shields and removing fixed animations that hindered responsiveness (including some of Nave’s skills). [/p][p][/p]
3.2 CC Skill Balance
[p]Some CC effects (stuns and staggers) were reported to be too powerful, with stagger skills being unblockable, making it too easy to dominate. [/p][p]Our data showed high win rates for Stalkers who frequently inflicted stagger, and stun-based Stalkers had higher-than-intended kill potential.
We’ve reduced stun durations, and modified stagger skills so they can now be blocked with shields or weapons. [/p][p][/p]
3.3 Ranged Aiming Issues
[p]There was feedback that the crosshair did not align with the actual hit location of ranged attacks.This was an error introduced while adjusting the third-person camera to widen the field of view.
We are researching to optimize alignment between crosshair and hitbox, and considering a foundational overhaul of the ranged attack system for smoother gameplay. [/p][p][/p]
3.4 Ally Visibility
[p]Some found it difficult to distinguish allies from enemies in chaotic battles. [/p][p]We’ve optimized outline rendering to improve visibility.
In the future, we plan to add options to customize outline thickness and color. [/p][p] [/p][p]We will address more issues in part 2 of the dev blog next week. [/p][p] [/p][p]Thank you, [/p][p]Dungeon Stalkers Team [/p]