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Dreadnought News

State of Dreadnought

Hello Captains,

It’s been a challenging year so far. I hope everyone is staying safe during this trying time. We wanted to update all of you with the state of things, what we are doing now, and what is planned for the future. Sinley Bay needs to go through some changes both to improve the current experience and to provide something new for long time Captains. While we work through these changes, we invite all to give us critical and constructive feedback to keep us on the right track. Let us know what we are doing wrong, but also what we are doing right so we can do more of it.

[h2]The State of Dreadnought[/h2]
To start, I wanted to give everyone a sense of where we are. Dreadnought was in Open Beta for around 2 years, and has been on Steam for almost 2 years as well. During that time, we’ve learned about what kind of game Dreadnought is and could be. We've had so many competing ideas it made it hard to focus and take player feedback into proper account. You might notice that when talking to other players, if they don’t agree with you, they might assume that you don’t know enough about the game. This is the same mistake we were making by assuming you just didn’t understand the reasons for the changes we were making. As it turns out we didn’t know enough about how you were playing the game.

While having a reduced team size is limiting due to the amount of work that is needed, it does allow us to be more focused on the vision and engage more with the community to influence what we are working on.

This leads me to what we are doing now. We are working on changing our matchmaking to help with long queue times, but we understand there is still more we can do. We continue to work on balance changes that are meant to help even the playing field for new players that haven’t been fully upgraded. We also want to have more events to give better incentives to log in and continue playing. We are looking at adding rewards tied to Captain rank and changing up the daily contracts and what they give you. All of this is to better prepare our infrastructure to allow for ranked play.

Looking towards the future, we want to provide new gameplay experiences and incentives to get captains excited about getting into Sinley Bay. For this, we need to provide new content (visual and systemic), incorporate improvements to existing game modes, and deliver on our promise of custom matches allowing for social and tournament play.

We want more PvE content for those that prefer a cooperative experience. Towards this end, the first initiatives will be Havoc on PC, reworking Onslaught, and implementing Onslaught vs AI. We plan on improving the AI to feel more like active participants in the game and update their loadouts and ship visuals to make them feel more like Captains that have roots in the Dreadnought universe.

There will be optimizations needed in the Hangar, and UI updates to improve the player experience. UI updates will be incremental whenever possible so it doesn’t take too much time from other initiatives.

Lastly, with all these things we want Guilds and Ranked play to allow better social play and let Captains know where they stand. These systems will need to be created from the ground up and, as such, are a ways off; we just wanted you to know that this is at the core of what we are working towards. In order to have Ranked play, we will need to even the playing field for all ships in the ranked queue. If T4 and T5 ships are to be included in ranked play, they must be competitive with each other, otherwise we would need to restrict ranked play to only T5. This is a work in progress and we will be doing focus tests with community members to get feedback before implementing anything.

Below you will find the roadmap schedule as it is now. As with any development, this schedule is subject to change. This is our intended plan and we will let you know as soon as we can if there are any major changes.

Dreadnought Road Map 2020

[h2]August Release[/h2]
  • Balance Changes
    • Siege Mode
    • Hell Lasers/Missile Lasers Balance
    • Heavy Torpedo/Light Torpedo
    • Mithras Main Gun
    • Plasma Turrets
  • Proving Grounds
    • Rewards that are closer to PvP match play
  • Market
    • Captain Vanity Starter Bundle
    • Ship Vanity Starter Bundle
    • Rise of Troy

[h2]September Release[/h2]
  • Contracts
    • Count AI for contracts
    • Hangar Optimization
    • Improve performance (first pass)
  • Balance
    • Disruption rework
    • Disruptor Ammo Balance
    • Scrubber Module
    • Rupture Ram
  • Market
    • Unannounced

[h2]October Release[/h2]
  • Havoc on PC
    • Release Havoc on PC
  • Balance Changes
    • Scattergun Broadsides
    • Auto-repair
    • Bolt Guns
    • Offensive Lockdown
  • Market
    • Unannounced

[h2]November Release[/h2]
  • Onslaught Rework for PvP
    • Focusing on the PvE aspects with the Command ship, Scoring, and AI support.
    • Give Onslaught new life by changing things up and creating a unique experience compared to Team Deathmatch.
  • Balance
    • Carrier module Balance Changes
    • Storm Missiles
  • Market
    • Unannounced

[h2]December Release[/h2]
  • Custom Matches PC
    • Getting Custom matches working for PC
  • Balance
    • Tweaks to Onslaught release based on feedback
  • Market
    • Unannounced

[h2]First Quarter 2021 - Tentative[/h2]
  • Custom Matches PS4
    • Complete custom matches work and enable
  • Proving Grounds 2.0
    • Onslaught vs AI
  • AI Updates
    • Loadouts Updated for AI Ships
    • AI Refactor



We welcome player feedback through CS tickets from the in-game bug reporter or on Discord https://discord.com/invite/dreadnought

As always, many thanks for playing our game. We’re looking forward to seeing you in battle!

Ray Dog and the Engineers of Sinley Bay

Fashionought



From September 3rd through the 13th we will be on the lookout for players showing off the styles of their Captains or Ships. You can post your best looks on Discord, Facebook, Instagram, or Twitter. We will select 10 random players for a prize of 1000 GP and 30 Days Elite Status


Facebook - https://www.facebook.com/playdreadnought

Instagram - https://www.instagram.com/playdreadnought/

Twitter - https://twitter.com/playdreadnought (#Fashionought)

Discord - https://discord.com/channels/99592296034476032/295560047906521088

Dreadnought August Update



[h2]August Update and Fashionought[/h2]


It's been a running theme on Discord that players who show off their flashy new ship customization will call on the !fashion bot. We wanted to make the end of Summer update themed around new recruits going to Sinley Bay flight school or graduating as Captain of their own ships. To that End we have created a couple new deep discount bundles for Ship and Captain Vanity.


[h3]Balance Changes and Bug Fixes[/h3]

- We have made some adjustments to Dreadnought Torpedos, Corvette Main Guns, and took another step on balancing Siege Mode for Artillery Cruisers.

- Proving Grounds rewards have been increased to be much closer to PvP rewards.

- You will still get more advancement through PvP but Proving Grounds should feel a lot less painful on the End of Match screen.

- We wanted this mode to be a better option for players who prefer PvE, want to try out a new loadout, or just want a bit of downtime from Sinley Bay's finest.

You can find the patch notes here:

https://www.greybox.com/dreadnought/en/news/patch-notes-release-21h/


[h3]Market Updates[/h3]


Fashionought Bundles are now available

- Fashionought New Recruit Bundle

- Fashionought Ship Shape Bundle

The Rise of Troy Hero Ship is now available.

- Tier IV Dreadnought

The Phoenix Bundle is back for a limited time.

- Tier IV Corvette

WEEKEND GIVEAWAY

We're celebrating summer with a weekend giveaway. All Captains that play this weekend will receive in-game items valued at more than $120:
  • 220,000 XP
  • 220,000 Credits
  • Elite Status for two weeks
  • Free Red-White-Blue Jupiter Arms Captain tint
  • Free Red-White-Blue Empire Ship Coating collection

To get your items, log into the game this weekend and play a few battles. Be sure to claim your tint and coating collection from the market. The other goodies will appear in your account in the next couple of days.

See you in battle!

PS. Value is estimated for the US,. It may vary in other markets. Promotion valid between Friday, July 3, 2020, and Sunday, July 5, 2020 (UTC).

Summer Update!

Greetings, Captains.

We were finally able to defeat all the technical challenges and deployed a new patch for the game. You will find the details below.

Some of these changes may require additional fine turning. We welcome player feedback through CS tickets from the in-game bug reporter or on Discord


[h2]NEW AND IMPROVED GAME MODE: CERES AWAKENS (AVAILABLE FOR A LIMITED TIME)[/h2]

Some of you may remember the “Ceres Awakens” event we did for PC a couple of years ago. By popular demand, we’re bringing the game mode back with a few improvements.

Ceres Awakens will run through the end of July. For more information, please visit the Ceres Awakens announcement.


[h3]Now Available on PlayStation®4[/h3]

The first time we tried Ceres Awakens, we found some tech issues that limited it to PC only. This time around we were able to solve the issues, so now our PS4 Captains can also play the game mode!


[h3]Faster gameplay and a new boost[/h3]

This game mode is intended to be frantic and fast-paced, but the frequency of tech cache spawns was too slow and the duration of the buffs was too short, so players didn’t really take advantage of the caches.

We decided to have a chaotic bombardment of tech caches and extended the length of buffs so that you can keep the action going if you are picking them up regularly.

We also wanted to add something new, so we included a rapid-fire buff to the list of possible tech caches.

  • Increased frequency of tech cache spawning to 3 every 30 seconds.
  • Increased length of buffs from 20 seconds to 30 seconds.
  • Added a rapid-fire buff to the list of randomized buffs (it will increase the fire rate by 40%).



[h3]Now with bots![/h3]

We also added the ability to have the games fill with bots to help get matches quicker. The bots will not go for Tech caches, so if you are in a game with bots make sure someone on your team is picking them up.

  • Added the ability for bots to fill slots to help reduce queue times.
  • Minimum team size is 6.
  • Recruit - Max bots 10, Min players 2.
  • Veteran - Max bots 6, Min players 6
  • Legendary - Max Bots 2, Min players 10


Let us know what you think, and how else we can make this mode more fun.



[h2]GAME IMPROVEMENTS[/h2]

[h3]Better AI Bots [/h3]

We know that the current bots don’t help as much as we want at times, so we are looking at ways to make them feel like contributing members of the team.

We found that bots were not using their modules in the most effective way, so we created new rules and improved the “thinking” of the bots so they can better in deciding which modules to use in any given battle scenario.

There is much more we want to do to improve the AI and decision making abilities of our bots, but this should give them more tools to be a threat. Let us know what you think, we welcome player feedback.

  • Improved bots so they can and will use their modules.



[h3]Improved “Proving Grounds” mode - Better PvE gameplay [/h3]

We wanted to make Proving Grounds a more challenging mode of PvE gameplay. These matches will now feature a 6 vs 8 format: your team size is now limited to 6 players, but you will face an enemy team of 8 bots.

This team size change combined with our better bots should make these matches a bit more challenging.

It’s important to note that Proving Grounds matches are often one player and bots vs a team of bots. However, you can join as a squad if you want to play with other humans in your team.


[h3]Artillery Cruiser - Improved Siege Mode[/h3]

Siege mode has been a rarely used module for two reasons. First, it didn’t do anything that couldn’t be done better with other modules. Second, it was also too easy to miss as the projectile is very slow-moving and its area of effect didn’t help if it never exploded.

For these reasons, we decided to add proximity detonation so that it could hit more consistently. Additionally, we increased the AOE slightly and increased the damage to be competitive. We will be watching how this performs to see if the changes work as intended.

  • Projectiles now detonate within 300m proximity.
  • Area of effect from 700m to 850m.
  • Damage changes
    • T1 from 4000 to 5000 per shot.
    • T2 from 3250 to 5000 per shot
    • T3 from 3200 to 6250 per shot - Numer of shots from 5 to 4.
    • T4 from 3335 to 7500 per shot - Number of shots from 6 to 4.
    • T5 from 3430 to 8750 per shot - Number of shots from 7 to 4.



[h3]Artillery Cruiser - Improved Damage Auto-beams[/h3]

Damage Auto-beams were underperforming so we decided to give them a boost. We also decided that the duration needed to be reduced so that you have to be more deliberate when you use it.

The cooldown was also reduced so it is available more often per encounter. Again, we will watch how this performs to ensure we didn’t go too far.

  • T4
    • Active time reduced from 80 to 50.
    • Cooldown decreased from 45 to 35.
    • Increased damage to 2100dps
  • T5
    • Active time reduced from 90 to 60.
    • Cooldown decreased from 40 to 30.
    • Reduced refire time to 0.5 and refire cooldown to 1.0 to be consistent across tiers.
    • Increased damage to 2800dps



[h3]Rebalanced Assault Blink Warp[/h3]

We have received feedback about the Assault Blink Warp being a bit too strong, so we wanted to pull it back just a bit. We didn’t want to just reduce damage and make it useless, so we reduced enough that you need to either boost the damage or soften up the target in order to use it for an execution.

While investigating this issue, we also found that if you were touching the target when using the module, you sometimes won’t hit. We implemented a fix for this as well.

  • Assault Blink Warp has reduced damage
    • T3 - No Change
    • T4 - Damage reduced from 15000 to 14000
    • T5 - Damage reduced from 20000 to 18000


Hit detection should now trigger their starting point with more consistency for those times when you are touching your target at the beginning of the warp.


[h3]Stronger Stasis Auto-beams [/h3]

We’ve also heard that the Assault Blink Warp was hard to counter if the enemy was good at it. So, we decided to strengthen the stasis auto-beams so they could be used to counter the assault blink warp tactic.

This won’t help you if the enemy sneaks up on you, but if you see them coming this can help keep them out of ABW range for a bit longer.

  • T3
    • 1 beam (no change)
    • Refire time 2s (from 4.5s)
    • Effect duration 1s (from 3.5s)
    • Range 1500m (no change)


  • T4
    • 2 beams (from 1 beam)
    • Refire time 1.5s (from 3.5s)
    • Effect duration 1.5s (from 3.5s)
    • Range 1650m (from 1500m)


  • T5
    • 3 beams (from 2 beams)
    • Refire time 1s (from 2.5s)
    • Effect duration 1.5s (from 5s)
    • Range 1800m (from 1500m)



[h3]Improved Weapon Breaker - now affects healing weapons[/h3]

Another long-standing concern has been the effectiveness of the “heal-ball” strategy. To give players another tool to combat this, we decided to add a healing debuff to Weapon Breaker missiles so that it will affect healing beams as well.

  • Weapon breaker debuff now reduces healing weapons.



[h2]MARKET IMPROVEMENTS[/h2]

[h3]Bundles Filtering[/h3]

It has always been difficult to find what you want in the market bundles tab, as all the bundles are listed out with no real sorting or filtering options available.

We decided to add more filtering options to help you find what you are looking for. The previous functionality of filtering by either Captain Vanity or Ship Vanity still works as before, but now includes subfilters for each group.

  • You can now filter by more item types in the Market Bundles tab. This will need a usability pass so feedback is appreciated.



[h3]“Limited” Tag On Seasonal Items [/h3]

We have always had seasonal items in the market that are only available during certain times of the year. This hasn’t been as obvious due to our releases being very spread out. In the future, items will start leaving and entering the market more regularly.

In order to communicate to players what items have limited availability, we added a “Limited” tag to show which items are only available for a limited time.

  • Added Limited tag for seasonal or short-term promotional items.




[h2]BUG FIXES[/h2]

[h3]PC - Global Chat[/h3]

There has been a long-standing issue on PC where if you queue for a match immediately, then open the chat window, it would fail to join Global or language-specific chat rooms. We have changed this so that it only restricts joining chat rooms if a match has already been found.

  • You can now join global chat and language chat rooms while queued for a match. It will only fail if you found a match already.



[h2]PC - Includes the previous patch[/h2]

Due to some unforeseen issues, we were only able to push the previous patch to PS4. Please see the previous patch notes to see the changes from that update.

https://www.greybox.com/dreadnought/en/news/patch-notes-release-21f/



[h2]A FINAL NOTE ON BALANCE AND GAME MODE CHANGES[/h2]

As we said at the beginning, some of these changes may require additional fine-tuning.

We welcome player feedback through CS tickets from the in-game bug reporter or on Discord

As always, many thanks for playing our game. We’re looking forward to seeing you in battle!

Ray Dog and the Engineers of Sinley Bay