We're not entirely happy with the current aim assist system and we're looking into it so we can find a satisfying solution.

Your weapons firing somewhere where you did not intend to, is not the optimal experience in a game about shooting stuff smile

On That note;

Do you have any suggestions or wishes?

Some questions to start the conversation:

Do you think there should be a kind of aim assist?

In what situations should it be "activated"?

What other annoying cases do you see with current system?

The broadside ability damage stated in the tool-tip, is the combined damage of all projectiles.


Do not - I repeat - DO NOT - purchase maintenance insurances from unauthorized dealers.

Make sure to check for the "TRUSTED PARTNER" certificate before purchasing services or products.


As promised, we followed up on that, and actually found a bug that is most likely causing that wiggly energy wheel behavior.

I don't know about the priority as that's not up to me.

But for now we can settle the case smile

Thanks again for bringing it up, and weighing in on that matter.

Little Miss Sunshine#7845 posted (#post-99222)

Maybe make a sensitivity option for the energy wheel? Different people may like it different.

Making it an option is always the last resort of design smile

We should see how far we get with more precise tuning/ruleset.

I'll suggest it in our improvement-process asap, then we can take a closer look.

Cool, thanks!

It sounds like the sensitivity or angle-thresholds etc. are tuned in a way that make them harder to activate when used quickly.

Would be nice to find out how many players feel the same.

As we would need to find the right tuning that is best for the majority, e.g. if we make the sensitivity lower for (weapon, shield, thrust), it might be harder to turn the Energy OFF.

Hey Kazma,

thanks for reporting this - We would need some clarification though:

What do you intend to select vs. what is selected?

Is it a specific ship/situation?

Anything that helps us to nail down the issue you might be experiencing.



[edit: removed the quote]

Hey there Microstar,

although you said it in the end, you shouldn't generalize from your perception to "all players'" perception. Following the streams, and playing myself, and observing our user-tests with regular Dreadnought players shows me that not everyone feels like that about progressing. Besides other issues like this being the tier where Maintenance becomes relevant, I don't think that the existence of T3 itself is annoying.

I see your point where IF you are a player that just wants to get to a specific ship in the highest tier, then T3 is annoying. But then every blocker between you and your goal would feel bad wouldn't it?

But not every player sees it like that, especially new players who haven't played dozens of hours yet.

The only systematic issue with T3 is that once your whole fleet is T4, you probably wont use those ships any more. But that problem is more relevant for players that are very far progressed. (And if you just go for the "aim" than you wont upgrade that ship anyway).

The way I see it is, if you really really just want this ship and nothing else, then you might feel the game is blocking your progress towards that goal, which makes sense in a Free to Play game.

BUT the game also allows you adapt a different progression style, that is more about progressing slowly, enjoying the core of the game and upgrading your whole fleet. Which is "slower" if you just measure vertical speed, but not less fun.



Hey there,

thanks for writing this. I want to answer to some of your suggestions:

RobTheMob#1150 posted (#post-99057)

The UI in menu and in battle feels very clunky + During the battle the map is basically useless except for telling you which side the enemy is.

We are looking into it smile

RobTheMob#1150 posted (#post-99057)

The abilities are very hard to make out and read, they should be better defined on screen, each with its own different style or art, take moba abilities for example.

You are right, they don't really look distinguishable. The question is, whether it really is a problem. So far have not seen it being an issue. The risk of making it more colorful or such, is that it might get too distracting. And then we trade one evil for another.

During my time playing I've noticed that healers always get in the top 5 or 3 every match, and its not even that hard, all you have to do is hide and heal, I got 1st on the board doing that way more than I want to admit, while other ship classes, especially the Dreadnought I feel get the short end of the stick,

I'd disagree that playing support is merely facerolling the repairbeam. The skill for a support shows in different situations, when the opponent team pushes, and sh*t hits the fan, then the skillfull support might rescue the team. While the support with a poor situational awareness who has wasted cooldowns, will let his/her mates die.

However, when it comes to scoring, we have the paradigm of

"At equal skill, and contribution towards the game modes' objectives, the player of any class should earn the same score".

So a Dreadnought that does Dreadnought things, should receive the same score as a Support that does Support things.

Your observation is correct: Some classes have a harder time to score than others, which results in an unequal score distribution. And this is something we are looking at right now.

The problem with class specific scores that you mentioned, is that they tend to limit a role/play-style to what WE think your role should be. We prefer to have a scoring system that is more open to enable creativity in playing your class.

Hello everyone!

Maybe a introduction first:  

I'm Philipp and I'm one of the Game Designers here at Yager in Berlin. I joined the Dreadnought team last year. I was (and still am) super excited that I got the chance to contribute to this great game with all the talented folks at Yager, a game that will be played by thousands, hopefully millions of dedicated players. I started my career in Mobile, where devs usually are not really close to their community. That distance made it hard to truly understand what players think of the game, or what they expected. Off course as designers, we make many assumptions based on our experience, psychology, or any other models/heuristics that we get our hands on. But nothing brings you as close to players, and their experience as actually listening to them directly, by offering them a platform to express their thoughts. But you are right: this should go both ways.

Please keep in mind, that I will express my opinions mostly from a personal and subjective perspective. So I might not talk so much about concrete features, content or other releases we have, but I wanted to step in to not leave all the firefighting to our community team. I don't know if my (possibly also vague) answer is what you are looking for, but I hope it is better than silence. Also my answer here is not being "vetted" or approved by anyone, and therefore I hope it is clear that I don't speak on the behalf of anyone, nor would I make any official announcements that "speak for the devs".

The most important thing that I want everyone to know is that for everyone here at Yager, Dreadnought is not just a product. Many, many people have poured countless hours of passion and dedication into this game. This dedication does not come from "Let's make a game that'll make us rich!" it comes from a "love for the game". We care as much for the game as everyone here on the forums, as we are also players of Dreadnought at our heart ourselves.

The community team is doing a great job of keeping us up to date with any issues or concerns raised by the community. Whether on discord, the streams, or the forums. I'm lurking the Dreadnought forum and any Dreadnought Twitch stream that I can find, just to see how the game is doing, and many others here are doing so too.

So please, be assured, that all of your voices are being heard. By all teams. And also within the Dreadnought team we have a range of opinions about the same topics that you guys bring up.

"So why are you not doing anything about it?"

That's a tricky one. The answer is; that it's never that easy. If things were black and white, the answer would be obvious. Unfortunately they are not… otherwise making games would be really simple, in today’s market we see good games, we see bad games. And we will continue to see good and bad games. Just because there is no silver bullet that makes everyone happy and guarantees a hit.

Many discussions that I see here on the forum are discussions we are also having inside of the team(s). But it's always a discussion, with different perspectives, each of them coming from a different place, and there are many variables that we need to account for.

The tricky thing with a game of Dreadnoughts' size is that there are countless expectations, opinions and requirements but there is only "one design". A "one size fits all" game does not exist as with any other medium that is subject to taste. But also a niche game of this size will not be able to carry its own weight.

Ideas are plentiful, but as you know, game development takes time. So we have to be sure we are doing the right thing before we do it, otherwise we waste our resources and the opportunity (time) to expand the game.

Also, it takes time to collect all the data (quantitative from the live game, and qualitative from your feedback), assess the situation, and then making the right call.

In the design team, all the opinions that you provide, directly inform our discussion that we have within the team. Yet, there are many solutions for one problem. And with the amount of feedback provided, and different kinds of people playing our game, there are many different kinds of problems.

This is what makes it hard "to just make it".

So this was my long version of "We're working on it".

I think we're all here, discussing on the forum, for the same reason. We want the game to succeed, so we can play it for the years to come.

See you soon!