Key Takeaways
1. Redesign of the Deep Desert: The game will introduce “Partial Warfare (PvE)” zones, allowing players to gather resources without combat, while maintaining high-risk PvP areas for those who prefer it.
2. Solo Play Enhancements: Adjustments will make the game more friendly for solo players, though challenges remain as systems are still geared towards group play.
3. PvP Balancing Updates: Key changes will address issues like Scout Ornithopters with rockets, along with updates to respawn timers and vehicle storage to encourage strategic gameplay.
4. Improvements to the Landsraad: The political system driving endgame activities will evolve beyond basic turn-ins and crafting, responding to player feedback for more engaging content.
5. Community Engagement Commitment: The developers are focusing on transparent communication and collaboration with players, with plans for regular updates and surveys to shape future content.
At the core of the modifications is a redesign of the Deep Desert, which is the game’s endlessly resetting high-reward endgame area. Right now, the whole region acts as a high-stakes PvP zone, causing players who prefer PvE to feel isolated. In the next update, some locations will be marked as “Partial Warfare (PvE),” enabling players to collect precious ‘T6’ resources and explore freely without the worry of combat. The most remote areas, filled with top-tier treasures like the largest spice fields and shipwrecks, will stay as “War of Assassins (PvP),” keeping high-risk gameplay for those who desire it.
Solo Play Adjustments
Joel pointed out that although these changes will make the game more accommodating for solo players, they should still be ready for a grind since the systems are designed with group play in mind.
PvP Rebalancing
The PvP aspect isn’t being neglected either. A significant issue, the Scout Ornithopters equipped with rockets, is set to be fixed with new balancing adjustments.
Other updates related to PvP are also in the pipeline, including changes to respawn timers, vehicle storage options, and hand scanners—all designed to deter misuse of existing systems and promote smarter battles.
The development team’s aim is to create a “combined arms” battlefield where infantry, vehicles, and air units each have unique and counterable roles, tackling another player complaint about a monotonous endgame in the Deep Desert, filled solely with Scout Ornithopter confrontations, and lacking ground unit engagement.
Focus on the Landsraad
The Landsraad, which acts as the political and activity-driving foundation of the endgame, is getting some attention too. Joel recognized the current limitations of the system—basic item turn-ins and crafting requests—but mentioned that this is only the beginning. The Landsraad will develop with:
This update comes after a wave of community feedback that arose following Dune: Awakening’s initial post-launch AMA. Some players voiced their frustration over perceived vague answers and a lack of transparency. The latest developer message appears to be a move toward more open and detailed communication, aiming to address common worries regarding endgame accessibility and gameplay balance directly.
Community Engagement and Future Plans
The situation is not unique to Dune: Awakening. Other live service games like Anthem, Marvel’s Avengers, and New World have shown the importance of responding to community feedback consistently. Funcom’s recent comments indicate awareness of this and a readiness to adjust the game based on player suggestions. As development progresses, the emphasis seems to be shifting towards fostering a more collaborative relationship with the player community. Weekly resets in the Deep Desert and upcoming player surveys will contribute to shaping future updates. The studio assures ongoing support with both free and paid content, along with a commitment to transparency.
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