Quantcast
Channel: Devblog - DOFUS, the Tactical MMORPG
Viewing all 110 articles
Browse latest View live

The Inter-Server Kolossium Alpha Test

$
0
0
The Inter-Server Kolossium (ISK) has been long-awaited by many of you. We have been working on this system for a long time and now we need your help to go further.

We need to test a number of features with real players, which is why the alpha version of ISK is now available on the beta server. However, not all of the ISK’s functionalities are available at this time and some of them are still in development.
 

In this first version of the ISK, we are focussing on the dynamic transfer of characters between the game’s servers and the ISK dedicated servers. The principle works like this: when a battle has been located, characters are transferred to a specific ISK server where they will compete. After the battle, the characters are transferred back to their home server once more. (Currently, once combat is over, returning to the home server entails a logging out phase then a logging in phase. This should no longer be the case in the final version.
 
The character transfer towards the ISK server is transparent to the player (no intermediate loading).
 
However, in this alpha version, it is not currently possible to access social features related to the origin server, e.g., no private messages, guild or alliance chat, Perceptor or prism attack notifications for example. It is, however, possible to communicate with team members who are in current battle. This aspect is in the process of being developed and should be ready for the final release of the ISK.

This is a fairly complex aspect of the ISK’s development that involves allowing the DOFUS client to maintain multiple, simultaneous connections to multiple servers (the origin game server and the ISK combat server).
We do not envisage deploying the ISK without allowing players to stay in touch with players from their server.
 
 
Unfortunately there is one feature that will not be included in the final release of the ISK, and that is spectator mode.

The current spectator mode was not designed to be able to follow several hundred simultaneous battles (grouping together Kolossium fights across fifty or more servers involves a potentially huge number of battles, which the current interface would not be able to sort and identify correctly). In order to include a spectator mode as it is currently along with the ISK, the entire interface would need to be rehauled and, in particular, it would require development of a means of transferring the details of every ISK battle in progress to each server, while allowing you to “log into” any ISK battle.

We realise that this functionality is important to you but the development resources required to integrate it into interserver mode would be too substantial and delay the project for a much longer time; therefore, we made the decision not to include it in the final ISK release in order to allow us to concentrate on the main functionalities of the ISK system. We will continue to look for solutions in order to integrate spectator mode, but for now, we can give you no guarantee this will happen.
 
The system which allows filtering of characters who register in teams and those who are matched up by random matchmaking hasn’t been integrated into this alpha version yet. We will continue to work on it and we intend to incorporate this into the final release of the ISK. Similarly, the dual rating system (random matching and fixed) is not available in the alpha release but should be available in the final version. Character ratings will be reset for the final release.
 
The rating and matchmaking system (which selects characters for teams) will not be revised. We feel the current system works, but the lack of characters entered in the Kolossium sometimes causes abnormally unbalanced fights. We want to try out the current system in an environment with large numbers of characters and available fights before undertaking significant changes.

However, for the final release of the ISK, we are planning to make several changes to the matchmaking system in order to encourage the creation of teams using characters from the same server or same community. But we do not want to focus on matching up two teams who come from the same server or from the same community.
 
We cannot announce a release date for the final version of the ISK yet. We are going to test the alpha version on the test server and, in parallel, we are going to finish off any missing functionalities in the months to come.

The ISK has been designed around software architecture and hardware that is scalable; fights can be dynamically distributed across several servers in order to support a substantial number of battles at times when there is a high volume of traffic.

When the system is ready, we will gradually activate the ISK across the various servers while assuring that performance and your game experience are optimised. During this transition period, some servers will use the classic Kolossium system and some will be using the ISK system. We will ensure that this transition is as short as possible.
 
We apologise once again for the major delays that have taken place during the development of this major functionality. The DOFUS game servers were not designed to communicate with one another and we have repeatedly underestimated the complexity of this project and the work needed to rethink and scale up our software architecture.

We are just as eager as you are to finally enable characters from different servers to battle each other and to make finding Kolossium battles much easier.

Happy testing!
 


Changes to Rune Generation in 2.31

$
0
0
During the 2.27 update, the Smithmagic rune generation system was significantly modified. When the old stocks of runes began to disappear gradually, certain imbalances became more and more evident, and we decided to make several improvements to this system in version 2.31.
 

 

Increased universal generation and upgrading of low- and medium-level items

 
We've increased the number of runes generated when items are broken, with low-level runes benefitting from a much greater increase. We wanted to make sure that all items produced more runes than they do currently.
 
One of the main goals behind the rune generation system added in version 2.27 was to introduce a destruction vector for medium- and high-level items. We didn’t want rune production to be chiefly derived from low-level items that were crafted exclusively for the purpose of being broken to generate runes.
 
However, these low-level items allow us to more easily shift the rune production system towards what is in demand when some runes become too scarce. Low- and medium-level items can be produced more easily and in larger quantities, but in return they have a limited number of effects.
 
We think it is reasonable and more interesting if there is a point to breaking all items (whatever their level), and that it is worth giving players the means of redirecting rune production via items that are easier to produce and break.

When there is a scarcity of resources in DOFUS, their prices increase and players have the option to adjust their activities in order to more specifically generate these missing resources (by focussing on a dungeon or a specific activity, for example). But since build 2.27, it has become too difficult to adjust production of specific runes when certain runes become too scarce.

With build 2.31, we wanted to find a fair compromise between the option of shifting production of specific runes and the necessity of basing rune generation on every single in-game item (and not only on mass-produced low-level items).
 
Nevertheless, the system will continue to work the way it does currently: low-level items that are produced and broken in too great a quantity (in comparison to other items) will gradually incur a penalty, which decreases the benefits of generating runes by mass-breaking them (all the while increasing the bonus gained from destroying other items).
 
The graph below shows the coefficient applied to rune generation (y-axis) according to the item level (x-axis):
 
Description : C:\2b40b72bbf37d691b2b6cacdc4ba756b
The red curve represents the new rune generation formula (2.31) and the blue curve represents the old formula (2.27).
 
 

Removal of Pa and Ra runes generated by breaking items

 
Broken items will no longer generate Pa and Ra runes in 2.31. 
This change is necessary in order to prevent Pa and Ra runes from being generated in too great a quantity in the 2.31 patch, as overall rune generation has been greatly increased. In most cases, Pa and Ra runes and related basic runes are already produced in great enough quantities.
 
Pa and Ra runes can, of course, be crafted from basic runes.

 

Rune recycling

 
Smithmagic runes can be recycled from now on by using recyclers. This option is expected to give additional value to stockpiles of runes that have been accumulating gradually, while at the same time increasing the scope of the recycling system. In some cases, it may well be more profitable to craft an item, break it and recycle its runes than to craft an item in order to recycle it directly.
 
Rune recycling wasn’t necessarily designed to be a profitable enterprise; above all, it exists as an opportunity for players to convert runes stockpiles that they don't want to use into another universal resource.
 
 

Q & A

 

Why not allow runes to be converted into other runes?

Conversion of runes into other runes (transforming Strength runes into Critical runes, for example) is a possibility we already considered, and we acknowledge that it would have some benefits. For example, it would guarantee constant availability of every rune, and price relationships between runes would become fixed (primarily determined by the conversion rates between runes).
 
But this isn’t the way we want things to work in DOFUS. The game features a dynamic economy and the prices of items are governed by supply and demand. We felt a rune conversion system would be too rigid because the price of runes would no longer depend directly on their demand, which can change over time based on the introduction of new items in game or simply the importance that players attribute to the different effect attributes of these items.
 
When an effect is particularly sought after by players (elemental resistance in %, for example), it felt natural to us that the price of runes with such effects would be higher and that the price of less popular runes would be lower. The most valued items of the moment are generally more expensive because the demand for them exceeds the supply. We believe that a similar principle ought to apply to the majority of the items in game, and especially to runes.
 
Conversion of runes to other runes is not an option we would definitively rule out, but we prefer to put forward other systems that are more in line with our vision of the economic system in DOFUS.
 
 

Why don’t you change the generation formulas more often?

The rune generation system is entirely governed by the players, so their actions have a significant impact on this system. When a shortage (or surplus) occurs, we felt it was reasonable to wait for a certain amount of time in order to observe how the community would react and if these reactions would achieve a satisfactory balance. We couldn’t allow ourselves to react too quickly to imbalances in rune availability, since the economic system of the game was designed to let players regulate some of these imbalances themselves.
 
Before build 2.31, the tools allowing players to react to shortages (shifting production) or overproduction (transforming runes via recycling) weren’t efficient enough or even available, which is why we are strengthening or introducing these tools in build 2.31. We will continue to observe how the community reacts to developments in the price of runes.


 

Haven Bags

$
0
0

Haven Bags are finally coming to DOFUS with build 2.32, allowing you to customize the inside of a house while giving you extra storage space.

 


These ‘houses’ are shared between all characters on the same account and same server (like a bank). Haven Bags are available for every account, but some features will be reserved for subscription accounts only.
 

Furnishing

The inside of a Haven Bag can be furnished with different decorative items, furnishings or smaller items. In build 2.32, decorative items fill up just one cell each, but you can arrange some of these together in order to create sets that fill several cells. We’re looking into the possibility of giving you a more long-term method of using decorative items across several cells.

Decorative items are grouped into themes (a Kerub-style house or a typical Amakna house, for example). You can choose a theme for your Haven Bag, which will set the appearance of the walls and flooring. So it’s up to you how you want to furnish the inside of your Haven Bag. Any decorative items you own can still be used for the same Haven Bag, even if they come from different themes; for example, you can use an armchair from the Kerub theme and a table from the Amakna theme.

In build 2.32, we’ve come up with two themes that will be available to all players (a third theme will be available in the shop), but we intend to add others gradually. We’re planning some themes that will be available in future as subscription gifts, from the shop or via community events.
 

Storage space

Haven Bags will include a storage chest with a 1,000-pod capacity. We chose a pod-based rather than a slot-based restriction because we didn’t want these chests to be used for unlimited, mobile storage (Haven Bags ‘follow’ their owner and can be accessed almost anywhere).

The pod capacity for Haven Bags can be increased up to 11,000 pods via a service purchased with Ogrines (up to a maximum of 10 increases of 1,000 pods each). Edit: The pod capacity of a Haven Bags chest increases with the account's seniority, calculated according to the number of days that the account has had subscriber status, starting from the day the account was created.

This chest can only be accessed by the characters from your account, and you can’t share access to it with characters from other accounts (so you can’t use it as a communal chest shared with other players). When you access this chest with one character, you’ll be precluded from accessing it again for several minutes with another character from your account. This restriction limits the use of Haven Bags as a system for exchanging items between characters from the same account with no distance limitation. 
 

Accessibility

The Haven Bag is available from level 10 onwards and is accessed by clicking on a button in the interface. Your character is then automatically transported inside. Haven Bags are accessible from all maps allowing exit and entry teleportation (for example, they can’t be accessed from a Divine Dimension or a dungeon).

You are able to invite other characters into your Haven Bag. If they accept the invitation, they are teleported to the entrance. Characters can stay in the Haven Bag as long as its owner is logged in.

When characters leave a Haven Bag, or when its owner logs out, they return to the exact location they were in before entering the Haven Bag.

The Haven Bag contains a Zaap, which allows you to access the entirety of the game’s Zaap network. Just like any other Zaap, the cost of teleportation depends on the distance between the departure Zaap and the destination Zaap (therefore it’s no longer more cost-effective to use your Haven Bag’s Zaap than a simple Recall Potion).

Trade between players inside Haven Bags will not be permitted because we don’t want the use of Haven Bags to enable item trading between just any players regardless of their location in the world (characters invited into Haven Bags are teleported there from their point of origin).
 

Lottery

The Haven Bag will feature a Lottery machine, which can be used once a day per account. It will allow you to consistently receive a randomly selected reward (Fairyworks, consumables, experience scrolls, Mimisymbics, items from cosmetic sets, Incarnations, etc.) The rewards won’t all have the same drop rate and some will be very rare indeed (Mimisymbics, for example).

This lottery is only available to subscribed characters.
 

Q & A

What is the difference between a Haven Bag and a standard house?

Haven Bags are customizable but can’t be shared like a house, and you cannot access a player’s Haven Bag when they’re not logged in. The Haven Bag chest can only be accessed by its owner and has a pods restriction rather than a slot restriction.

Haven Bags can be accessed from any map where teleportation is allowed.
 

Will it be possible in future to furnish standard houses in game?

We’re not planning to currently, as houses work differently on a technical level and making their interiors customizable would involve a significant workload. But we wouldn’t definitively rule it out if Haven Bags turn out to be very successful.
 

How will Haven Bags work if people are playing on different servers?

In just the same way as a bank, your Haven Bags are specific to each server (while remaining common to all the characters on the same server). This means you can kit out different Haven Bags if you play across several servers. Themes and chest expansions are shared across your account, so you will find them enabled for every Haven Bag from a single account.

During character migration, the contents and settings of Haven Bags are not transferred to the target server.
 

Are you planning to create any guild or alliance Haven Bags?

Haven Bags are designed to stop existing when their owner isn’t logged in (in order to optimize the way they work), so there are no plans currently to create guild or alliance Haven Bags, as these would need to exist permanently (even when their owner isn’t logged in) so that other users would be able to access them.
 

World map search feature

$
0
0
Among the new features in the next update, you’ll find a world map search tool. Search for monsters, areas, resources, items and other points of interest: we will make your life as an adventurer easier! For full details, read the devblog!
 


In build 2.32 we are introducing a feature allowing you to perform text searches in the world map.
This feature allows you to locate the following:

  • Monsters
  • Harvestable resources
  • Items and resources dropped from fighting monsters
  • Areas
  • Points of interest:
    • Class temples and statues
    • Ships, transporters, drills, etc.
    • Dungeons
    • Workshops
    • Markets
    • Places (Kolossium, Almanax building, Alliance Temple, etc.)

Using it is very simple. All you need to do is to enter characters into the interface’s search field. Choices then become dynamically available and you just have to select one for it to be highlighted on the map.

For example, if you want to find out where to harvest Hemp, you enter the word “hemp” in the search field, then you select the resource from the list, and the world map will then display the areas where you can find this resource with colour indicators showing the concentration of this resource in the highlighted areas:
 


Or, take a Handymen's Market search, for example:
 



When you search, the map filters allowing you to display the POI icons are off by default to improve the readability of the results. You can of course turn them back on and their status is always saved between sessions.

In build 2.32, the filter status is saved separately for the standard map, the conquest map and search mode.
We hope this little feature makes your searches and adventures easier!
 
 

 

 

New Huppermage class

$
0
0
These are mages who have the art and ability to control the elements. That’s pretty much most of what you know about the new class of Huppermages in DOFUS. But how do they use these elements? How do they combine them? Find out the answers in this Devblog!  


The new Huppermage class is not dissimilar to the archetypical elemental mage; their mechanics rely on combinations of elements that produce either devastating or life-saving effects!

The icons and animations for the spells shown in this Devblog aren’t definitive, as we’re still fine-tuning this class at the time of writing this article.
 
 

Spell panel structure

 
The way this character class works revolves around the four elements of earth, air, fire and water. A Huppermage has three offensive spells per element.
 
For each element, the three offensive spells follow this pattern:
  1. The first is a spell that can be cast several times a turn, inflicting moderate damage for 3 AP.
  2. The second can be cast once a turn, dealing substantial damage for 4 AP.
  3. The third consists of a spell that can be cast once every second turn, and for 3 AP it deals substantial AoE and HP-draining damage.
 
A Huppermage has nine other spells to complete their spell panel arsenal. These nine are known as utility spells and should introduce some interesting abilities for this class, such as ‘boosts’, movement, protection and even some healing.
 
 

Elemental states

Basic principles

Just like other recently introduced classes, the Huppermage class uses specific mechanics. Huppermages will therefore have many different ways of using their spell panels; they can combine spells in several different ways, or use up their effects, producing effects allowing them to adapt to the different combat situations they encounter.
 
When an elemental spell is cast, all affected enemy targets will be impregnated with this element. For example, a target hit by a Huppermage’s Fire spell enters into the ‘Fire’ state.  This state has no real effect unless it is used by another of the Huppermage’s spells.
 
 

Elemental combinations

Once a Huppermage has applied an elemental state to a target, they have the option of using a spell from another element to generate specific effects.
 
For example, if a Huppermage attacks an enemy using the Air element, and then attacks them with Earth, the target will be knocked back, in addition to taking damage from both spells.
http://staticns.ankama.com/comm/news/dofus/devblog/11_2015/huppermage-1.gif
 
Six element combinations are possible and work both ways. For example, attacking with Air then Earth produces the same effects as attacking with Earth then Air.

 
List of the six effects:
  • Air + Earth = Pushback
  • Air + Water = Reduction of damage dealt
  • Air + Fire = AP reduction
  • Earth + Water = MP reduction
  • Water + Fire = Attraction
  • Earth + Fire = Increase in received damage
 

Using elements with utility spells

But different elemental combinations aren’t the only way to use elements. A Huppermage’s utility spells also work based on these elemental mechanics!
  • The ‘Contribution’ spell cast on an ally gives them bonuses depending on the elemental states of enemies.
  • The ‘Elemental Drain’ spell steals an enemy’s characteristics and deals damage in the same element as the enemy’s elemental state.
  • The ‘Polarity’ spell causes enemy movement based on their elemental state. For example, an enemy in the Earth state gets knocked back, whereas if this spell is cast on an enemy in the Fire state, the latter swaps places with the Huppermage.
  http://staticns.ankama.com/comm/news/dofus/devblog/11_2015/huppermage-2.gif
  • The ‘Elemental Shield’ spell will protect an ally by giving them elemental resistance. When this ally is attacked, they lose part of the elemental resistance they’ve acquired, but their enemy enters the elemental state linked to their attack. An enemy who uses a Fire element attack on an ally protected by the effects of the Elemental Shield spell will enter the Fire state.
  • The ‘Crossover’ spell allows a Huppermage to teleport over a fixed distance along a straight line, and all enemies in an elemental state along their path will be dealt damage.
  http://staticns.ankama.com/comm/news/dofus/devblog/11_2015/huppermage-traversee.gif
  • As for the ‘Propagation’ spell, this allows Huppermages to transmit an enemy’s elemental state to their nearby allies.
http://staticns.ankama.com/comm/news/dofus/devblog/11_2015/huppermage-propagation.gif
 
 

Elemental runes

Rune placement

When an enemy is affected by a Huppermage’s elemental spell, as well as gaining a state from that attack’s element, a rune appears at their location (on their cell). It takes the form of an immovable coloured cell (similar to a glyph) that can be passed through and doesn’t block any lines of sight. This rune has no effect until the Huppermage decides to use it.
 
A rune lasts for two turns and then disappears. When several runes from the same Huppermage are placed one on top of the other, the most recent rune replaces the previous one.
 
The ‘Mark’ spell also allows rune placement, where the rune for each enemy’s element is placed on their cell when this spell is cast.
 
 

Rune usage

Runes can be used in two ways after they’ve been placed. The first is by using a specific spell enabling them to be activated. When a rune is activated like this, it gives its caster a bonus according to the element the rune belongs to and, depending on the situation, is able to produce two special effects:
  If the cell with the rune on it is occupied by an enemy, then the latter is dealt damage and enters the elemental state associated with that rune.
  If the cell isn’t occupied, the rune appears in the form of a summon. This summon is ‘short-lived’ and disappears as soon as it takes damage, but in dying is able to incur movement effects in the same way the Polarity spell does.
  • The Fire rune swaps places with the attacker.
  • The Water rune attracts targets surrounding it.
  • The Earth rune knocks back targets surrounding it.
  • The Air rune teleports the attacker symmetrically in relation to itself.
http://staticns.ankama.com/comm/news/dofus/devblog/11_2015/huppermage-4.gif
 
The second way to use runes is as a health spell. Simply targeting an ally with this spell allows them to be healed depending on how many runes are on the field of play. This heals the target in terms of their percentage of health.
 
In each case, the runes are used up and disappear from the map.
 
So to finish off, here’s a little sneak preview of the spell anims for this class:
http://staticns.ankama.com/comm/news/dofus/devblog/11_2015/huppermage.gif
 
 

Q & A

What will happen when there are several Huppermages in the same fight?

Huppermages are free to make use of elemental states entered into play by their Huppermage allies. However, they can’t use any that have been placed by their enemies.
 
When two Huppermages from different teams place a rune on the same cell, the runes overlay each other; if they’re allies, the most recent rune laid down replaces the previous rune. 
 

How can you recognise the targets’ elemental states?

These elemental states can be seen in a target’s effects list, but we’ve also added a new system that permanently displays an icon over the targets affected by an elemental state (without even needing to hover over them). This permanent display system for states will also be in effect for other states used by certain classes or monsters to make it easier to see what is happening in combat.
 

How will we get this new class?

This class will be available during the beta test phase of the 2.32 build starting on 27 November (so please note that it won’t be available at the start of the beta).
 
The class will continue to be available and in test on the test server after the release of build 2.32.
 
Access passes for this class will be handed out at certain DOFUS film previews.
 
This class can be accessed on game servers from 9 January onwards for all players who have been given access passes.
 
This class should be available for the whole community in 2016 but will not be used for the next Goultarminator.

 

Improved state display

$
0
0
The arrival of Haven Bags is not the only thing that will make life better for you in DOFUS. There are also other improvements, such as the state display. As there began to be more and more states, they became increasingly less visible (unless you performed a time-consuming check), so we decided to optimise the state display...


The first states appeared at the same time as the Pandawa class. They included the Drunk, Carried, Carrier and Rooted states. These are both indicators and tools, and can be used to indicate a change operating on a character as well as to mark an entity.

More and more states now exist in game, which has raised the question of their visibility. Is this target invulnerable? Can it be healed? Can it be moved? So many questions that previously required tediously checking through the effects of the character in question, using up valuable time.

But this is no longer the way things work!
For build 2.32, we are introducing a system that will allow you to see the states affecting entities in a battle at a single glance. A small, permanently visible indicator above entities will show the state(s) affecting them.

However, in order to avoid an information overload, only certain states will be indicated. For example, the Drunk state is already shown visually via a change in the Pandawa’s appearance, so adding an indicator for this would be redundant. On the other hand, a visual indicator for the Telefrag state is more justifiable, since it isn’t accompanied by any change in appearance.

In order to improve combat readability, not every state is automatically visible for every character in combat. Some, for example, are only visible to the person who applied them, or to the allies of the person who applied them. This means the Telefrag state only shows up for the Xelor who triggered it, for whom this information is more relevant than for anyone else, given that they are the only entity who can really interact with this state. The information does, of course, remain available for everyone to see in the effects list for the character affected by that state.

Here is an example using the Telefrag state:
 

 


The Xelor applies the Telefrag state, which displays an icon above the target (only the Xelor can see it). Then the Xelor uses it up and the icon is removed.
 

Non-exhaustive list of states that will be visually indicated:

  • The four elemental states of Huppermages
  • Telefrag
  • Portal
  • Infected
  • Unmovable, Rooted
  • Invulnerable
  • Pacifist
  • Weakened
  • Unhealable

Other states potentially merit a specific visual indication as well. At the moment, it’s all in the initial stages and we intend to work on this system in updates to come.

Though this modification seems minor at first, we feel its impact on combat readability is quite significant, and we will continue to think about other modifications that would also improve this aspect of combat.
 

Instant Messages During a Fight

$
0
0

In the April update, we are adding a new messaging system for players in combat: instant messages.
 

These are pre-set messages that can be automatically sent to your team (via the “Team” channel). This will make team communication easier during a fight and let you send important, pertinent information quickly. For example, this might be information about how much time is left before a spell can be used again, or how long a status will last.
To send an instant message all you have to do is click on a particular element while holding down the “Alt” key.
 
Below are a few examples of how to use this new function. Just hold down the “Alt” key and click on one of the following:

  • Any cell on the map: The cell is highlighted as usual with an arrow indicating a particular cell.
  • Health, AP, or MP in the central medallion: This will show the number of health points, AP and MP you have at the moment.
  • A spell in the shortcuts bar: This shows if a spell can be cast or not. If the spell cannot be cast, it will tell you why (e.g. recasting delay, blocked or required status, summoning limit reached or not enough AP).
  • A status in the Timeline: This will show the duration of the status, the character affected (if there is one) and the length of time the status will remain active (e.g. for the Rekop spell)

 

  • After choosing a spell in the shortcuts bar and aiming at a cell you can also tell the rest of the team about its limits before you cast it: Potentially, this could show that an enemy is out of range or that there is an obstacle blocking your line of sight.

 

 

Communication is often the key to victory during team combat and we will keep working on similar functions to make communication between players more efficient.
 
We hope that this small improvement will help you to get out of some really tricky situations!
 

Guild Notices

$
0
0
We are planning a Guild Notice system (similar to a “Message of the Day” ), for the 2.34 update. The system will facilitate desynchronized communication and organization among guild members (organize a dungeon, a Perceptor’s attack, plan an event, send vital information, a funny joke and so on).
 

How it works in the guild interface

 
The Guild Notice is displayed in the main guild interface tab and can be edited by any member of the guild (no special user rights are required); the date and name of the author will systematically appear above the notice.
 
A Guild Notice is a permanent message (it is not deleted after a certain amount of time). The message can be changed at any time. The length of a notice is limited to 256 characters. Members will see the Guild Notice at start of the game. This size limit is meant to encourage players to use clear and concise information. The size limit is the same as for the chat interface.
 
Guild notices can contain URL (clickable) links. Clicking these will open the same virus prevention and verification message that is displayed when clicking a link in the chat interface. 
 


Example of a standard, well-written, Guild Notice.
 
 

Example of a Guild Notice by a guild member who does not read Devblogs and does not fully understand the idea of Guild Notices.
 
 

The main tab in the guild interface. Some information has been moved to the bottom of the interface to leave more room for the Guild Notice.
 
 

How it works in the chat interface

 
The Guild Notice is automatically displayed when you log in to the chat interface, immediately after the red welcome message. It will be displayed in the same color as guild channel messages.

When a Guild Notice is edited, all members of the guild will receive notification in the guild channel.
 
 

Potential iterations

 
The Guild Notice system introduced in Version 2.34 is only the first iteration. If this feature meets the communities expectations we will look at the possibility of adding an alliance system.
 
It might be interesting for guilds and alliances to have a place where they can write longer and less “temporary” texts than notices. (For example, to present the rules and organization of a guild or alliance). We will explore this possibility further, if feedback about Guild Notices is encouraging.
 
We do not have any dates set for the next iterations. Development has not begun. We hope to leverage what we have already developed for Guild Notices, however we first need to confirm the technical viability of storing potentially large quantities text on our servers.
  
 

Q & A

 

Do we have to write a Guild Notice?

The notice section can be left empty, if you are not interested in this feature. No message will be displayed in the chat interface when you log in to start playing.
 
 

Why not have special user privileges so that only some people can modify a Guild Notice?

User privilege management is already quite problematic (it is a fairly complex system that needs to be totally revised), and we are trying to avoid additional user privileges unless absolutely necessary.
 
Adding the author and date of the last modification should be enough to ensure that this feature is used properly by guilds that are well-managed by responsible and active leaders.
 
 

Can we disable Guild Notices at the start of the game?

We do not plan to include this option in the Version 2.34 release, but we do want to add a disable Guild Notices option in later iterations.
 


Eniripsa reworking

$
0
0

Eniripsa class spells have evolved very little over the years. This is the class in which the attacking panel, made up of just 3 spells, was the weakest. Its main role as healer could justify this operation in part, but we want each class to have interesting and sufficiently diversified offensive capacities. What’s more, certain healing spells were redundant and the Word of Thorn spell has, amongst other things, always had a problem finding its place with the Eniripsa.

So we have reviewed all the spells in the class so as not to impair it: the Eniripsa keeps its healing role and the majority of its spells have kept the same role. However, we wanted to offer more varied healing capacities, in particular thanks to the new spells in the Air and Water route, more interesting support capacities and minor improvements in utility spells.

 

 

Attack to heal

 

One of the main changes is the modification of the attacking panel. The spells continue to be in 3 elementary routes: Air, Water and Fire. However, each elementary route now has 3 spells which can inflict damage, including a spell with an area of effect.

What’s more, each elementary route will allow healing in its own way:

  • For the Fire route, the spells heal when used on an ally, but inflict damage when used on an enemy. The healing received depends on the Intelligence and the healing bonuses of the spell caster.

  • For the Air route, the spells inflict damage on enemies, and heal depending on the damage inflicted in an area of 2 squares around the spell caster. 

  • For the Water route, the spells inflict damage on enemies, and heal depending on the damage inflicted in an area of 2 squares around the target.

  • In other words, the more damage the Air and Water spells inflict on enemies, the more they heal your allies (a bit like a life steal, but against several targets at the same time). An important detail concerning these spells: the healing is based on basic damage, before reduction. So, even if the attacked enemy reduces all the damage he is supposed to suffer, it will heal your allies all the same.

With these new Air and Water spells, the placement of allies and enemies takes on extra importance: if you want to optimize the healing and the damage (thanks, in particular, to the spells with an area of effect) you will have to pay close attention to the way allies and enemies are positioned.

Here is the list of the new attacking spells. Note that the detail of the modifications to these spells is not exhaustive; if you want an exhaustive list, you will have to refer to the final changelog 2.34:

Fire Spells

  • Word of Healing becomes Alternative Word and now costs 3 AP.

  • Revitalizing Word becomes Selective Word, its area is reduced to a size 3 cross (like the Sword of lop spell) and its cost in AP becomes 3.

  • Word of Sacrifice becomes Disconcerting Word, reduces the Power of the target if it is an enemy, and increases the Power of the target if it is an ally.

Air Spells

  • Wounding Word remains similar: Air damage for 3 AP at good range.

  • Draining Word becomes Turbulent Word, inflicts Air damage, advances one square and costs 2 AP.

  • Word of Thorn becomes Whirling Word and inflicts Air damage in a squared area of effect (similar to Feca's Burning Glyph, but smaller).

Water Spells

Forbidden Word remains similar: Water damage for 3 AP at good range.

  • Curative Word becomes Deafening Word, inflicts Water damage, removes APs and costs 5 AP.

  • Vampire Word becomes Dazzling Word, inflicts Water damage and has a boomerang area of effect (like Rogues’ Boomerang Dagger).

New state: Stimulated

Another significant change is the modification of the Stimulating Word spell. 
The AP donation effect is very powerful and we don’t want it to be too easy to implement it for a whole team. However, it is not removed: from now on, Stimulating Word only affects one target for a duration of 4 turns and can be re-cast every turn for 2 AP. It confers the Stimulated state, which increases the healing received by the target and gives it 2 AP. The Stimulated state can be unblocked by classic unblocking spells or consumed via certain Eniripsa spells to generate additional effects.

The Stimulated state can be unblocked by classic unblocking spells or consumed via certain Eniripsa spells to generate additional effects. The effects of the Stimulating Word become a resource which Eniripsa can consume at any time to improve its allies’ survival at a particular time, or generate additional effects.

The Eniripsa cannot be targeted with the Stimulating Word spell. It is, however, applied to whoever casts the Coney and remains present for as long as the Coney is alive.

Note: the erosion applied to the caster is removed from all Eniripsa spells, including Stimulating Word. This is a mechanism which has not really borne any fruit: the values were not high enough to lead to a choice (casting the spell at the price of erosion or not) and it was difficult to review them upwards without making the Eniripsa too vulnerable.

Reshuffling of Utility spells

The majority of the Eniripsa’s utility spells have also been reviewed; on the whole, they keep a similar role to the preceding version, except for those which have been replaced by damage spells (Draining Word and Word of Thorn).

  • Friendship Word: the Coney’s operation is reviewed. From now on it applies the Stimulating Word spell to the summoner, and it is only withdrawn when the Coney dies. The Coney’s survival is increased, it continues to heal its allies for as long as it is alive, and it generates a healing glyph if it is killed: entities ending their turn on the glyph win back life points. A same Eniripsa can only summon one Coney at a time, and when the Coney dies, the time for re-casting the Friendship Word spell becomes 2 turns.

  • Frightening Word: is practically unmodified: its number of casts per target becomes 2.

  • Paralyzing Word: from now on lasts for only one turn, and can be recast every turn. It still removes MPs, but from now on the affected target heals the caster’s nearby allies at the end of its turn.

  • Word of Silence: remains almost identical: its cost in AP is, however, increased and it no longer affects either stimulated allies or the caster.

  • Lifting Word: is completely reviewed. From now on, it allows the caster to change places with an ally who is not an invocation. The ally in question becomes Unhealable for 2 turns unless it is Stimulated, in which case it merely loses its Stimulated state. It can still be cast on the Coney, but will lose its life as a result.

  • Preventing Word: from now on gives Shield Points, and even more so if the targeted ally is Stimulated. However, it still removes the Stimulated state.

  • Word of Youth: sees its unlocking value reduced: it becomes 1 turn. However, the spell also allows an ally to be healed once per turn

  • Word of Altruism: from now on heals all the allies in the Stimulated state, but removes this state from them. The Coney is always killed when the spell is cast.

  • Word of Recovery: always heals 100% of the target’s life and makes it unhealable for 3 turns. If the target is Stimulated, it inflicts further damage on nearby enemies depending on its unhealable life: the more unhealable life it has, the higher the damage inflicted. The stimulated state is consumed.

  • Regenerating Word: always heals with a delay, but from now on at the start of the caster’s turn (and not the target’s turn), 2 consecutive turns.

  • Mot Olov: always increases the power of the caster for 3 turns, but from now on it divides the effectiveness of the healing generated by its class spells by 2. The damage increase and Power values have been reviewed slightly downwards.

These modifications will be available in the beta 2.34 version. Don’t hesitate to try them out and give us your feedback.

Community Challenges

$
0
0

In version 2.34, we are introducing a new feature to the game called Community Challenges. This is a system that allows you to offer challenges to other players and to win kamas by betting on their success or failure. This feature is a "tool". The players are the ones who determine what type of challenges they would like to offer to the community.

Currently, we can already offer challenges via the Achievement system, but there is a finite number of them (even if we add more during major updates) and we impose a number of design rules to ensure that these challenges are not overly difficult for the majority of players. These restrictions prevent us from offering certain original challenges that would only target a minority of players. By allowing players to create their own, we are letting you offer much more specific content that may only target a minority of players (without frustrating those who don't want to take part).

 

Objectives

 

Here is the list of objectives we have set for ourselves:

  • Allow players to offer varied objectives that could potentially be aimed at a very specific audience.
  • Continuously renew the game experience by offering a wide variety of challenge settings.
  • Allow players to select the audience for their challenges (friends, guild, alliance, the whole community, etc.).
  • Introduce an "indirect PVP mechanism" that allows players to bet against one another.
  • Increase the value and potential difficulty of content considered  mundane by some players.

 

 

How it works

 

The way in which the community challenges work can be summed up in the following way:

  • The players can set challenges and submit them to other players.
  • Rewards are provided by the players to avoid any problems with cheating and agreements.
  • Those who accept challenges can win kamas if they complete them successfully.
  • Those who create challenges can win kamas if the players who try them can't complete them in time.

 

 

Making a Community Challenge: content and successful completion criteria

 

To create a challenge, all you have to do is open the challenge system interface and begin by selecting the content: a monster or a Boss from amongst all those available in game. Archmonsters, wanted posters and quest monsters cannot be used for challenges because their availability in game is not guaranteed so it may not allow for an acceptable gaming experience.

Once you have chosen the monster, you can select the criteria for successful completion of the challenge that will increase its difficulty level. It is possible to choose up to 5 additional criteria (this value could change) from the following list:

 

  • Challenge 1: it is possible to choose the majority of existing challenges for most monsters. Challenges that are incompatible with certain monsters will be filtered out if needed. Accepting a community challenge with a combat challenge requirement will not necessarily cause that challenge to become available as a bonus in a battle. You simply have to end the battle by respecting the rules of the imposed challenged regardless of the active combat challenges in the battle (much like completing challenge Achievements).
  • Idols: it is possible to set up to 6 different idols (incompatibilities with some monsters are taken into account).
  • Idols Score: you can only set a minimum score to reach if no specific idol is required (this is currently a technical restriction, we would like to find a solution to allow the use of these two criteria in the same challenge).
  • Maximum level: allows for the creation of specific challenges for characters with less experience.
  • Maximum number of turns
  • Maximum/minimum number of characters: the difficulty of some battles may vary depending on the size of the teams. For example, this setting will allow you create Community Challenges with Bosses that must be confronted by a team of 8 or define battles to be fought single-handed!
  • Required/forbidden classes: this criteria can insist on the presence or absence of certain classes. It is possible to select between 0 and 3 classes. Not all compositions are equally effective against all content (especially when it's a smaller team). This criteria is used to offer challenges for specific classes and, in doing so, set the difficulty of a challenge very precisely.
  • Minimum size of a group of monsters: this criteria is useful for challenges with monsters that can be fought outside of dungeons. You can select a minimum number of monsters that the participants will have to fight.

 

Contrary to what we had initially imagined, a challenge may be offered without having first been completed by its creator. The players will not, therefore, have any guarantee that the challenge can be completed (the technical validity is checked, but not the theoretical difficulty of the challenge). They will have to decide for themselves whether or not they will be able to complete it. We have made this decision for several reasons:

  • To make the creation and publication of challenges significantly easier.
  • To allow players to create challenges (and therefore content for others) without necessarily having to be very experienced players, capable of overcoming difficult challenges themselves.
  • To increase the potential winnings for those who create the challenges (they take the largest share of the risk by investing the prize fund) by allowing them to create technically viable challenges that, so far, have not been successfully completed.

 

 

Risks versus rewards

 

When creating a challenge, its creator will be able to set the potential costs and rewards:

  • Participation cost: this is the amount in kamas that the players who accept the challenge will have to pay to take part (this value can be zero, creating a challenge that can be accepted for no cost).
  • Total amount of the prize: this is the amount in kamas that the characters who successfully complete the challenge will be able to share. This sum is paid by the challenge's creator (it can be zero).
  • Maximum number of times the challenge can be successfully completed: this setting is used, for example, to create a challenge with a very large pot but only the first X players to successfully complete it will be able to share the winnings. This setting is optional.
  • Challenge duration: once a challenge has expired, it is removed from the list of challenges available to players and those who have accepted but not completed it are considered to have failed.

 

When a challenge expires, the following transactions are carried out:

  • Those who successfully completed it share the prize.
  • Those who failed do not get anything.
  • The winners are refunded their participation costs.
  • Participation costs are not refunded to the losers and are paid to the character that created the challenge.

 

If the maximum number of successes set for the challenge has been reached, it can no longer be accepted and those who have not yet completed it have two options:

  • Challenge not successfully completed in the given time: participation costs are not refunded (and are paid to the character who created the challenge).
  • Successfully complete the challenge within the given time: participation fees refunded.

 

The prize is shared as follows:

  • If there is no maximum number of successful completions for the challenge, the prize is simply split in equal parts between those who successfully completed it.
  • When the number of winners exceeds the number of successful completions remaining, the remaining winners share any remaining rewards between them.
  • Example: the challenge is limited to 2 successful completions. 1 character successfully completes the challenge, there is 1 possible successful completion remaining. A group of 4 then successfully completes the challenge. They divide the final share between them (by 4).

 

This means that players who create the challenges can make money with this system if they manage to offer very attractive challenges that are difficult enough that some of the players who accept them do not manage to complete them in time.

 

Those who accept the challenges can also make money if they can successfully complete enough of the challenges in which they decide to take part.

 

 

Accessibility, visibility and sharing restrictions

 

The creator of a challenge may decide to which audience they would like to address with their challenge:

  • No restriction (default): the challenge will be accessible to all of the server's characters.
  • Guild: only members of the creator's guild can take part in the challenge.
  • Alliance: only members of the creator's alliance can take part in the challenge.

 

If the challenge's creator changes guild or alliance once the challenge has been created, it is not modified and has the same access restrictions (guild or alliance). 

 

The challenge's creator may also choose from two visibility modes:

  • Public: the challenge is visible from the challenges interface. This is the default option to give a challenge maximum visibility.
  • Private: the challenge is only accessible from the challenges interface via a unique URL and ID generated during the creation of the challenge.

 

When a challenge is created, a unique URL and ID are created and can be used to distribute the challenge (via guild forums, for example).
Via the unique URL, you can see statistics for the challenge (all the settings chosen by the person who created it) in a browser.
The unique ID cannot be used in a browser, but has the advantage of being much shorter and can easily be given out in game via discussion channels, for example.

 

 

Good and bad challenges

 

In the challenges interface, you can easily see all available challenges, those you have created and those you have accepted.

 

There could be a very large number of challenges created by the community and you will have several tools available to find those that correspond with what you're looking for:

  • A list of challenges with columns that can be filtered by:
    • Current success rate
    • Time remaining
    • Participation costs
    • Prize
  • A search system allowing you to enter different types of information (monster, Boss, class names, etc.).
  • A filter to only show challenges compatible with your current character.

 

 

FAQ

 

Can the system be used to organise events?

The system can be used to organise events at server level and it is possible to create community challenges with no prize fund or participation costs. The possibility of managing the distribution and visibility of community challenges makes it easier, in our opinion, to use this system to create events.

 

Is it possible to make inter-server community challenges?

We have looked into this possibility, but such a system would allow kamas to transfer between game servers too easily (via the prize). This is something we're not currently looking to make overly easy due to problems with the illegal purchase and sale of kamas.

 

Why does the challenge creator have to provide the prize?

This is a very open system in which the person creating the challenge can target a very specific audience. It is possible to create small community challenges limited only to your own characters, for example. It is therefore necessary not to generate rewards that could be all-too easily exploited. We preferred to offer a system in which the players will have as much freedom as possible to create their own challenges, but which will also require them to provide their own rewards.

 

Is it possible to accept a challenge only after having trained to complete it successfully?

It is possible to identify those challenges that interest you, to train to successfully complete them and then to accept them and complete them for real without running the risk of not being able to succeed. However, this approach takes much longer and is much more laborious (in the best case scenario, you'd still have to succeed at the challenge twice).

You must keep in mind that, during the same time frame, it may be possible to complete twice as many challenges.

You will also have the option of taking virtually no risk and only accepting challenges you have already tried and succeeded at in the past, but this is not necessarily the most profitable approach.

 

Why are community challenges limited to monsters?

Monsters are some of our richest and most universal content, so we have naturally chosen to give them priority.

We have looked into the possibility of creating community challenges based on forgemaging, but as the players could craft the requested item and only accept the challenge after having crafted it, there would be no chance of failure for these challenges.

We have looked into the possibility of creating community challenges based on PVP combat (offering a map, its composition and specifying possible restrictions for the opposing team, etc.), but the workload was too great for this update. Our efforts concerning PVP are concentrated on the inter-server Kolosseum, but once this is available and the community challenges system is working as it should be, we might reconsider this option.

 

Are there Achievements for the community challenges?

There will not be Achievements for this system because it is possible to create trivial challenges (very simple to complete) without any specific restrictions. The system can purposefully be manipulated too easily for any pertinent Achievements to be created.

 

Can you create and carry out an unlimited number of challenges at the same time?

A single account can create up to X* challenges and may accept Y* active challenges. Completed challenges are, of course, not counted.

To create a challenge, you will have to pay the modest sum of 1000 kamas.

The total number of active challenges on a server will be limited to Z* for performance reasons. If this limit has been reached, it will no longer be possible to create other community challenges.

*: The values of X, Y, and Z are currently being decided and will be determined during our tests on the Beta Server.

 

How can I be notified of the success or end of a challenge?

The notification system will alert the creator and those who have accepted the challenge when the challenge has been successfully completed. These notifications can be deactivated.
 

Is it possible to validate Community Challenges by defeating the required monster in the Arena?

It is not possible to validate Community Challenges by defeating the required monster in the Arena because we feel that Arena fights are often much easier than the fights one must face in the appropriate Dungeons.

Changes to the experience curve and 200+ levels

$
0
0
In Update 2.35, we have decided to halve the number of experience points needed to go up from level 199 to level 200.
The 2.35 Update will also include a new underwater extension and equipment from level 200. We thought it would be interesting to use this update as an opportunity to make the content and rewards more accessible.
   

Going from Level 199 to Level 200 has always formed a "barrier" that is particularly slow and laborious for some of our players to get past. We think that this is often discouraging and after this many years, we’ve decided it’s time to fix the problem.
As a result, when Update 2.35 is released, a character's progress percentage in level 199 will be doubled to help them reach level 200.

For example:
  • A character in level 199 with 30% experience in 2.34 will find they have 60% experience in 2.35.
  • A character in level 199 with 50% experience in 2.34 will automatically reach level 200 in 2.35.
  • A character in level 199 with 75% experience in 2.34 will automatically reach level 200 in 2.35.

Over the years, very high-level content (dungeons, sets, monsters, PVP, etc.) has become more and more rich and it would be great if we could smooth the path so that high-level content is available to a lot more people.
The changes in Update 2.35 are just the first step in part of a larger plan to improve the experience curve.
 

After Update 2.35

Between now and the end of 2016 we will be making other changes to the experience curve.
 

Overall balance in the experience curve

Even though we have halved the number of experience points needed to go up from level 199 to level 200 in Update 2.35, we still think this stage will be unusually long compared to other levels.
We don't really want to reduce the length of time it takes to reach level 200, but we do want to re-distribute the playing time required to reach level 200 more evenly between the 200 levels.
For this reason, after the 2.35 Update we will be reducing the number of experience points needed to go up from level 199 to level 200 again, while redistributing some experience points amongst the other levels (1 to 198).
We promise that this transition will be beneficial for characters that haven't reached level 200 yet, and that no one will lose any levels.
 

Level 200+

In 2016, we are also planning to add additional levels after level 200. These will give players cosmetic bonuses and perhaps utility bonuses, without having any direct impact on battles.
We simply want to offer players who like gaining experience points after level 200 the possibility to show to the rest of the community their commitment and accomplishments.
We haven't actually established what the rewards for these 200+ levels will be, but here are a few things we are contemplating right now:
  • Special achievements for reaching certain 200+ levels.
  • Ornaments
  • Titles
  • Auras for reaching certain 200+ levels
  • Ceremonial items
  • Extra pods
  • Market sites and extra merchant modes
 

Edit: After years of gradually increasing in power, we can understand how the prospect of characters that have different levels put the same power with only customizable differences to distinguish them may leave some of you feeling a little disillusioned.

We are still exploring possibilities and we will soon share our ideas with you in order to discuss the final direction this new leveling system could go and get your feedback on our ideas.

For now, we are not leaning in the direction of increasing the power of characters who reach 200+, but we would prefer to propose new character skins to push customization options or new spells to give players more tactical choices.

The team is boiling over with ideas. For example, I personally would like to add a Light and Dark element that could only be used after level 200. These hypothetical elements would not work the same way as Air, Water, Fire, and Earth; they could offer new game mechanics other than direct damage, and offer characters new looks while in combat.

We are also considering other utility-type benefits, like additional pods, or extra spaces in game markets.

We’ll tell you more in the future!

Q & A

Why are you focusing on cosmetic and utility bonuses?

We are not interested in creating an endless quest to increase the power of characters. This could quickly make a lot of our current high-level content obsolete.
To offer power gains after level 200 we would have to create special new rewards and content for 200+ levels, which would make very high-level PVP even more inaccessible and reduce the amount of content available to players (current 190-200 content would probably no longer be the end-game content)
 

What is the point of offering 200+ levels if the power of characters does not increase?

We think that some players will just enjoy the chance to show the rest of the community how committed they are to the game.
Players might also be interested in taking part in a frenetic race to gain experience points.
It will create extra objectives that are optional and that players can try to achieve if they want to, but it won't make some content obsolete.
 

What will the new maximum level be?

We haven't decided what the new maximum level will be yet. The aim is to create a new maximum level that will satisfy the most ambitious players.
 

What will the progress speed be for these levels?

We haven't decided on the progress speed for 200+ levels yet. However, we want these levels to be finished at a reasonable speed so that players are rewarded regularly.
 

Do you plan to have a common experience gauge for all characters in the same account that have reached level 200+?

This is an approach that has merit and would evaluate all of the characters in a single account, but technical constraints are stopping us from taking a serious look at that possibility right now. We will keep an eye out for solutions.
 

Will the game become "easier" or less meritorious because of these changes?

We don't think that these changes will make the game easier or less meritorious. Level 200 and very high-level content will probably become more accessible, but they won't be easier. Furthermore, the levels that come after level 200 will allow players who place a lot of importance on gaining experience to really make the most of their characters' evolution.
 

Will the experience we have already gained after level 200 be kept in the transition to 200+ levels?

We haven't made a decision about that yet. Both options have their advantages:
  • Converting the experience (partially or totally) already gained after level 200 would let some people make the most of their existing experience points, but it could also penalize those who have invested their experience in other ways (mount and guild for example).
  • Not conserving experience gained after level 200 would mean all characters have to start again on an equal basis in a balanced and fair race to the 200+ levels.
We will put out a community survey on this subject.

GOULTARMINATOR VIII

$
0
0
We are slowly but steadily getting ready for the 8th instalment of the Goultarminator. Before we get started on the selection phases and the fights themselves, let's go over the main bullet points of this year's rules!
  
 

16 classes in the Tournament

 
As it was in 2015, the Goultarminator VIII will include 16 class representatives, allowing for the composition of 4 teams, each including 4 distinct characters. The Huppermages, who have recently joined the World of Twelve, will not take part in the competition this year. 
   

No more pillar classes


As the stakes of the Goultarminator have evolved, the necessity for pillar classes within the teams has lessened with time. This year, we thought it better to remove this notion of pillar classes entirely and let players design their 4 teams with a tactical mindset that would encompass their overall progression in the tournament.     
  

A supervised class change


While it is possible for a player to enter the Goultarminator with a different class than the one they usually play, it is however important to supervise the selection phases in order to prevent any problems that may occur on the Tournament server.

As such, if you want to change classes, you will need to plan your use of the service at least 24 hours before the registrations to the tournament start, and you wouldn't be allowed to change classes again until the characters are saved to the Tournament server. In other words, once you've registered to the tournament with a specific class, you are bound to play the tournament with said class.

It's important to note that, should a character undergo a class change during the Test of Speed, its score would not be counted, and its registration would be considered null and void
 

A more server-centric tournament


This year, we want to apply the "server v server" format as soon as the qualification phases. This will require a few modifications: 
  • In the first round, the pairing system will randomly select the two servers that will do battle against each other. At the end of the 4 fights, there will be 3 possible results: 4-0, 3-1, 2-2. In the first two instances, the winning server will get 3 Swiss points and the losing one 0. In the third case, the points will be shared, up to 1 per server. 
  • For the 5 following rounds, the system will pair servers depending on their numbers of Swiss points and their OVP (exactly like it was last year with teams).
    It will then choose the precise pairings for the 4 fights, based on the team rankings.
  • At the end of the 6 rounds, the servers will be ranked based on the following criteria (by order of importance):
    • Swiss points
    • OVP,
    • Sum of the Swiss points per team
    • Sum of the Goultarminator points per team
We hope that these modifications will help give even more meaning to server team spirit and overall skill level, rather than letting servers rely on a single team.

Furthermore, this way lets us plan a single server's fights at different hours, which would allow spectators to support and cheer for their champions each night! 
 

A rebalanced Test of Speed


Incarnation weapons and Idols will not be allowed during the Test of Speed
We would also like to remind you that it is forbidden to register several characters in this Test in order to prevent another player from accessing the Test of Popularity, and that such practices will warrant an immediate disqualification from the tournament.  
 

A more precise way to elect the captain


In order to stimulate team compositions and ensure their cohesion, we want to modify the election process for the captain. As such, a Captain will no longer be named based on the votes of all voters, but only based on the votes cast by the 32 representatives during the Test of Popularity
 

A modified drafting system


In order to better balance servers A and B, the banishment order during the drafting phase is reversed:
 
  1. Server A bans a class.
  2. Server B bans a class.
  3. Server A selects a class.
  4. Server B selects a class.
  5. Server B selects a class.
  6. Server A selects a class.
  7. Server B bans a class.
  8. Server A bans a class.
  9. Server B selects a class.
  10. Server A selects a class.
  11. Server A selects a class.
  12. Server B selects a class.
   
 

Schedule


The Test of Speed will start on Wednesday, June 15th and end on Sunday, July 3rd.
The Test of Popularity will start on Thursday, July 7th and end on Tuesday, July 12th.

The representatives that are then selected for the tournament will need to compose their teams between Monday, July 18th and Thursday, July 21st.

The data save used for the importation of the characters to the Tournament server will be done on Tuesday, July 19th.

The fights for the 2016 Goultarminator will take place from August 1st to August 28th:
 
  • Round #1: August 1st
  • Round #2: August 3rd
  • Round #3: August 5th
  • Round #4: August 8th
  • Round #5: August 10th
  • Round #6: August 12th
  • Round of 8: August 18th
  • Quarter-finals: August 21st
  • Semi-finals: August 24th
  • Little Finals: August 27th
  • Finals: August 28th


The fights will start at 4 different times (Paris time). This year, we have decided to submit a survey to you in order to choose the timetable for the tournament.
We invite you to start voting right now, as the survey will be over Sunday, June 5th, at 23:59 (Paris time).
   
 

New fighting maps


A few days ago, we have asked you to take part in the design process for the maps that will be used in the final phases of the Goultarminator. You can now check the final result, based on the selected maps:
 

Furthermore, all of the backgrounds for the old maps have been redesigned a little in order to improve their readability during the fights. At the same time, the "Transparency" mode now displays some of the actions that are the most important to follow in a fight, such as portals, glyphs, and traps.

DDoS Prevention

$
0
0
PvP tournaments and other community events are – sadly – often the target of DDoS-type attacks, carried out by killjoys suffering from a lack of attention. In order to ensure these events run smoothly, here is some information and advice which will help you protect yourself against such attacks.
   
 

What are DoS attacks?


Denial of Service attacks, with the DDoS variant: Distributed Denial of Service attacks. These are a type of computer manipulation designed to block a service for a defined period of time, subsequently preventing the user from accessing the service in question.

In our case, we talk about DoS or DDoS when a user experiences external connection disruptions, preventing them from accessing desired services: network software, browsing the internet, and of course, the DOFUS MMO.

DoS attacks are entirely independent from the service itself; the sole target is your internet connection. Being unable to access services is the result of this.

Consequently, these services can do absolutely nothing to help you avoid such inconveniences, it is you and you alone who can protect yourself from DoS attacks, by protecting your connection as much as possible.

 

How can I protect my connection?


DoS attacks are launched using the IP address of the targeted connection. Protecting your connection must therefore involve masking your IP address.
 
Protecting your IP address: 3 core bits of advice

An IP address can be revealed on certain unsecured websites (such as public information forums) or through various software (such as Skype, despite recently-introduced measures).

We're obviously not going to tell you to stop browsing the internet and using your communication software. Nonetheless, there are some simple precautions you can take, which require no special skills:
 

Favor using more secure communication mediums


Discord – which is currently very popular for security reasons – offers a text and voice exchange medium which never reveals the IP address of your connection, be it to users or administrators. This is the huge added value that it has over software such as TeamSpeak or Mumble, where channel administrators have access to your IP address.
So currently, Discord is probably the most secure medium when it comes to hiding personal information.
  • Tip #1: Use Discord as your first choice for conversations.
 

Activate and carefully configure your Firewall


A firewall allows you to precisely target data you agree to receive, as well as their origin. It will thus help you to block – in advance – any stream of malicious information that you receive, and to stabilize your connection.
  • Tip #2: Use a quality firewall and correctly configure its security settings.
 

Don't use the same username everywhere


Indeed, if Super-Percedal, player of Jiva, uses the same username on their Guild forum, as well as on their Alliance's forum, but also on the tuning forum where they show how they've customized their two-wheeler, and why not on the cooking forum where they teach others how to prepare a stew and then some, and not to forget it's their Skype username… it goes without saying that they become easy to spot.
  • Tip #3: Use a different username from your game character for Skype, forums and discussion channels.

 
Modifying your IP address:

Before modifying your IP address, you must know its type beforehand: Fixed IP or Dynamic IP. If you are uncertain, the simplest thing to do is to ask your ISP (Internet Service Provider).
 

► Modify a dynamic IP address


A dynamic IP address can be changed whenever you please. The easiest, safest, and most drastic way to do so involves simply restarting your router, so that your connection will use new settings.
Having a dynamic IP address therefore allows you to more easily conceal yourself, but mustn't in any case make you forget basic security precautions.
 

► Modify a fixed IP address


A fixed (or "static" ) IP address is, as its name indicates, one that never changes. This therefore means that if you have already come under attack, the core advice above is of no use to you, since your attacker is already in possession of your IP address. Consequently, the only solution available to you is to contact your ISP as soon as possible, and to ask them to modify your IP address; and while you're at it, ask them to put you on a dynamic IP address.

Please note: Some ISPs (for example the French ISP Free, who only provide fixed IP addresses) are reluctant to comply with such requests at first sight. So don't hesitate on being insistent, especially if you have already been victim of a DoS attack: they'll feel duty-bound to protect the connection for which you're subscribed to them.

 

How can I combat DoS attacks?


Despite being precautious, you've just experienced a DoS attack. Remember that this isn't the end of the world, and you have means to enter into legal proceedings against the perpetrator of these attacks.

Indeed, practicing DoS attacks on others is a criminally punishable offense.

From there on, you have two main approaches:
  • Securing your connection, which will in any case include an IP address modification.
  • Legal proceedings against X.
 
Filing a complaint against "X"

Even if it may at first seem exaggerated, you shouldn't forget that a DoS attack is an attack targeting a user's personal and private data, and is consequently strictly forbidden by the law.

In 4 steps, here are the procedures to initiate to fight your attacker juridically:
 

Step 1: Confirm the attack


The first thing to do is contact the one and only body that can attest to the fact that your connection has come under attack: your ISP. Don't hesitate to ask them to carry out checks on your line so they can officially confirm the attacks.
 

Step 2: Trace the origin


Still involving your ISP, you can ask them to retrace the origin of the attack. Depending on your ISP, this process may differ; it may be necessary to send a letter stating the request, in order to receive the useful information required in return.

 

Step 3: Assemble a file


Using the information obtained by your ISP, as well as your own: personal and private information (identity, postal address, etc.) relating to the connection targeted, the circumstances in which the attack took place, possible material damage caused etc., and in general terms, anything that you think may be useful and necessary as evidence.
 

Step 4: Lodge a complaint


Visit your local police station and ask for the details of a specialist in cybercrime and new technologies, so they can register your complaint. Please note: these specialized services are very few, and have reduced staff at their disposal. Also, it may be necessary to travel a long distance, and it may happen that your request cannot be dealt with quickly.

From there, your file will be passed on to the appropriate authorities, who will decide whether or not to conduct an investigation.

This is a very laborious procedure, and without proper assurances of a positive outcome, they have to be mindful. But it's also the only way to see the DoS perpetrators be punished under criminal law.
 

Dofus is getting a summer makeover!

$
0
0
A little while ago, we asked for your opinion on the Dofus interfaces. After collecting and analyzing the scores of feedback you provided, we started thinking about ways to optimize your game experience.  

We also put forward a new graphic theme to bring our cherished interfaces up to date with current trends. It was a tough challenge because Dofus has been around for over 10 years and we all get set in our ways. So, we needed to find a style guide that was consistent with the universe while maintaining the spirit of the game.

 

So why do it, then?

For several reasons:
  • To improve the general ergonomics, so that interacting with the game is more intuitive and practical for both new players and our long-term fans.
  • To recreate a consistent style guide, which means that, in addition to simply giving it a fresh look, we have also taken advantage of the revamp to improve consistency between interfaces.
  • To give the players more freedom, with movable elements and a few surprises that you’ll soon discover!

 

How did it go?

Well, obviously, giving a game that’s over 10 years old a make-over is no easy task and it takes time, so we’re going to do it step by step. This means as little disruption as possible to the production of new content.
We began by targeting the bigger interfaces, where we redesigned their ergonomics without making you lose your bearings too much.
We’re aware that this is quite a significant change, but I can only recommend you give this new interface a chance and familiarize yourself with it. The improvements made really will offer you a better game experience.

 

 

So what is happening exactly?

In short:
  • A newly designed interface
  • A new fullscreen map
  • The possibility of moving around and resizing the elements of the main interface however you like
  • New tooltips for spells and items that are more reactive and better structured
  • The option of adding additional spell bars
 

Ok. What comes next?

For the first patch in September, we have revised the ergonomics of the biggest interfaces and the style guide. We are going to continue this optimization over coming patches (craft, quests, etc.)
So, we’re not stopping there. We’re going to keep refining, improving and adding new features along the way! And if you want to contribute and tell us what you think, go to the Dofus Lab. We regularly share new information and talk about what we’re currently working on.

Enjoy the game!

Osamodas Redesign

$
0
0
As previously mentioned in community letter #4, the Osamodas class redesign will be here in September. The biggest change resulting from this redesign is that you’ll now have the option of merging with your summons, but that’s far from being the only improvement!

 


We decided to go through with the Osamodas redesign for several reasons:
 
  • Summons were only of limited use in group situations. They didn’t survive long enough to be useful.
  • The Osamodas’ offensive panel was very weak, in particular for Earth and Water (1 spell each).
  • The Boost-spell-based offensive panel was very repetitive.
  • The summons’ artificial intelligence sometimes made their actions unpredictable.
As such, we’ve tried to improve on all these points, while adding some new concepts to the Osamodas’ repertoire without distorting the playstyle of the class which continues to rely primarily on summons, spells that use these summons and support spells.

More predictable summons

Therefore, the main change is the separation of summons into three families, each of which has 2 summons.
 
  • Gobballs are represented by the Gobball and Black Gobball.
    • The Gobball hasn’t changed very much. It still applies the Gravity state every other turn and tries to block its enemies.
    • The Black Gobball behaves the same way but it removes Dodge.
  • Tofus are represented by the Black Tofu and Podgy Tofu.
    • The Black Tofu operates in the same way as the “classic” Tofu, but it deducts Lock and gains Agility with each attack.
    • The Podgy Tofu pushes away enemies.
  • The Wyrmlings are represented by the Red Wyrmling and the Black Wyrmling.
    • The Red Wyrmling now removes one turn of enchantment with each attack and no longer has the “Terrifying Cry” spell.
    • The Black Wyrmling heals allies near targeted enemies.

This means that the Boar, Prespic, Crackler and Bwork Magus can now no longer be summoned and are replaced by 3 new summons (some of which take over their role). In doing so, we wanted to better represent the role of the summons, depending on their family. Gobballs are tougher, but less mobile. Tofus are very mobile, but not so tough. Wyrmlings attack from a distance and in a line.
 
The army is complete!
Now each summons only has one spell, although this doesn’t remove any of their abilities (for example, the Gobball still applies the Gravity state, the Wyrmling removes enchantments). We were hoping, in this way, that it will be easier to anticipate their actions by limiting the number of different actions that be carried out during the same game turn.

Additionally, each summons family is linked to an elemental path and has synergies with this path. And, amongst other things, these synergies offer the option of merging with a summons!

Fusion

In practice, this means selecting a summons with the new “Animal Link” spell. It is then killed and the Osamodas takes on the form of the targeted summons (obviously, this only works with Tofus, Gobballs and Wyrmlings).

This new form doesn’t just give bonuses to the Osamodas, but to all their summons too. Here are the details:
 
  • Tofu: gains Mobility, linked to the Air element
    • All Tofus gain a part of the caster’s Agility and Air damages.
    • Both the caster and their summons gain MP.
    • Additionally, the caster gains Dodge but loses Vitality.
  • Gobball: Resistance gains, linked to the Earth element
    • All Gobballs gain part of the caster’s Strength, Earth damages and Neutral damages.
    • Both the caster and their summons reduce damages suffered.
    • The caster gains more Lock but loses 1 MP.
  • Wyrmling: Heal and AP bonus, linked to the Fire element
    • All Wyrmlings gain a part of the caster’s Intelligence, Fire damages and Heals.
    • Both the caster and their summons gain AP.
    • Furthermore, the caster gains a heal bonus but loses Power.

There are no restrictions to an Osamodas merging with a summons, except that it must be killed and they can, at any time, break the fusion by casting the spell on themselves.
This new skill gives the Osamodas the option of transferring some of their characteristics to certain summons, which should make non-vitality based Osamodas builds more viable. But this can also give their summons an AP, MP or Vitality boost depending on the situation.

New ways of interacting with their summons

Speaking of improvements, we have reviewed the spells that give allies a boost to integrate them into the Osamodas’s different elementary paths. These spells now inflict damages if they are cast on an enemy, whereas they improve certain characteristics if they are cast on an ally.

We have, however, only kept AP, MP and Vitality improvements. Damage improvements are now passed on via fusion, so they are more effective and potentially apply to more summons, but they require the Osamodas to invest characteristics points to inflict more damages.

And, with regards to Toad, that reduced a set amount of damages suffered, this is an armor and protection mechanism that doesn’t really correspond with the role of Osamodas, who is not supposed to be a protector (as may be the case for a Feca). As a result, we didn’t want to reintegrate this spell, but, on the other hand, we improved the summons’ Vitality across the board and added certain spells that partially compensate for this loss.

The Osamodas can use these spells to interact directly with their summons.
 
  • One of them, and probably the most important one, is the “Symbiosa” spell which can be used to take control of a summons for 1 turn. It can be cast on any allied summons, and, at the start of its turn, you will play in its place. You can then move it wherever you want it to go and use whichever spells you like! What’s more, if the spell is cast on a Gobball, a Wyrmling or a Tofu, they gain an additional spell while this spell is active:
    • The Gobball can attract a target.
    • The Tofu can change places with an ally.
    • The Wyrmling can heal an ally.

This means that, from time to time, you can completely control a summons’s actions to produce specific effects that it would not be possible to delegate risk-free to an artificial intelligence (in particular with regards to attraction or changing places).
 
  • In addition to this spell, the Osamodas now has the option of making a summons under their control invulnerable for 1 turn, but the latter will die at the start of their next game turn. Used in combination with a Locker Gobball, for example, this can be used to block an opponent for 1 extra turn.
  • The Osamodas has the option of considerably (but temporarily) improving the summons’s AP, MP, Vitality and damages. This turns it into a kind of super-summons, simply by casting a single spell. This will, however, be a costly spell to cast and it has a high recasting time.
  • They also have 3 spells that they can use to sacrifice a summons:
    • One switches place with the summons (that is then killed), dealing Air damages around the caster, as well as around the target. This therefore allows them to escape from dangerous situations for the cost of one summons and a few AP.
    • Another heals in the area around the sacrificed summons.
    • And the last one allows them to recover part of the AP cost of the targeted summons.

The Osamodas can use these spells to get the best out of the summons in as many situations as possible. And, in the event that they cannot or are no longer able to help, there is always the option of using them as a resource to generate heals, AP or to move around.

Richer elementary paths

Finally, we have reworked the elementary paths to make them richer and have replaced Water by Air so that the 3 paths correspond with the 3 summons families.
Here’s a quick recap:
 
  • The Air path is linked to Tofus, this is the path that concerns mobility and Dodge.
    • For one of the spells, the more Tofus there are on the map, the more damages will be inflicted.
  • The Earth path is linked to Gobballs. This path concerns Vitality and Lock.
    • This is the path the includes the “Crackler Punch”, which has been modified to reduce the enemies’ power in its area of affect.
  • The Fire path is linked to the Wyrmlings. This path is heals-based.
    • It notably includes a spell that generates heals each time a Wyrmling attacks the target.

These modifications mean a lot of changes you need to familiarize yourself with and new ways of playing for you to discover. But we have the feeling that they were necessary to bring the class up to the same level as the others in terms of richness, diversity and efficiency.

A Magical Orb will be sent to all accounts with an Osamodas character that is above level 50 and was created before this Devblog article was published.

Transition to 16:9

$
0
0
The move to 16:9 and 16:10 ratio for DOFUS has met with a lot of enthusiasm from players. Many of you have been encouraging this idea in the DOFUS Lab.
As a result, we have been working around the clock to give you the best 16:9 experience possible, despite the technical limitations.
Here's what we're talking about!
 
 

The Technical Aspects

The first thing you need to know is that the game's 4:3 format has been preserved. The 16:9 segments are not actually part of the gameplay. So, the battle zone remains the same as before.

We have done this for several reasons. The first is purely technical. The use of 16:9 segments would make it necessary for us to redesign the entire map system.

Another reason, is that many of you were worried you won't be able to play in 4:3 anymore. We don't want to scare off fans of the 4:3 format.
 
The 16:9 segments create a more immersive experience. They give us a glimpse of the adjacent maps.

In these segments, we will show resources in their current states (harvested, not harvested) and animated scenes. However, NPC and monsters will not be visible. We won't be showing any players either, since we don't want to put players in 4:3 on the Heroic Server at a disadvantage.

Now let's turn our attention to the long-awaited treasure hunt!

We won't try and hide it, the treasure hunt has been a real headache for us. So, we'll just tell you outright, we still haven't figured it all out.
In the meantime, the treasure hunt will function as before, except for the 16:9 segments. In treasure hunt mode, an outline will appear to show the boundaries of the treasure hunt area.
We will keep working on this in the future, but there is no simple solution since everybody is playing in different formats.
 

The Graphic Aspects

We have been talking about the format and adjacent maps to be included in the new visual format for a long time. We opted for a 16:10 format that contains the 16:9 format in order to suit a wider range of screen resolutions.

If you have a 16:9 screen you will have a few less pixels on the left and right of the screen compared to a 16:10 screen.
 
Nevertheless, the adjacent maps view won't be any wider in the 16:10 format. If you have a very wide screen and you make it bigger than 16:10, then you will see the black stripes appear on the sides again.

For die-hard 4:3 fans, you can keep this format by reducing the size of your game window. We have made sure that all of the important information stays visible in the 4:3 area.

Even if, deep down, we will be a little sad if you stay in this format...

We had to redesign the 8 adjacent maps so that all of the transitions in the 16:9 segments are consistent even without the interfaces, since these can now be moved.
 
We sometimes had to add missing pieces of maps or remove parts, change a large part of the graphics, change some game areas, and so on.


We have gone through a lot of test iterations and made corrections in all of the maps (over 13 000!) to achieve a satisfying result.

We hope, from the bottom of our hearts, that you like the changes.

Information about the new DOFUS Interfaces

$
0
0
You have questions about the new interfaces, we have answers!

 

A redefined design

We wanted to rebuild the game interfaces from the ground up, to give them a more modern feel, and also to make it easier for players to become familiar with them; this involved making them more practical and intuitive, thus improving the overall in-game experience. To achieve this, we've been working on new features and have improved many others, maintaining overall aesthetic consistency.

 

 

Interfaces you can adjust and customize

The HUD (heads-up display) includes all of the interfaces always visible on your screen: the chat, the spell bar, the map...
In the next update (2.36), you'll now be able to move the HUD elements to resize them and achieve your desired layout.
If you move your mouse over the right-hand side of each module or window, a dotted line or gray bar appears, allowing you to click and drag the modules wherever you like.
To return a module to its place of origin, double-click its dotted line or gray bar.
 

 


It will also be possible to configure the interface differently if you're in a fight. So during your first fights, take the time to modify your interface as you see fit. The layout will be saved, and you'll only need to set it once.
Also, you can now add up to 4 shortcut bars. Just click on the "+" button to the right of the spell or item bars.
 

Tooltips: hover over an item to get all of its information

The item description frame took up lots of space in the interfaces. We've decided to remove it in favor of a dynamic, customizable tooltip. This will offer the same features as the former item pages, plus lots more:
  • Group and prioritize information for easier reading: at a glance, you can see the effects, conditions, and characteristics of an item without having to change tabs.
  • See an item's theoretical rolls at all times (press ctrl while hovering over an item).
  • Pin several tooltips at the same time – practical for comparing different pieces of equipment (press shift while hovering over an item).
  • Quickly compare an item currently equipped with an item in your inventory by hovering over it.
 

 

 

A completely redesigned world map

 

 

Easier accessibility for 15-inch and smaller screens

The first time you start the game, you can choose the text size which is most appropriate for your screen size.
If you've already installed the game and have a 15-inch or smaller screen, go to Options – Menu, and select "Text optimisation for small screens".
 

 

FAQ

 

• Will other themes be offered in the future?

We won't offer any other themes, but we're working on the possibility of allowing players to create their own themes and to offer them to the community. This feature is currently being tested. The more curious among you will find what you're looking for with the opening of the next update's beta. But be careful! You'll need to know a bit about development to customize your interface.

 

• Have the keyboard shortcuts changed?

No, the keyboard shortcuts are the same.

 

• Why is a frame left empty where items used to be displayed in the inventory?

In the near future, we're planning to use this space to show information relating to equipment and new features.

 

• Is it possible to increase the size of the spell bar?

No, the current page system doesn't allow increasing the size of the spell bar; it is however possible to duplicate it to display extra pages.

 

• Can the minimap be closed?

No, we don't currently have any plans to allow the minimap to be closed completely. This feature may be implemented in a future patch.
 
For any other questions or suggestions, come and chat with us on the DOFUS Lab forum.
 
 

Overview of the ISK

$
0
0
As of August 16, 2016, all the game servers are connected to the Inter-Server Kolossium. We would like to give you an overview of the ISK, to remind you about certain aspects of how it works, tell you about some things we’re working on and share our vision for the future of its development with you.
   
 
 

Rating, Matchmaking and Match Quality

The rating system has been given a complete overhaul with the arrival of the ISK. We have replaced the TrueSkill system with a system based on Glicko-2.
According to our tests, this new rating system seems to work more efficiently with DOFUS and generates results that appear to be more consistent.
Judging from the feedback we’re analyzing, opting for this new system and pooling characters from all servers has considerably improved the quality of Kolossium fights. 
 

Waiting Time

The average waiting time for a Kolossium fight has been considerably reduced with the ISK. It’s rare that a player has to wait more than a few minutes.
The ratings system we’re using means that there are few “outliers” among the characters (extremely weak or high rating values) and it is therefore more difficult for them to find fights. We are aware of this concern, but, to our knowledge, there is no viable solution to this problem. We are not ruling out the possibility of increasing the rewards obtained for extreme ratings values to partially compensate such players for the long waiting times.
We have recently introduced a system to limit the creation of a team with doubles or triples of the same class in solo mode. This modification has inevitably led to longer waiting times for the Kolossium’s better represented classes. By extension, playing a rarer class may result in you being able to take advantage of shorter waiting times. 
 

Spectator Mode

We were unable to integrate spectator mode for the Kolossium’s fights in time for the ISK release, but we are continuing to work on this feature.
We have planned to carry out two stages:
  • Allow players to watch Kolossium fights from their friend list or list of guild members.
  • Watch all ISK fights from the associated building.
We are currently working on the first stage, which is more technically approachable, and are hoping to make this feature available before the end of the year.
For the second stage, it will be a much more complex project because the Kolossium’s fight spectator system was not initially designed to handle hundreds of simultaneous fights (furthermore, the interface isn’t suited to this number of fights). We can’t guarantee that it will be possible to roll out a system that allows you to watch all Kolossium fights, but it is a goal we’d like to work towards in 2017. 
 

Bots

Bots can potentially have a considerable impact on the ISK experience. They increase the load on the servers, generate very low quality fights and flood the server with rewards, which reduces the value of these rewards for all players.
We have also taken advantage of the ISK to make big changes to certain mechanisms used to limit their impact. Additionally, we’ve worked on our detection tools so we can sanction bots operating in the Kolossium more effectively.
These actions have considerably reduced their presence in Kolossium fights. However, we do know that this is a permanent and constantly-evolving threat, so we have to remain very vigilant. 
 

Rewards

Our objective is still to allow players who evolve in the Kolossium to earn enough experience to progress and generate enough value to kit themselves out. Ideally, we would like for these characters to be able to evolve almost solely via the Kolossium, on condition that they agree to exchange and trade. At the moment, we find that the experience gained is enough, but we know that the Kolossium is not currently generating enough value for players to get equipment through this activity.
This is a difficult problem to solve, because we have to find additional long-term uses for the Kolossokens. But these uses must not end up competing with other game activities (we don’t envisage getting Boss resources in exchange for Kolossokens, for example). This is a long-term project, during which we are probably going to have to create other rewards or change the recipes for certain items to ensure more permanent destruction of Kolossokens.
In version 2.36, we have changed the way experience, Kama and Kolossoken rewards are distributed to release fewer quantities to low ratings values and higher quantities to larger ratings values. We are not excluding the possibility of changing these reward distribution curves again if we think it’s necessary to place even more value on the higher ratings.
Between now and the end of the year, we are planning to regulate Kolossoken expenditure by adding minimum ratings conditions to obtain certain rewards (accessible with Kolossokens). For example, the NPC Glad Yator could request a (solo or team) rating of greater than 2000 (made-up value) to obtain a Sparkling Pebble.
This change should result in the following benefits:
  • Reaching higher ratings values would be encouraged, because you would need them to get more valuable Kolossium rewards.
  • With regards to the decorrelation between the value of the rewards and their cost in Kolossokens, currently all rewards that you get via Kolossokens are directly and solely dependent on the value of the Kolossokens. By adding another variable (their accessibility), the Kolossium rewards market could become even richer and more interesting because not all players operating on the ISK will have access to the same Kolossoken transformation capabilities.
  • This would prevent fraudulent accounts from generating valuable rewards from the ISK in very short periods of time and with very low efficiency in the Kolossium (low rating).
   
 

Surrenders

Some players surrender their fights voluntarily to penalize their allies or because they prefer to suffer a penalty than finish their fight.
This particularly toxic behavior worsens the game experience in the Kolossium and reduces the number of players who visit it. We are taking this issue very seriously and are working on implementing larger penalties for players who surrender their fights.
However, it’s not technically possible to differentiate between someone logging out voluntarily or being disconnected from the game involuntarily. We cannot, therefore, introduce excessive punishments because we run the risk of being too severe when punishing players who suffer from disconnections and are unable to reconnect to the fight. 
 

Getting around Solo Mode Restrictions

Some players are able to get around restrictions in solo mode by controlling several characters in the same team. We hope to be able to deploy a fix for this problem before the end of 2016.  
 

Disconnection and Global Stability Problems

In the first few weeks following the ISK’s launch, on several occasions, the dedicated servers encountered stability problems leading to large-scale disconnections (servers were shut down and rebooted automatically). These problems were primarily due to a sudden load increase on these servers (the Kolossium bots were trying to create several thousand fights in a fraction of a second) and the occurrence of memory losses on the ISK servers.
We have now corrected the problem with the memory losses and connection peaks on the ISK servers should be better managed in the future. We have also added an additional server and improved load distribution between the different ISK servers that host the fights.
Some players do still encounter individual disconnection problems from the ISK (notably those logging in from abroad), and we are continuing to work on fixes on a case by case basis, based on your feedback. Don’t forget to send us the following information if you run into any problems with the ISK: Character name/server of origin/date and time. 
 

Frequently Made Requests

 

Management of Class Pillars

We are not currently planning to introduce any restrictions on the composition of the classes. The ratings system is meant to allow potentially very effective compositions to go up in the ratings and fight against other high-performing compositions. Without these restrictions, we have a better chance of measuring the effect of the synergies between classes and potentially seeing statistical evidence of an imbalance between certain class synergies.
 

Ratings Management by Team, Rather Than by Character

We currently have no plans to introduce ratings management by team, rather than by character. Such a system would require storage of a large amount of data and, for some characters who play in different teams, it would be too difficult to rate their performance (insufficient number of fights for each team in which they play).
 

Availability of Statistics

We are not currently planning to make statistics about the ISK available (by API or otherwise). We are continuing to concentrate our efforts on improving the ISK.
 

Registration of Two Characters in the Kolossium

We do not plan to offer the option of registering a group of two characters. Such a feature would mean longer waiting times and lower quality fights (you would have to wait to find another team with two opponents and two solo characters).
 

Alternative Formats for the Kolossium

The Kolossium system is not yet ready to welcome different team formats (1vs1, 2vs2, 4vs4, etc.) and this would run the risk of increasing waiting times to find fights.
However, we are not ruling out the possibility of creating temporary leagues (alongside the current 3v3 format) in different formats to test their viability in the long-term. There are no such plans for 2016, though.
 

Registration of a Team with Characters from Other Servers

We can’t offer you the option of registering a team with players from other servers. We would need to make considerable modifications for a feature like that. For example, friend lists would have to be managed in real time across all game servers.
 

Displaying the Server of Origin

The “/whois” command has recently been updated and is now able to display the name of a character’s server of origin. We don’t want to display a server “Tag” (like the one used on the BETA server) in front of the characters’ names, because this feature doesn’t seem to be very meaningful and sometimes creates problems with certain interfaces.
 

Prioritize the Creation of Teams with Members from the Same Server and Keep the Group in Solo Mode

Such a feature could lead to an increase in waiting time between fights and reduce their quality. We do, however, agree that the possibility of keeping a Kolossium group after a fight is a very socially interesting feature of the Kolossium, but one that has disappeared with the ISK.
We are still looking into whether or not it’s possible to prioritize creating teams with members of a same server without significantly affecting waiting times.
 

Kolossium Achievements

Our position on this matter hasn’t changed. In the long-term, we want to add Kolossium Achievements, but we want to be very careful about how they work to prevent players who want to obtain them from penalizing their team by getting distracted from the main objective of ISK fights (defeat their opponents to win). We could potentially add “basic” Achievements that reward the number of victories and the diversity of fights undertaken. We will avoid Achievements that would be easier to complete after having artificially reduced your rating through defeats (“consecutive win” type Achievements, for example).
 

Rewards for Losers

We still don’t intend to give out rewards for the losers (depending on the number of opponents defeated), because we don’t want such a system to result in simplified agreements between opposing teams or to distract players from their main objective (ensure a maximum number of opponents is defeated, rather than trying to win the fight).
 

Seasonal System

We are not ruling out the possibility of introducing a seasonal Kolossium system in the long-term, including resetting the rankings and rewards at the end of the season. However, we would prefer to focus on stabilizing the ISK before planning this type of possibility.
 

League Systems

We would like to add an additional league ranking with honorary and cosmetic rewards to the current KIS rating ranking. However, we still haven’t decided how such a system would work or planned its development. For the time being, this is just an interesting concept for us. We think that players should be able to display their ranking on the ISK in-game and in several ways.
 

Web Ranking

Ratings rankings on the official website are being updated and should be working soon.
 

Focus System to Generate Smithmagic Runes

$
0
0
In version 2.37, we will be making two changes that will have a significant impact on smithmagic rune generation: a focus system to help produce certain runes and removal of the rune conversion penalty.  
 
 

Encourage the Production of Specific Runes

 
The following paragraph goes back over some of the explanations from the message: http://forum.dofus.com/en/1-log-book/324429-modifications-conversion-rates-smithmagic-runes-update-2-36
At the current time, we believe that the methods available to players to help produce certain runes (rather than others) are not sufficient.

Before changes were made to rune generation in 2015, rune production was mainly achieved using specific and very low-level items that could be made and broken on a large scale without gradually decreasing the output. 
Since this system was replaced, players have still been able to choose the items they want to shatter, but it is no longer worthwhile producing identical low-level items and shattering them on a large scale. 
The system itself discourages the destruction of identical items and encourages shattering a greater variety of items, which can potentially undermine the option of trying to produce a specific type of rune (to meet demand). 

Scarcity, price fluctuations and temporary shortages in DOFUS are desirable and make up part of the game's economy, but it is better if players are given the chance to respond and transform shortages into economic opportunities (in the form of businesses and content that will change in value over time). 
We think that it is too difficult to respond to specific rune shortages under the current system: the new focus system should resolve this problem. 
 

Focus System

 
The focus system introduced in 2.37 allows players to increase specific rune production to the detriment of other runes. It works as follows:
  • In the interface to shatter items it is possible to choose a rune generation effect (Strength, Intelligence, etc.) that is naturally present (so not using exotic smithmagic) in all the items being shattered.
  • By selecting a focus effect, only runes that match that effect will be generated, but in larger quantities. The "weight" of all the other effects generating runes is converted into a "weight" of the effect selected for the focus, plus a 50% penalty.
  • By default, no effect is selected for the focus (current functioning).
  • If a player adds an item that does not possess the effect matching the focus they previously selected, that focus will be deactivated (return to default setting).
  • The list of effects to select for the focus is filtered dynamically in accordance with the "common" effects that are present in the various items to shatter (e.g. if items to shatter only have the Strength effect in common, then only a focus for Strength will be possible).
 
For example: 
  • Player wants to shatter:
    • 1 hat with 50 Strength + 50 Intelligence + 100 Vitality
    • 1 cape with 50 Strength + 50 Agility + 100 Vitality
  • The focus system will only offer common effects existing in the two items: Strength and Vitality.
  • If Strength is selected, it will only generate Strength runes for a "weight" equivalent to: 50 + 50 + ((70 + 70) / 2) = 170, since Vitality has a "weight" of 0.20 and we apply a 50% penalty to the "weight" of effects other than Strength.
 
This focus system lets players manage rune generation and makes it possible to respond to changes in rune demand and supply. It also enriches the rune generation system by giving players a tool to maximize the generation of value and give them greater control over the rune market.  
 

Removal of the Rune Conversion Penalty

 
In version 2.36, we reduced the penalty for rune conversion (transforming normal runes into PA runes, then into RA runes).
In version 2.37, we have decided to completely remove this conversion penalty.
Transforming normal runes into PA and RA runes requires 3 runes (as opposed to 6 in version 2.36).
In version 2.36, you had to use 36 normal runes to obtain 1 RA rune.
In version 2.37, you have to use 9 normal runes to obtain 1 RA rune.
We've made these changes to reduce the rune conversion penalty, which penalized the types of rune that are often converted into superior-value runes. 
 

Longterm Changes

 
Removing the rune conversion penalty makes it possible to increase converted rune generation; the focus system will make it possible to increase rune generation for the most in-demand runes.
However, the focus system will also make the least in-demand runes more scarce (for which no focus is applied) and generally reduce the number of runes generated in the game (there is a 50% penalty applied when a player uses the focus system).
It is difficult at the current time to foresee the impact this change will have in the long and short term. Widescale use of the focus system by players could create lasting stability in rune supply and demand, or on the contrary could increase the overall price of all runes.
By removing factors that limit smithmagic (minority of extremely expensive and "essential" runes resulting in reduced consumption of other runes at the same time) we could see an increase in the value of runes with currently low demand.
 
At present, it is not necessary to change (increase or decrease) rune generation (by creating a factor common to all runes). But this could be a envisaged if the changes in 2.37 diminish or increase the overall price of runes dramatically.
This system allows us to adapt to variations in supply and demand; it doesn't seem necessary to specifically increase or reduce the generation of certain runes.  
 

Q & A

 

When is it worth using the focus system?

 
If your items comprise an effect that has a very high rune value and other effects that have a low rune value, it might be worth using the focus system to maximize valuable rune generation to the detriment of low-value runes.   
 

Is it essential to use the focus system to generate value?

 
The focus system is a safeguard to meet rune demand and provide new economic opportunities for players. The more it is used the less effective it will be (since if rune supply fulfills demand temporarily, the focus system will probably no longer be useful). Therefore, this is not an essential system for generating runes once the market has become more balanced.   
 

Why is there a 50% penalty for using the focus system?

 
The focus system becomes over-productive without the application of a large penalty, and would allow players to generate any rune whenever they want it without having to think twice. The penalty means that using the focus system is not always the best solution. We prefer that you have more pertinent options rather than one option that dominates the others.   
 

Why can't effects added using "exotic" smithmagic be selected as the focus?

 
We wanted to protect each item's specific characteristics for a more balanced supply. This means that players can't just use any old item to generate the rune of choice (by first adding the desired effect through "exotic" smithmagic).
 

Update 2.37: Want some desert?

$
0
0
Barely time to even taste the latest Update and another one is already on the table! On the program: sand as far as the eye can see, scorching heat and more fighting than a cowboy saloon on Friday night. Our graphic artists really let loose! The proof in images...

Today, we are taking you to a mysterious place. Somewhere, that not even the world's greatest scientists fully understand. A shadowy, magical and even bizarre place... where the most fabulous dreams intermingle with the worst nightmares. Welcome to the brain of a graphic artist. An unusual creature with an unbridled and sometimes uncontrollable imagination, a bottomless well of ideas. That's one way of describing our art department* (or AD) with its brave team of DOFUS MMO graphic artists. And bravery is just what is required to bring to life a completely new environment in the World of Twelve:
 

The Ohwymi Desert



A desert, you say? In the World of Twelve? That's unheard of! And yet, that's just the idea that has been whirring around in their heads for quite a few years. And one day, they knew it was time. It was either now or never! The Ohwymi Desert was born! That's right, when it comes to getting their hands dirty, the graphic artists are always first in line!

Fill up your water bottle and layer on the SPF 50: it's time to take a hard look at the sketches for Ohwymi that are at the heart of the next update.
 

Cult films and major themes


If there's one place that's not a dried-up wasteland, it's the artists' imaginations! No sooner was the idea mentioned, then a thousand and one other ideas emerged in this vast stretch of golden sand. A thousand glittering stars in their eyes, a horde of marauding ideas attacking the poor artists' brains, inflicting a genuine Elle Poma. How can you possibly choose between Star Wars, Mad Max and Dune for inspiration? But a better question is: Why choose...?
 

Because once your feet touch down in Ohwymi, it's impossible not to be reminded of Mos Eisley in Star Wars, frantic races in Mad Max and even the arid and inhospitable planet, Arrakis in Dune. It seems like a Tuskan Raider could attack at any time, or worse: a terrifying Shai-Hulud sandworm!
 

In other words, taking a trip to Ohwymi means taking the risk of being ambushed by a collection of references (and other by-products...) that pay tribute to the great fantasy and science fiction masterpieces of the 20th century. But that's not all! The Port of Ohwymi promises to be a colorful place, with its Sandloons, stage coaches and unwelcoming skeletons. Welcome to an update with all the classic spaghetti western environments, with cowboys, sheriffs and all of the other dirty, rotten things you'd expect. John Wayne, Clint Eastwood and the Daltons can't be far off…


For Lorko, Art Director of the DOFUS MMO graphic art team, it was an "old dream" come true.
"The desert is something we had been wanting to do for years. With the scorched maps of Ohwymi, there was a strong desire to totally change the graphic environment of DOFUS. This is where we really had some fun! And wait until you see the rest! "
 

Race for spices and follow the goldrush

 

The French name "Saharach" (Ohwymi) is an obvious reference to the Sahara, but has other meanings too.

The name of the zone also takes its name from the strong tasting, precious spice which everybody is after – like the rejuvenating spice in the film Dune. The Castucs and other native creatures boast of its extraordinary powers... Some say that its stimulant properties are so strong that even a small amount is enough for extraordinary feats, like beating Piwi eggs until stiff with your big toe, hulling green beans in record time, and reading the entire Web Stir Encyclopedia with your eyes closed. It is even said that a Sadida once managed to stay awake for more than 3 hours in a row after ingesting some, and that two strangers saw an Iop manage to solve an equation!

These incredible powers have caught the attention of a scientific organization called the Umphialla Corporation. These worldly scholars, who have always denied accusations of contaminating the Frigost whale, have invested heavily in spice crops. If you manage to get your hands on any Ohwymi, it is solely thanks to them!

But spice stocks are dwindling and one day soon, production will grind to a halt... or at least, will take on a new form.
 

The Castucs have unleashed a war, in which hunting down the famous spice is instinctive, and the Umphialla Corporation must work harder to get its hands on this little treasure of the desert sands.

The Castucs are a threat, but you also need to keep a close eye on the local fauna... Scordions, starving Leopenas, Ourobubbles and Fennex are waiting patiently for you! 
 
Viewing all 110 articles
Browse latest View live